Class:Favored Soul
From DDO Compendium
Wielding divine magic to both heal and destroy, favored souls have fewer spells than clerics but can cast more often.
Solo Ability: Good.
Important stats:Charisma is the most important stat for favored souls. High charisma grants a favored soul access to higher level spells and gives him or her more spell points.
Wisdom is also important for favored souls, especially those who want to use offensive spells, because wisdom determines how difficult a favored soul's spells are for enemies to resist.
Typical abilities: Empower Spell, Leap of Faith.
With their innate connection to the divine, favored souls can cast divine spells without needing time for study and prayer like clerics, but they can only perform a fixed number of spells in this way.Like clerics, favored souls have access to powerful healing spells. Favored souls and sorcerers get more spell points than any of the other classes. They also gain more bonus spell points from special magic items. As a result, they can cast more often.
Favored souls cannot switch spells at taverns or rest shrines. They are able to switch spells but to do so they must undergo a special ritual that can only be done once every few days.

| Hit Die: | D8 |
| Base Skill Points Each Level: | 2 |
| Caster Type: | Arcane |
| Spell Casting: | Charisma determines how powerful a spell a Favored Soul can cast and how many spells they can cast. Wisdom determines how hard those spells are to resist. |
| Path(s): | Angel of Vengeance, Beacon of Hope, Divine Avenger |

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| 1 | +0 | 2 | 2 | 2 |
| 2 | +1 | 3 | 3 | 3 |
| 3 | +2 | 3 | 3 | 3 |
| 4 | +3 | 4 | 4 | 4 |
| 5 | +3 | 4 | 4 | 4 |
| 6 | +4 | 5 | 5 | 5 |
| 7 | +5 | 5 | 5 | 5 |
| 8 | +6 / +1 | 6 | 6 | 6 |
| 9 | +6 / +1 | 6 | 6 | 6 |
| 10 | +7 / +2 | 7 | 7 | 7 |
| 11 | +8 / +3 | 7 | 7 | 7 |
| 12 | +9 / +4 | 8 | 8 | 8 |
| 13 | +9 / +4 | 8 | 8 | 8 |
| 14 | +10 / +5 | 9 | 9 | 9 |
| 15 | +11 / +6 / +1 | 9 | 9 | 9 |
| 16 | +12 / +7 / +2 | 10 | 10 | 10 |
| 17 | +12 / +7 / +2 | 10 | 10 | 10 |
| 18 | +13 / +8 / +3 | 11 | 11 | 11 |
| 19 | +14 / +9 / +4 | 11 | 11 | 11 |
| 20 | +15 / +10 / +5 | 12 | 12 | 12 |

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| Concentration | Allows you a chance to continue casting a spell when you would normally be interrupted. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates. | |
| Diplomacy | Allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. | |
| Heal | Allows you to revive unconscious and bleeding companions to 1 hit point. Also grants additional hit points for yourself and your companions when resting in a dungeon. Doesn't affect warforged characters. | |
| Jump | Allows you to jump higher. |

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| 1 | 2 / 3 | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- |
| 2 | 3 / 4 | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- |
| 3 | 4 / 5 | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- |
| 4 | 4 / 6 | 1 / 3 | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- |
| 5 | 4 / 6 | 2 / 4 | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- |
| 6 | 4 / 6 | 2 / 5 | 1 / 3 | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- |
| 7 | 4 / 6 | 3 / 6 | 2 / 4 | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- |
| 8 | 4 / 6 | 3 / 6 | 2 / 5 | 1 / 3 | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- |
| 9 | 4 / 6 | 4 / 6 | 3 / 6 | 2 / 4 | -- / -- | -- / -- | -- / -- | -- / -- | -- / -- |
| 10 | 4 / 6 | 4 / 6 | 3 / 6 | 2 / 5 | 1 / 3 | -- / -- | -- / -- | -- / -- | -- / -- |
| 11 | 4 / 6 | 4 / 6 | 4 / 6 | 3 / 6 | 2 / 4 | -- / -- | -- / -- | -- / -- | -- / -- |
| 12 | 4 / 6 | 4 / 6 | 4 / 6 | 3 / 6 | 2 / 5 | 1 / 3 | -- / -- | -- / -- | -- / -- |
| 13 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 3 / 6 | 2 / 4 | -- / -- | -- / -- | -- / -- |
| 14 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 3 / 6 | 2 / 5 | 1 / 3 | -- / -- | -- / -- |
| 15 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 3 / 6 | 2 / 4 | -- / -- | -- / -- |
| 16 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 3 / 6 | 2 / 5 | 1 / 3 | -- / -- |
| 17 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 3 / 6 | 3 / 6 | 2 / 4 | -- / -- |
| 18 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 3 / 6 | 3 / 6 | 2 / 5 | 1 / 3 |
| 19 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 3 / 6 | 3 / 6 | 3 / 6 | 2 / 4 |
| 20 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 4 / 6 | 3 / 6 | 3 / 6 | 3 / 6 | 3 / 6 |

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| 1 | Bane | Enemies are filled with fear and doubt, giving a -1 penalty on attack rolls and saves against fear on all affected targets. A successful Will save negates this effect. Bane counters and dispels Bless. | |
| 1 | Bless | You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear. Bless counters and dispels Bane. | |
| 1 | Cause Fear | An enemy becomes frightened. A successful Will save causes the target to become shaken instead. Creatures with 6 or more HD are immune to this effect. | |
