Thanks.for the reply. Are there any examples you could cite of out of combat clerical or wizard "spells"? Or where I might find info?
Bear in mind that the pre-gens were created for use with the 2-hour demo. The first hour is spent filling in the blanks, and the second hour consists of an encounter that's based on player choices. The characters are combat-focused because combat is a significant part of the demo.
Most standard cleric spells are related to combat: they heal, do damage, or provide defense. At higher levels, clerics can do things like travel through the overworld and resurrect people, though the latter is at great cost.
As Imaro mentioned, ritual casting expands the effect of standard spells to produce free-form, non-combat effects. A cleric in my campaign dedicated to the goddess of hearth and home used ritual casting to close a demonic portal in someone's house.
The cleric domains of Love/Beauty and Knowledge/Lore provide exclusively non-combat abilities.
And last but certainly not least, you'll notice that the pregen character sheets have their backgrounds and One Unique Things left blank. This is where the non-combat stuff really comes into play. Suggestions for cleric backgrounds in the game include village healer, archivist, military chaplain, temple guard, bartender, reformed thief, abyssal survivor, wasteland prophet, dwarven hierophant, initiate of the Stellar Chorus, bishop of Foothold, multiversal pantheist, Cathedral guide, tutored by angels. And One Unique Things don't provide a mechanical benefit -- they're for story only.
Probably the best example of a wizard's non-combat capabilities is the Utility Spell slot:
Utility Spell
When you choose spells during a full heal-up, instead of taking a standard spell, you can choose to give up a spell slot to memorize the utility spell at the same level. When you take the utility spell, you gain access to a range of useful non-combat spells of the level you memorized it or below. The variety of utility spells you have to choose from increases as you give up higher-level spell slots. You cast all utility spells at the level of the spell slot you gave up for them.
Choose from among the following utility spells:
[TABLE="class: t1"][TR][TD="class: td1"]1st level
[/TD][TD="class: td1"]disguise self
[/TD][/TR][TR][TD="class: td1"]1st level
[/TD][TD="class: td1"]feather fall
[/TD][/TR][TR][TD="class: td1"]1st level
[/TD][TD="class: td1"]hold portal
[/TD][/TR][TR][TD="class: td1"]3rd level
[/TD][TD="class: td1"]levitate
[/TD][/TR][TR][TD="class: td1"]3rd level
[/TD][TD="class: td1"]message
[/TD][/TR][TR][TD="class: td1"]3rd level
[/TD][TD="class: td1"]speak with item
[/TD][/TR][TR][TD="class: td1"]5th level
[/TD][TD="class: td1"]water breathing
[/TD][/TR][TR][TD="class: td1"]7th level
[/TD][TD="class: td1"]scrying
[/TD][/TR][/TABLE]
For example, if you memorize the utility spell slot at 3rd level, you can cast one of the following six spells at 3rd level as a standard action: disguise self, feather fall, hold portal, levitate, message, or speak with item. You don’t have to decide ahead of time which utility spell you will cast. You can also memorize the utility spell multiple times by giving up a spell slot for each use.