List of New Cleric Spells

kilagan525

New member
Here's a list of Cleric spells, levels 1 thru 9, that can be added into the game.


Level One

Comprehend Languages - This spells adds +3 to bluff, diplomacy, haggle and intimidation to a friend or self for the duration of the spell.

Entropic Shield - This spell deflects incoming arrows, throwing weapons, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance.

Guidance - Casting Guidance gives one willing creature the option to add 1d4 to any ability check for the spell's duration, making that ability check more likely to succeed.


Level Two

Augury - an omen from an otherworldly entity grants the spell caster to sense secret doors, traps and impending danger, such as crumbling floors.

Spiritual Hammer - Summons a hammer of spiritual energy to smite foes within range.


Level Three

Daylight - A sphere of light spreads out from the point of the caster. The sphere is bright light and deals 1d6 damage.

Speak with Dead - When cast, you grant the semblance of life and intelligence to a corpse within range, allowing it to answer the questions you pose. The answers will be spoken from a disembodied voice. Any party member standing near the caster may hear the voice. (like the whispery voices from the quest: Total Chaos.)

Wind Wall - Conjures a wall of strong wind that knocks down opponents for the duration of 1-5 turns.


Level Four

Sticks to Snakes - The caster transforms up to 3 ordinary wooden sticks into the form of venomous snakes that last for the duration or until you cast this spell again. These snakes are objects that have an AC:13 and 10 hit points. If it drops to 0 hit points it is destroyed, if all snakes are destroyed the spell ends. (this spell would need a new spell material "three sticks" to cast.)

Tongues - This spell adds +4 (plus 1 each caster level) to bluff, diplomacy, haggle and intimidation to a friend or self for the duration of the spell.


Level Five

Atonement - This spell removes the burden of evil from the subject, by changing his/hers alignment to Lawful Good for the duration of the spell.

Commune - The deity of choice gives a +2 profane bonus to either Wisdom, Charisma, Strength or Constitution.


Level Six

Forbiddance -This spell forbids extra-planar creatures from teleporting within the radius of the caster.


Level Seven

Dictum - Any nonlawful creature within the area of a dictum spell suffers the following ill effects:
Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 rounds.
Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a -4 penalty) to negate.

Ethereal Jaunt - The spell called ethereal jaunt allows the caster to move between the ethereal plane and the material plane. (Works like Shadow Walk, except seeing black and purple, you see white and blue.) The caster cannot be hit while using ethereal jaunt, and the spell ends when the caster uses a spell or lands a hit against an opponent.

Holy Word - Any non-good creature within the area that hears the holy word suffers the following ill effects:
Blinded: The creature is blinded for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 rounds.
Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate.


Level Eight

Cloak of Chaos - A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects:

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration blocks possession and mental influence.
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).

Shield of Law - A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects:

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.
Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.
Third, the abjuration blocks possession and mental influence.
Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell).


Level Nine

Astral Projection - When cast either on a friend or self, the affected person becomes an incorporeal projection of him or her-self and is able to make ghostly attacks by allowing the wielder's melee and ranged attacks able to hit Incorporeal targets. Additionally, enemies suffer a 50% miss chance against the wielder due to incorporeality. The wielder also gains +5 enhancement bonus to Hide and Move Silently skills.

Miracle - When cast, this spell gives 1 of 6 (1d6) random effects on foes:

-Holy Smite
-Blade Barrier
-Greater Command
-Cometfall
-Firestorm
-Heal, Mass


Thanks!
 
Upvote 3

droid327

Well-known member
DDO is not PnP...if you want to make a good suggestion, you need to actually think how it would work in the game, and if it would be both useful and balanced

Like...what would Speak with the Dead or Forbiddance even do?
 

FVSHasBeenEvenMoreGutted

Well-known member
how about instead of adding spells to a class that gets enough, maybe adding ranger and bard first as they have a spellbook of mostly useless spells in all scenarios? just look at bard level 5 spells...
 

kilagan525

New member
DDO is not PnP...if you want to make a good suggestion, you need to actually think how it would work in the game, and if it would be both useful and balanced

Like...what would Speak with the Dead or Forbiddance even do?
Thanks for the reply. Yes, in my head Speak with Dead seemed reasonable, but I understand what you're saying. My intent was to implement this spell in a future quest or maybe in a quest chain. Speak with Dead can be used by "emote". For instance, there are quests where players emote in order to further a quest.

One such quest is Danger at Dunwater where the player has to emote "knowledge" in order to reach a chest. Of course the questions would have to be limited.

I'm not saying that this spell could be used with any corpse throughout the game, but perhaps could use this very popular D&D spell at some point within a quest or quest chain.

