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[GUIDE] Celestial Link Evoking Radiance Into Creation - CLERIC guide
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<blockquote data-quote="mellored" data-source="post: 6701489" data-attributes="member: 6801209"><p>[sblock=Level 4]</p><p>©<span style="color: deepskyblue">Banishment</span>: A rare Cha save to remove someone from combat for a minute. Also good for returning to your own plane of existence.</p><p></p><p><span style="color: blue">Death Ward</span>: A nice pre-heal.</p><p><span style="color: blue">Freedom of Movement</span>: Immunity to some powerful effects without concentration.</p><p>©<span style="color: blue">Control Water</span>: Strong effects, assuming there's water nearby.</p><p></p><p>Stone Shape: All sorts of RP benefits. You could possibly create cover in combat too.</p><p></p><p>®<span style="color: darkviolet">Divination</span> An upgrade from Augury, though this consumes gold.</p><p><span style="color: darkviolet">Guardian of Faith</span> Covers a small space, for ok damage, and doesn't move. At least it has a good duration.</p><p>©<span style="color: darkviolet">Locate Creature</span></p><p>[/sblock]</p><p></p><p>[sblock=Level 5]</p><p><span style="color: deepskyblue">Geas</span>: Knock someone out, and then use this on them.</p><p></p><p><span style="color: blue">Greater Restoration</span>: Most of the time lesser restoration will cover it, but there's a few nasty things that can crop up.</p><p><span style="color: blue">Hallow:</span> Non-mobile and a long casting time make this hard to use, but the effect is permanent and strong, so it's easy to swap in when needed. Though i'm a bit confused about how slashing, piercing and bludgeoning count as "energy".</p><p><span style="color: blue">Mass Cure Wounds</span>: Nice to have when your party get's fireballed, but most of the time you can use a heal up after battle.</p><p>®<span style="color: blue">Commune</span> The best of the divination, with 3 questions, no time limit, no cost, and no spell slot.</p><p></p><p>©Dispel Evil and Good</p><p>Flame Strike: Weak and small for it's level, but clerics don't have many blast options.</p><p>©Insect Plague: Somewhat weak and small for it's level, but clerics don't have many zone control options.</p><p></p><p>©<span style="color: #ee82ee">Dawn</span>: Generally worse than insect plague, since it doesn't do damage when they enter. Though it's a little bigger and can be moved.</p><p>©<span style="color: #ee82ee">Holy Weapon</span>: Bless is generally better. Unless you have a single weapon using ally.</p><p><span style="color: darkviolet">Raise Dead</span>: Most of the time, revivify will do. Prepare this only in the rare case it's needed.</p><p><span style="color: darkviolet">Legend Lore</span></p><p><span style="color: darkviolet">Planar Binding</span>: This mostly trumped by Geas. Though it does combo with Planar Ally and Magic Circle.</p><p>©<span style="color: darkviolet">Scrying</span>: A less good divination spell that let's you see places you've already been to, or creatures you've already seen.</p><p><span style="color: darkviolet">Contagion:</span> A really powerful debuff, but takes at least 3 turns (clarification) to work making it difficult to use in combat. However, it's 7 day duration means if you can land it, you have plenty of time to capitalize on it. Easier for a <span style="color: blue">trickster</span> who can hit and run.</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Level 6]</p><p>©<span style="color: deepskyblue">Blade Barrier</span>: This is a nice big wall that's does pretty good damage and provides cover. Consider putting it at an angle, or even down a hallway.</p><p><span style="color: deepskyblue">Heal</span>: Nearly twice the hit points of cure wounds, adds in lesser restoration and scales very well too.</p><p></p><p><span style="color: blue">Create Undead</span>: Upgrade from animate dead. Just make sure you don't turn them.</p><p><span style="color: blue">Harm: </span>Slightly more damage then inflict wounds, and half on a miss. The max HP reduction is usually only good against PC's.</p><p><span style="color: blue">Word of Recall</span>: Not simply for transportation, but also escape.</p><p></p><p>®Forbiddance: Nice for a temporary sanctuary against a few foes, but generally not enough. Also an upgrade to hallow.</p><p>True Seeing: A bit of a short duration for the slot level, but it's helpful if you need it.</p><p></p><p><span style="color: darkviolet">Heroes’ Feast</span> This would be a pretty nice buff if it didn't take so long and cost so much.