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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...

Comments

  • alaundoalaundo Member Posts: 131
    If you move around with blade barrier no dmg will be done to mobs.
  • IgnatiusIgnatius Member Posts: 624
    alaundo said:

    If you move around with blade barrier no dmg will be done to mobs.

    Is this part of a fix? you used to be able to, I think...

  • PantalionPantalion Member Posts: 2,137
    Worth noting that Doom, if I recall correctly, stacks with Greater Malison, making it a good support spell for a cleric to throw just before your mage drops a Save or Suck.

    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.
  • MungriMungri Member Posts: 1,645
    edited November 2012
    Cleric / Mage with Doom > Greater Malison > Glitterdust all in a coningency / sequencer = -6 to -10 saves to the enemy.
  • IgnatiusIgnatius Member Posts: 624
    @Pantalion: obviously, Greater Malison is more powerful (AoE, -4 pen). Its casting time however is 4 vs 1 for Doom. I agree anyway that for the most part, cleric spellcasting cannot match that of a mage. The intent was more about relying purely on cleric spellcasting either in an arcane-free party, or even more so, in a cleric solo-run. In which case I have always found Doom very useful.
  • PantalionPantalion Member Posts: 2,137
    @Ignatius You appear to have misunderstood. I was supplying an example where a cleric spell combos nicely with others in their party, and then saying that clerics actually have an awesome spell list with many recognising the value of their spells as pretty durn 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.
  • MortiannaMortianna Member Posts: 1,356
    Protection from Evil, 10' Radius + Remove Fear + Bless + Chant (in that order) are my standard party-buffing spells before any major battle. Together, they give a +3 AC bonus, +2 to hit bonus, and +4 save bonus. Bless and Chant don't last long, but they really help in the first few rounds.

    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.
  • IgnatiusIgnatius Member Posts: 624
    Pantalion said:

    @Ignatius You appear to have misunderstood. I was supplying an example where a cleric spell combos nicely with others in their party, and then saying that clerics actually have an awesome spell list with many recognising the value of their spells as pretty durn awesome.

    Apologies, had misunderstood your point. As for the "under-estimated cleric spellcasting" part, I was under the impression that many use the cleric as a 2nd choice spellcaster in a party, and thus often only know about the most impressive cleric spells everyone knows about but sometimes ignore the rest of the spell list and what it can do. But maybe my impression is wrong.
  • IgnatiusIgnatius Member Posts: 624
    Mortianna said:

    Protection from Evil, 10' Radius + Remove Fear + Bless + Chant (in that order) are my standard party-buffing spells before any major battle. Together, they give a +3 AC bonus, +2 to hit bonus, and +4 save bonus. Bless and Chant don't last long, but they really help in the first few rounds.

    Agreed, it does not last long (well except PfE) but it is powerful. Add-in Defensive Harmony (lasts 6r but cast time is 1), and if you can Strength of One, and you get a great group buff. Works well on your own summons as well, if you're soloing.
  • MungriMungri Member Posts: 1,645
    A problem with glitterdust is they get a save, but if it hits after the doom + malison, they save vs glitterdust at -6, and then the blindness gives an extra -4 saves penalty.
  • MarricMarric Member Posts: 53
    Hold Person and Silence are excellent spells, but I imagine most people probably already know that.

    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.
  • bbearbbear Member Posts: 1,180
    Pantalion said:

    Worth noting that Doom, if I recall correctly, stacks with Greater Malison, making it a good support spell for a cleric to throw just before your mage drops a Save or Suck.

    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.

    Also, doom is stackable with itself, but greater malison isn't. If you have multiple clerics/druids/rangers/paladins, group dooming the opponent almost guarantees nasty effect to land.
  • IgnatiusIgnatius Member Posts: 624
    bbear said:


    Also, doom is stackable with itself, but greater malison isn't. If you have multiple clerics/druids/rangers/paladins, group dooming the opponent almost guarantees nasty effect to land.

    These guys here:
    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?
  • IgnatiusIgnatius Member Posts: 624
    Actually I found this link:
    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...
  • IgnatiusIgnatius Member Posts: 624
    edited November 2012
    Looking further through the Fixes, it seems Chant (lvl.2) will now work properly, ie: AoE giving +1 saving throws and THACO to allies and -1 throws and THACO to ennemies. With a cast time of 1, and combined with Bless, this is even better...
  • MungriMungri Member Posts: 1,645
    What was previously wrong with chant? It was the best level 2 cleric spell imo.
  • bbearbbear Member Posts: 1,180
    The casting time of chant is 1 round and the spell lasts for 6 rounds. If the cast time is reduced to 1 (1/10 of round) then it is indeed much better.
  • elminsterelminster Member, Developer Posts: 16,317
    edited November 2012
    Mungri said:

    What was previously wrong with chant? It was the best level 2 cleric spell imo.

    Plus beyond what has been mentioned (about the actual benefits of chant) chant in BG1 let you decide where you wanted to cast it (its range in the manual was not followed). If chant in BGEE will be like BG2's fixed version then I suspect it will mean its range is actually 0, which is what is listed in the manual.
  • IgnatiusIgnatius Member Posts: 624
    Mungri said:

    What was previously wrong with chant? It was the best level 2 cleric spell imo.

    Apparently Chant used to only be an improved Bless (with +1 damage); it should have also affected ennemies.
    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.
  • AscerionAscerion Member Posts: 271
    Cleric/Thieves can also use Sanctuary to steal items without being detected.

    Command can also be used to denature a mage.
  • CaptRoryCaptRory Member Posts: 1,660
    I LOVE Command. It's like having an "I Win" button in any fight that is against one guy.
  • LemernisLemernis Member, Moderator Posts: 4,318
    I don't think I ever paid attention to the fact (or if I ever did know it, I have long forgotten) that Command has no Save. That does indeed make it a great spell early on. But surely there must be a protective spell later that negates it...
  • IgnatiusIgnatius Member Posts: 624
    @Lemernis: magic protection /spell deflection type buffs would.

    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).
  • elminsterelminster Member, Developer Posts: 16,317
    edited November 2012
    CaptRory said:

    I LOVE Command. It's like having an "I Win" button in any fight that is against one guy.

    I like it for mages because its a great spell casting disrupter in BG1. Plus its great for assassins since there is often just the one guy. In BG vanilla Viconia starts with a few of them memorised too (she clearly understands its usefulness).
  • TeflonTeflon Member, Translator (NDA) Posts: 515
    I will try those out with yesclick, thanks.
  • AHFAHF Member Posts: 1,376
    Lemernis said:

    I don't think I ever paid attention to the fact (or if I ever did know it, I have long forgotten) that Command has no Save. That does indeed make it a great spell early on. But surely there must be a protective spell later that negates it...

    Characters 6th level or higher get a save against it so it no longer is quite so great once you are dealing with higher HD opponents.

  • bbearbbear Member Posts: 1,180
    For command, doesnt most monsters in bg2 currently immune to sleep? I havent run around trying it, but it definitely doesnt work on anyone in Watcher's Keep (I use the wand of sleep).
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