| 1 | Command | An enemy is commanded to fall to the ground and lie prone. A successful Will save negates this effect. | |
| 1 | Cure Light Wounds | Positive energy is channeled to heal light wounds of your target or damage undead for 1d8 hit points +1 per caster level (max +5). Undead who make a successful Will save reduce the damage by half. | |
| 1 | Divine Favor | The strength and wisdom of a deity are called upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3. | |
| 1 | Doom | A single enemy is filled with a feeling of horrible dread that causes it to become shaken, penalizing all saves, attack rolls, and skill rolls by -2. A successful Will save negates this effect. This is a fear effect. | |
| 1 | Inflict Light Wounds | Negative energy is channeled through your touch to inflict 1d8 +1 per caster level (max +5) damage on your target enemy or heal undead a like amount. A successful Will save reduces the damage by half. | |
| 1 | Nightshield | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles. | |
| 1 | Nimbus of Light | A glittering corona of light coalesces around your outstretched arm, dealing 1d8 points of light damage +1 per caster level. | |
| 1 | Obscuring Mist | A misty vapor arises around the caster, obscuring all sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Obscuring mist can be burned away with fire spells that hit the area of the mist. | |
| 1 | Protection from Evil | At your touch, a magical barrier is created that wards a target from attacks by evil creatures, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions. | |
| 1 | Remove Fear | Instills courage in an ally, granting a +4 morale bonus against Fear effects for 10 minutes. Counters and dispels Cause Fear. | |
| 1 | Shield of Faith | Creates a shimmering, magical field around an ally that averts attacks, giving a +2 deflection bonus to AC. This bonus is increased by 1 for every 6 caster levels. | |
| 1 | Summon Monster I | Summons a celestial dog to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. |
| 2 | Aid | Adds 8 + 1 per caster level (max level 10) temporary hit points and +1 morale bonuses on attack rolls and saves against fear are granted to an ally. | |
| 2 | Bear's Endurance | An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution. | |
| 2 | Bull's Strength | The affected ally gains strength and power, giving a +4 enhancement bonus to Strength. | |
| 2 | Close Wounds | Positive energy is quickly channeled to heal light wounds of your target or damage undead for 1d4 hit points +1 per caster level (max +5). This spell has faster than normal casting speed and minimal cooldown. | |
| 2 | Cure Moderate Wounds | Positive energy is channeled to heal moderate wounds of your target or damage undead for 2d8 hit points +1 per caster level (max +10). Undead who make a successful Will save reduce the damage by half. | |
| 2 | Deific Vengeance | The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 1d6 points of good damage per two caster levels (maximum 5d6) or 1d6 points per caster level (max 10d6) if the target is undead. A successful Will save reduces this damage by half. | |
| 2 | Eagle's Splendor | An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma. | |
| 2 | Find Traps | Grants the caster the ability to find traps much like a skilled rogue. The caster gains an insight bonus of caster level / 2 to the search skill. | |
| 2 | Hold Person | The target enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more. | |
| 2 | Inflict Moderate Wounds | Negative energy is channeled through your touch to inflict 2d8 +1 per caster level damage (max +10) on your target enemy or heal undead for a like amount. A successful Will save reduces the damage by half. | |
| 2 | Lesser Restoration | Dispels magical effects reducing one of an ally's ability scores, eliminates fatigue, and improves exhaustion to fatigue. | |
| 2 | Owl's Wisdom | Grants an ally a +4 enhancement bonus to wisdom. | |
| 2 | Remove Paralysis | Frees ally from paralysis and effects of a slow spell. | |
| 2 | Resist Energy | Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11. | |
| 2 | Soundburst | Blasts an area with a tremendous cacophony, doing 1d8 of sonic damage and stunning enemies for 6 seconds. A successful Fortitude or Spell Resistance save negates the stun. | |
| 2 | Spawn Screen | Prevents one ally per caster level from rising as undead. Certain rare, extremely powerful undead can circumvent this protection. | |
| 2 | Summon Monster II | Summons a fiendish scorpion to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. |
| 3 | Aid, Mass | This spell functions like Aid, except that it affects multiple targets and each target gains temporary hit points equal to 8 + 1 per caster level (max 8+15). | |
| 3 | Bestow Curse | The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect. | |
| 3 | Blindness | The power of unlife renders an enemy permanently blinded. A successful Fortitude save negates this effect. | |
| 3 | Contagion | Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves. | |
