Wizard Spellcasting vs. Clerical Spellcasting...which is better?

Upper_Krust said:
Hey dreaded_beast! :)



Clerics also get Metamagic.

Clerics actually gain more spells per day than Wizards and almost as many as Sorcerors.



Clerics have approx. 60% the number of spells typically available to Arcane spellcasters.

However, they do have total access to their full list (a few alignment based variant spells notwithstanding).

Keep in mind that the designers balanced the game on the assumption of wizard specialization. The generalist mage sacrafices power for versatility, though i think spell versatility is overrated. Thus the wizard has just as many spells as a cleric.

And i think that, without a doubt, the wizard spell list beats the cleric's in terms of instataneous damage, but the cleric was meant to be a complimentary character..he really only excels at buffing and healing....
 
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Hey Al! :)

Al said:
Obviously, 'better' spellcasting needs to be contextualised- comparing sorceror/wizard spells to clerical spells is in a way comparing apples to oranges: give me a horde of mooks and I'm better off with fireballs; healing a dying comrade as a wizard is tricky to say the least (you'd probably have to resort to Limited Wish).

Well if we openly contrast spell power (as per the DMG*) then we can universally see that Divine spells are on average one level weaker than Arcane Spells.

*Maximum Damage Dice (pg. 36)

Al said:
Generally, however, sorceror/wizards do have a better spell selection. In terms of offensive capacity, there can be no contest- arcane blast spells are better than divine blast spells almost without exception (the notable exception is the druidic Flame Strike, but we're not talking about druids now, are we ;) ?) Utility-wise, wizards tend to rule the roost. Whilst clerics peculiarly get sending a level lower than wizards (one of the most underrated spells in the game), teleportations, polymorphs and illusions are indispensable at mid to high level play...even ignoring those lesser used but still vital divinations such as tongues, comprehend languages and clairvoyance. Wizards also tend to get better 'strategic' spells: Wall of Force is an incredible spell, and Antimagic Shell is phenomenally useful as well (though admittedly certain domains will get this at the same level). Arcane defensive spells also tend to be superior- Shield + Mage Armour gives a very respectable 1st level AC, right up to the unsurmountable Prismatic Sphere (which can only be defeated by...another arcane caster). In terms of buff spells, it's probably a draw, but that's about the only class where a parity can be established.

I always thought Mage Armor and Shield were a trifle powerful for 1st-level spells but I suppose that only confirms our suspicions that arcane spellcasting is (on average) one spell level more powerful.

Al said:
All in all, then, arcane spells tend to be 'better' than clerical spells, though one cannot factor in the utility of the clerical healing spells. Then again, the arcane casters should be better at magic: they suffer lower hit points, worse saves, no domain powers, worse BAB and fewer proficiencies for their troubles!

Thats the crux of what I want to get at: does arcane spellcasting make up for the classes other deficits?
 

Hi jasamcarl mate! :)

jasamcarl said:
Keep in mind that the designers balanced the game on the assumption of wizard specialization. The generalist mage sacrafices power for versatility, though i think spell versatility is overrated. Thus the wizard has just as many spells as a cleric.

Okay, so lets assume we are roughly even on that number of spells/day AND spell choice/access.

That leaves us with individual spell power. If we take the DMG at face value arcane spells are one level more powerful over the course of 20 levels by about 19% (lets call it 20%).

What does everyone think? Is that a fair appraisal?

jasamcarl said:
And i think that, without a doubt, the wizard spell list beats the cleric's in terms of instataneous damage, but the cleric was meant to be a complimentary character..he really only excels at buffing and healing....

I think the Maximum Damage Dice gauge might well be the key here.
 
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Hmmm...i really wouldn't try to so quickly quantify the different effectivness of wizard and cleric casting simply because it is very much dependent on party make-up, especially for the cleric, because of the nature of buff spells.

Yes a cleric has decent BAB, hp, AC from armor etc, but those benefits rarely see use if the cleric is being played efficiently or are there simply to keep him alive as a buffer/healer.

Eh...don't believe the hype, the cleric is not really overpowered...
 

Upper_Krust said:
Clerics also get Metamagic.
I don't think the cleric gets as much utility out of metamagic feats, though. Empower/Maximize Spell, for example, doesn't apply to enough good cleric spells to make either feat a really compelling choice. The buff spells now give a flat bonus, there's not much in the way of good damage dealers aside from flame strike and blade barrier, and there's little point in using the feats on healing spells (or inflict spells if the cleric swings the other way). For a wizard, there's worthwhile spells to apply the feats to at every spell level.

