What spells is your high-level cleric prepping?


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Nightfall said:
Well my next question is do you have these sources?

*is just trying not to go overboard here...*
I currently have the Book of Eldritch Might, but not the other three, so any suggestions from the last three would need to include a short description of what they do. If the spells are something my character could make good use of, I'll track down a copy so that I can give the exact text to my DM for approval.

Please, there is no going overboard here. Even a suggestion that ultimately wouldn't work for me personally is welcome. It might help someone else. And besides, how could I know whether it's something I would like if I never hear it? ;)
 

Thanks for all the ideas so far guys! Keep them coming! :)

In response to what's been suggested so far:

Foresight sounds like a very useful spell. My PC has been charged by an angel to protect one of the other members of the party (the wizard, who is a younger player and tends to have woefully weak defenses,) so casting this spell on him could be very, very nice. Combined with Shield Other, it'd give me a good handle on keeping him out of danger.

But the SRD lists it as Druid 9, Knowledge 9, Sor/Wiz 9. How are you getting it as an 8th-level cleric spell, Nail?

Holy Aura does seem to be a pretty awesome choice. The combination of spell resistance and +4 to saves (I'm the only member of the party with a save boosting item, I believe,) is heady stuff. Let alone the protection from mental control. The action is expensive, but seems well-worth it. And if necessary I could always burn through some turn attempts to Quicken it.

Miracle is definitely on my list when I get to that point. Not only for in-combat uses, but to set up some fun with Contingencies, etc. I suppose I could use it to cast a melee buff spell from another spell list, though I'm not sure if there is such a buff spell worth spending a 9th-level spell on...
Elder-Basilisk said:
I've observed a lot of melee clerics use greater bestow curse (complete Divine, Spell Compendium) to kill enemies (hit them once and then curse them by reducing their con to 1--a lot of enemies will have poor will saves and this is basically a touch range save or die with a will rather than a fort save).
I really love this idea. I have the Spell Compendium, so I'll be checking out this spell tomorrow! :)
 

He's what I'm getting some good mileage out of right now...

8th
greater spell immunity
stormrage

7th
mass spell resistance
holy star
persistent divine favour

6th
harm
heal
greater dispel

5th
righteous wrath of the faithful
revifify
stalwart pact
spell phylactery (vigor at 1/2 hps)

4th
assay resistance
death ward
recitation

3rd
holy storm
magic vestments

I'm currently a Sun Elf Clr7/Divine disciple 5/Sacred Exorsist 4

Mike
 

Most everyone's list is pretty good.

8th-level: holy aura, empowered fire seeds (Sun domain)

7th-level: Sunbeam (Sun domain), destruction (ranged death attack and dmg even if you save).

6th-level: I would highly recommend Hero's Feast though. It has a 12 hour duration, +1 morale bonus to attacks, +1 to Will saves, immune to poison and fear, and bonus HP. It's a hard one to not take. Oh, a fire seeds if you have the Sun domain.

5th-level: spell resistance

4th-level: Restoration, death ward, delay death (immed action to lose the -10 hp cap), recitation (luck bonus to dmg)

Also, the 3rd-level mass resist energy is another must-have for me. At 10 min/level, at level 12 it's 2 hours of energy resist 30...for your whole party! I usually keep two of them around just in case.

2nd-level: remove paralysis
 


Elder-Basilisk said:
I don't prep holy word--it's so broken that it sucks the fun out of the game if you boost your caster level dramatically and it's useless most of the time if you don't boost your caster level. Like blasphemy, it's an example of poor game design.

At 7th level, I'm quite fond of destruction. Bigby's grasping hand is great for a strength domain cleric and sunbeam is really neat for a sun domain cleric. Bigby's is particularly useful for a melee cleric because it doesn't depend upon having a high spell DC. I've observed a lot of melee clerics use greater bestow curse (complete Divine, Spell Compendium) to kill enemies (hit them once and then curse them by reducing their con to 1--a lot of enemies will have poor will saves and this is basically a touch range save or die with a will rather than a fort save).

At 8th level, I always encouraged the cleric to take greater spell immunity. Escpecially if your DM is not hesitant to use blasphemy as written, being immune to it is great. So is being immune to power word blind, otto's irresistable dance, and sunburst, etc. Quickened divine power is very good for a melee cleric, but IIRC, your character already has full BAB, so it wouldn't be a big deal.

At 9th level, a quickened righteous might would be a solid choice for a melee cleric--especially if you have Cleave.
Yep, greater bestow curse is one of my favorites. For effect I tend to do a DMM Quickened GBC, and then punch the guy. When you knock out a storm giant with one punch, it tends to intimidate people. :D
 

Lord Pendragon said:
Miracle is definitely on my list when I get to that point.
For extra fun, use Miracle to cast Owl's Insight. Use on the "prep day", before you go into the dungeon. Gain lots and lots of nifty 1 hr/level buffs for the next day.
 

Pendragon,

Here's some spells I chose using Eldritch Sorcery, Relics and Rituals and Relics and Rituals II.

5th level: Angel's Cloak: Subject gains damage reduction 10/silver and evil (Eldritch Sorcery). Aspect Tattoo: Use an animal's strength to create a tattoo granting some of that power (Eldritch Sorcery). Brothers in Arms (Relics and Rituals I): Allies exchange HP and Str between themselves. Demonbane: Caster temporarily gains great power in battle against evil outsiders. Essential Blade (Relics and Rituals II): Spell allows one melee or natural weapon to ignore object hardness, damage incorperal foes, and make touch attacks in melee (IE weapon can now by pass natural and non-magical armor). Spellchain Grounding: Attract secondary bolts from chain-type spells and negates them.

I'll post more later.
 

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