| 3 | Cure Serious Wounds | Positive energy is channeled to heal serious wounds of your target or damage undead for 3d8 hit points +1 per caster level (max +15). Undead who make a successful Will save reduce the damage by half. | |
| 3 | Dispel Magic | Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +10) versus 11 + the spell's caster level to remove an effect. | |
| 3 | Glyph of Warding | A powerful inscription that explodes when entered, doing 1d8 per two caster levels (max 5d8) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half. | |
| 3 | Inflict Serious Wounds | Negative energy is channeled through your touch to inflict 3d8 +1 per caster level damage (max +15) on your target enemy or heal undead for a like amount. A successful Will save reduces the damage by half. | |
| 3 | Magic Circle Against Evil | Casts Protection From Evil on multiple targets, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. Targets are also warded from magical mental control and compulsions. | |
| 3 | Prayer | Gives special favor to you and any allies near you, giving a +1 luck bonus to allies and a -1 penalty to enemies attack rolls, weapon damage, saves, and skill checks. | |
| 3 | Protection from Energy | Grants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed. | |
| 3 | Remove Blindness | Cures blindness in an ally. | |
| 3 | Remove Curse | Removes all curses on an ally. Counters and dispels Bestow Curse. | |
| 3 | Remove Disease | Cures all diseases on an ally. Does not prevent re-infection after a new exposure. | |
| 3 | Searing Light | Focuses divine power like a ray of the sun, causing a blast of light to do 1d8 per 2 caster levels (max 5d8) light damage to enemies. Undead creatures take 1d6 per caster level (max 10d6) damage. | |
| 3 | Summon Monster III | Summons a hellhound to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 3 | Water Breathing | Grants the ability to breathe water to you and your allies. |
| 4 | Chaos Hammer | Chaotic power smites your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (max 5d8) to a lawful creature (or 1d6 per caster level, maximum 10d6, to a lawful outsider) and causes it to be slowed for 6d6 seconds. A successful Will save reduces damage to half and negates the slow effect. The spell deals only half damage to creatures who are neither lawful or chaotic, and they are not slowed. This spell can only be cast by chaotic or neutral casters - it has no effect when cast by a lawful caster. | |
| 4 | Cure Critical Wounds | Positive energy is channeled to heal critical wounds of your target or damage undead for 4d8 +1 per caster level (max +20). Undead who make a successful Will save reduce the damage by half. | |
| 4 | Death Ward | Grants an ally immunity to death spells and effects, energy drain, and negative energy effects. | |
| 4 | Dismissal | Instantly forces an extra planar enemy back to its proper plane. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level). | |
| 4 | Divine Power | The divine power of a god imbues the caster with power and skill in combat, granting a +6 enhancement bonus to Strength, 1 temporary hit point per cast level, and a base attack bonus equal to a fighter of the same level. | |
| 4 | Freedom of Movement | This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, entanglement, or solid fog. | |
| 4 | Holy Smite | Smites targets with holy power, evil targets take 1d8 holy damage per 2 caster levels and are blinded for 6 seconds. Does not affect good targets. Neutral targets take half damage. Evil Outsiders take instead 1d6 holy damage per caster level. A successful Will save halves the damage and negates the blind effect. This spell can only be cast by good or neutral casters - it has no effect when cast by an evil caster. | |
| 4 | Inflict Critical Wounds | Negative energy is channeled through your touch to inflict 4d8 +1 per caster level (max +20) damage on your target enemy or heal undead a like amount. A successful Will save reduces the damage by half. | |
| 4 | Neutralize Poison | Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell. | |
| 4 | Order's Wrath | Lawful power smites your targets. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (max 5d8) to a chaotic creature (or 1d6 per caster level, maximum 10d6, to a chaotic outsider) and causes it to be dazed for 6 seconds. A successful Will save reduces damage to half and negates the daze. The spell deals only half damage to creatures who are neither lawful nor chaotic, and they are not dazed. This spell can only be cast by lawful or neutral casters - it has no effect when cast by a chaotic caster. | |
| 4 | Panacea | Channels powerful positive energy into a target to wipe away afflictions, restores 1d8 hit points +1 per caster level (max +20), and removes temporary ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell will damage 1d8 hit points +1 per caster level (max +20) Undead who make a successful Will save reduce the damage by half. | |
| 4 | Poison | Calls upon the venomous powers of natural predators to infect the enemy with a horrible poison. This poison does 1d10 Constitution damage immediately and 1d10 Constitution damage after 1 minute. A successful Fortitude save negates this effect. | |
