Best Clerical spell level 1-3

Last time I played Cleric, I had a rather good DC, from Wisdom / PrC. I cast alot of Dooms (I was evil). Pretty good spell vs. low numbers of opponents. Off course, I later began memorising Maximised Bull's Strength, Endurance, Cats Grace (to ensure max efficiency). One idea I even use sometimes, when I know of an upcomming battle. I am a little higher level and it doesn't really quality for 0-3 rd. level spells. Maximised, Extended BS, E, CG. After I cast em, I sleep to get my valuable high level spell slots back again. Can be done with most hour/level duration buffs...
 

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Command and Hold Person can be quite useful if the fighter has masterwork manacles too. Manacle the enemy who's pretending to sleep or who's held and move on. If you don't want to kill them it's a good way to deal with it.

Al said:
Command (Sleep- have a fighter with 5' to prepare a coup de grace, since you only get one round)
Hold Person (same but better, as you can wait until the last round, then cdg them)
 



1: Wieldskill (MOF)
2: Silence
3: Stone Shape

For first level spells, my last cleric memmed a ton of Wieldskills. Here, take +10 to hide... or search... or spot... or listen... or craft... or move silently... or or or...

I don't have any second level spells I'm too impressed with. Silence is great for a variety of reasons, and the buffs (bulls strength, etc) are good too.

At third, I've seen few spells as abuseable as stone shape. It's useless in some settings, but in a lot of them you can really do whatever needs doing.
 
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None of my PC's have noticed yet, but Stone Shape is really a great spell.

As a bit of story flavor, one of my NPC clerics escaped his pursuers by Summoning a Small Earth Elemental to buy time, and then stoneshaping himself into the side of a boulder. He was able to stand still and wrap the rock around himself into a little closet with small cracks for air. Not comfortable, but he survived the encounter. The baddies never found him, but he had to wait overnight in his little cave before he could Prepare Stoneshape again to get out.

The PC's never found this out, unfortunately. Boo hoo.
 

Starting with Core Spells only.

0th
Create Water - This creates a fairly large ammount of trust worthy water. Water always has its uses, from desert survival, to parasite removal, to tending wounds, to washing away acid, to putting out fires.
Detect Magic - Absolutely essential for finding potential traps, magic items, spell effects.
Light - You should always have backup light sources.
Purify Food and Drink - You are going to be slogging through some pretty disgusting places. Stay healthy.

1st
Divine Favor - This spell just gets better and better.
Doom - Eventually you'll have better ways to hamper your foe, but this will nearly nuetralize your typical CR <1 creature, and against a single foe is better than trying to buff everyone.
Endure Elements - All day protection.
Magic Weapon - Until you get a magic weapon, this should always be on your spell list.
Protection from Evil - This spell should never leave your spell list. It's list of benifits is too long to even discuss.

Honorable Mention: Sanctuary - As a cleric, you'll spend a significant amount of time moving amongst the party plugging holes. Might as well make your life easier, and at least avoid a few AoO.

2nd
Bull's Strength - Pump yourself up to become a combat monster, or turn the Barbarian into an engine of war.
Hold Person - One of the clerics key spells.
Lesser Restoration: Your first chance to cure ability damage. Doesn't do much, but every bit helps.
Sound Burst - Surprisingly effective area of effect spell. You'll use it alot between levels 3 and 5 before the party mage starts to come into his own, and it will probably stay on your list after that.

Honorable Mention: Shatter - A highly overlooked general utility spell that can be used to sunder weapons and overcome all sorts of problems.

3rd
Dispel Magic - Maybe the most important spell in the game.
Magic Circle against Evil - Like protection, but for everyone.
Protection from Elements - No other class has quite the clerics ability to frustrate the DM's nastiness.
Stone Shape: Speaking of which, not flashy, but another highly overlooked general utility spell of a thousand uses.

Honorable Mention: Water Breathing - Armed with the right spells, a cleric can seem down right unkillable and can help his party overcome virtually any obstacle.

The cure spells are fine but 1) you should have a wand of cure light wounds (or two), and 2) you should be spontaneously casting them as necessary.
 

Al said:
Command (Sleep- have a fighter with 5' to prepare a coup de grace, since you only get one round)

According to the D&D FAQ, you can't do this. Commanding someone to sleep only stuns them and doesn't make them helpless.
 

Kershek said:


According to the D&D FAQ, you can't do this. Commanding someone to sleep only stuns them and doesn't make them helpless.

Well, perhaps Command: Freeze then?

They freeze for a round and then you cdg them.
 

Well, perhaps Command: Freeze then?

They freeze for a round and then you cdg them.

According to the D&D FAQ, you can't do this. Commanding someone to freeze only stuns them and doesn't make them helpless.

-Hyp.
 

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