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[GUIDE] Celestial Link Evoking Radiance Into Creation - CLERIC guide
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<blockquote data-quote="mellored" data-source="post: 6701498" data-attributes="member: 6801209"><p>[sblock=Level 7]</p><p>©<span style="color: deepskyblue">Conjure Celestial</span>: There are only a few options, but they come with their own set of spells, and aren't bad at combat. More details here.</p><p><span style="color: deepskyblue">Regenerate</span>: Lot's of HP, and not just for out of combat. If they get knocked unconscious, they will start their next turn with 1 HP.</p><p></p><p><span style="color: blue">Fire Storm</span>: A blast spell with nicely flexible targeting.</p><p><span style="color: #0000ff">Temple of the Gods</span>: While it's not every day that you will be casting this, it makes a great defensive position. Consider putting it on a boat, or large wagon, so you can move it around.</p><p></p><p>Divine Word: You can likely do better simply killing stuff with spirit guardian or firestorm, but being a bonus action and charisma save makes it not to bad.</p><p>Eternalness: A scout spell. Note that it doesn't require material components, so you can use it to escape a jail as well.</p><p>Symbol: An upgrade to glyph of warding, with the same movement restrictions.</p><p>Plane Shift: While you could potentially banish someone, though it takes 2 rolls to do so. And it doesn't do anything on a miss. <span style="color: blue">Better</span> for war domain who are much more likely to hit the first time. Cast it twice to teleport to a "general" area on your own plane.</p><p></p><p><span style="color: darkviolet">Resurrection</span>: In most cases, revivify, or raise dead would be cheaper. Only prepare this if you need it.</p><p>[/sblock]</p><p></p><p>[sblock=Level 8]</p><p>©<span style="color: deepskyblue">Antimagic Field</span> Immunity to magic for an hour is superb.</p><p>©<span style="color: deepskyblue">Holy Aura</span> A massive defensive buff for your allies.</p><p></p><p>©<span style="color: blue">Earthquake</span> Enemies often are in structures, strongholds, or caves. This turns it against them.</p><p></p><p>©<span style="color: darkviolet">Control Weather</span> You rarely need 8 hours of a blizzard. But this does have massive range.</p><p>[/sblock]</p><p></p><p>[sblock=Level 9]</p><p><span style="color: deepskyblue">Mass Heal</span> Your only real level 9 spell. Though it's enough with it's massive amount of HP, with perfect targeting.</p><p></p><p>©<span style="color: blue">Gate</span> An upgrade from plane shift. It lets you travel to a "precise" locations in your own plane by casting it twice. Also good for assassinating people by traveling to another plane, and summoning them without their allies.</p><p></p><p><span style="color: darkviolet">True Resurrection</span> Like resurrection and raise dead, you prepare this when you need it.</p><p><span style="color: darkviolet">Astral Projection</span> A plot spell you may never use.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mellored, post: 6701498, member: 6801209"] [sblock=Level 7] ©[COLOR=deepskyblue]Conjure Celestial[/COLOR]: There are only a few options, but they come with their own set of spells, and aren't bad at combat. More details here. [COLOR=deepskyblue]Regenerate[/COLOR]: Lot's of HP, and not just for out of combat. If they get knocked unconscious, they will start their next turn with 1 HP. [COLOR=blue]Fire Storm[/COLOR]: A blast spell with nicely flexible targeting. [COLOR=#0000ff]Temple of the Gods[/COLOR]: While it's not every day that you will be casting this, it makes a great defensive position. Consider putting it on a boat, or large wagon, so you can move it around. Divine Word: You can likely do better simply killing stuff with spirit guardian or firestorm, but being a bonus action and charisma save makes it not to bad. Eternalness: A scout spell. Note that it doesn't require material components, so you can use it to escape a jail as well. Symbol: An upgrade to glyph of warding, with the same movement restrictions. Plane Shift: While you could potentially banish someone, though it takes 2 rolls to do so. And it doesn't do anything on a miss. [COLOR=blue]Better[/COLOR] for war domain who are much more likely to hit the first time. Cast it twice to teleport to a "general" area on your own plane. [COLOR=darkviolet]Resurrection[/COLOR]: In most cases, revivify, or raise dead would be cheaper. Only prepare this if you need it. [/sblock] [sblock=Level 8] ©[COLOR=deepskyblue]Antimagic Field[/COLOR] Immunity to magic for an hour is superb. ©[COLOR=deepskyblue]Holy Aura[/COLOR] A massive defensive buff for your allies. ©[COLOR=blue]Earthquake[/COLOR] Enemies often are in structures, strongholds, or caves. This turns it against them. ©[COLOR=darkviolet]Control Weather[/COLOR] You rarely need 8 hours of a blizzard. But this does have massive range. [/sblock] [sblock=Level 9] [COLOR=deepskyblue]Mass Heal[/COLOR] Your only real level 9 spell. Though it's enough with it's massive amount of HP, with perfect targeting. ©[COLOR=blue]Gate[/COLOR] An upgrade from plane shift. It lets you travel to a "precise" locations in your own plane by casting it twice. Also good for assassinating people by traveling to another plane, and summoning them without their allies. [COLOR=darkviolet]True Resurrection[/COLOR] Like resurrection and raise dead, you prepare this when you need it. [COLOR=darkviolet]Astral Projection[/COLOR] A plot spell you may never use. [/sblock] [/QUOTE]
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