| 4 | Recitation | Gives special favor to you and any allies near you, granting a +2 luck bonus to attack rolls, Armor Class, and saves. | |
| 4 | Restoration | Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally. | |
| 4 | Shield of Faith, Mass | Casts Shield of Faith on multiple targets, creating a shimmering, magical field around allies that averts attacks, giving a +2 deflection bonus to AC. This bonus is increased by 1 for every 6 caster levels. | |
| 4 | Summon Monster IV | Summons a fiendish spider to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 4 | Symbol of Flame | You scribe a potent rune of power in the air. When a target comes within range, the symbol activates and does 5d6 fire damage to that target. A successful Reflex save reduces damage by half. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. | |
| 4 | Unholy Blight | Unholy power smites your targets. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (max 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 6d4 seconds. A successful Will save reduces damage to half and negates the sickened effect. The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. This spell can only be cast by evil or neutral casters - it has no effect when cast by a good caster. |
| 5 | Break Enchantment | Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1d20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect. | |
| 5 | Cure Light Wounds, Mass | Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies or damage undead for 1d8 hit points +1 per caster level (max +25). Undead who make a successful Will save reduce the damage by half. | |
| 5 | Flame Strike | Produces a vertical column of divine fire roaring downward, dealing 1d6 per caster level (max 15d6) damage to a target. Half the damage is fire. Half is from pure divine power. A successful Reflex save reduces the damage by half. | |
| 5 | Greater Command | Enemies are commanded to fall to the ground and lie prone. A successful Will save negates this effect. | |
| 5 | Inflict Light Wounds, Mass | Casts Inflict Light Wounds on multiple targets at range inflicting 1d8 +1 per caster level (max +5) damage or healing undead a like amount. A successful Will save reduces the damage by half. | |
| 5 | Protection from Elements | Grants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed. | |
| 5 | Raise Dead | Resurrects the target, restores 10% of the target's hit points, and preserves current spell points. | |
| 5 | Slay Living | Slays any living enemy you touch or deals 3d6 damage on a successful Fortitude save. | |
| 5 | Spell Resistance | Wards an ally with a Spell Resistance of 12 plus 1 per caster level. | |
| 5 | Stalwart Pact | Grants the target 5 hit points for every 2 caster levels, a +2 luck bonus to saving throws, and damage reduction 5/Magic, if the target of the spell falls below 50% hit points. | |
| 5 | Summon Monster V | Summons an earth elemental to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 5 | Symbol of Pain | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets suffer wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks for a duration of 30 seconds plus 12 seconds per caster level. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. | |
| 5 | True Seeing | You confer on the subject the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by blur or displacement effects, and see invisible creatures or objects normally. |
| 6 | Banishment | A more powerful version of the dismissal spell. It enables you to force several extraplanar creatures out of your home plane. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level). | |
| 6 | Bear's Endurance, Mass | Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them. | |
| 6 | Blade Barrier | Creates a circular wall of blades. Any enemy passing through the blade barrier takes 1d6 points of damage per caster level (max 15d6). A successful Reflex save reduces the damage by half. | |
| 6 | Bull's Strength, Mass | Casts Bull's Strength on multiple targets giving +4 enhancement bonus to Strength to each. | |
| 6 | Cometfall | You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This spell does 2d6 points of bludgeon damage for every 2 caster levels. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone. | |
| 6 | Create Undead | This evil spell allows you to create several powerful sorts of undead: ghouls, ghasts, or mummies. Created undead are automatically under the control of their creator, but have a chance to resist every 3d12+12 seconds. | |
| 6 | Cure Moderate Wounds, Mass | Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 2d8 hit points +1 per caster level (max +30). Undead who make a successful Will save reduce the damage by half. | |
| 6 | Eagle's Splendor, Mass | Casts Eagle's Splendor on multiple targets. | |
| 6 | Greater Dispel Magic | Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +20) versus 11 + the spell's caster level to remove an effect. | |
| 6 | Greater Glyph of Warding | A powerful inscription that explodes when entered, doing 1d8 per two caster levels (max10d8) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half. | |
