"Must Have" Divine spells from the Spell Compendium? [Archive] - Wizards Community

Post/Author/DateTimePost
Pallin Rahl

11-03-06, 12:50 PM
Just wondering if there are any stand-out "must have" Divine spells in the Spell Compendium...

Would like to optimize this Cleric's spell list, but won't have access to the Spell Compendium till I'm at game tomorrow - and I'd rather not make everyone sit around and wait as I read through spell descriptions for 2 hours. :P

So if there are any really stand-out spells in there that you think I should take a look at, I'd appreciate the suggesiton. :D
JosephKell

11-03-06, 01:02 PM
Close Wounds. Clr 2nd.

Close Wounds + Augment Healing is 1d4+4+1/CL (max +5). Also, you can technically use Heighten Spell with healing spells to get more +2's. (Not sure why you would since an Empower might be better overall.) Empowered Close Wounds is 1.5*(1d4+4+5) at CL 5 that is 15-19 hit points (base 10-13).

I wonder if WotC will ever release a "Reactive Spell" metamagic feat that was like Quicken Spell but allowed them to be immediate actions... (If it happens, you saw it here first :p ) I am imagining a a Divine Metamagic Reactive Spell Cleric cheese... "Oh snap! We are gonna die! Reactive Augmented Healing Mass Heal!!" :rofl:
HelloRaptor

11-03-06, 01:12 PM
Revenance - Must be cast within a certain time limit after someone dies, but it's a reasonable amount of time to react in. Brings a person back to life for 1 minute per caster level, at half HP, no level loss. At the end of this time, the person dies as normal. This is okay, becauuuse....

Revivify - This brings back a person with no level loss as long as it's cast on them within 1 round of them dying.

So if you've got both spells memorized... dingdingding. :)

Close Wounds - 1d4 +1 per caster level of healing, that can be cast as an Immediate Action, and if it's used to heal damage that would have killed someone the damage is considered prevented, and they don't die (or suffer whatever other negative effects might come with the wound).

Faith Healing - 1st level spell, heals 8+Caster Level (max 5) as long as the recipient worships the same God as you. Free Maximized Cure Light Wounds. Not astounding, but at least noteworthy as a 1st level spell if your party makeup allows for it.

I realize all of the above fit the more traditional role of the Cleric as a healer, which many here seem to revile in favor of CoDzillaness, but I like those all. ;)

Assay Spell Resistance - Give yourself +10 to overcome SR against one creature, for 1 round per caster level.

Those are just off the top of my head.
LogicNinja

11-03-06, 01:14 PM
Level 1: Resurgence, Conviction
Level 2: Divine Insight
Level 3: Spikes, Mass Aid, Blindsight, Mass Conviction, Spikes, Mass Lesser Vigor
Level 4: Assay Spell Resistance, Greater Blindsight, Contingent Energy Resistance, Delay Death, Moon Bolt, Greater Resistance
Level 5: Divine Agility, Righteous Wrath of the Faithful (if party worships same god)
Level 6: Superior Resistance, Energy Immunity
Level 7: Brilliant Blade, Greater Bestow Curse, Holy Star, Mass Spell Resistance, Withering Palm
Level 8: Brilliant Aura, Mass Death Ward, Stormrage
Level 9: Greater Visage of the Deity

Resurgence lets a touched ally reroll the save vs. a condition affecting them, Mass Conviction grants a +2 morale, +1/6 levels (max +5 at CL 18) bonus to saves to everyone (for 10 min/level), Assay Spell Resistance is a swift-action cast and gives you +10 to penetrate one creature's SR, Superior Resistance gives you a +6 resistance bonus to saves for 24 hours (who needs a cloak of resistance?), and Brilliant Aura makes your whole party's weapons Brilliant Energy weapons for rounds/level.

Superior Resistance + Mass Conviction (extend it with a lesser metamagic rod) + another Mass Conviction memorized for when the first one ends = +6 resistance to your saves, +5 morale to whole party's, pretty much all day.

