Mark
CreativeMountainGames.com
Number47 said:Although kreynolds already stated it, I will restate it so it won't get lost:
Your cleric can CDG with an Inflict spell, but not in the same round that he casts it. He could theoretically cast the spell and "hold the charge" a couple rounds if he knows he's getting into combat. In this case, he still would need to be within five feet of the victim to perform a CDG in a single round.
Of course, there's always haste. Adding that in would make the combo pretty deadly, although at a very high cost of spells. Using this many spells per opponent is likely to leave one high and dry later in the day.
Hmm. Thinking on it, I suggest potions of Haste and a wand of Inflict Light Wounds. If you don't have to have the Cleric deliver the CDG, a wand of Chill Touch would work nicely. You can get several attacks from one casting of Chill Touch.
Yeah but the cheaper you try to get away with it, the lower the DC for the Fort save against death by the CdG. Heck, you could Inflict Minor Wounds but that only requires a Will Save (against the spell), followed by a Fort save (or die) at DC 11. I'd be careful not to let that get too low, lest you only foil the Hold and piss off the target. I'd want to be sure to put a good chunk of hurt on a creature just in case the saves don't go in my favor. Let's face it, with two saves and losing a spell slot(s) {or item charge(s)}, at some point it is more effective to club them, have only the Fort save, and take advantage of their helplessness to give them the old CdG.