Good non-damaging spells for a cleric

what if you used summened creatures for battlefield control? get a bunch of monkeys to trip, grapple, steal weapons, grab the archers ammo, open/close doors, fetch weapons that got disarmed ect...
also good for distractions and disrapting spell casting. giving the opponent mage a "wedgy" isnt damaging but i'd rule he needs to roll a concetration chaeck after that!
Z
 

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Nail said:
As to your spell question, these are the low level "non-damaging" cleric spells I found useful after playing through 21 levels of cleric:

1st
  • Obscuring Mist
  • Resurgence(SC)
  • Sign(SC)
  • Vigor, Lesser(SC) (a wand of this is best)

2nd
  • Close Wounds(SC)
  • Luminous Armor (BoED)
  • Silence
  • Restoration, Lesser
3rd
  • Invisibility Purge
  • Conviction, Mass(SC)
  • Magic Vestment
  • Resist Energy, Mass(SC)
  • Resurgence, Mass(SC)
  • Wind Wall
4th
  • Freedom of Movement
  • Magic Weapon, Greater
  • Recitation(SC)
  • Status, Greater (BoED)

Just wanted to say I think this is a good list. I find even with my attacking Cleric that Status (and great status), Restoration (all), Magic Vestment, Silence, and greater magic weapon (on other people's weapons) are all really quite useful.
 

Are you allowed to deal nonlethal damage (subdual damage in 3.0)? If so, then here are a few more options for you:

Awaken Sin (Spell Compendium, L3): touch causing 1d6 per caster level + stun 1 rd vs intelligent evil targets only. Wil neg
Hammer of Righteousness (Book of Exalted Deeds, L3): 1d6 per caster level, or 1d8 vs. evil. Fort half; sacrifice 1d3 Str
Apolioth's Condemnation (Book of Eldritch Might III, L5): burst causing 1d6 per caster level + entangle. Ref half
Lung Burst (Quintessential Cleric, L5): 1d8 per rd for 1 rd/lvl, Fort neg
 

I'm currently playing a 10th level Favored Soul (spontaneous caster using cleric spells). She has very little in the way of offensive spells because the DC of her spells is low. Here are the spells I found handy:

1st: Bless, Remove Fear, Shield of Faith, Magic Weapon
2nd: Bear's Endurance, Bull's Strength, Restoration, Lesser
3rd: Magic Circle against Evil, Prayer
4th: Greater Status (from BoED, just like Status but you can cast some spells through it, like lower-level healing, has saved a character's life a few times), Greater Magic Weapon
5th: Break Enchantment

About the summoning monster dilemma, would you consider it causing damage if you cast Bull's Strength on your friend barbarian and he kicked the snot out of something using the extra strength damage? I think summoning a monster and having it deal damage for you is pretty similar. It's all up to your DM, though.
 

I'd be interested in knowing what spells you have from your Domains and how you plan on using them (admitedly this may not be an issue but I am curious).
 

Non-lethal damage is fine. Don't have the last three books, but I'll look into the first.

I'll check with the DM but my impression is that bulls strength is fine, the barbarian would be dealing damage anyway, just not as much, without it, while the summoned creatures are directly under my control and hence just an extension of my will.

The artifact that causes this restriction won't be coming into play for a few more sessions, so I'm just getting prepared. Currently, char doesn't like fighting but will if necessary.

Got some more details today. The restriction is that I can't kill (or unspecified bad things happen)

Domains are Protection and Planning. At level 11 I'll be getting Courage and at 18th Family (or at least, those are current plans) I have access to Protection, Knowledge, Good, Community, Family, Planning and Courage.
Extra domains from Divine disciple (players guide to faerun) and Contemplative (complete divine)
 

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