| 6 | Harm | Charges the target with a massive amount of negative energy, dealing 10 points of damage per caster level (max 150hp). Harm cannot reduce the target's hit points to less than 1. A successful Will save reduces the damage by half. Against undead targets this spell acts as Heal. | |
| 6 | Heal | Channels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (max 150hp), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half. | |
| 6 | Heroes Feast | Brings forth a great feast for all nearby allies. While this spell is active on someone, the next time they use a rest shrine they consume the feast. The nectarlike beverage which is part of the feast cures them of all diseases, sickness, and nausea, makes them immune to poison for 1 minute per caster level, and grants 1d8 temporary hit points +1 per two caster levels (maximum 10). The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear for 1 minute per caster level. | |
| 6 | Inflict Moderate Wounds, Mass | Casts Inflict Moderate Wounds on multiple targets at range inflicting 2d8 +1 per caster level damage (max +10) or healing undead for a like amount. A successful Will save reduces the damage by half. | |
| 6 | Owl's Wisdom, Mass | Casts Owl's Wisdom on multiple targets. | |
| 6 | Summon Monster VI | Summons a fiendish troll to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 6 | Symbol of Fear | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are panicked for 6 seconds per caster level or until the symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. | |
| 6 | Symbol of Persuasion | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 6 seconds per caster level or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. | |
| 6 | Undeath to Death | Destroys undead creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels (max 4). A successful Will save negates this effect. | |
| 6 | Word of Recall | Teleports you to the Temple of the Sovereign Host in House Deneith. |
| 7 | Cure Serious Wounds, Mass | Casts Cure Serious Wounds on multiple targets. Positive energy is channeled to heal serious wounds of allies or damage undead for 3d8 hit points +1 per caster level (max +35). Undead who make a successful Will save reduce the damage by half. | |
| 7 | Destruction | Raw destructive power is channeled to utterly annihilate an enemy, killing them instantly or causing 10d6 damage with a successful Fortitude save. | |
| 7 | Greater Restoration | Cures all temporary ability damage, restores all negative levels suffered from energy drain, and eliminates fatigue, exhaustion, confusion, and insanity suffered by the ally. | |
| 7 | Inflict Serious Wounds, Mass | Casts Inflict Serious Wounds on multiple targets at range inflicting 3d8 +1 per caster level damage (max +15) or healing undead for a like amount. A successful Will save reduces the damage by half. | |
| 7 | Protection from Elements, Mass | Grants temporary immunity to multiple targets to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed. | |
| 7 | Restoration, Mass | Casts Restoration on multiple targets, curing all temporary ability damage, restoring a single negative level suffered from energy drain, and eliminating fatigue or exhaustion suffered by allies. | |
| 7 | Resurrection | Resurrects the target, restores half of the target's hit points, and preserves current spell points. | |
| 7 | Spell Resistance, Mass | Casts Spell Resistance on multiple targets, warding allies with a Spell Resistance of 12 plus 1 per caster level. | |
| 7 | Summon Monster VII | Summons an efreeti to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 7 | Symbol of Stunning | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are stunned for 6d6 seconds or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. | |
| 7 | Symbol of Weakness | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets take 3d6 points of Strength damage. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. |
| 8 | Cure Critical Wounds, Mass | Casts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 4d8 hit points +1 per caster level (max +40). Undead who make a successful Will save reduce the damage by half. | |
| 8 | Death Pact | The spell allows you to enter a pact with your diety that brings you back to life after you are slain. While under the effects of this spell, your constitution is decreased by two, and cannot be restored until you rest. | |
| 8 | Death Ward, Mass | Grants multiple allies immunity to death spells and effects, energy drain, and negative energy effects. | |
| 8 | Fire Storm | A storm causes an area to become shot through with sheets of roaring flame, causing 1d6 per caster level fire damage to targets in its area. | |
| 8 | Holy Aura | Wards allies with +4 deflection bonuses to AC, +4 resistance bonuses to saves, and immunity to enchantment and charm spells. | |
| 8 | Inflict Critical Wounds, Mass | Casts Inflict Critical Wounds on multiple targets at range inflicting 4d8 +1 per caster level (max +20) damage or healing undead a like amount. A successful Will save reduces the damage by half. | |
