Clerical Spell Suggestions?


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Thanee said:
I think that's a bit much. :)
Since the character is starting so high, perhaps it is. At 15th-level, Cure Light Wounds isn't going to mean much in battle, and outside of battle a wand of same does the job admirably. But in standard play, I absolutely disagree. Unless there is also a cleric in the party, (which I've found unlikely IME,) it will fall on the Favored Soul to provide the party's battle-healing. Since Favored Souls don't get spontaneous casting (as the cleric-ability) they need to pick those cure spells to provide that.
 

Oh, I absolutely agree with that, but I don't think you need one for every (spell) level.

One every other level is plenty.

Bye
Thanee
 

Lord Pendragon said:
Since the character is starting so high, perhaps it is. At 15th-level, Cure Light Wounds isn't going to mean much in battle, and outside of battle a wand of same does the job admirably. But in standard play, I absolutely disagree. Unless there is also a cleric in the party, (which I've found unlikely IME,) it will fall on the Favored Soul to provide the party's battle-healing. Since Favored Souls don't get spontaneous casting (as the cleric-ability) they need to pick those cure spells to provide that.

Although at that level selecting Cure Light Wounds, for example, is a poor choice compared to Lesser Vigor. CLW won't do much in combat at that level, but LV heals more out of combat. The same may be said for some of the other Cure spells and their Vigor counterparts.

Pinotage
 

For healing damage (not counting Restoration and such) I think it's enough to have one Vigor spell (Lesser Vigor or Mass Lesser Vigor is good, the higher ones are a little better, but not really necessary) plus the highest available Cure spell and/or Heal, once available.

Bye
Thanee
 


Pinotage said:
Although at that level selecting Cure Light Wounds, for example, is a poor choice compared to Lesser Vigor. CLW won't do much in combat at that level, but LV heals more out of combat. The same may be said for some of the other Cure spells and their Vigor counterparts.
I'm unfamiliar with the Vigor spells. My usage of the term "Cure spells" derives from my mostly-core play. If there's a better hit point restoration spell out there that you have access to at a given level, by all means select it instead of Cure X Wounds. :)
Thanee said:
For healing damage (not counting Restoration and such) I think it's enough to have one Vigor spell (Lesser Vigor or Mass Lesser Vigor is good, the higher ones are a little better, but not really necessary) plus the highest available Cure spell and/or Heal, once available.
Re-reading the Favored Soul description, I should note that from 4th-level, they can swap an old spell out at each even level, but such spells must be at least two levels lower than the highest you can cast.

With that in mind, I'd probably recommend that you learn a cure spell as soon as you can, and then get rid of it as soon as you can, as well. That'd leave you with a cure spell available for your two highest levels at all times. Eventually you'd be left with Heal and Cure Critical Wounds at the high levels, possibly applying metamagic to them in higher-level slots.

This fits well with my experiences from the current game I play in. We've just hit 13th-level, and you pretty much need a Cure Critical Wounds or Heal to get enough healing to justify spending an in-combat action at this point. Cure Serious can sometimes be sufficient, but not often.
 

Lord Pendragon said:
If you have the Fire or Sun domain, Fire Shield is also an excellent buff spell, damage and elemental protection all in one!

Just FYI, Favored Souls don't get domains like clerics, either. :)


Thanks for the suggestions everyone...

As for the healing spells, I have a wand of Cure Mod (or Cure Serious, I can't recall offhand), and the Heal spell. However, keep in mind that this is a favored soul of Lloth - Lloth doesn't grant healing spells very often (at least if you read the fluff as opposed to the crunch), so I think sticking with that for healing would be about it.

Also, being CE in a mostly-evil party (I think one character is CN), my character isn't all that worried about buffing/healing others.

Thanks for the suggestions thus far! Please keep them coming. :)
 

Lord Pendragon said:
With that in mind, I'd probably recommend that you learn a cure spell as soon as you can, and then get rid of it as soon as you can, as well. That'd leave you with a cure spell available for your two highest levels at all times. Eventually you'd be left with Heal and Cure Critical Wounds at the high levels, possibly applying metamagic to them in higher-level slots.

That's basically what I meant. Altho, I would start with Cure Moderate Wounds and then go to Cure Critical Wounds and don't bother with the other two.

Anyways, for this character, only Cure Critical Wounds and Heal make sense, plus Mass Lesser Vigor probably.

Bye
Thanee
 

Goddess FallenAngel said:
lso, being CE in a mostly-evil party, my character isn't all that worried about buffing/healing others.
Playing "Evil" can be fun, but don't forget there's lots of ways to do that. Just because you're CE doesn't mean you won't heal - heck, you might even heal for free - it's just that your application of the Heal spell is entirely self-interested.

That is to say: if your other party members stay alive, there's a higher chance you will survive.


....unless one of 'em stabs you in the back, of course. :)
 

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