Level 1 Cleric Spells
by Moros
With so many
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spells to choose from, it's hard to know which ones to use. There will
be spells that you will always carry, some you load occasionally, and
some worthless ones you probably will never use. This of course, is
totally dependent on how YOU play your Cleric. So, here is a
no-holds-barred look at the level 1 spells that keep your group healthy
and alive. These will be rated on a scale of 1-5, or what we will call
the Moros rating. Hey, after all it's my guide! With 5 being highest, a
1 means they stink up the dungeon!
Some of the best spells you will ever use are the buffing spells.
These are very important, especially at lower levels when characters
have no good items. With the Extend feat, the buffs are invaluable for
the entire party. Then we move on to the damage causing spells. If you
plan on being a
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Cleric, you will definitely want these loaded. Personally, I think
they should be moved to the nearest recycle bin. Take my word for it,
it's hard to heal or
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out Divine Vitality when you're running around yelling, HELP, can
someone get this guy off of me! One of the best things about being a
Cleric, is that you can load any spell available at the nearest shrine
or your local Tavern.
Cast Time: Short
Components: Somatic, Verbal, Divine Focus
Cooldown: 2 seconds
Duration: 1 minute per level
Range: Medium
Save: N/A
Target: Friend, self, positional
Effect: All players in
the area of effect gain +1 morale bonus to
attacks and fear saves.
Notes: This buff is awesome at all levels but especially at lower
levels when party members are using their masterwork junk with no
bonuses.
Moros rating: 5
Fear
Cast Time: Short
Components: Somatic, Verbal
Cooldown: 2 seconds
Duration: 10 minutes
Range: Medium, Large AoE
Save: N/A
School: Abjuration
Target: Friend, Self, Positional
Effect: Removes doom and fear effects, and gives a +4 bonus to saves
against fear to all players in the area of effect.
Notes: Even in lower level dungeons, running them on elite makes the
enemy casters pretty powerful. Fear is one of their favorites to cast.
This not only is a good buff to have, but it is invaluable when
everyone in your party can't attack because they are feared. Always
keep this spell loaded; the only class that will not benefit from it is
the paladin.
Moros rating: 4
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Cast Time: Short
Components: Somatic, Verbal, Material, Divine Focus
Cooldown: 2 seconds
Duration: 1 minute per level
Range: Short
Save: N/A
School: Abjuration
Target: Friend, Self
Effect: Target gains +2 deflection bonus to AC, +2 resistance bonus to
saves vs. evil creatures, and is immune to controls and compulsions.
Notes: Protection from Evil is a favorite to use, especially when there
are no paladins in around. This great spell gives a +2 enhancement to
your ac, as well as a +2 to saving throws vs. attacks from your
not-so-friendly neighborhood evil creature. Don't try and cast this one
from a distance, boys and girls. You need to be up close and personal
to cast this spell.
Moros rating: 5
of Faith
Cast Time: Short
Components: Somatic, Verbal, Material
Cooldown: 2 seconds
Duration: 1 minute per level
Range: Medium
Save: N/A
School: Abjuration
Target: Friend, Self
Effect: Target receives a +2 deflection bonus to AC. This bonus
increases by 1 for every 6 caster levels.
Notes: Shield of faith is not a mass spell, but it is still good to
use. I prefer Protection from Evil, but at higher levels this can be
very handy. As players get better resistance items, a bonus to ac is
always handy. At level 12 you will give a +4 with this buff.
Moros rating: 3.5
Cast Time: Short
Components: Verbal, Somatic, Divine Focus
Cooldown: 2 seconds
Duration: 1 minute
Range: N/A
Save: N/A
School: Evocation
Target: Self
Effect: Caster gains +1 luck bonus to attack and damage rolls, with an
additional +1 for every three caster levels
Notes: Divine Favor is the last of our level 1 buffs.
Unfortunately, unless your going to be on the front lines swinging your
sword instead of your wand, this one is just ok. Use this on solo
missions.
