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Best 9th level clerical spells for two evil clerics
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<blockquote data-quote="AuraSeer" data-source="post: 4952275" data-attributes="member: 1331"><p>The spell says it can "move as far as 60 feet and attack in the same round." I read that as a limitation only on its attack. It can still move instantaneously like the other spells, because it shares their powers, but if it moves more than 60' in a given round it cannot also attack that round.</p><p></p><p>Also, <strong>Shin Okada</strong> is correct that the hands are not damage spells. They're for battlefield control. The <em>grasping hand</em> is a good way to shut down an enemy caster, sniper, or anyone else who's not great at grapple checks. </p><p></p><p>Shutdown can be superior to straight damage because it takes a character out of action immediately. If your uber-powerful damage storm doesn't kill the target right off, the other side still has full combat effectiveness, and you've just made yourself a big target. Then if you're unlucky, they can outdamage you, which means you'll die first. By contrast, taking one character out of action immediately cuts part of the enemy's attack abilities, and lets you concentrate your firepower on their remaining forces.</p><p></p><p>A grasped caster must either spend an attack spell to kill the hand, spend an escape spell to get loose, or else resign himself to casting only spells without somatic components. A grasped noncaster must either spend most of his turns repeatedly escaping the grapple, or else poke the hand to death with a light weapon. </p><p></p><p>Also note the <em>hand</em> spells have no saving throw, so they work even on that pesky cleric who saves against your other spells on a 2.</p><p></p><p><em>Crushing hand</em> is really just <em>grasping hand</em> with an extra bonus. You still don't primarily cast it for the damage; it's just nice to have your battlefield control also chip away some hit points</p></blockquote><p></p>
[QUOTE="AuraSeer, post: 4952275, member: 1331"] The spell says it can "move as far as 60 feet and attack in the same round." I read that as a limitation only on its attack. It can still move instantaneously like the other spells, because it shares their powers, but if it moves more than 60' in a given round it cannot also attack that round. Also, [b]Shin Okada[/b] is correct that the hands are not damage spells. They're for battlefield control. The [i]grasping hand[/i] is a good way to shut down an enemy caster, sniper, or anyone else who's not great at grapple checks. Shutdown can be superior to straight damage because it takes a character out of action immediately. If your uber-powerful damage storm doesn't kill the target right off, the other side still has full combat effectiveness, and you've just made yourself a big target. Then if you're unlucky, they can outdamage you, which means you'll die first. By contrast, taking one character out of action immediately cuts part of the enemy's attack abilities, and lets you concentrate your firepower on their remaining forces. A grasped caster must either spend an attack spell to kill the hand, spend an escape spell to get loose, or else resign himself to casting only spells without somatic components. A grasped noncaster must either spend most of his turns repeatedly escaping the grapple, or else poke the hand to death with a light weapon. Also note the [i]hand[/i] spells have no saving throw, so they work even on that pesky cleric who saves against your other spells on a 2. [i]Crushing hand[/i] is really just [i]grasping hand[/i] with an extra bonus. You still don't primarily cast it for the damage; it's just nice to have your battlefield control also chip away some hit points [/QUOTE]
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Best 9th level clerical spells for two evil clerics
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