| 8 | Summon Monster VIII | Summons a bezikira to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 8 | Symbol of Death | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, one or more nearby targets are whose combined hit point totals do not exceed 150 hp are killed. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. |
| 9 | Energy Drain | A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 2d4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. | |
| 9 | Heal, Mass | Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 hit points per caster level (max 150hp), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half. | |
| 9 | Implosion | You create a destructive resonance field around yourself, causing nearby corporeal enemies to collapse in upon themselves and die instantly. This effect must first bypass a target's spell resistance to take effect, and a successful Fortitude save negates the effect. Every few seconds, an enemy within your aura will be affected by this spell, but you are free to perform other actions while it is active. | |
| 9 | Summon Monster IX | Summons a hezrou to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 9 | True Resurrection | Resurrects the target, restores all of the target's hit points, and preserves current spell points. |

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| 1 | Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. | |
| 1 | Heroic Durability | Increases your maximum hit points by 20. | |
| 1 | Light Armor Proficiency | You are proficient with light armor, and do not suffer armor penalties to your attack rolls when wearing light armor. | |
| 1 | Magical Training | Increases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts. | |
| 1 | Medium Armor Proficiency | You are proficient with medium armor, and do not suffer armor penalties to your attack rolls when wearing medium armor. | |
| 1 | Shield Proficiency (General) | You are proficient with bucklers, small, and large shields. | |
| 1 | Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. | |
| 1 | Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. |
| 2 | Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. | |
| 2 | Sunder | Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod) | |
| 2 | Trip | Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod) |
| 17 | Leap of Faith | You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventurers balk. Using this ability costs 5 spell points. |

| Favored Souls may select one additional feat at levels 1, 3, 5, 10, 12, 15, and 20 from the list below. | ||
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| Beloved of the Lord of Blades | You are a favored soul of the Lord of Blades. You deal 2 extra damage with greatswords. (not available at levels 1, 3, 5, 10, and 15) | |
| Beloved of the Silver Flame | You are a favored soul of the Silver Flame. You deal 2 extra damage with longbows. (not available at levels 1, 3, 5, 10, and 15) | |
| Beloved of the Sovereign Host | You are a favored soul of the Sovereign Host. You deal 2 extra damage with longswords. (not available at levels 1, 3, 5, 10, and 15) | |
| Beloved of the Undying Court | You are a favored soul of the Undying Court. You deal 2 extra damage with scimitars. (not available at levels 1, 3, 5, 10, and 15) | |
| Beloved of Vulkoor | You are a favored soul of Vulkoor. You are deal 2 extra damage with shortswords. (not available at levels 1, 3, 5, 10, and 15) | |
| Child of the Lord of Blades | You are a favored soul of the Lord of Blades. You have +1 to attack rolls with greatswords. (not available at levels 1, 5, 10, 12, and 15) | |
| Child of the Silver Flame | You are a favored soul of the Silver Flame. You have +1 to attack rolls with longbows. (not available at levels 1, 5, 10, 12, and 15) | |
| Child of the Sovereign Host | You are a favored soul of the Sovereign Host. You have +1 to attack rolls with longswords. (not available at levels 1, 5, 10, 12, and 15) | |
| Child of the Undying Court | You are a favored soul of the Undying Court. You have +1 to attack rolls with scimitars. (not available at levels 1, 5, 10, 12, and 15) | |
| Child of Vulkoor | You are a favored soul of Vulkoor. You have +1 to attack rolls with shortswords. (not available at levels 1, 5, 10, 12, and 15) | |
| Damage Reduction: Adamantine | Favored Souls of the Lord of Blades fear not the weapons of most opponents. You gain damage reduction 10/adamantine, or improve your existing damage reduction by 10/adamantine. (not available at levels 1, 3, 5, 10, 12, and 15) | |
| Damage Reduction: Cold Iron | Favored Souls of the Sovereign Host and Undying Court can turn aside most weapons. You gain damage reduction 10/cold iron. (not available at levels 1, 3, 5, 10, 12, and 15) | |
| Damage Reduction: Good | Favored Souls of the Vulkoor the Hunter can ward themselves against all but the light. You gain damage reduction 10/good. (not available at levels 1, 3, 5, 10, 12, and 15) | |
| Damage Reduction: Silver | Favored Souls of the Silver Flame and Sovereign Host can turn aside most weapons. You gain damage reduction 10/silver. (not available at levels 1, 3, 5, 10, 12, and 15) | |