Edit: I bet it's not TOO long until we see Reactive Spell. What do you think it'll be, +5 levels? +6?
heax

11-03-06, 01:16 PM
I'd have to say my favourite spell in the Spell Compendium for a cleric is Unluck. Level 3 or 4, if I remember correctly. Lasts for 1 round per level. The subject has to roll twice for everything- to hit, damage, Saving Throws, everything- and take the worse of the two rolls. I think this is amazing at any level.

EDIT: Wait... I am AFB, is Unluck only a wizard/sroc spell? Did I mess up?
LogicNinja

11-03-06, 01:24 PM
Unluck is indeed Sor/Wiz only. Level 3, Will save but not mind affection, Divination, and yeah, it rocks the house.
Todd

11-03-06, 01:59 PM
In an ironic twist Unluck is a favorite at our PnP games too ... it's been cast at least every other game for quite a while. In all that time the Will save was only failed ONCE. We have decided that Unluck itself is unlucky. :)
PhoenixInferno

11-03-06, 02:04 PM
I wonder if WotC will ever release a "Reactive Spell" metamagic feat that was like Quicken Spell but allowed them to be immediate actions... (If it happens, you saw it here first :p ) I am imagining a a Divine Metamagic Reactive Spell Cleric cheese... "Oh snap! We are gonna die! Reactive Augmented Healing Mass Heal!!" :rofl:Isn't that what Craft Contingent Spell is for?
Nibbler

11-03-06, 02:04 PM
Close Wounds, 2nd level- Immediate action (can prevent ally from dropping into negative hp) AND short range

Panacea, 4th level- removes almost all conditions, neutralizes poison, and cures hp. That's why it's called panacea.
MegaPlex

11-03-06, 02:18 PM
1st level:
Blessed Aim +2 bonus for allies' ranged attacks - p.31
Foundation of Stone - A +2 AC, +4 bonus to resist bull rush and trip attacks if allies don't move - p.99
Inhibit - Subject delays until next round - p.123
Resurgence - You grant subject a second chance at a saving throw - p.174
Sign - You gain +4 bonus on next initiative check - p.189

2nd level:
Close Wounds - Cure 1d4 damage +1/level, even on another's turn - p.48
Dark Way - Creates temporary force bridge - p.58

3rd level:
Clutch of Orcus - Deals 1d12 damage/round and paralyzes foe - p.49
Darkfire - Dark flames deal Xd6 damage, melee touch attack or ranged touch attack up to 120 feet, allows multiple attacks if BAB high enough - p.59
Downdraft - Flying creatures knocked down - p.72
Knight's Move - You instantly move to flank a subject - p.129
Know Vulnerabilities - Determine subject's vulnerabilities and resistances - p.129
Mantle of Good/Evil/Law/Chaos - spell resistance against X type spells, p.137
Mass Aid - Allies gain +1 on attack rolls, +1 against fear, 1d8+X temporary hp - p.8
Mass Align Weapon - Align weapon, but X weapons/level - p.9
Mass Resurgence - As resurgence, but multiple subjects - p.175
Sonorous Hum - Removes need to concentrate to maintain next spell cast - p.196

4th:
Assay Spell Resistance - +10 bonus on caster level checks to defeat one creature's spell resistance - p.17
Contingent Energy Resistance - Energy damage triggers a resist energy spell - p.52
Delay Death - Losing hit points doesn't kill subject - p.63
Doomtide - Black mist obscures sight, dazes those inside - p.70
Moon Bolt - 1d4 Strength damage/3 levels; undead made helpless - p.143
Mass Shield of Faith - Allies gain AC bonus - p.188
Panacea - Removes most afflictions - p.152
Spell Vulnerability - Reduce creature's spell resistance - p.200

5th level:
Aura of Evasion - All within 10 ft. gain evasion against breath weapons - p.18
Dragon Breath - You choose a dragon type and mimic its breath weapon - p.73
Greater Stone Shape - p.208
Revivify - Restore recently dead to life with no level loss - p.176
RavingDork

11-03-06, 02:25 PM
Delay death is the biggest one as far as I'm concerned. Every cleric I play has this spell along with the Endurance/Diehard feat combo. This works especially well with the Extend Spell metamagic feat or with the Persistent Spell cheese to effectively make your cleric immune to hit point damage. :D

