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Cleric and Druid : better than wizard?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4354189" data-attributes="member: 35909"><p>None of those are particularly nasty, especially Earthquake and Storm of Vengeance. Nasty to me is Shapechange (which they get). I suppose everyone just bans it anyway, though.</p><p></p><p>Really though, most of those spells you listed are better at taking out an army than a PC party, and Druids get better spells for that purpose much earlier.</p><p><a href="http://www.d20srd.org/srd/spells/spikeGrowth.htm" target="_blank">http://www.d20srd.org/srd/spells/spikeGrowth.htm</a></p><p>A single casting of this will automatically eliminate an entire batallion, or at the least freeze them in place if they notice in time somehow.</p><p></p><p>Really, they all have their niches. Druids I've noticed get the best spells with which to bully noncasters, including the best anti-army spells and class features in general to make noncasting classes cry (lke Wildshape + companion (buffed) making the fighter obsolete).</p><p></p><p>Clerics get the best ability to problem solve, because even if Wizards get more and better spells on their list, a Cleric can have whatever he needs in 24 hours, while a Wizard can only learn so many spells (unless they get amazing down time). They get the spells to counter all kinds of bad conditions, good access to plane shifting, dimensional transport halting, AMF, dispelling... and when all else fails, winning by attrition with spontaneous cure spells until the other guy falls first is surprisingly effective (though boring). My Cleric liked to put up stuff like Spiritual Weapon when using such methods to win against more powerful foes.</p><p></p><p>Wizards (and Sorcs) get the most "wide open" spells...stuff only limited by your imagination or at least with options too many to count. They also obviously are the best at being the mobile artillery unit, if that's your thing. Even a Cleric who picks the rigt domains and takes variants to spontaneously cast them can never match firepower with the arcanists (though self healing neutralizes that edge in a shootout). Also, as a side effect of having the largest spell list, the arcanists also get the widest range of magic items to play with.</p><p></p><p>I still think the primary casters are balanced enough against each other.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4354189, member: 35909"] None of those are particularly nasty, especially Earthquake and Storm of Vengeance. Nasty to me is Shapechange (which they get). I suppose everyone just bans it anyway, though. Really though, most of those spells you listed are better at taking out an army than a PC party, and Druids get better spells for that purpose much earlier. [url]http://www.d20srd.org/srd/spells/spikeGrowth.htm[/url] A single casting of this will automatically eliminate an entire batallion, or at the least freeze them in place if they notice in time somehow. Really, they all have their niches. Druids I've noticed get the best spells with which to bully noncasters, including the best anti-army spells and class features in general to make noncasting classes cry (lke Wildshape + companion (buffed) making the fighter obsolete). Clerics get the best ability to problem solve, because even if Wizards get more and better spells on their list, a Cleric can have whatever he needs in 24 hours, while a Wizard can only learn so many spells (unless they get amazing down time). They get the spells to counter all kinds of bad conditions, good access to plane shifting, dimensional transport halting, AMF, dispelling... and when all else fails, winning by attrition with spontaneous cure spells until the other guy falls first is surprisingly effective (though boring). My Cleric liked to put up stuff like Spiritual Weapon when using such methods to win against more powerful foes. Wizards (and Sorcs) get the most "wide open" spells...stuff only limited by your imagination or at least with options too many to count. They also obviously are the best at being the mobile artillery unit, if that's your thing. Even a Cleric who picks the rigt domains and takes variants to spontaneously cast them can never match firepower with the arcanists (though self healing neutralizes that edge in a shootout). Also, as a side effect of having the largest spell list, the arcanists also get the widest range of magic items to play with. I still think the primary casters are balanced enough against each other. [/QUOTE]
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