Moros rating: 2
of Light
Cast Time: Short
Components: Verbal, Somatic, Focus
Cooldown: 3 seconds
Range: Long
School: Evocation
Target: Enemy
Effect: Causes 1d8 +1 per level damage to the target
Notes: This is one of the spells that will get you some unwanted
attention. So, don't waste your spell points with this spell. By the
time you can spare the spell points, it won't do crap for damage.
Moros rating: 1 (Good
thing there is not a zero on this scale)
Cast Time: Long
Components: Somatic, Verbal, Material
Cooldown: 60 seconds
Duration: 1 minute per level
Range: Medium
Save: N/A
School: Conjuration
Target: Ground
Effect: Effect: Summons a Celestial Dog to fight for the caster. It
locks out any other summon monster spell for 1 minute.
Notes: The dog spends more time running around chasing the nearest
target than it does actually causing any real damage. Summon Monster 5
and 6 are ok, but this one is a huge waste of spell points.
Moros rating: 1
Cast Time: Short
Components: Verbal, Somatic, Divine Focus
Cooldown: 2 seconds
Duration: 1 minute per level
Range: Medium
Save: Will save negates
School: Necromancy
Target: Enemy
Effect: Target has -2
to attacks, skills, and saves.
Notes: Unfortunately this spell is useless on creatures with 6 or more
hit dice (BOO!). Judgment call on this one folks. If you can spare the
points, go for it. But I leave this one out of the shortcut bar!
Moros rating: 1.5
Cast Time: Short
Components: Somatic, Verbal
Cooldown: 2 seconds
Duration: 20 seconds
Range: Medium
Save: Will save negates
School: Necromancy
Target: Enemy
Effect: Causes a low
level enemy to flee, if able, or cower if or
cornered if unable to get away. Mindless creatures and mid to high
level creatures are immune.
Notes: Cause Fear is a fun one. Cast this one and watch your enemies
run around like chickens with their heads chopped off. This is a good
spell to have in a wand, but not a whole lot of help otherwise. Great
when it works, but more often than not, enemies make their saving throw
and you've only managed to waste even more of your spell points. You
should cast this one only if Bane was cast successfully.
Moros rating: 3
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Cast Time: Short
Components: Somatic, Verbal, Divine Focus
Cooldown: 2 seconds
Duration: 1 minute per level
Range: Medium, Medium AoE
Save: Will save negates
School: Enchantment
Target: Enemy, Positional
Effect: All enemies in
the area of effect must save, or take -1 to hit
and -1 to fear saves. Cancels Bless spells.
Notes: So, Bane away and then give them the ol' Cause Fear. If it is
successful, you'll stand a much better chance them failing their saving
throw against fear.
Moros rating: 1.5
Cast Time: Short
Components: Somatic, Verbal
Cooldown: 2 seconds
Duration: 1 minute / level
Range: Short
Save: None
School: Conjuration
Target: Ground
Effect: Creates a dark
globe that obscures vision, and gives
concealment bonuses to characters within it (thus giving a 20% miss
chance to melee, and 50% miss chance for range/spells)
Notes: Be careful: this one can be burned away with any burning area of
effect spell, such as Fireball or Firewall. With the Wiz/Sorc spell
Solid Fog, this one is kind of out-dated. And since fire spells are
very popular, odds are it will be burned away before you can take
advantage of it.
Moros rating: 2.5
Cast Time: Short
Components: Verbal
Cooldown: 2 seconds
Duration: 6 seconds
Range: Medium
Save: Will save negates
School: Enchantment
Target: Enemy
Effect: Enemy falls to
the ground, as if tripped, cannot fight, and is
easier to hit. Mindless, multi-legged, and legless creatures seem to be
immune to this effect.
Notes: Command is an awesome spell to use. If your foes don't make
their saving throws, they fall helplessly to the ground and lie prone.
This is always good when you just cast Nimbus of Light on one and it's
chasing you around. But, Command also helps the group when you
are greatly outnumbered. Be careful casting this spell. It does not
always work and chews up your spell points quicker than you think. Keep
this one loaded just in case you get jumped from behind.
Moros rating: 3.5
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