style="font-family: tahoma;">Cleric Spell Guide: Level 7 Spells

By
Darkgolem




Level 7 spells are all about being
"icing on the cake".  Spells that are useful and functional enough
to stand by themselves become more so.  For example, greater
restoration is now available.  It preforms all the benefits of href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=522">
restoration, but in additiona removes ALL negative levels, and
removes
insanity and feeblemind (normally only heal can do that).  Symbol
of stunning and weakness are available, and these preform similar
functions to href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=523">symbol
of fear, but more effectively.  Resurrection
preforms the same function as raise dead, but allows the one who
benefits it to retain 1/2 their hit points (as opposed to raise dead).



The only spells that truly are deeply improved are mass spell
resistance and destruction.  Mass spell resistance is an
outstanding spell, able to make your party almost immune to non damage
spells, and at a good value in spell points.  Destruction allows
destruction of enemy spell casters fast, something that is key at high
levels, and because it has a fair range, is must better than href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=523">slay
living at this function.



border="1" cellpadding="2" cellspacing="2">
style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Cure Serious Wounds, Mass

Cool down (seconds): 5.5

Casting Time: fast

School: conjuration

Range: medium

Components: verbal, somatic

Area: 10' radius

Damage: 3d8 + (1/level, max 15) (undead only)

Save: will for ½ (undead only)

Target: friend, self, undead foe

Rating: 4



Description: “Grants Cure Serious Wounds on multiple targets.” 
This spell costs 40 spell points, but heals, if a party is grouped
together, an average of 510 points of damage.  A very good healing
spell.

style="font-weight: bold;"> href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album105&id=destruction&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Destruction - Way Overkill on a Kobold"
src="http://ddo.tentonhammer.com/files/gallery/albums/album105/destruction.jpg"
style="border: 2px solid ; width: 250px; height: 172px;" align="right">Destruction

Cool down (seconds): 5.5

Casting Time: fast

School: necromancy

Range: medium

Components: verbal, somatic, focus

Damage: 10d6 w/save

Save: fort or die, damage with save

Target: foe

Rating: 5



Description: “Raw destructive power is channeled to utterly annihilate
an enemy, killing them instantly or causing 10d6 damage with a
successful fortitude save.”  This spell is one of the most useful
spells a cleric can cast, if the cleric has effective spell
penetration.  An outstanding single target kill spell, truly
useful for taking out enemy spell casters before they can do too much
damage.  Superior to slay living because of it's range. style="font-weight: bold;">

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Greater Restoration

Cool down (seconds): 5.5

Casting Time: medium

School: conjuration

Range: medium

Components: verbal, somatic

Target: friend, self

Rating: 4



Description: “Cures all temporary ability damage, restores all negative
levels suffered from energy drain, and eliminates fatigue, exhaustion,
confusion and insanity suffered by the ally.”  This spell is a
spell point saver, since it is a complete restoration.  However,
regular restoration and heal, in combination, do the same thing, and do
not take up a 7th level slot, so if those two prayers are prepared, one
can make do without this.

style="font-weight: bold;">Inflict Serious Wounds, Mass

Cool down (seconds): 5.5

Casting Time: fast

School: necromancy

Range: medium

Components: verbal, somatic

Area: 15' radius

Damage: 3d8 + (1/level, max 15) (living only)

Save: will for ½ (living only)

Target: foe, undead foe

Rating: 3



Description: “Casts Inflict Serious Wounds on multiple targets at
range, inflicting 3d8+1 per caster level damage (max +15) or healing
undead for a like amount.  A successful will save reduces the
damage by half”.  This is a nice spell, but only truly useful when
many enemies are bunched up.  Otherwise, harm, slay living and
destruction are more effective overall.
size="-1">

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Restoration, Mass

Cool down (seconds): 5.5

Casting Time:

School: conjuration

Range: medium

Components: verbal, somatic, material

Area: 10' radius

Target: friend, self

Rating: 2



Description: “Casts Restoration on multiple targets, curing all
temporary ability damage, restoring a single negative level suffered
from energy drain, and eliminating fatigue or exhaustion suffered by
allies.”  This is a nice spell, mainly a way to save spell points
for specific quests where many party members are affected by
debilitating effects, such as quest with lots of undead, etc. style="font-weight: bold;">

style="font-weight: bold;">Resurrection

Cool down (seconds): 11 seconds

Casting Time: medium

School: abjuration

Range: medium

Components: verbal, somatic, material

Target: friend, self

Rating: 4



Description: “Resurrects the target, restores half of the target's hit
points, and preserves current spell points.”  This is a nice
spell, in that it is more helpful than raise, but overall isn't that
neat.  A competent party can use raise dead just as efficiently by
simply moving away from a combat and accepting a raise dead and then a
heal spell without any major reduction in combat efficiency. style="font-weight: bold;">

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Spell Resistance, Mass

Cool down (seconds): 5.5

Casting Time: medium

Duration: 1 minute/level

School: abjuration

Range: short

Components: verbal, somatic, divine focus

Area: 10' radius

Target: friend, self

Rating: 5



Description: “Casts Spell Resistance on multiple targets, warding
allies with a Spell Resistance of 12 plus 1 per caster level.” 
This is a great spell.  With a spell resistance of 25, for all
party members who are in the affect of the spell when it is cast, this
is an outstanding way of making your party almost immune to all
non-damage effects.

style="font-weight: bold;">Summon Monster VII

Cool down (seconds): 7 minutes

Casting Time: long

Duration: 7 minutes

School: conjuration

Range: medium

Components: verbal, somatic, material

Target: self, positional

Rating: 3



Description: “Summons an efreeti to fight for you for a brief time.
Casting this spell locks out casting any other Summon Monster spell for
7 minutes.”  The efreeti summoned from this spell is very fragile
relative to the enemies one faces in a level appropriate dungeon, even
when buffed.  This monster is useful for drawing aggression and
distractive opponents, especially because it can summon a flaming
sphere and use searing ray, since direct damage spells do not have to
hit to succeed.  However, it should not be counted upon to be an
effective combatant, merely a distraction. style="font-weight: bold;">
style="font-weight: bold;">

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1"> href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album105&id=Symbol_of_Stunning&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Symbol of Stunning prepped for opponents"
src="http://ddo.tentonhammer.com/files/gallery/albums/album105/Symbol_of_Stunning.jpg"
style="border: 2px solid ; width: 250px; height: 172px;" align="right">Symbol
of Stunning

Cool down (seconds):

Casting Time: 105

Duration: (special) 5 minutes or until triggered, 1 minute once
triggered, fear effect lasts 6 sec/level

School: enchantment

Range: medium

Components: verbal, somatic, material

Area: 10' radius

Save: will to avoid

Target: foe, positional

Rating: 4



Description: “You scribe a potent rune of power in the air. When the
symbol is activated by a target approaching, all nearby targets are
stunned for 6d6 seconds or until the Symbol expires. A successful Will
save negates this effect.”  This is a useful spell, especially in
tandem with command in various combats.  One reason this is so
useful is because melee opponents (who usually have poor will saves)
will move into the effect).  Additionally, stunning effects affect
some creatures normally immune to enchantments, such as vermin. style="font-weight: bold;">

style="font-weight: bold;">Symbol of Weakness

Cool down (seconds): 105

Casting Time:

Duration: (special) 5 minutes or until triggered, 1 minute once
triggered, fear effect lasts 6 sec/level

School: necromancy

Range: medium

Components: verbal, somatic, material

Area: 10' radius

Save: fortitude to avoid

Target: foe, positional

Rating: 3



Description: “You scribe a potent rune of power in the air. When the
symbol is activated by a target approaching, all nearby targets take
3d6 points of Strength damage. A successful Fortitude save negates this
effect.”  This spell is a bit counter-intuitive to combat. 
This is because it requires one to enter the effect of the symbol to
work, yet is a fortitude save.  This means that those most likely
to be effected by this spell (divine and arcane casters) are least
likely to be affected by it (since they tend to stay at a distance,
rather than charge).  As a result, this is less useful than other
symbol spells.



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Last Updated: Mar 13, 2016

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