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Clerics, whats your favourite spells?

GrassyKnoll

First Post
Just wondered what kind of spells my fellow clerics used most commonly. We use all the WotC Class books, plus the FR books as we are in a FR campaign.

I am currently 8th level, just shy of 9th, and this is my normal spell list:

Personal Buffs:

Extended Endurance -- Gives extra hps and makes my concentration score increase. I am more of a battle Cleric than healer, and spend my time in the front rank or as back up fighter and healer.

Spikes -- Wooden Club at +2/+8? Better than my +1 Battleaxe...

Sheild of Faith -- Normally have 2 ready to cast, possibly 3. +3 AC is very nice to have for a fight.

Unfailing Endurance -- A spell that only requires to be cast once every eight days, gives a few save bonuses, and allows us to run away further and faster! Our DM also house ruled that we are able to sleep in our armour while this spell is in effect, very handy for the massive dungeon/underground travelling we are doing. The spell covers all of our party as well. Also is good as an extra spell for when dispell magic hits you....

Others:

Sheild Other -- Combined with Endurance, I can help keep one of the lower hp gifted members of the party alive longer. Very handy to chain along a few Clerics, but an absolute disatster for a AE spell!

Magic Vestment -- Our party is not all kited out in Magical armour yet, so this protects the lowest AC'd member.

Fight Spells:

Reciataion (sp) -- +2 to all, and -2 to my enemies? Good stuff..

Doom -- Minuses to a specific target

Spectral Stag -- Helps me escape if need be, as I cannot run very well at all, and provides an extra attacker who is large and Bull rushes.

Axe of Gorm -- Nice magical Axe that can deal huuuge damage and acts as a spell sheild for spells directed at me.

Favour of Gorm -- Swap Hps with a badly wounded member of the party, and then heal myself. Can be done at range, and thus allows a party member to stay alive without me having to cross the battlefield to get to them, unhindered by my slow movement.

Will add more as I remember, but what other spells do you use reguarly?
 

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Well, my Cleric (who is usually forced into the role of front-line fighter, despite his poor combat skills) relies heavily on Persistant Divine Power. It gives him the BAB of a Fighter of his level, 18 Strength, and a few bonus HPs.

Righteous Might is also nice. It makes you Large, which gives you reach and a Strength bonus, and it raises the damage on your weapon.

Divine Favor is good, since it gives you a luck bonus to hit and damage. which stacks with most other spell's bonuses.

Owl's Wisdom is very important, since it raises the DCs of your spells.

Divine Agility is extremely useful. It raises your Dex to 18, gives you the base Reflex save of a Rogue of your level, and grants you the Spring Attack feat.

Greater Magic Weapon and Magic Vestment are perfect for spoiling the plans of stingy DMs. :D With the Extend Spell feat, I always have a +5 Blessed Longsword, +5 Full Plate, and a +5 Shield. Cast them the night before, and you have the effect all day, while still being able to recast those spells during the day if you're hit with a Dispel Magic.

Haste is great, too. Either get access to the Time domain or the Celerity prestige domain, or buddy up with your Wizard or Sorcerer. Agree to cast some buffing spell on them (probably Endurance, Eagle's Splendor, or Fox's Cunning) in exchange for them Hasting you.

I'll probably post more as I think of them.
 
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Battletide - Haste if you don't have the right domain. :)

Spell Resistance - Only spell or game effect I've seen so far that has given me SR high enough that enemy casters didn't laugh it off. Useful.

Scrying - Oh so useful. And I don't need to take up a slot in my spells known for it. Clerics are great.

Blindsight - hr/level see invisibility. Gotta love it.

Divine Power - I want to have spell casting abilities, full armor, AND fighter BAB. You got it. Got to find some way to make this persistant... Hmmm...

Blindness - Fort save, at range, blind a mage so they can't target people with spells. Duration? Permanent. :)

Briar Web - the range and utility of entangle, plus damage, and you don't have to be a druid to cast it.

Searing Light - I don't know why, but this just keeps on coming in handy. It's not all that powerful, but for some reason it just always crops up at the right time for me.

Weapon of Impact - add this and spikes to a weapon, divine power, divine favor, greater magic weapon, and magic vestment on armor and shield later.... Who needs fighters? Better yet, add it all to a wooden shield of bashing and take the shield charge feat for double your level in damage minimum.

Endurance - combined with empower feat this can be tremendous at high levels. Everyone can use more hit points and better fort saves.

Flame Strike/Blade Barrier - great area of effect damage spells, blade barrier with a duration and no save after the first round always pays off for the creative.

Silence - throw this on an improved invisible rogue and just watch as he sneaks up with no move silently checks, and when he does sneak attack the living *&#% out of the mage, he can't call out for help and often the first spell he thinks to try fails because he's in an area of silence. Also good for quieting down those tanks you have to walk around with.

