Cleric Spells: Worst to Best? [Archive] - Wizards Community

Post/Author/DateTimePost
Sourcemaster2

06-13-05, 12:56 AM
Is there a list of cleric spells based on their usefulness? I'm imagining something along the lines of the psionic rating lists, going level-by-level and giving some reasoning as to why it is better than others. If one exists, a link would be nice; if not, perhaps someone would care to offer their own opinions?
Haldrik

06-13-05, 01:05 AM
Haldrik: Hi, I'm the one that created the Psionic list. (If anyone wants to see it, it's the *What is the most powerful psionic power* thread in my sig.) Unfortunately, I don't have a list for Clerics. Why don't you start one here? We'll all help you out. Just do one spell level at a time, starting with cantrips and eventually working up to 9th level spells. Always keep editing the 1st post of this thread with the latest information. You can cut-and-paste the instructions from my Psionic list if that helps out any. It can be a lot of fun.
ajmastrean

06-13-05, 10:35 AM
I see this thread got started early this morning...and it's falling rapidly on the list...so, let me start this thing. I will wait for agreement, criticism, review of the 0 level before moving on...I think that's the best way to go about this. (and if the original poster can update that first post with the list as we progress, that would be sweet).

0-level
=======
1. Detect Magic: Detects spells and magic items within 60 ft.
Detect magic items/traps, spells in place, etc. Major utility spell.

2. Read Magic: Read scrolls and spellbooks.
Read glyphs, scrolls, etc. with no risk of skill failure (setting off glyph, etc...oops!). I think this one is particularly potent in roleplaying applications.

3. Light: Object shines like a torch.
Easier to conceal than most light sources. Lasts quite long enough. Can be used on a stone, tossed down the hall, into the pit, etc. Plenty of uses. Cheap (compared to items and as a 0 level).

4.Cure Minor Wounds: Cures 1 point of damage.
This is ranked here moreso for low level characters. You can breath easy knowing that as long as you don't have to make Concentration checks, you can stabilize someone without risk of failing a Heal check.

5 (split decision).
Guidance: +1 on one attack roll, saving throw, or skill check.
Resistance: Subject gains +1 on saving throws.
These are nice when you are aware of the need for a save or have some time to prepare for a check. Level drain save, forcing some trap, etc. So, they fall in the middle for limited use, but good application.

6-10 (relatively same power).
Create Water: Creates 2 gallons/level of pure water.
Detect Poison: Detects poison in one creature or object.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
These (at least in my experience) have been roleplaying tools. And, as D&D is hot and heavy on combat, that's why they are ranked on the back end. They are all about the same power in terms of actual effects.

11 -12 (relatively worthless).
Inflict Minor Wounds: Touch attack, 1 point of damage.
Virtue: Subject gains 1 temporary hp.
I have never used these (and I have played several long, balanced games with Clerics/Druids/Paladins). There is no real reason. Melee/Ranged damage is minimum 1, so Virtue only really matters at lvl 1 for low hp characters, but then the cleric is better off doing something else. Same with IMW.


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edit: added info
solbergb

06-13-05, 02:24 PM
Note in the above cantrip list an arcane caster can do detect magic, poison, light, read magic and mending but can't do the purify food or create water or guidance. So you'll see the latter on the divine caster more often. Just as arcane casters will almost always rack prestidigitation and message, and get things like mage hand and open/close mixed in rather than all the detects other classes can do. It depends a bit on your party.

Note also Guidance is a bonus that stacks with most things, where resistance is extremely common in higher level spells and items, so you'll see Guidanced used a lot more.

Create water is actually one of the more useful utility spells around, as it can help with thirst, put out fires, turn dust into mud, dilute acids, clean people off, etc. It isn't prestidigitation, but it isn't bad.
Haldrik

06-13-05, 06:14 PM
AjMastrean, I started a new thread so that we can use the first post of it.


The link to the new thread is, What is the most powerful Magic Spell? (http://boards1.wizards.com/showthread.php?p=6435364#post6435364)
Thamior Magus Rex

06-13-05, 11:15 PM
I'm about the only person in our group who plays a cleric with regularity-and I'm agnostic! Clerics, depending on mythos, provide a party with good firepower and support. The 1st level spells I find the Worst are:

Summon Monster 1
-Nearly useless. A 1st level cleric usually has better combat capability than any creature he can summon with this spell.

Curse/Bless Water
-Never used these so honestly shouldn't comment. Without an Aspergillum using holy water is a pain in the ass.

Deathwatch
-Again never used this spell mostly because it has an Evil descriptor and I usually play good-aligned clerics. From reading it though it looks nearly useless since it tells you only whether:
a). Subjects are on [U]< 3hp
b). Subjects are alive/undead/construct/feigning.

The Best spells are:

Divine Favour
-A +1 to hit and damage per 3 levels.

Sanctuary
-Very useful when you have to get into melee range and Cure... an ally.

Protection from....
-VERY useful at low level. Since more often than not even evil characters are fighting evil opponents, the +2 deflection bonus to AC and +2 resistance bonus to saves is a life-saver.

Shield of Faith
-Again the deflection bonus is very useful since it applies to allincoming attacks.

Given time to prepare, even a low-level cleric can become a pretty tough opponent. A 3rd level cleric with Bulls Strength, Cats Grace, Bears Endurance, Shield of Faith/Protection from... and Divine Favour cast upon themselves and decent armour/shield can cause a world of hurt for even 5th-6th level characters.
Quirriff

06-14-05, 04:39 AM
Protection From Evil

Protection From Chaos

Protection From Law

Protection From Good