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Combat expertise[edit]
- 30s cooldown that prevents casting spells (with Cleric L1, L2, L3, L4, L5)
- Cleric L1, L2, L3, L4, L5: +5 to AC, -5 to hit rolls
Defensive fighting[edit]
- Cleric L2: +2 to AC, -3 to attack, cancels Combat expertise
Extend spell[edit]
- Cleric spells not affected (= costing the same amount of spell points) by Extend Spell are:
- L1 spells: Cure light wounds, Inflict light wounds, Remove Fear, Summon monster I
- L2 spells: Cure moderate wounds, Inflict moderate wounds, Remove Paralysis, Sound Burst, Summon monster II
- Note: Lesser restoration costs more spell points, but it does not seem to have any extended effect
- L3 spells: Cure serious wounds, Dispel magic, Inflict serious wounds, Remove blindness, Remove curse, Remove disease, Searing Light, Summon monster III
Lay on Hands[edit]
Current Belief: The amount is believed to be calculated as ( 10 + Paladin Level ) * CHA modifier. The experiments below, as well as the recently updated official KB, have confirmed that this is indeed the correct formula. No more experiments are necessary as of May 2nd, 2006
- Paladin L2, Cha 16 (+3 Modifier): 36 hp
- Paladin L5, Cha 16 (+3 Modifier): 45 hp
- Paladin L5, Cha 18 (+4 Modifier): 60 hp
- Paladin L5, Cha 21 (+5 Modifier): 75 hp
- Paladin L6, Cha 18 (+4 Modifier): 64 hp
- Paladin L6, Cha 22 (+6 Modifier): 96 hp
- Paladin L7, Cha 18 (+4 Modifier): 68 hp
- Paladin L7, Cha 22 (+6 Modifier): 102 hp
- Paladin L8, Cha 22 (+6 Modifier): 108 hp
Turn undead[edit]
Current belief: the max HD affected seems to be given by the same table as at the d20 srd. I'm not sure about what the turning damage means (2d6 + your cleric level + your Charisma modifier as per 3.5e, should be only 1d6 in DDO after the 4.5 nerf). Duration of stun should also be timed.
- Cleric L1, Cha 16. Range 1.43s. Roll -> HD: 5->0, 10->2, 15->3, 20->5
- Cleric L2, Cha 12. 16 ->4
- Cleric L3, Cha 16. 2 -> 1, 8->3