And of course just about every other spell listed by the previous posters. I love clerics.
 

GrassyKnoll said:
Axe of Gorm -- Nice magical Axe that can deal huuuge damage and acts as a spell sheild for spells directed at me.

Favour of Gorm -- Swap Hps with a badly wounded member of the party, and then heal myself. Can be done at range, and thus allows a party member to stay alive without me having to cross the battlefield to get to them, unhindered by my slow movement.


Just Curious, Where are these from?

And Curse of the Brute is an awesome buff-spell...
 


If I had to guess, I'd say:
Favor of Gorm = Favor of Ilmater.
Axe of Gorm = Mace of Odo.

The spell description for Favor of Ilmater says that clerics of different faiths refer to the spell by different names, such as a cleric of Torm calling it Favor of Torm instead of Favor of Ilmater.

I'm not sure why he renamed Mace of Odo, though, or where he got the name "Gorm" from, since Gorm isn't a normal FR deity... He might have simply misspelled 'Torm', or his campaign could be using a different pantheon of gods.

Those two, and Spectral Stag, are all from Magic of Faerun.

(For future reference, GrassyKnoll, try to use the proper name for the spell in order to help avoid confusion. :) )
 

Shield Other - My cleric has the second highest hit-point total in the group (only the barbarian is hunkier). It really gives the paladin and warpriest (rolled slightly lower, but not toot bad)staying power.

Blade Barrier - A no-brainer. The save ispretty hard to make, and even if they fail you can always bull-rush them into it. My cleric is going to pick up Bigby's Forceful Hand next level. (Mwahahaha! DM beware!)

Prayer - another no-brainer. Many a time my fellow party members have lived or died by the extra +1 to saves (or damage, etc.) I always make sure to let them know that my deity has favored them in battle (very good for those conversion-of-the-party roleplaying xp bonus)

Protection for Elements - always have one in memory (I have it for my domain spell so it works out well). Dragons and enemy spellcasters run amok and lets face it...the spell gives free hit points versus the attack form.

Air Walk - I like it cuz it allows my cleric to use the 3rd dimension. Most DMs won't attack the cleric only when the party is grouped together on the ground. It also allows me to get to the fellow party members quicker (i.e. no taking AOs for having to run through/by enemies).

Circle of Healing - group just hit by an empowered fireball? Counter with this spell. Nets out about the same (all saves made of course).

Freedom of Movement - too many times my party fighter has been paralyzed by hold person ; voila! Instant fix!

I haven't used any of the other higher level spells cua my cleric isn't that high yet. I'll let you know about 7th level when it comes.

BTW, I like General of Undeath (not sure what source...Magic of Faerun I think) for my villains.

Hope this helps.
 

I haven't played any high level clerics but these are spells I regularly use for my lower level ones:

2nd level cleric:
Protection From Evil (domain) but I'd take it anyway
Obscuring Mist "Great for getting away or keeping the enemy from organizing their foces"
Divine Favor
Bless

5th level cleric--an archer (elf and war domains) with point blank, rapid, and precise shot as well as weapon focus:
True Strike (domain) haven't used it yet
Protection From Evil x2
Divine Favorx2

Cat's Grace (domain) "Yes, my attack bonus is +12 with rapid shot"
Bull's strength "That's right, my damage bonus is +6 per arrow within 30'"
Hold Person "If I ever see that assassin again, he won't escape"
Sound Burst "Damage is good--stunned enemies die quickly"

Magic Vestment (Domain) "This'd be useful if I didn't already have magic armor. . . ."
Monster Summoning III "Nothing like a celestial bison to ruin my enemies' days
Invisibility Purge "Even if that darn assassin makes his will save and uses his wand again, I'll still kick his ass!"
 

Favor of Gorm = Favor of Ilmater.
Axe of Gorm = Mace of Odo.


Correct, sorry, couldnt remeber the name of the original, which REALLY annoys my DM from time to time....

And what do you mean you have not heard of Gorm!

Gorm Gultyn, a Dwarven God (albeit lesser) -- We converted from 2nd edition to 3rd, and I was going to get the 'Fire Eyes' spell *sigh*

Anyway, I follow Gorm. His symbol is a Mask with glowing eyes of Fire, and he has Domains in Protection, Good, War, and Dwarf.

I cant find a placxe to cut and paste his (tiny) description, but he is there.
 
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GrassyKnoll said:

And what do you mean you have not heard of Gorm!

Ah... :o I wasn't expecting a Dwarven deity, so I didn't check that section. The name didn't immediately ring a bell, either.

Oh, well... it's late. I always make stupid mistakes when I'm tired. :D
 

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