| Energy Resistance: Acid | You gain Acid Resistance 10. (not available at levels 1, 3, and 12) | |
| Energy Resistance: Cold | You gain Cold Resistance 10. (not available at levels 1, 3, and 12) | |
| Energy Resistance: Electricity | You gain Electricity Resistance 10. (not available at levels 1, 3, and 12) | |
| Energy Resistance: Fire | You gain Fire Resistance 10. (not available at levels 1, 3, and 12) | |
| Energy Resistance: Sonic | You gain Sonic Resistance 10. (not available at levels 1, 3, and 12) | |
| Favored by the Lord of Blades | You are a favored soul of the Lord of Blades. You are considered proficient with greatswords. (not available at levels 3, 5, 10, 12, and 15) | |
| Favored by the Silver Flame | You are a favored soul of the Silver Flame. You are considered proficient with longbows. (not available at levels 3, 5, 10, 12, and 15) | |
| Favored by the Sovereign Host | You are a favored soul of the Sovereign Host. You are considered proficient with longswords. (not available at levels 3, 5, 10, 12, and 15) | |
| Favored by the Undying Court | You are a favored soul of the Undying Court. You are considered proficient with scimitars. (not available at levels 3, 5, 10, 12, and 15) | |
| Favored by Vulkoor | You are a favored soul of Vulkoor. You are considered proficient with shortswords. (not available at levels 3, 5, 10, 12, and 15) | |

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| 1 | Favored Soul Attack Boost I |
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| 1 | Favored Soul Concentration I |
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| 1 | Favored Soul Damage Boost I |
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| 1 | Favored Soul Diplomacy I |
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| 1 | Favored Soul Energy of the Scion I |
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| 1 | Favored Soul Heal I |
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| 1 | Favored Soul Jump I |
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| 1 | Favored Soul Life Magic I |
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| 1 | Favored Soul Saves Boost I |
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| 1 | Favored Soul Smiting I |
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| 1 | Favored Soul Toughness I |
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| 2 | Favored Soul Charisma I |
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| 2 | Favored Soul Improved Empowering I |
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| 2 | Favored Soul Wand and Scroll Mastery I |
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| 3 | Favored Soul Prayer of Life I |
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| 3 | Favored Soul Prayer of Smiting I |
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| 4 | Favored Soul Attack Boost II |
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| 4 | Favored Soul Concentration II |
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| 4 | Favored Soul Damage Boost II |
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| 4 | Favored Soul Diplomacy II |
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| 4 | Favored Soul Heal II |
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| 4 | Favored Soul Jump II |
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| 4 | Favored Soul Life Magic II |
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| 4 | Favored Soul Saves Boost II |
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| 4 | Favored Soul Smiting II |
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| 4 | Favored Soul Toughness II |
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| 4 | Favored Soul Wisdom I |
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| 5 | Favored Soul Energy of the Scion II |
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| 5 | Favored Soul Improved Spell Penetration I |
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| 5 | Favored Soul Prayer of Incredible Life I |
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| 5 | Favored Soul Prayer of Incredible Smiting I |
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| 5 | Favored Soul Wand and Scroll Mastery II |
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| 6 | Bladesworn Transformation |
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| 6 | Favored Soul Charisma II |
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| 6 | Favored Soul Improved Empowering II |
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| 6 | Silver Flame Exorcism |
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| 6 | Undying Call |
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| 6 | Unyielding Sovereignty |
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| 6 | Vulkoor's Avatar |
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| 7 | Favored Soul Attack Boost III |
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| 7 | Favored Soul Damage Boost III |
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| 7 | Favored Soul Life Magic III |