</p><p><span style="color: darkviolet">Planar Ally</span> Since you need to both pay gold, and possibly experience, you'll only want to use this under special circumstances.</p><p></p><p>©<span style="color: red">Find the Path</span> Knowing the direction to go to get back to a place you've already been to should be a level 2 spell. For level 6, you have Word of Recall which is instant.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mellored, post: 6701489, member: 6801209"] [sblock=Level 4] ©[COLOR=deepskyblue]Banishment[/COLOR]: A rare Cha save to remove someone from combat for a minute. Also good for returning to your own plane of existence. [COLOR=blue]Death Ward[/COLOR]: A nice pre-heal. [COLOR=blue]Freedom of Movement[/COLOR]: Immunity to some powerful effects without concentration. ©[COLOR=blue]Control Water[/COLOR]: Strong effects, assuming there's water nearby. Stone Shape: All sorts of RP benefits. You could possibly create cover in combat too. ®[COLOR=darkviolet]Divination[/COLOR] An upgrade from Augury, though this consumes gold. [COLOR=darkviolet]Guardian of Faith[/COLOR] Covers a small space, for ok damage, and doesn't move. At least it has a good duration. ©[COLOR=darkviolet]Locate Creature[/COLOR] [/sblock] [sblock=Level 5] [COLOR=deepskyblue]Geas[/COLOR]: Knock someone out, and then use this on them. [COLOR=blue]Greater Restoration[/COLOR]: Most of the time lesser restoration will cover it, but there's a few nasty things that can crop up. [COLOR=blue]Hallow:[/COLOR] Non-mobile and a long casting time make this hard to use, but the effect is permanent and strong, so it's easy to swap in when needed. Though i'm a bit confused about how slashing, piercing and bludgeoning count as "energy". [COLOR=blue]Mass Cure Wounds[/COLOR]: Nice to have when your party get's fireballed, but most of the time you can use a heal up after battle. ®[COLOR=blue]Commune[/COLOR] The best of the divination, with 3 questions, no time limit, no cost, and no spell slot. ©Dispel Evil and Good Flame Strike: Weak and small for it's level, but clerics don't have many blast options. ©Insect Plague: Somewhat weak and small for it's level, but clerics don't have many zone control options. ©[COLOR=#ee82ee]Dawn[/COLOR]: Generally worse than insect plague, since it doesn't do damage when they enter. Though it's a little bigger and can be moved. ©[COLOR=#ee82ee]Holy Weapon[/COLOR]: Bless is generally better. Unless you have a single weapon using ally. [COLOR=darkviolet]Raise Dead[/COLOR]: Most of the time, revivify will do. Prepare this only in the rare case it's needed. [COLOR=darkviolet]Legend Lore[/COLOR] [COLOR=darkviolet]Planar Binding[/COLOR]: This mostly trumped by Geas. Though it does combo with Planar Ally and Magic Circle. ©[COLOR=darkviolet]Scrying[/COLOR]: A less good divination spell that let's you see places you've already been to, or creatures you've already seen. [COLOR=darkviolet]Contagion:[/COLOR] A really powerful debuff, but takes at least 3 turns (clarification) to work making it difficult to use in combat. However, it's 7 day duration means if you can land it, you have plenty of time to capitalize on it. Easier for a [COLOR=blue]trickster[/COLOR] who can hit and run. [/sblock] [sblock=Level 6] ©[COLOR=deepskyblue]Blade Barrier[/COLOR]: This is a nice big wall that's does pretty good damage and provides cover. Consider putting it at an angle, or even down a hallway. [COLOR=deepskyblue]Heal[/COLOR]: Nearly twice the hit points of cure wounds, adds in lesser restoration and scales very well too. [COLOR=blue]Create Undead[/COLOR]: Upgrade from animate dead. Just make sure you don't turn them. [COLOR=blue]Harm: [/COLOR]Slightly more damage then inflict wounds, and half on a miss. The max HP reduction is usually only good against PC's. [COLOR=blue]Word of Recall[/COLOR]: Not simply for transportation, but also escape. ®Forbiddance: Nice for a temporary sanctuary against a few foes, but generally not enough. Also an upgrade to hallow. True Seeing: A bit of a short duration for the slot level, but it's helpful if you need it. [COLOR=darkviolet]Heroes’ Feast[/COLOR] This would be a pretty nice buff if it didn't take so long and cost so much. [COLOR=darkviolet]Planar Ally[/COLOR] Since you need to both pay gold, and possibly experience, you'll only want to use this under special circumstances. ©[COLOR=red]Find the Path[/COLOR] Knowing the direction to go to get back to a place you've already been to should be a level 2 spell. For level 6, you have Word of Recall which is instant. [/sblock] [/QUOTE]
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