As for Forbiddance: Devils teleport. So this spell will hinder the devils from teleporting around the cleric. For instance, in the Chronoscope the devils won't be able to teleport around any cleric who has cast the spell.

Thank again, I should have clarified on some of these spells. I am open for more thoughts and suggestions.
 

dur

aka Cybersquirt
+1 Clerics need all the Love they can get. Let the discussion begin, droid! And no derailment, FVS
 

Driaza

Well-known member
DDO is not PnP...if you want to make a good suggestion, you need to actually think how it would work in the game, and if it would be both useful and balanced

Like...what would Speak with the Dead or Forbiddance even do?
Well Forbiddance stops those Hezrous teleporting around or blink dogs :)

Struggle with the Speak with Dead .... maybe a bonus to Bluff/Diplo etc vs undead similar to OPs Comprehend Languages suggestion?

But more spells always good
 

FuzzyDuck81

Well-known member
Some thoughts;
Comprehend languages - that'd be a fairly low level buff, fine for a level 1 spell i think.
Entropic shield - lesser blur, sure why not
guidance - adding an extra dice roll to certain checks would probably have issues somewhere, but maybe a +1 per 4 levels to skills linked to a single ability score could work.
Augry - tricky to implement due to how the triggers for certain things work, but for traps etc. clerics already have find traps.
Spiritual hammer - could probably implement it in much the same way as flaming sphere
daylight - adding actual light effects would be a lag-inducing issue. as a damage-dealing aura it could work, but it'd probably have to be on a similar damage level to lesser death aura rather than just a single damage die.
speak with dead - this is more of a plot driver spell, something that'd be done as a quest objective. As a cast spell, making it let your bluff/intim/diplo skills work on undead would have some possibilities though.
wind wall - air guard already exists as an item effect and has a chance of knocking down attackers, so a spell that grants a similar effect could probably be doable.
Sticks to snakes - summons are notoriously bad & having multiple extra things to cause pathfinding calculations etc. at once? not worth it IMO.
Tongues - alchemists already have alluring elixir which does this but doesn't scale, so no reason it couldn't be reskinned as a spell for other classes, though the exact degree of scaling might need adjustment, or just keep it as a competence bonus so it doesn't stack with regular gear.
Atonement - i can see this breaking things due to how classes and alignments work. A complete change to make it something that works like protection from energy but for alignment based damage (good/evil/law/chaos) could be an interesting one though.
Commune - that'd be a divine bonus rather than a profane one, surely?
Forbiddance - would be tricky to implement i suspect. An aura that causes a debuff to extraplanar enemies could be a possibility though.
Dictum/Holy Word - looks kinda like greater colour spray with the instakill from prismatic spray, but limited to specific enemy alignments. Prismatic spray is also a level 7 spell so sure, why not.
Ethereal Jaunt - we already have shadow walk so not really necessary.
Cloak of Chaos/Shield of Law - we already have holy aura at level 8 which has much the same effects. The spell resistance granted would be useful if it scaled better, or had a different bonus type so it stacked & the guard effects would be interesting though.
Astral projection - displacement but incorporeal & grants ghost touch, it'd be pretty tasty for sure.
Miracle - 1 random effect from a bunch of lower level spells? Better bet would be a light damage version of thunderstroke for a "zeus says KAPOW!" effect.
 

Ying

5000+ hours played
I recommend tuning into livestreams and interviews with the devs. Implementing new spells is a huge task. When SSG implemented almost 100 spells for Alchemist, it nearly broke them because it's so labor intensive.

Frankly, current spells could use a bugfix pass before any new ones are created. There are still spells like Order's Wrath whose vfx still have placeholders.
 
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My take on these spells as a DDO implementation:

Level One
  • Comprehend Languages - +1 circumstance modifier to Social Skills, +1 per 5 caster levels
  • Entropic Shield - 10% missile deflection, +2% per 3 caster levels (cap 15)
  • Guidance - +4 to checks and interactions involving strictly attributes (STR/DEX to resist trip, STR/WIS/INT/CHA levers or runes, etc)
Entropic Shield becomes a level 5 domain feat choices for the Chaos or Protection domain, where Entropic Shield is always active

Level Two
  • Augury - Grants Watchful Eye. 6/sec per caster level
  • Spiritual Hammer - Similar to Call Lightning Storm with a limited range (10 meters)
Spiritual Hammer becomes a level 5 SLA domain feat choices for the Destruction domain

Level Three
  • Daylight - Targetted AoE (similar to Faerie Fire). Creatures that are vulnerable to light must make a will save or be stunned (bypasses standard stun immunity). Creatures with light sentitivity (drow/duergar) instead make a will save or be dazed.
  • Speak with Dead - Social skills work on mindless undead.
  • Wind Wall - Dispels cloud effects. Small sized or smaller creatures must make an STR save or be knocked down on entry. Projectiles passing through have a 20% chance to be deflected.
Daylight becomes a level 5 SLA domain feat choices for the Sun domain
Speak with Dead becomes a level 5 SLA domain feat choices for the Knowledge domain
Wind Wall becomes a level 9 SLA domain feat choices for the Air domain

