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General Tabletop Discussion
*Dungeons & Dragons
Clerics, whats your favourite spells?
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<blockquote data-quote="loviatarfrostbringer" data-source="post: 147836" data-attributes="member: 3514"><p><em>Shield Other</em> - 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.</p><p></p><p><em>Blade Barrier</em> - 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!)</p><p></p><p><em>Prayer</em> - 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)</p><p></p><p><em>Protection for Elements</em> - 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.</p><p></p><p><em>Air Walk</em> - 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).</p><p></p><p><em>Circle of Healing</em> - group just hit by an empowered fireball? Counter with this spell. Nets out about the same (all saves made of course).</p><p></p><p><em>Freedom of Movement</em> - too many times my party fighter has been paralyzed by <em>hold person</em> ; voila! Instant fix!</p><p></p><p>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.</p><p></p><p>BTW, I like General of Undeath (not sure what source...Magic of Faerun I think) for my villains.</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="loviatarfrostbringer, post: 147836, member: 3514"] [I]Shield Other[/I] - 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. [I]Blade Barrier[/I] - 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!) [I]Prayer[/I] - 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) [I]Protection for Elements[/I] - 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. [I]Air Walk[/I] - 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). [I]Circle of Healing[/I] - group just hit by an empowered fireball? Counter with this spell. Nets out about the same (all saves made of course). [I]Freedom of Movement[/I] - too many times my party fighter has been paralyzed by [I]hold person[/I] ; 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. [/QUOTE]
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