1st level Cleric useful spells

dcollins said:


It's spelled "losing" or "lose".

I've been on cold medicine all week. It was a type-o rather than a spelling error. My apologies regardless.

... (We now return you to your regularly scheduled thread already in progress) ...
 

log in or register to remove this ad

I would always recommend protection from evil or magic weapon as two first-level spells all clerics should memorise at first level.

PFE as it gives an armour bonus and a saving throw bonus, and most of your enemies, although admittedly not all, will be evil. The complete immunity from summoned creatures' physical attacks is not as telling at low levels, but allows the spell to retain utility at higher levels.

Magic weapon not so much for the +1 to hit and damage, but because you may run into a beastie or set of beasties with DR - and (at least in my experience) a 1st or 2nd level party is lucky to have one magic weapon let alone one for each fighting character.

Of your domain spells I would pick endure elements over entropic shield any day of the week, unless I knew I was going against archers - and even then I'd think about it. The ability to resist elemental damage - and that you can pick which type when casting is well worth it (see the fire elemental, cast endure (fire). See the black pudding, cast endure elements (acid). Then run like heck ^_^)
 

Malin Genie said:
I would always recommend protection from evil or magic weapon as two first-level spells all clerics should memorise at first level.

I did not mention protection from evil (while an excellent spell if your enemies are evil) it offers nothing if your enemies are other alignments. Considering the low nuber of slots available, I would suggest that they be prepared for maximum versilitiy and utility.

And magic weapon -- yes, perfect. I was under the impression though that their weapons were gone as well with their other equipment so _if that is the case_ then that would be the only reason not to prepare this spell.
 

And magic weapon -- yes, perfect. I was under the impression though that their weapons were gone as well with their other equipment so _if that is the case_ then that would be the only reason not to prepare this spell.

Ain't nothin' wrong with a +1 club, son.

-Hyp.
 

fba827 said:

I did not mention protection from evil (while an excellent spell if your enemies are evil) it offers nothing if your enemies are other alignments. Considering the low nuber of slots available, I would suggest that they be prepared for maximum versilitiy and utility.

Actually, the fact that works only against evil foes was the reason why I didn't use this spell before. I was just afraid to waste a precious slot. Well, if we had a Paladin in the party, who could Detect Evil at will, I would be much better...

fba827 said:

And magic weapon -- yes, perfect. I was under the impression though that their weapons were gone as well with their other equipment so _if that is the case_ then that would be the only reason not to prepare this spell.

Yes, we lost all the weapons. But we are going to see if we manage to get clubs and slings for free: they cost 0gp, but probably the DM will rule for a time-costly Craft check.
 

Yes, we lost all the weapons. But we are going to see if we manage to get clubs and slings for free: they cost 0gp, but probably the DM will rule for a time-costly Craft check.

"Craft: If the result times the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one half or one third the time, and so on."

The DC of making a sling is not given, but let's say 12. With a -2 for improvised tools and no skill ranks, you can Take 20 for a result of 18. Thus, in 20 weeks, you could make 216 sp worth of slings.

But the cost of a sling is 0sp. 216sp is an infinite number times 0sp, so you've completed your sling in an infinitessimal fraction of 20 weeks... ie, no time at all.

Same goes for a club.

Have fun!

-Hyp.
 

Hypersmurf said:


"Craft: If the result times the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one half or one third the time, and so on."

The DC of making a sling is not given, but let's say 12. With a -2 for improvised tools and no skill ranks, you can Take 20 for a result of 18. Thus, in 20 weeks, you could make 216 sp worth of slings.

But the cost of a sling is 0sp. 216sp is an infinite number times 0sp, so you've completed your sling in an infinitessimal fraction of 20 weeks... ie, no time at all.

Same goes for a club.

Have fun!

-Hyp.

I know that Craft requires a time which depends with the items' cost. I don't know if there is a minimum time of 1 day per item. I know our DM will rule0 for it if such a min does not exist :).
 

I know that Craft requires a time which depends with the items' cost. I don't know if there is a minimum time of 1 day per item. I know our DM will rule0 for it if such a min does not exist :).

The minimum time you roll for is one day, but if the value your check indicates exceeds the value of the item, the crafting takes less than one day.

The one-day-per-item minimum refers to the Craft feats - magic items - not the Craft skill.

As for a rule 0 - a one day minimum for "Pick up that chunk of firewood!" sounds absurd to me, but it's up to your DM :)

-Hyp.
 

Hypersmurf said:


The minimum time you roll for is one day, but if the value your check indicates exceeds the value of the item, the crafting takes less than one day.

The one-day-per-item minimum refers to the Craft feats - magic items - not the Craft skill.

As for a rule 0 - a one day minimum for "Pick up that chunk of firewood!" sounds absurd to me, but it's up to your DM :)

-Hyp.

I see your point, an improvised club may be different from a club suitable for fighting (which doesn't break when used). Still the 0gp cost I presume it assumes no further work is to be done upon it after picking it up? :)
 


Remove ads

Top