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General Tabletop Discussion
*Pathfinder & Starfinder
Good cleric spells, level 6, NOT from core/SRD?
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<blockquote data-quote="aboyd" data-source="post: 5645235" data-attributes="member: 44797"><p>So here is what I've ended up with as my pool of reliably good 6th level cleric spells.</p><p></p><p><strong>Wind Walk</strong> -- Okay, but with a team of 5 total, this only is useful at level 12 or greater, when I can take all 4 allies with me. For now, our sorcerer just casts Phantom Steed 5 times, and we can still move absurdly fast on land or water.</p><p></p><p><strong>Visage of the Deity</strong> -- Super good. Energy resistance 20, spell resistance 20, damage reduction 10, plus a host of other goodies. Also, it says "like Lesser Visage of the Deity," which makes me think you'd get the +4 charisma, too.</p><p></p><p><strong>Spider Plague</strong> -- Almost 100% a maximized version of Summon Monster 6 (where you pick 1d4+1 of the lower level monsters), but without the need for the maximize spell metamagic feat. It's just free, 5 monsters every time. Love it.</p><p></p><p><strong>Opalescent Glare</strong> -- I was hesitant at first, knowing that my DM would simply say "If you have a gaze attack then none of my enemies look at you." However, I found the rules for gaze attacks in the DMG, and enemies suffer penalties for looking away, and still have a % chance to see anyway. So looks like a good way to kill an entire town, with game mechanics to back it up, even if my DM tries to talk it away. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>Heal/Harm</strong> -- Meh. Standard go-to stuff. Always have one in reserve.</p><p></p><p><strong>Geas/Quest</strong> -- Just a fun non-combat thing. I have minions going out to kill/harass the BBEG on my behalf. Ha ha!</p><p></p><p><strong>Find the Path</strong> -- Win button. Used in my game on Thursday to find a hidden relic in 5 minutes. DM was not thrilled.</p><p></p><p><strong>Cold Snap</strong> -- Ruin the crops for an entire town, in all surrounding farmlands for a mile in any direction. Only useful if you are blackmailing the town, or holding it hostage or something. However, in my game that's a possibility. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>Animate Objects</strong> -- AWESOME for bar fights. I LOVE having all the chairs and tables on my side.</p><p></p><p>By the way, I love SpellForge's spell tables -- it shows all the spells in such a simple grid that you can easily isolate the swift/immediate spells, and which ones last the longest or take too long to cast, etc. It's very helpful for whittling down the list based upon mechanical criteria rather than the neato effects.</p></blockquote><p></p>
[QUOTE="aboyd, post: 5645235, member: 44797"] So here is what I've ended up with as my pool of reliably good 6th level cleric spells. [B]Wind Walk[/B] -- Okay, but with a team of 5 total, this only is useful at level 12 or greater, when I can take all 4 allies with me. For now, our sorcerer just casts Phantom Steed 5 times, and we can still move absurdly fast on land or water. [B]Visage of the Deity[/B] -- Super good. Energy resistance 20, spell resistance 20, damage reduction 10, plus a host of other goodies. Also, it says "like Lesser Visage of the Deity," which makes me think you'd get the +4 charisma, too. [B]Spider Plague[/B] -- Almost 100% a maximized version of Summon Monster 6 (where you pick 1d4+1 of the lower level monsters), but without the need for the maximize spell metamagic feat. It's just free, 5 monsters every time. Love it. [B]Opalescent Glare[/B] -- I was hesitant at first, knowing that my DM would simply say "If you have a gaze attack then none of my enemies look at you." However, I found the rules for gaze attacks in the DMG, and enemies suffer penalties for looking away, and still have a % chance to see anyway. So looks like a good way to kill an entire town, with game mechanics to back it up, even if my DM tries to talk it away. :) [B]Heal/Harm[/B] -- Meh. Standard go-to stuff. Always have one in reserve. [B]Geas/Quest[/B] -- Just a fun non-combat thing. I have minions going out to kill/harass the BBEG on my behalf. Ha ha! [B]Find the Path[/B] -- Win button. Used in my game on Thursday to find a hidden relic in 5 minutes. DM was not thrilled. [B]Cold Snap[/B] -- Ruin the crops for an entire town, in all surrounding farmlands for a mile in any direction. Only useful if you are blackmailing the town, or holding it hostage or something. However, in my game that's a possibility. :) [B]Animate Objects[/B] -- AWESOME for bar fights. I LOVE having all the chairs and tables on my side. By the way, I love SpellForge's spell tables -- it shows all the spells in such a simple grid that you can easily isolate the swift/immediate spells, and which ones last the longest or take too long to cast, etc. It's very helpful for whittling down the list based upon mechanical criteria rather than the neato effects. [/QUOTE]
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Good cleric spells, level 6, NOT from core/SRD?
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