The big exception is Persistant Spell, mainly because of a few powerful personal-range buffs on the cleric spell list. But Persistant Spell is a feat that needs to be removed from the game or heavily reworked.

The same is also true of Spell Focus. Many Spell Focus choices just don't affect enough spells to make the feat a decent choice for a cleric.
But is this versatility simply due to a greater number of typically available spells (approx. 369 vs. 220) or are arcane spells inherantly just 'better'?
There are a number of effects that are only available to arcane casters, barring cleric domains. Even with domains you can never get access to more than a few 'wizard-only' effects, and the cleric's usage of those spells is limited (since they can only be prepared in domain slots). It's not a matter of there being more arcane spells, or arcane spells being 'better' (although the damage-dealers certainly are, as you've noted), but that the spell lists are cover different realms. Clerics can heal; wizards can't. Wizards can cast teleport, fly, haste, polymorph, illusions, charm, domination, etc.; clerics, for the most part, can't.
 

I think Chaneller's spellcasting is better (Midnight)!!!

Joking, I tend to see this way:

-Clerics --> best defense and support around.
-Wizards -> best offensive and deception.

Both are great and Clerics in 3.0 rocked, don't know on 3.5 and won't for sometime, gonna ply Midnight, no lcerics around...
 

from a technical stand point, i love all the abilities of a cleric and i think it is a very powerful class, but not unbalanced, just one of the better ones

however, in my opinion, the greatest balancing factor in playing is the whole basis of a cleric following a religion.

that what prevents me from playing a cleric, since i would rather not be "hindered" by having a character so strongly based on religion. i'm sure how a cleric should be played will differ from group to group, but from my own opinion of how a cleric should be played, i would not want to play one right off the bat.
 

The spontaneous casting of heal spells on good/neutral clerics was a good thing, in that clerics COULD then move away from being the party's medic without having to give up being the medic, which, naturally, everyone depends on them to be. With it, clerics could prepare whatever else, and still be able to do the healing thing.

Evil clerics, on the other hand, get the short end of the stick with this: With the ability to spontaneously cast Inflict instead of Cure, the evil cleric will wind up either functioning as a smiter cleric, with little or no standard healing capability, or wind up having to handload heal spells to be the medic again. Inflict spells, in my experience, tend to be a somewhat lousy deal, as they don't grant you an ability you didn't have: No amount of beating someone over the head with a mace will heal them, but you can already imitate the effects of an inflict: Beat someone over the head with a mace.

At higher levels, this becomes far less important, as all of the Cure * spells become mostly obsolete, and you start using Heal exclusively, neither of which can be spontaneously cast.

Of course, Rebuking is better than Turning. Turned undead scatter hither and yon and force you to chase them down. Rebuked undead simply cower there until you dismantle them. Controlled undead can be used against your enemies. Destroyed undead simply explode, and don't even inflict shrapnel wounds in doing so.

There's the whole deity string, of course, which makes life difficult at times. This can be, in part, alleviated by being evil. It's much harder to do something that an evil deity would disapprove of, since anything can be evil. You can even be nice to people in an evil way. Evil is good. Unless, of course, you're not evil.
 
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jasamcarl said:
Yes a cleric has decent BAB, hp, AC from armor etc, but those benefits rarely see use if the cleric is being played efficiently or are there simply to keep him alive as a buffer/healer.

Eh...don't believe the hype, the cleric is not really overpowered...

Clerics' power only really becomes obvious when there are 2 or more in the group, so that they don't need to use most of their spell slots on healing. A party with 50% Clerics is probably more powerful than 50% any other class. IMO Wizards & Sorcerers are generally not as powerful as Clerics, but they do have useful roles. Wizards have great flexibility in their powers and work best as a Merlin-type figure to the group, while Sorcerers excel at magical artillery.

If one wished to balance the Cleric vs other classes (leaving aside 'religion as a hindrance' and other roleplay factors) IMO they would need to either have reduced combat power - say d6 hd, good Will save only, BAB as Wizard, no armour proficiency - or reduced spellcasting power, maybe 1 spell level per 3 class levels instead of 1/2.
 

Here's 2 revised versions of the Cleric, balanced up vs the other classes so they sit intermediate between the wizard & sorcerer (weak, powerful spells) on one end, and the Paladin & Ranger (strong, poor spells) on the other.

1. The Battle-Cleric - retains Cleric's combat powers, with reduced spellcasting. Less powerful in combat than a Paladin, with a better spell list.

2. The Priest-Cleric - reduced combat power than the battle-cleric, with full Cleric spellcasting and increased skill points/level.

