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Old 5th March 2009, 01:49 PM   #1 (permalink)
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Spell Suggestions for 7th-level Cleric?

(Mis-titled the thread. How do I change the title?)

After four years (plus), my dwarven cleric of Moradin (Earth and Metal domains) had achieved 13th level, and I need some good ideas for seventh level spells. I've never played a divine caster of this high a level, even when I DM, so I'm in need of the help.

Parameters:

(1) He's a well-balanced cleric, doing a mix in the group of offense, buffing, and healing. But he has no Turn Undead ability.
(2) We're in the Underdark for the foreseeable future, fighting mind flayers and aboleths.
(3) Pretty much any 3.5 WotC product is permitted. I don't own every Forgotten Realms book, and Eberron-specific stuff won't work, but otherwise it should be good.
(4) I'm not looking for known broken spells, but as the character isn't optimized, more-powerful-than-normal spells are fine.

If you feel like helping, it would be particularly helpful if you could identify the source of the spell and maybe summarize it.
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Old 5th March 2009, 04:33 PM   #2 (permalink)
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Elethiomel Goblin Sharpshooter (Lvl 2)
Never mind, I misread. Thought it was 7th level spells, not 7th level cleric >.<

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Old 5th March 2009, 06:51 PM   #3 (permalink)
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Here follows a list of the spells I'd use in a similar situation.

7th level
Destruction (PHB)
Greater Restoration (PHB) (If you are facing lots of poison or level drain, but you may be better off loading up on the lower level spell)
Holy Word (PHB)
Ressurection (PHB)

6th level
Banishment (PHB) (for dealing with pesky outer planar beings)
Greater Dispel Magic (PHB)
Harm (PHB)
Heal (PHB)

5th level
Break Enchantment (PHB)
Flame Strike (PHB)
Plane Shift (PHB)
Spell Resistance (PHB)
True Seeing (PHB)
And in your position you may want to consider Disrupting weapon (PHB)

4th level
Dimensional Anchor (PHB)
Freedom of Movement (PHB)
GMW (PHB)

IMO, Clerics really need the basic stuff, which the PHB does cover pretty well.

Don't forget the invisibility purge spell as well.

Without greater detail about your equipment and the abilities of your colleagues in crime it is difficult to make any more specific recommendations.
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Old 5th March 2009, 06:53 PM   #4 (permalink)
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From the core books:

Destruction, Greater restoration, holy word, it depends if you can scribe scrolls or not.

If you have spell compendium (or complete divine) there are some interesting high level spells but I don't get the book with me now.
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Old 6th March 2009, 12:30 AM   #5 (permalink)
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Okay, here are some spell choices from the Spell Compendium relevant for a 7th level cleric:
Panacea removes most status effects not covered by Lesser Restoration. 4th level spell.
Recitation is a nice AOE buff spell. 4th level.
Undead Bane Weapon. Just what it says on the tin. 4th level. Very handy when you can't turn undead.
Blindsight. Excellent for underdark use, especially if you don't want everyone with line of sight to you to know exactly who and where you are. 3rd level.

As you say both 7th and 13th level I will include my original list too:
These are all from the spell compendium:

Blood to Water is an extremely nasty offensive spell that has the same nice targetting clause as Horrid Wilting. 2d6 con damage on a failed fort save on up to five enemies.

Greater Plane Shift is perfect for exploration in a hostile environment - it's an accurate Plane Shift. May be overkill to put some of your highest level spells into "safe resting".

Brilliant Blade is an excellent if situational buff spell.

Renewal Pact costs 500g a cast, but it's permanent until triggered. It will cure any relevant status condition through a triggered Panacea as soon as one of the applicable effects are affecting the target. Very nice if you have someone in the party who'd be very destructive under the effect of - say - Insanity, or very hard to get out of some of the other conditions (yourself, for instance, if there are no others in the party that can remove these conditions).
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Old 6th March 2009, 02:08 AM   #6 (permalink)
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I will add some more non-core spells

7th-level cleric spells from Spell Compendium

Slime Wave : Good conjuration attack spell which ignores SR. And green slimes inflict con damages. Very effective against various denizens in Underdark, such as Drow, Mind Flayer, etc.

Radiant Assault : Will halve, non-energy damaging spell. Can daze opponents for 1d6 rounds. Also, this spell creates a strong light and thus drows should be blinded.

Also, check Alter Fortune spell (PHB II) if you are not using this spell yet. With only 200 XP, this 3rd-level spell may save you or your comrades in dire situation.
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Old 6th March 2009, 05:53 AM   #7 (permalink)
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I'll go from Spell Compendium, core's been covered a lot. First off, I don't know about Brilliant Blade. Brilliant Aura, basically the "mass" version is only one spell level higher. Maybe until you hit level 15.

Mass Spell Resistance is certainly worth keeping prepared.
Planar Bubble if you ever take a trip to a plane with a hostile environment. And by your level, doing that is possible. That way you can stand on the plane of fire, and breath in that sweet, non-burning material plane air.
I like Fortunate Fate, even more than Renewal Pact. If the target gets killed from damage, a Heal spell is cast on the person, hopefully negating enough of the damage to save him.
I know direct damage is considered underpowered, but I like Radiant Assault. One of the best cleric blasting spells there is, and you get it the same level a wizard does. Range, area, and damage cap of Delayed Blast Fireball, but from my reading at least, cannot be resisted by any of the energy types, it is simply light-based damage. Seems like that'd be handy. Also, it's a will save, a nice change for blasting spells. And it includes a 1d6 rounds daze effect on a failed save. This spell would do very well empowered (once you cna cast 9th level spells, or if you get a rod).
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Old 6th March 2009, 05:33 PM   #8 (permalink)
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Quote:
Originally Posted by StreamOfTheSky View Post
I like Fortunate Fate, even more than Renewal Pact. If the target gets killed from damage, a Heal spell is cast on the person, hopefully negating enough of the damage to save him.
Its low duration/casting time ratio makes it extremely situational.
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