Level Four
  • Sticks to Snakes - Fires 3 "snakes" at a target, as per Scorching Ray, dealing 1d4+1 piercing and 1d4+1 poison damage per caster level each. Max Caster Level 12.
  • Tongues - Decreases cooldown on social skill usage by 15%
Tongues becomes a level 9 SLA domain feat choices for their Knowledge domain

Level Five
  • Atonement - Alignment is considered Lawful Good for the purpose of items and effects.
  • Commune - Gain a +1 sacred bonus to favored weapon attack and damage, +1 per 5 caster levels. This effect is removed by Intercession.
* Atonement becomes a level 9 SLA domain feat choices for their Good and Law domains

Level Six
  • Forbiddance - Creates an aura. Prevents teleporting or phasing on creatures within the aura.
Level Seven
  • Dictum - Non-lawful creatures are deafened and slowed for 6d6 seconds. They can make a will save or be paralyzed for 3d6 second. If the target is tainted or extraplanar and not immume to banishment (aberrations, elementals, outsiders, undead) then a will save with a difference of CR must be done or the target is banished. Creatures that can not hear are immune to the deafened. Can not be used if you are not on your home plane.
  • Holy Word - Non-good creatures are deafened and blinded for 6d6 seconds. They can make a will save or be paralyzed for 3d6 second. If the target is tainted or extraplanar and not immume to banishment (aberrations, elementals, outsiders, undead) then a will save with a difference of CR must be done or the target is banished. Creatures that can not hear are immune to the deafened. Can not be used if you are not on your home plane.
  • Word of Chaos - Non-chaotic creatures are deafened and confused for 6d6 seconds. They can make a will save or be stunned for 3d6 second. If the target is tainted or extraplanar and not immume to banishment (aberrations, elementals, outsiders, undead) then a will save with a difference of CR must be done or the target is banished. Creatures that can not hear are immune to the deafened. Can not be used if you are not on your home plane.
  • Ethereal Jaunt - As per Shadar-kai Shadow Jaunt. You become invisible and charge forward. During the jaunt you are able to move through monsters as if you were ethereal.
Dictum, Holy Word, and Word of Chaos all become a level 14 SLA domain feat choices for their respective Law/Good/Chaos domains
Ethereal Jaunt becomes a level 14 SLA domain feat choice for the Trickery domain

Level Eight
  • Cloak of Chaos - As per Holy Aura, but causes confusion instead of blindness.
  • Shield of Law - As per Holy Aura, but causes slow instead of blindness.
Shield of Law, Holy Aura, and Cloak of Chaos all become a level 14 SLA domain feat choices for their respective Law/Good/Chaos domains

Level Nine
  • Astral Projection - Target is affected as per the Enhanced Ghostly equipment modifier. Attacks ignore incorporeal miss chance. Target has 15% incorporeal chance to avoid physical attacks and a +5 enhancement bonus to Hide and Move Silently.



For bonus points, they could add the Plant Domain to clerics, being plants are now common foes with a sizable spell selection now, along with us having the Blightcaster forms for Thornkin/Thorn Knight.

Plant Domain
  • Level 2 - Your Religious Knowledge now also counts as Primal Knowledge
  • Turn effect - Your Turn Undead now affects plants.
  • Level 5 - SLA Choice - Splinterbolt or Entangle
  • Level 9 - Plant Form - You assume the form of a plant and gain their traits (100% fortification, immunity vs mind effects, poison, sleep, paralysis, stun, can breath underwater)
  • Level 14 - SLA Choice - Grasping Roots or Plant Growth
 
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Striga

Well-known member
Plant Domain
  • Level 2 - Your Religious Knowledge now also counts as Primal Knowledge
  • Turn effect - Your Turn Undead now affects plants.
  • Level 5 - SLA Choice - Splinterbolt or Entangle
  • Level 9 - Plant Form - You assume the form of a plant and gain their traits (100% fortification, immunity vs mind effects, poison, sleep, paralysis, stun, can breath underwater)
  • Level 14 - SLA Choice - Grasping Roots or Plant Growth
I like plant domain.
Miracle - 1 random effect from a bunch of lower level spells? Better bet would be a light damage version of thunderstroke for a "zeus says KAPOW!" effect.
Miracle: Living players get 50MP/RP, 100SP for x seconds. Dead players are resurrected. Monsters are dazed (no save). Huge AoE. Long cooldown.
 
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