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| 7 | Favored Soul Prayer of Life II |
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| 7 | Favored Soul Prayer of Smiting II |
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| 7 | Favored Soul Saves Boost III |
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| 7 | Favored Soul Smiting III |
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| 7 | Favored Soul Toughness III |
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| 8 | Favored Soul Concentration III |
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| 8 | Favored Soul Diplomacy III |
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| 8 | Favored Soul Heal III |
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| 8 | Favored Soul Jump III |
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| 8 | Favored Soul Wand and Scroll Mastery III |
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| 8 | Favored Soul Wisdom II |
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| 9 | Favored Soul Energy of the Scion III |
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| 9 | Favored Soul Improved Spell Penetration II |
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| 9 | Favored Soul Prayer of Incredible Life II |
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| 9 | Favored Soul Prayer of Incredible Smiting II |
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| 10 | Favored Soul Attack Boost IV |
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| 10 | Favored Soul Charisma III |
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| 10 | Favored Soul Damage Boost IV |
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| 10 | Favored Soul Improved Empowering III |
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| 10 | Favored Soul Life Magic IV |
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| 10 | Favored Soul Saves Boost IV |
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| 10 | Favored Soul Smiting IV |
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| 10 | Favored Soul Toughness IV |
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| 11 | Favored Soul Extra Action Boost I |
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| 11 | Favored Soul Prayer of Life III |
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| 11 | Favored Soul Prayer of Smiting III |
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| 11 | Favored Soul Wand and Scroll Mastery IV |
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| 12 | Favored Soul Concentration IV |
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| 12 | Favored Soul Diplomacy IV |
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| 12 | Favored Soul Heal IV |
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| 12 | Favored Soul Jump IV |
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| 13 | Favored Soul Energy of the Scion IV |
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| 13 | Favored Soul Improved Spell Penetration III |
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| 13 | Favored Soul Prayer of Incredible Life III |
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| 13 | Favored Soul Prayer of Incredible Smiting III |
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| 14 | Favored Soul Extra Action Boost II |
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| 15 | Favored Soul Greatsword Specialization I |
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| 15 | Favored Soul Longbow Specialization I |
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| 15 | Favored Soul Longsword Specialization I |
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| 15 | Favored Soul Scimitar Specialization I |
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| 15 | Favored Soul Shortsword Specialization I |
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| 18 | Favored Soul Greatsword Specialization II |
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| 18 | Favored Soul Longbow Specialization II |
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| 18 | Favored Soul Longsword Specialization II |
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| 18 | Favored Soul Scimitar Specialization II |
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| 18 | Favored Soul Shortsword Specialization II |
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| 20 | Favored Soul Ascendency |
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| 20 | Favored Soul Ascendency |
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| 20 | Favored Soul Ascendency |
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| 20 | Favored Soul Ascendency |
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| 20 | Favored Soul Ascendency |
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NOTE: Players may unlock the Favored Soul class on their server when they acquire 2500 favor by talking to Nyx, the Drow Elder in the Harbor. Alternatively, the Favored Soul class is available for an account wide unlock upon purchase in the DDO Store.























