Clerics spellcasting: interesting combos & undervalued spells

For all fans of the Cleric class,
I was curious to exchange ideas over interesting spell combos and/or under-valued spells which, when used with the right tactic, have worked well for your character. Either in BG1 or BG2.
I'll start with a few lvl.1 spells:
- COMMAND : target ennemy is put to sleep for 1 round. Sounds very weak. But casting time is 1, and the target cannot save. This is incredibly useful in BG1 vs single ennemies, especially spell casters who usually have high AC and low HP's. Command can actually foil their spellcasting, and if you concentrate all your hits on them during that round when they are asleep (all hits go through), they're toast. Very effective when timed properly.
- DOOM : -2 penalty to all target's throws (saves and THACO). No save and will last for a full turn. That's a serious breach into a powerful ennemy's defenses which will enable for interesting offensive combos, such as Doom->Hold Person, Doom->Silence, Doom->Poison, etc...
- Armor of Faith (AoF): absorbs caster's damages: 5% at 1st lvl and +5% for every 5 lvls of the caster. Although a waste of space in BG1, in mid-SoA and ToB it starts to be really interesting, providing >30% protection while the AoF lasts. Combined with magical items/potions, this can prevent a lot of the damages made to your cleric for a few turns. Try that with the usual combat buffs (DUHM, PfE, Holy Power, Champion's Strength...) and you have the hell of a tank.
- SANCTUARY: invisible while no offensive action is taken. Wow. For stealing this is actually better than thieves' stealth. You can also combine it with, for instance, Blade Barrier / and chunk your ennemies to pieces without them seeing you. Or control your summon army and remain unnoticed by your opponents. If only it lasted more than 10 rounds...
I was curious to exchange ideas over interesting spell combos and/or under-valued spells which, when used with the right tactic, have worked well for your character. Either in BG1 or BG2.
I'll start with a few lvl.1 spells:
- COMMAND : target ennemy is put to sleep for 1 round. Sounds very weak. But casting time is 1, and the target cannot save. This is incredibly useful in BG1 vs single ennemies, especially spell casters who usually have high AC and low HP's. Command can actually foil their spellcasting, and if you concentrate all your hits on them during that round when they are asleep (all hits go through), they're toast. Very effective when timed properly.
- DOOM : -2 penalty to all target's throws (saves and THACO). No save and will last for a full turn. That's a serious breach into a powerful ennemy's defenses which will enable for interesting offensive combos, such as Doom->Hold Person, Doom->Silence, Doom->Poison, etc...
- Armor of Faith (AoF): absorbs caster's damages: 5% at 1st lvl and +5% for every 5 lvls of the caster. Although a waste of space in BG1, in mid-SoA and ToB it starts to be really interesting, providing >30% protection while the AoF lasts. Combined with magical items/potions, this can prevent a lot of the damages made to your cleric for a few turns. Try that with the usual combat buffs (DUHM, PfE, Holy Power, Champion's Strength...) and you have the hell of a tank.
- SANCTUARY: invisible while no offensive action is taken. Wow. For stealing this is actually better than thieves' stealth. You can also combine it with, for instance, Blade Barrier / and chunk your ennemies to pieces without them seeing you. Or control your summon army and remain unnoticed by your opponents. If only it lasted more than 10 rounds...
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Comments
As it is, it's hard to say that clerics have undervalued spells, I was under the impression most people were aware that their spell list was actually pretty awesome, just not "Mage" level awesome.
As such, the suggestion Malison is superior would be inappropriate, the combo relies on both together (and as @Mungri says, a nice little follow up with Glitterdust for the blindness save penalties) for optimal effect.
As far as "undervalued" spells, I've found Aid to be a good low-level spell to cast on NPCs that are engaging in melee, as it gives a few extra HP (1d8) and +1 to hit and on saves. Glyph of Warding is also useful, especially if you cast Protection from Lightning on your fighters beforehand and send them into melee.
One that might be less well recognized is the Call Woodland Being, a 4th level spell, which gives a nymph for a goodly while who has an excellent spell selection, including, if I remember correctly, cure critical wound a fifth level spell you might not even have access to yet.
Also Mass Cure, you get it at level 9 so it heals 10-17 hit points per person whereas the same level also give cure critical wound which heals 27 hit points for one target. So 27 vs 60+ hit points, I know which one I'll take.
http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm
say that it should not stack with itself and Baldurdash fixes it. As I understand, BG:EE will include Baldurdash fixes.
Is there a list of all spell fixes implemented for BG:EE?
http://forum.baldursgate.com/discussion/4637/spell-bugs-from-sorcerers-net#latest
Apparently BG:EE has implemented BG2 Fixpacks. As far as Doom is concerned, we can consider it won't stack with itself anymore...
http://forum.baldursgate.com/discussion/3118/bg2-bug-chant-fixes-0924#latest
It will now also give a -1 penalty to ennemies within the AoE, as per the manual.
@bbear: casting time remains the same so is 1 round - not 1/10. My bad.
@elminster: range is indeed 0, ie caster self centered with AoE 30-foot-radius. You're right in BG1 it was ranged like a Bless.
Command can also be used to denature a mage.
A very effective way of using a cleric in BG1 is to have him stand at the back of your party, his lvl.1 slots loaded with Command spells. During the course of a tough group battle, all he does is keep one of the opponent out of it, until he dies, and then he commands another ennemy to sleep, etc... it is a good way to take out the most dangerous opponents first, and/or save the life of your severely wounded frontliner and give him much needed breathing space.
Casting time is 1 (ie 1/10 of a round).