cleric spells
pipinho
Member Posts: 55
what are your favorite cleric spells? how do you use clerics? do you usually multi/dual class them? I have a cleric/mage and i find it difficult to use her effectivly at the lower lvls
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Favorite spells? I keeping spells by situation so I used each spell at least 1. But in finall battle is best spell Cure Critical Wounds.
Good low level cleric spells for a back-rank cleric:
Lvl 1- Doom- useful against bosses. Protection from Evil and Remove Fear- both nice buff spells. Sanctuary- effectively invisibility- always useful
Lvl 2- Hold person- nice area disabling spell. Always useful. Chant- decent party buff spell.
Lvl 3- Holy smite- Party friendly area damage with chance of blinding enemies. Fantastic spell. Animate dead- excellent summons. Strength of One- can easily give your whole party over 18 strength, excellent buff spell.
Given that healing in DnD is largely useless during battle, I don't usually bother, save a handful of spells for cleaning up truly nasty conditions, Heal is the only spell that actually has enough Umph! to make a difference. Clerics are also quite potent in melee, only really being held back due to their lack of extra base attacks. But given the ease with which they can buff themselves to high str levels, their shear defensive powerhouse nature, and several touch spells that can heavily damage or outright kill enemies...they're overall just a little slower at getting their murder on then warriors are.
Dwarf F/C (god saves) + DoEH + AoF + Hardiness + regeneration spell (3 hp/second) = Damn near immortality.
C/M takes a while to shine, and the mage half ends up weakening the cleric half (due to their wonky thac0 progression, while the mage lacks the ability to use their truly powerful spells...and then there's 1 spell per round limit) till the sequel, when you can begin to use both classes to devastating effect.
level 2: Hold person
level 3: Summon undead
Lvl1: Command, Bless
Lvl2: Hold Person, Chant
Lvl3: Holy Smite, Strength of One
Lvl4: Holy Power, Free Action, Defensive Harmony
Beyond that is BG2 territory where I like:
Lvl5: Chaotic Commands, Magic Resistance
Lvl6: False Dawn, Bolt of Glory, Wondrous Recall
Lvl7: Holy Word, Shield of the Archons
HLA: Summon Deva, Globe of Blades, Storm of Vengeance
Silence is golden. No, really, it has a huge -5 to save which makes it very hard to resist.
Hold person has area effect, but very little. Wait until enemies cluster together then fling it, you may catch a lot of enemies!
Another interesting one is lvl.3 Glyph of Warding. The drawback is that a save negates. But at higher levels the damage sky-rockets, and you can cast several, and they never expire once laid. Again here, a cleric of Talos for instance with electrical immunity, can power-blast tough fights, luring group of ennemies into mulitple glyphs. With a lvl.8 cleric an unsaved glyph will deal 8d4 dmg. Lay 4 of them in one spot, and on failed saves they will deal 32<dmg<128...
I have always liked Draw upon holy might as well even if it's not very effective on a pure cleric. Fighter/cleric on the other hand...
Making an effort to get better use out of them
The only pain is that you cannot reach lvl.9 in BG:EE with a 161K xp cap, thus limiting the bonus of DUHM to +2 STR, DEX & CON. Still very much worth a spell slot.
Finally casting time = 2. That's not much, it is one of the rare self-buffs you can afford to cast in the midst of a battle.
You're right. I didn't remember the Holy Power spell at all and that is a deadly combo.
Obviously the Fighter/Cleric (MC or DC) can do all this and more, since it goes beyond specialization in weapon proficiencies.
Sit your cleric/mage at the back with sleep/blind and command/hold person in your quickslots. Whenever your tanks run into something scary throw a spell or 2 at it and watch as your melee tear it to bits. This will get you through your first few levels pretty easily.
As you level up the tactics remain similar. Prebuff whenever possible and crank up your disabling spells whenever you can. Horror, slow, greater malison and chaos all work on groups of enemies. For neutral/good cleric/mages holy smite is also a good area damage spell. Sitting at the back also means you can cast dispel magic without losing your own spell protections.
For animating dead - use a pure cleric if you've got one as they scale with level.