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Best Clerical spell level 1-3
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<blockquote data-quote="Elder-Basilisk" data-source="post: 796426" data-attributes="member: 3146"><p>My take on the most useful and most commonly prepped spells--although just from PH and DotF:</p><p></p><p>0.</p><p>Guidance</p><p>Detect Magic</p><p>Cure Minor Wounds</p><p></p><p>1:</p><p>Protection From Evil</p><p>Shield of Faith</p><p>Obscuring Mist</p><p>Magic Weapon</p><p>Remove Fear</p><p>Cure Light Wounds</p><p></p><p>2:</p><p>Bull's Strength</p><p>Endurance</p><p>Remove Paralysis</p><p>Hold Person</p><p>Calm Emotions</p><p>Sound Burst</p><p>Cure Moderate Wounds</p><p></p><p>3.</p><p>Summon Monster III</p><p>Invisibility Purge</p><p>Magic Vestment</p><p>Briar Web</p><p>Cure Serious Wounds</p><p></p><p>Good clerics never prepare cure spells but use them all the time. Evil clerics should always prepare several spells as cures.</p><p></p><p>That said, however, which spells a cleric ought to prepare will depend very much on the cleric. Of the three clerics I play in RPGA living campaigns, none have the same spell list.</p><p></p><p>My Bbn 2/Ftr 2/Clr 2 prepares Expeditious Retreat or Cure Light Wounds (Travel and healing domains), Shield of Faith, Magic Weapon, and Obscuring Mist.</p><p></p><p>His cohort (Clr 4) prepares</p><p>Unseen Servant, Spectral Hand (Spirit and Afterlife domain spells), 1. Random Action, Cause Fear, Shield of Faith, Magic Weapon, 2. Bull's Strength, Hold Person, Calm Emotions.</p><p></p><p>My Clr 5 prepares:</p><p>Endure Elements, Bull's Strength, Searing Light (Strength and Sun domains) 1. Protection From Evil, Shield of Faith, Remove Fear, Obscuring Mist, 2. Bull's Strength, Endurance, Remove Paralysis, Divine Zephyr (DotF) 3. Summon Monster III, Flames of Faith (DotF).</p><p></p><p>The multiclassed cleric has a 12 wisdom and no concentration skill. He is only a secondary spellcaster--either prepping for combat with a defensive spell or by enchanting his hammer to hit creatures with DR or healing after a battle. His role in a group is to rage and use his hammer to kill things. Consequently, he avoids spells that have saves or would be cast during combat.</p><p></p><p>His cohort, the 4th level cleric, has an 18 wisdom and spell focus: enchantment. It's hard for foes to make their saves against her spells. She also has no combat ability (8 strength). She is designed to screw the party's opponents by keeping them from fighting or to heal party members in battle. Consequently, she keeps scads of enchantments prepared so as to be able to turn the tide of battle that way.</p><p></p><p>The 5th level cleric, OTOH, is a more traditional secondary combatant and combat medic. He has a 14 strength and 16 wisdom, wears fullplate and carries a greatsword. Since he has no spell focus feats and his wisdom isn't really impressive, he stays away from spells with saves and focusses instead on buffing himself and his party members or healing them during battle. Because he spends time healing, he focusses on long-term buffs. He probably wouldn't prep flames of faith if it wasn't fun for me to have him use a flaming burst weapon--it's not the greatest spell and, like Remove Paralysis, Magic Weapon, Divine Zephyr or Obscuring Mist, is on top of the Convert to Healing pile.</p><p></p><p>When I played Return to the Temple of Elemental Evil, I played an archer cleric.</p><p></p><p>Her spells--IIRC were:</p><p>Domain (Elf and War): True Strike, Cat's Grace, Magic Vestment, Divine Power</p><p>1. Protection From Evil, Shield of Faith x2, Divine Favor x2</p><p>2. Bull's Strength x2, Endurance x2</p><p>3. Summon Monster IIIx2, Invisibility Purge</p><p>4. Greater Magic Weapon</p><p></p><p>She was even more of a buffing cleric than the 5th level guy. Because her role in the party was archer, she tried to make sure she spent next to no time healing in combat and usually cast as many spells as possible before battle. Usually, she would go into a combat with only first and third level spells left and only on a couple occasions did she cast any of until after the battle (although she would cast Divine Favor and Divine Power to turn herself into a damage dealing machine--fully buffed, she dealt more damage/round than the 28 strength half-orc/half-dragon barbarian).