BATTLE-CLERIC
Alignment: A Battle-Cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A Battle-Cleric may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d8.

Class Skills
The Battle-Cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A Battle-Cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the Battle-Cleric class skills listed above. A Battle-Cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A Battle-Cleric who chooses the Travel domain adds Survival (Wis) to the list. A Battle-Cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Battle-Cleric
———————— Spells per Day1 ——–—————
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Turn or rebuke undead 2 --- — — — — — — — —
2nd +1 +3 +0 +3 3 --- — — — — — — — —
3rd +2 +3 +1 +3 4 1+1 --- — — — — — — —
4th +3 +4 +1 +4 5 2+1 --- — — — — — — —
5th +3 +4 +1 +4 5 3+1 --- --- — — — — — —
6th +4 +5 +2 +5 5 3+1 1+1 --- — — — — — —
7th +5 +5 +2 +5 6 4+1 2+1 --- --- — — — — —
8th +6/+1 +6 +2 +6 6 4+1 3+1 --- --- — — — — —
9th +6/+1 +6 +3 +6 6 4+1 4+1 1+1 --- --- — — — —
10th +7/+2 +7 +3 +7 6 4+1 4+1 2+1 --- --- — — — —
11th +8/+3 +7 +3 +7 6 5+1 4+1 3+1 --- --- --- — — —
12th +9/+4 +8 +4 +8 6 5+1 4+1 4+1 1+1 --- --- — — —
13th +9/+4 +8 +4 +8 6 5+1 5+1 4+1 2+1 --- --- --- — —
14th +10/+5 +9 +4 +9 6 5+1 5+1 4+1 3+1 --- --- --- — —
15th +11/+6/+1 +9 +5 +9 6 5+1 5+1 5+1 4+1 1+1 --- --- --- —
16th +12/+7/+2 +10 +5 +10 6 5+1 5+1 5+1 4+1 2+1 --- --- --- —
17th +12/+7/+2 +10 +5 +10 6 5+1 5+1 5+1 5+1 3+1 --- --- --- ---
18th +13/+8/+3 +11 +6 +11 6 5+1 5+1 5+1 5+1 4+1 1+1 --- --- ---
19th +14/+9/+4 +11 +6 +11 6 5+1 5+1 5+1 5+1 5+1 2+1 --- --- ---
20th +15/+10/+5 +12 +6 +12 6 5+1 5+1 5+1 5+1 5+1 3+1 --- --- ---
1 In addition to the stated number of spells per day for 1st- through 9th-level spells, a Battle-Cleric gets a domain spell for each spell level, starting at 1st.
The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the Battle-Cleric may receive for having a high Wisdom score.

SPELLS KNOWN: A Battle-Cleric's spells known are equal to their number of spells/day, without Wisdom bonuses.

Class Features
All of the following are class features of the Battle-Cleric.
Weapon and Armor Proficiency: Battle-Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A Battle-Cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): A Battle-Cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Battle-Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A Battle-Cleric casts divine spells, which are drawn from the Battle-Cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Battle-Cleric casts spontaneously.
To cast a spell, a Battle-Cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Battle-Cleric’s spell is 10 + the spell level + the Battle-Cleric’s Wisdom modifier.
Like other spellcasters, a Battle-Cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Battle-Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A Battle-Cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a Battle-Cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Battle-Clerics meditate or pray for their spells. Each Battle-Cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a Battle-Cleric can prepare spells. A Battle-Cleric may know and cast any spell on the Battle-Cleric spell list, provided that he can cast spells of that level, but he must choose which spells to know when levelling up.
Deity, Domains, and Domain Spells: A Battle-Cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A Battle-Cleric chooses two domains from among those belonging to his deity. A Battle-Cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a Battle-Cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the Battle-Cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Battle-Cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a Battle-Cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the Battle-Cleric spell list, a Battle-Cleric can prepare it only in his domain spell slot.
Spontaneous Casting: As well as the normal number of spells known, a good Battle-Cleric (or a neutral Battle-Cleric of a good deity) can cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil Battle-Cleric (or a neutral Battle-Cleric of an evil deity), can cast inflict spells (an inflict spell is one with “inflict” in its name).
A Battle-Cleric who is neither good nor evil and whose deity is neither good nor evil can cast either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the Battle-Cleric turns or commands undead (see below).
Chaotic, Evil, Good, and Lawful Spells: A Battle-Cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any Battle-Cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good Battle-Cleric (or a neutral Battle-Cleric who worships a good deity) can turn or destroy undead creatures. An evil Battle-Cleric (or a neutral Battle-Cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral Battle-Cleric of a neutral deity must choose whether his turning ability functions as that of a good Battle-Cleric or an evil Battle-Cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the Battle-Cleric can cast spontaneous cure or inflict spells (see above).
A Battle-Cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A Battle-Cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A Battle-Cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Battle-Clerics
A Battle-Cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a Battle-Cleric of that god until he atones (see the atonement spell description).


