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Help with Wife's Cleric Build
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<blockquote data-quote="Scott DeWar" data-source="post: 5102228" data-attributes="member: 49929"><p>below is the list of level 3 spells for cleaarics, and i see how whe can be overwhelmed. I would have to say that for a one adventure day module it would be hard to know what spells to carry. I recommend the following:</p><p>Daylight</p><p>Dispel Magic</p><p>Invisibility Purge</p><p>Prayer</p><p>Remove Curse</p><p>Seaaring Light</p><p>Water Breathing</p><p>Wind Wall</p><p></p><p>I know that there will only be about 2 spells she can choose and they can be converted to a healing (cure serious) spell, but i can only reduce it to these with out knowing more about the module.</p><p></p><p>having the spells for just one day and then be done with the adventur is really ard too as you wont have tiem for a "re-boot" of spells that you may need.</p><p></p><p>my humble opinion.</p><p></p><p></p><p>[sblock=third level spells]</p><p>3rd-Level Cleric Spells</p><p>Animate DeadM: Creates undead skeletons and zombies.</p><p></p><p>Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.</p><p></p><p>Blindness/Deafness: Makes subject blinded or deafened.</p><p></p><p>Contagion: Infects subject with chosen disease.</p><p></p><p>Continual FlameM: Makes a permanent, heatless light.</p><p></p><p>Create Food and Water: Feeds three humans (or one horse)/level.</p><p></p><p>Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).</p><p></p><p>Daylight: 60-ft. radius of bright light.</p><p></p><p>Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.</p><p></p><p>Dispel Magic: Cancels one magical spell or effect.</p><p></p><p>Glyph of WardingM: Inscription harms those who pass it.</p><p></p><p>Helping Hand: Ghostly hand leads subject to you.</p><p></p><p>Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).</p><p></p><p>Invisibility Purge: Dispels invisibility within 5 ft./level.</p><p></p><p>Locate Object: Senses direction toward object (specific or type).</p><p></p><p>Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.</p><p></p><p>Magic Vestment: Armor or shield gains +1 enhancement per four levels.</p><p></p><p>Meld into Stone: You and your gear merge with stone.</p><p></p><p>Obscure Object: Masks object against scrying.</p><p></p><p>Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.</p><p></p><p>Protection from Energy: Absorb 12 points/level of damage from one kind of energy.</p><p></p><p>Remove Blindness/Deafness: Cures normal or magical blindness or deafness.</p><p></p><p>Remove Curse: Frees object or person from curse.</p><p></p><p>Remove Disease: Cures all diseases affecting subject.</p><p></p><p>Searing Light: Ray deals 1d8/two levels damage (more against undead).</p><p></p><p>Speak with Dead: Corpse answers one question/two levels.</p><p></p><p>Stone Shape: Sculpts stone into any shape.</p><p></p><p>Summon Monster III: Summons extraplanar creature to fight for you.</p><p></p><p>Water Breathing: Subjects can breathe underwater.</p><p></p><p>Water Walk: Subject treads on water as if solid.</p><p></p><p>Wind Wall: Deflects arrows, smaller creatures, and gases.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 5102228, member: 49929"] below is the list of level 3 spells for cleaarics, and i see how whe can be overwhelmed. I would have to say that for a one adventure day module it would be hard to know what spells to carry. I recommend the following: Daylight Dispel Magic Invisibility Purge Prayer Remove Curse Seaaring Light Water Breathing Wind Wall I know that there will only be about 2 spells she can choose and they can be converted to a healing (cure serious) spell, but i can only reduce it to these with out knowing more about the module. having the spells for just one day and then be done with the adventur is really ard too as you wont have tiem for a "re-boot" of spells that you may need. my humble opinion. [sblock=third level spells] 3rd-Level Cleric Spells Animate DeadM: Creates undead skeletons and zombies. Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. Blindness/Deafness: Makes subject blinded or deafened. Contagion: Infects subject with chosen disease. Continual FlameM: Makes a permanent, heatless light. Create Food and Water: Feeds three humans (or one horse)/level. Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15). Daylight: 60-ft. radius of bright light. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Dispel Magic: Cancels one magical spell or effect. Glyph of WardingM: Inscription harms those who pass it. Helping Hand: Ghostly hand leads subject to you. Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15). Invisibility Purge: Dispels invisibility within 5 ft./level. Locate Object: Senses direction toward object (specific or type). Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level. Magic Vestment: Armor or shield gains +1 enhancement per four levels. Meld into Stone: You and your gear merge with stone. Obscure Object: Masks object against scrying. Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Remove Blindness/Deafness: Cures normal or magical blindness or deafness. Remove Curse: Frees object or person from curse. Remove Disease: Cures all diseases affecting subject. Searing Light: Ray deals 1d8/two levels damage (more against undead). Speak with Dead: Corpse answers one question/two levels. Stone Shape: Sculpts stone into any shape. Summon Monster III: Summons extraplanar creature to fight for you. Water Breathing: Subjects can breathe underwater. Water Walk: Subject treads on water as if solid. Wind Wall: Deflects arrows, smaller creatures, and gases. [/sblock] [/QUOTE]
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