Cleric Spells By Spell Line
From EQ Clerics Wiki
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.
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[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
- AC Buff Line: Buffs that increase the AC stat.
- Hit Point Type One Buff Line: Buffs that increase your hit points and armor class
- Symbol Hit Point Buff Line: Buffs that only increase your hit points
- Aegolism Buff Line: Buffs that combine the three lines above.
- Self-Armor Buff Line: A self-buff spell line that increases hit points, AC and mana regen.
- Vie Buff Line: Rune-like buffs that absorb a percentage of incoming damage to a certain amount before fading
- Spell Haste Buff Line: Buffs that lower the casting time of spells.
- Yaulp Line: Self-only short duration buffs that increase attack and mana regen.
- Damage Proc Line: Self-only wards that has a chance to proc damage against a mob when it hits you.
- Vow Line: Self-only ward that weakens healing power, but can proc a Heal over Time on yourself and/or damage on the mob on a weapon swing.
- Divine Protection Line: Invulnerability spells.
[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.
- Summoned Hammer: Summons a hammer that you can equip.
- Summoned Hammer Pet: Summons a short-duration 'hammer pet', that will die when it loses aggro (or is killed by the mob)
- Invisibility vs Undead: Hides the target(s) from the view of undead mobs. Regular mobs can still see you.
- Sense Trap, Disarm Trap, Open Chest: Spells for sensing, disarming and opening cursed objects. (used primarily in Lost Dungeons of Norrath and in some events in Omens of War.
[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.

