Need help with spell choices lvl 14 Cleric

Grapeshot

First Post
It never fails. I always pick the wrong spells. Can somone suggest a spell set (regular adventuring day) for my lvl 14 cleric with 19 wis?
 

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I'm currently playing a cleric12/fighter 1/templar 1 and here is my adventuring spell set, (it is different when "not expecting" encounters). It is slightly different as my character channels negative energy, so I have slots for healing spells.

1st level
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Deathwatch
Divine Favor

2nd level
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Align Weapon
Resist Energy (sometimes 2)
Spiritual Weapon

3rd level
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Dispel Magic x2
Protection from Energy

4th level
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Air Walk
Freedom of Movement
Death Ward

5th level
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Righteous Might
Spell Resistance
Raise Dead

6th level
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Word of Recall
Harm
 
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Well for my cleric I try to keep a good bunch of spells like Water Walk, Water Breathing, a few energy protection spells. If I know we are going to be in a certain situtation I'll modify my list accordingly, I like to have a few Flame Strikes and Blade Barriers on hand. Currently I'm using my cleric as a frontline fighter supported by a Persistant Divine Favor and a Persistant Divine Power. At 17th level I might throw in a Persistant Righteous Might.
 

I'm not the party cleric... but our cleric has been using persistent feat pretty well. It means the Cleric can be more combat effective all day long... or have a good 1st or 2nd lvl defensive spell on at all times. I recommend the feat at these levels.

Heroes Feast is particularly good 6th lvl spell... affects the whole groups for a long time. Proof against Poison ( think Drows) and has many other effects.

Blade Barrier can be deadly... Heal and Harm are very good. Heal is especially good to keep Barbarians going... and finally wind walk for long distance travel.
 

Grapeshot said:
It never fails. I always pick the wrong spells. Can somone suggest a spell set (regular adventuring day) for my lvl 14 cleric with 19 wis?

I've had this problem too - you can heal spontaneously, but what happens if a party member is paralyzed or something? I like to carry potions of spells like remove blindness/deafness for emergencies (I make them myself) and maybe a wand of restoration.

Then I prepare common countermeasures like neutralize poison but usually only once per day. I rely on my pearls of power if I need it again. If three party members get poisoned, I've still got that wand of restoration for use after combat.

Cleric attack spells aren't that impressive, for the most part. You've got lots of negative energy/death spells and only a little direct damage. Your Will save spells are quite weak :(

That's why a lot of clerics rely on "buffing-n-bashing" instead.

You don't need to feel bad if you encounter a situation you can't handle - if you didn't prepare water walk today tell the mage to do something useful :D
 

Grapeshot said:
It never fails. I always pick the wrong spells. Can somone suggest a spell set (regular adventuring day) for my lvl 14 cleric with 19 wis?

I need to know the following things:

1. Party composition
2. All of your stats and alignment
3. Your deity and the domain spells you chose
4. How do you play your cleric? Do you stand in the back and support everyone? Or do you just charge in and kick butt?
 

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