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 796426, member: 3146"] My take on the most useful and most commonly prepped spells--although just from PH and DotF: 0. Guidance Detect Magic Cure Minor Wounds 1: Protection From Evil Shield of Faith Obscuring Mist Magic Weapon Remove Fear Cure Light Wounds 2: Bull's Strength Endurance Remove Paralysis Hold Person Calm Emotions Sound Burst Cure Moderate Wounds 3. Summon Monster III Invisibility Purge Magic Vestment Briar Web Cure Serious Wounds Good clerics never prepare cure spells but use them all the time. Evil clerics should always prepare several spells as cures. That said, however, which spells a cleric ought to prepare will depend very much on the cleric. Of the three clerics I play in RPGA living campaigns, none have the same spell list. My Bbn 2/Ftr 2/Clr 2 prepares Expeditious Retreat or Cure Light Wounds (Travel and healing domains), Shield of Faith, Magic Weapon, and Obscuring Mist. His cohort (Clr 4) prepares Unseen Servant, Spectral Hand (Spirit and Afterlife domain spells), 1. Random Action, Cause Fear, Shield of Faith, Magic Weapon, 2. Bull's Strength, Hold Person, Calm Emotions. My Clr 5 prepares: Endure Elements, Bull's Strength, Searing Light (Strength and Sun domains) 1. Protection From Evil, Shield of Faith, Remove Fear, Obscuring Mist, 2. Bull's Strength, Endurance, Remove Paralysis, Divine Zephyr (DotF) 3. Summon Monster III, Flames of Faith (DotF). The multiclassed cleric has a 12 wisdom and no concentration skill. He is only a secondary spellcaster--either prepping for combat with a defensive spell or by enchanting his hammer to hit creatures with DR or healing after a battle. His role in a group is to rage and use his hammer to kill things. Consequently, he avoids spells that have saves or would be cast during combat. His cohort, the 4th level cleric, has an 18 wisdom and spell focus: enchantment. It's hard for foes to make their saves against her spells. She also has no combat ability (8 strength). She is designed to screw the party's opponents by keeping them from fighting or to heal party members in battle. Consequently, she keeps scads of enchantments prepared so as to be able to turn the tide of battle that way. The 5th level cleric, OTOH, is a more traditional secondary combatant and combat medic. He has a 14 strength and 16 wisdom, wears fullplate and carries a greatsword. Since he has no spell focus feats and his wisdom isn't really impressive, he stays away from spells with saves and focusses instead on buffing himself and his party members or healing them during battle. Because he spends time healing, he focusses on long-term buffs. He probably wouldn't prep flames of faith if it wasn't fun for me to have him use a flaming burst weapon--it's not the greatest spell and, like Remove Paralysis, Magic Weapon, Divine Zephyr or Obscuring Mist, is on top of the Convert to Healing pile. When I played Return to the Temple of Elemental Evil, I played an archer cleric. Her spells--IIRC were: Domain (Elf and War): True Strike, Cat's Grace, Magic Vestment, Divine Power 1. Protection From Evil, Shield of Faith x2, Divine Favor x2 2. Bull's Strength x2, Endurance x2 3. Summon Monster IIIx2, Invisibility Purge 4. Greater Magic Weapon She was even more of a buffing cleric than the 5th level guy. Because her role in the party was archer, she tried to make sure she spent next to no time healing in combat and usually cast as many spells as possible before battle. Usually, she would go into a combat with only first and third level spells left and only on a couple occasions did she cast any of until after the battle (although she would cast Divine Favor and Divine Power to turn herself into a damage dealing machine--fully buffed, she dealt more damage/round than the 28 strength half-orc/half-dragon barbarian). [/QUOTE]
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Best Clerical spell level 1-3
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