Spells
From EQ Clerics Wiki
[edit] Complete Spell List
As a priest class, spells are a Cleric's bread and butter. They are what let us buff characters so they can take the hits from the mobs, bring other characters back from the brink of death or beyond, and they can even bring the wrath of our gods down on the creatures annoying us.
[edit] Obtaining Spells
Through the years and expansions, there have been many ways for a caster to gather spells.
[edit] Original Everquest
Originally, most spells were available on merchants scattered throughout the world. A young caster could usually find most of their spells near their guild trainer in their home city, but as they levelled up, the spells would be obtained from merchants further out in the world.
Some spells in this era, primarily arcane caster spells, were research only. They required gathering specific pages from mobs and combining them in a research tome to create the spell.
As of Secrets of Faydwer, that research method has been changed. Instead of collecting pages from mob drops, researches now collect paper, inks and other components to create the spells they are researching.
Some of the highest end spells were also only obtained by doing a particular quest for the spell itself.
[edit] Ruins of Kunark
With 10 more levels, more spells had to be added. Some of these spells were available in merchants in the outposts, but the majority of these spells were only available as mob drops.
Some spells could be traded in to get another similar level spell.
[edit] Scars of Velious
Like Kunark, most of the spells (the few spells that were available) were from mob drops. Some spells are vendor purchasable, but the majority came from hunting suitably leveled mobs.
[edit] Shadows of Luclin
Luclin would end up being the last expansion to match the 'original' style of spell distribution. Most of its spells came off of mobs, the best spells coming off of boss mobs throughout the expansion. Some of the lower level targeted spells were vendor purchasable as well.
[edit] Planes of Power
PoP added 5 more levels, and completely changed how spells were obtained. We saw the beginnings of the 5 level hierarchy that becomes more evident with the release of Omens of War and The Serpent's Spine.
Spells in PoP were obtained by collecting ethereal parchments (L61,62 spells), spectral parchements (L63,64 spells) and glyphed rune words (L65 spells) in the planes and turning them into spell merchants in the Library in the Plane of Knowledge. The spell merchant would give you a random (tradeable) spell back, useable by the same class that the merchant is.
[edit] Legacy of Ykesha
As an extension, Ykesha did not have many spells available. The few spells it did have per class were obtained by questing for them.
[edit] Lost Dungeons of Norrath
LDoN introduced the first 'points' system to Everquest. By completing dungeon missions, players earned points, which they could spend at merchants in each camp. Those points merchants had all of the spells the expansion offered, including the spells needed to sense traps, disarm traps and open the chests within the dungeons.
[edit] Gates of Discord
Like PoP, Gates spells were obtained by rune turnins. Runes were obtained by hunting in Gates zones. Unlike PoP however, the rune corresponded to a particular spell per class. So a cleric turning in a rune would always get the same (no drop) spell for the same rune.
[edit] Omens of War
Another level increase, and another change in how spells are obtained. Omens of War introduced 6 runes, called muramite runes. Each rune corresponded to a particular level of spells obtained from the rune, with the 6th type of rune being used for 'Ancient' spells.
The first three tiers of runes were tradeable, while the latter three were no drop.
Spells were obtained by turning those runes in to a dragorn in Dranik's Scar named Karzor the Mad. For every rune you turned in, you would receive the next spell you needed in order.
These spells, up until the release of "The Serpent's Spine" were no drop. When they became researchable though, the spells became tradeable.
[edit] Dragons of Norrath
This expansion brought back a points system similar in ways to LDoN's system. There were not many spells available with this expansion however. The first version of a spell in this expansion was purchased for the crystals at the appropriate camp. To get an upgraded version of the spell, you needed to follow the expansion's progression to the second tier, and kill the spirit Emoush.
[edit] Depths of Darkhollow
Darkhollow had up to three spells per class available in it. These spells were obtained by doing mission arcs of 5 missions each. When each arc was completed, you hailed Brother Hidden Path located in Undershore and obtained the spell.
This spell also made Omens spells more available by having Shadowspine Runes drop off of mobs. These runes were labeled similar to Muramite runes and worked the same way. Turning them in to Brother Hidden Path (the same person you hail for the DoDH specific spells) would also give you the next spell you needed for the appropriate level.
Spell research was expanded as well in this expansion, giving researchers (int casters like wizards, enchanters, magicians and necromancers) ways to research and supply spells up to the LDoN era.
Depths of Darkhollow Spell List
[edit] Prophecy of Ro
The spells in this expansion were obtained by completing missions and doing quests. Once the appropriate mission was completed, the spell would appear as a cursor reward along with the rest of the rewards (if any) for the mission.
[edit] The Serpent's Spine
Serpent's Spine brought a level increase, and a new spell system. The concept of 'spell tiers' was introduced, where a spell could have multiple 'tiers' at the same level, the higher the tier, the better the spell. These tiers are called 'ranks" (so rank 1, rank 2, rank 3). Tier 1 versions of spells for L71 and beyond were obtained from merchants; Tier 2 versions came from hunting mobs in level appropriate zones; and Tier 3 versions would come from rune drops that are turned into an NPC, similar to the Muramite Runes system. A higher tier version of a spell will completely replace a lower tier version of the same spell.
Also, the research system was expanded here again, allowing researchers to make spells up to Omens era, using drops from Serpent's Spine zones.
The Serpent's Spine Spell List
[edit] The Buried Sea
The spells in this expansion were obtained off vendors with the currency coming from doing missions. The spell 'tier' system introduced in Serpent's Spine continues. Tier 1 versions of the spells are are obtained from merchants on the 'Pirates' faction in the Buried Sea. Tier 2 and Tier 3 spells are obtained from merchants in Katta Castrum.
In order to purchase the spells, you must gain enough faction with the appropriate seller to view the spells, and obtain enough of the appropriate currency (Dubloons for Tier 1 spells, Orum for Tier 2 spells and Phosphenes for Tier 3 spells) to buy the spell. The currency is obtained by doing missions for the appropriate faction, or by buying it from other players. Phosphenes are available by raiding in Solteris. (Edit note: Originally phosphites (dropped by trash mobs in Solteris) were to be used to buy spell rank 3 upgrades. This was never implemented. Currently phosphenes (dropped by event bosses / chests) are required to purchase rank 3 upgrades.)
[edit] Secrets of Faydwer
Spells in this expansion are tiered, like they have been for the previous two expansions. They are primarily upgrades to our core abilities to handle the new L76 to L80 content. Most rank 1 spells are vendor purchasable, but some are mob dropped, some require faction with the merchants, and some are quested.

