Best spells for a cleric

Stone Angel

First Post
I was curious what you guys thought were the best spells for a character of that power. Buff spells are best but whatever you guys think....Just wanting to see the difference in peoples tactics.

Thanks

The Seraph of Earth and Stone
 

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The holy trinity of buff spells are: Divine Favor, Divine Power, Righteous Might.

In low magic campaigns, Magical Vestment and Greater Magic Weapon are awesome spells. In higher magic campaigns, they are generally surperfluous.

Hold Person, while nerfed, is still a powerful weapon against those with bad will saves.
 

I answered this for a member of my gaming group a few months ago. I only listed up to 4th level because at the time we had 6th level characters. Some of the spells are from OGL sources and the Sanctified spells are from the Book of Exalted Deeds.

...
Below is a list of divine spells that I find useful.

First I should mention Sanctified Spells from The Book of Exalted Deeds. As a cleric, you don't even have to pray for these spells, you can spontaneously cast them. For example, if you have Resist Energy in a 2nd level slot, but you need a combat spell to damage that pesky evil monster, you can spontaneously turn that Resist Energy, into say an Ayailla's Radiant Burst.

I encourage you to look through the Exalted Deeds Sanctified and cleric spells for yourself. Some seem low powered, but have the benefit of not harming your team mates, or they have weird spell components like Abstaining from sex/drinking/something else for a period of time before casting them or more directly temporarily lowering your Strength.

Now for a list of more conventional spells.

BoHM Armor Contigency - good spell so sleeping cleric can quickly don heavy armor
BoEM1 Guilt - good replacement for Command
PHB Death Watch - casting this spell helps you keep track of friends health, though it is now an EVIL spell
PHB Divine Favor - good spell to increase personal prowess in combat
PHB Protection from Evil or Magic Circle Against Evil - Protection from Evil and its sister spells rock because while in effect they keep you from doing a Shandre and frying whores.
PHB Silence - obviously a good counter mage spell, but presents problems for any other spell caster in the area
BoHM Crystal of Reflection - wish we had this against the beholders, it deflects ray attacks
PHB Any of the 2nd level animal spells, i.e. Bull's Strength
PHB Align Weapon - this spell was made necessary when they changed the damage reduction rules
PHB Remove Paralysis - this and any spell like Remove disease, curse etc. are good candidates for scrolls.
PHB Resist Energy - keeps you safe from energy damage
PHB Dispel Magic - good for stripping away other spells
PHB Protection from Energy - keeps you safe from massive energy damage
PHB Death Ward - this spell is an absolute must, making you immune to HARM and FINGER OF DEATH, plus energy draining undead.
PHB Freedom of Movement - another good spell since it helps you avoid being grappled, which can be bad news for casters.

These are just up to 4th level.

BoEM1 is Book of Eldritch Might # 1, BoHM is Book of Hallowed Might, PHB is Players Handbook.
 

I should clarify, these spells are actually for a Solar which has spell casting like a 20th level caster. Attacking and Buff spells are actually what I want or need. Thanks.

The Seraph of Earth and Stone
 

Djeta Thernadier said:
I know it's not really spectacular or anything , but if I were a cleric, I'd probably take some heavy duty healing spells, in case of emergency.

I'd prepare lots of buffing/protection spells. Healing can be done via sacrificing prepared spells, so I never prepare healing spells for my cleric.
 

Some random thoughts:

At 20th level... with a solar behind the spells.

Death Magic would be a good starting point for attacks - implosion, destruction? Holy word against lower level enemies

Summon/Gate/Planar ally in anything you want? If it uses it's imagination, I'm sure it can come up with ways to pay them.

As far as buffs - Holy Aura is a reasonable. Greater spell immunity if enemies favour certain spells?

Some lower level stuff can be good - Death Ward, Freedom of movement? Righteous might can be awesome (Huge size! Youch!).

Domains are particularly worth looking at. Off the top of my head: - the crushing/grasping/etc hand spells from the strength domain can be funny. The power words are in the War domain. Animal contains Shapechange. Disjunction in the magic domain.

Miracles could be useful for duplicating <8th level mage spells. Mind Blank could be good?

If it doesn't have 'off the rack' feats - give it some metamagic - that could make for a nasty suprise.

If outclassed magically. Slap on an antimagic field and go at it in - without magic a solar is probably a match for most humanoids in hand to hand combat. Grapples will also be fun. Called creatures still function in this - so pick them accordingly.

General plan:
Make use of scrying to assess your enemies. Summons and Buffing. Use along with innate teleport ability. Go hunt down enemies. Kill them. A lot.

This thing is a really nasty enemy!
 

Elephant said:
I'd prepare lots of buffing/protection spells. Healing can be done via sacrificing prepared spells, so I never prepare healing spells for my cleric.

Good point. That's one of the best things about playing a cleric too. Being able to switch out a prepared spell.
 

Djeta Thernadier said:
Good point. That's one of the best things about playing a cleric too. Being able to switch out a prepared spell.
Yep, that's a really good rule they put up in 3E.
Makes playing clerics a lot more fun. :)

Bye
Thanee
 

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