Wait, i'll cast this!!! Ooops...help

Few errors on your list, not too big but might be helpful knowing so your Dm doesn't get mad.

Magic vestment is level 3 not level 2.

Enervation in 9th level is Energy DRain, dont look up the wrong spell on accident :P

You cannot cast magic circle against evil (which I am assuming is what protection from evil is at level 3) because you are an evil cleric and the spell has the good subtype.

All your level 4 slots should be deathward, its brokenly powerful. Well not all of them but prep 1 at least. Also freedom of movement is level 4 and a domain spell, pick that up could save the wiz or even yourself.

Drop windwall at level 3, pick up prayer or ANYTHING else, stone shape is handy, pro energy very handy.

Level 5 to replace bolts of glory could be spell resistance, that's 30 SR for you, or slay living if you're feeling risky. Mass cure light would help D8 +18. Not bad.

I think some of your levels are missing domain spells which you get 1 domain spell for each spell level free.

Level 2: Pick invis or aid

Level 3: Nondetection or Protection from Energy

Level 4: etc. Just look on your domain list in and pick one from either trickery or luck each spell level.

One I do recommend is level 8 luck Moment Of prescience.
 

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Since you have plenty of higher-level slots, your slots with 5th (or even 6th) level spells or lower can (effectively) be given away like candy. This means that any slots with 5th/6th level spells or lower should primarily be filled with spells that either:
- Can be cast as a swift/immediate action,
- Are cast on an ally outside of combat and last for a long time, or
- Are only used outside of combat (divinations et. al.)

Any healing spell is good. In particular the Vigor series are great for outside of combat use. The divination spells are things you should choose on a by-case basis. As far as the other spells go, here's what I could find out of the PH:
L2: Resist Energy, Shield Other
L3: Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Greater Magic Weapon, Protection from Energy
L4: Air Walk, Freedom of Movement, Spell Immunity
L6: Heroes’ Feast (immunity to poison & fear and +1 to hit for 12 hours)

From the Spell Compendium:
L1: Blood Wind, Conviction (+4 Morale bonus to saves for 170 minutes), Ebon Eyes, Faith Healing, Healthful Rest, Horrible Taste (lots of creatures have bite attacks, and nauseated = can't attack), Ironguts, Low-Light Vision, Sign, Lesser Vigor
L2: Close Wounds, Cloud Wings, Divine Insight, Fuse Arms, Healing Lorecall, Quick March, Scent, Lesser Spell Immunity, Stabilize
L3: Bottle of Smoke, Mass Conviction, Girallon’s Blessing, Grace, Hamatula Barbs, Knight’s Move, Mantle of Chaos/Evil/Good/Law, Mass Resist Energy, Vigor, Mass Lesser Vigor, Weapon of Impact
L4: Contingent Energy Resistance, Greater Resistance, Undead Bane Weapon
L5: Triadspell, Greater Vigor
L6: Energy Immunity, Superior Resistance, Vigorous Circle
 

OK, So there are alot of spells that i have never heard about..especially alot of the ones on the SC side. I'll look them up :) Alot of spells to go through :)

Thank you all, and i'll get back to you on what i think..any other suggestions are also appreciated!

Al
 

one other thing, on thing i liked about Bolt of Glory is that it had no Save...does anyone also know any usefull spells that don't have saves (SR is ok :) )?
 

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