Cleric Spells By Spell Line

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Most spells that we get as we level up are simply upgrades to a previously existing spell to provide more power or more abilities. When such an upgrade occurs, the spell becomes a spell line (also known as a spell series), and you can be certain that all of the spells of a particular spell line will have similar properties.

Generally a group version of a spell (if it exists) will be included in the same spell line as the single target version.

Contents

[edit] Healing and Curing Spell Lines

  • Basic Direct Heals: The basic direct heals that a cleric gets from the beginning.
  • Heals over Time: Spells that heal damage over time.
  • Quick Direct Heals: Heals that cast faster (and heal less) than than the standard heal.
  • Low Hit Point Heals: Heals that require the target to be below 35% health in order to land. They do not use mana or reset your spells if they can not land.
  • Promised Heals: Casts a short duration buff on the target that, when it expires, will heal the recipient (without aggro to the healer)
  • Group Heals and Cures: A spell line that heals the entire group and cures them.
  • Remove Poison/Disease: Spells that remove poison and/or disease effects.
  • Remove Curse: Spells that remove curse effects.

[edit] Buff Spell Lines

[edit] Damage and Debuff Spell Lines

These are spell lines that will cause damage to a mob, or otherwise make a mob weaker.

  • Direct Damage: Your basic nuke. Causes damage to the mob directly, regardless of mob type.
  • Chroma-nukes: Similar to Direct Damage nukes; these spells are chromatic and so may be resisted less often.
  • Undead Nukes: Nukes that can only damage undead mobs.
  • Undead DoT's: Damage over Time spells that can only damage undead mobs.
  • Damage-less stuns: Stuns the mob so it can not attack. Does not cause damage.
  • Damage Stuns: Stuns the mob and causes damage.
  • Area Effect Nukes: Damages all mobs within range of the nuke.
  • Area Effect Stuns: Stuns all mobs within range of the stun.
  • Roots: Stops the mob from moving for the duration of the root.
  • Lulls: Decreases the chance that a mob will aggro you or assist nearby mobs when they are aggroed.
  • Reverse Damage Shields: Damage shields that are applied to the mob while you fight them. They damage the mob slightly (and can heal the mobs target) every hit the mob does.


[edit] Miscellaneous Spell Lines

Spell lines that do not really fit in the previous categories.

[edit] Independent Spells

Spells that are unique, with no upgrades available as of yet.

  • Atone: Has a chance to make the mob drop all aggro.
  • Divine Intervention: A death pact spell that heals the recipient when they get to low health.
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