PRIEST-CLERIC
Alignment: A Priest-Cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A Priest-Cleric may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d6.

Class Skills
The Priest-Cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A Priest-Cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the Priest-Cleric class skills listed above. A Priest-Cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A Priest-Cleric who chooses the Travel domain adds Survival (Wis) to the list. A Priest-Cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Priest-Cleric
———————— Spells per Day1 ——–—————
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Turn or rebuke undead 3 1+1 — — — — — — — —
2nd +1 +0 +0 +3 4 2+1 — — — — — — — —
3rd +1 +0 +1 +3 4 2+1 1+1 — — — — — — —
4th +2 +1 +1 +4 5 3+1 2+1 — — — — — — —
5th +2 +1 +1 +4 5 3+1 2+1 1+1 — — — — — —
6th +3 +2 +2 +5 5 3+1 3+1 2+1 — — — — — —
7th +3 +2 +2 +5 6 4+1 3+1 2+1 1+1 — — — — —
8th +4 +2 +2 +6 6 4+1 3+1 3+1 2+1 — — — — —
9th +4 +3 +3 +6 6 4+1 4+1 3+1 2+1 1+1 — — — —
10th +5 +3 +3 +7 6 4+1 4+1 3+1 3+1 2+1 — — — —
11th +5 +3 +3 +7 6 5+1 4+1 4+1 3+1 2+1 1+1 — — —
12th +6/+1 +4 +4 +8 6 5+1 4+1 4+1 3+1 3+1 2+1 — — —
13th +6/+1 +4 +4 +8 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — —
14th +7/+2 +4 +4 +9 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — —
15th +7/+2 +5 +5 +9 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 —
16th +8/+3 +5 +5 +10 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 —
17th +8/+3 +5 +5 +10 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th +9/+4 +6 +6 +11 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +9/+4 +6 +6 +11 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +10/+5 +6 +6 +12 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
1 In addition to the stated number of spells per day for 1st- through 9th-level spells, a Priest-Cleric gets a domain spell for each spell level, starting at 1st.
The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the Priest-Cleric may receive for having a high Wisdom score.

Class Features
All of the following are class features of the Priest-Cleric.
Weapon and Armor Proficiency: Priest-Clerics are proficient with all simple weapons. They are not proficient with armour or shields.
A Priest-Cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): A Priest-Cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Priest-Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A Priest-Cleric casts divine spells, which are drawn from the Priest-Cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Priest-Cleric casts spontaneously.
To cast a spell, a Priest-Cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Priest-Cleric’s spell is 10 + the spell level + the Priest-Cleric’s Wisdom modifier.
Like other spellcasters, a Priest-Cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Priest-Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A Priest-Cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a Priest-Cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Priest-Clerics meditate or pray for their spells. Each Priest-Cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a Priest-Cleric can prepare spells. A Priest-Cleric may know and cast any spell on the Priest-Cleric spell list, provided that he can cast spells of that level, but he must choose which spells to know when levelling up.
Deity, Domains, and Domain Spells: A Priest-Cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A Priest-Cleric chooses two domains from among those belonging to his deity. A Priest-Cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a Priest-Cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the Priest-Cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Priest-Cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a Priest-Cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the Priest-Cleric spell list, a Priest-Cleric can prepare it only in his domain spell slot.
Spontaneous Casting: As well as the normal number of spells known, a good Priest-Cleric (or a neutral Priest-Cleric of a good deity) can cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil Priest-Cleric (or a neutral Priest-Cleric of an evil deity), can cast inflict spells (an inflict spell is one with “inflict” in its name).
A Priest-Cleric who is neither good nor evil and whose deity is neither good nor evil can cast either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the Battle-Cleric turns or commands undead (see below).
Chaotic, Evil, Good, and Lawful Spells: A Priest-Cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any Priest-Cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good Priest-Cleric (or a neutral Priest-Cleric who worships a good deity) can turn or destroy undead creatures. An evil Priest-Cleric (or a neutral Priest-Cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral Priest-Cleric of a neutral deity must choose whether his turning ability functions as that of a good Priest-Cleric or an evil Priest-Cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the Priest-Cleric can cast spontaneous cure or inflict spells (see above).
A Priest-Cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A Priest-Cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A Priest-Cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Priest-Clerics
A Priest-Cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a Priest-Cleric of that god until he atones (see the atonement spell description).
 

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