With other spells and magic items, you can also protect yourselves from save or die effects and from dispels.
kaiza

11-03-06, 03:01 PM
Greater Bestow Curse
This is awsome, especially when combined with Blood to Water. Take a monster with 142 CON, but low will save. Greater Bestow Curse, CON becomes *1*. Next round (or quickened) Blood to Water, which does at least 1 CON damage. Dead.
Bestow Curse Greater is a touch spell, which means you won't have any problems because you probably are "Divine Powered".
It is subjected to SR, which is not an issue since you have Assay Spell Resistance.
It allows a will save, but hey, nobody's perfect.

Judge my memorized spell list, which is based only on PHB and SC. As you will notice, most of the spells come from the SC (in bold):

1st level:
Entropic Shield
Conviction
Shield of Faith
Sign (x2)
Comprehend Languages
Updraft

2nd level:
Dark Way
Divine Insight
Iron Silence
Hold Person
Stabilize
Calm Emotions

3rd level:
Blindsight
Knight's Move
Know Opponent
Shield of Warding
Magic Vestment
Align Weapon, mass

4th level:
Divine Power (persisted)
Freedom of Movement
Dimensional Anchor
Holy Transformation, Lesser (persisted, since I decided with the DM not to take any Visage of the Deity for RP reasons) Yeah, I can fly.
Assay Spell Resistance

5th level:
Slay Living
Command, Greater
Wall of Stone
Dragon Breath (paralysis breath? Hell yes!)

6th level:
Dispel Magic, Greater
Heal
Sarcophagus of Stone (looks ridiculous, but it can really be a save-or-lose, Reflex based. Strange spell).

7th level:
Bestow Curse, Greater
Blood to Water, but there are so many good spells at this level...

k.
Bill Bisco: Average Adventurer

11-03-06, 03:07 PM
I'm going to have to Second Blessed Aim and Darkfire. Blessed Aim gives everyone +2 to ranged attacks rolls, and Darkfire at level 6 will let you deal 3d6 damage with a ranged attack which is very comparable to a Warlock.

Both of these spells especially Blessed Aim are great Persistent Spell Choices.
ravenkith

11-03-06, 04:19 PM
What, no vigor love?

The vigor line, especially persistified, is pretty damn good.

Hands down better than most heals of equivalent level, it scales with level and has a high base value.

Compare a vigor, lesser to cure light wounds, and you can see that for post battle healing in particular, vigor is the clear winner.

Personally, I always memorize at least one vigor at each available level...especially if playing a melee cleric.
kaiza

11-03-06, 04:58 PM
No vigor love because you cannot convert a prepared spell into Vigor, and I don't feel like using a spell slot for a cure when I can.

k.
Caelic

11-03-06, 05:10 PM
Consumptive Field is too good when Persisted; I have to assume that's why nobody has mentioned it yet.
Double M

11-03-06, 05:12 PM
I agree with Ravenkith about the vigor line of spells though I'm not sure that they are persistable (can you persist touch spells?). I'm sure this has been covered in great detail elsewhere, but I haven't seen anything definitive.

While we are on the subject, what are your favorite must have Druid spells from SpC?

6th: Contagion, Mass kicks (insert rhyming word here) but it is evil.
Prominence

11-03-06, 05:47 PM
Icelance: 6d6 damage + save or die is nice.
Righteous Wrath of the Faithful: Inspire Courage + haste attack basically
kaiza

11-03-06, 09:37 PM
Consumptive Field is too good when Persisted; I have to assume that's why nobody has mentioned it yet.

It is. It has the [evil] descriptor, though... :(

I agree with Ravenkith about the vigor line of spells though I'm not sure that they are persistable (can you persist touch spells?).
You can't. But the "mass" version has a fixed range.

While we are on the subject, what are your favorite must have Druid spells from SpC?

Murderous Mist. A 4th level spell against which you save or are PERMANENTLY BLINDED. We destroyed a camp full of giants thanks to this spell. I quit playing a Druid at 10th level, it was already too much.

k.
LogicNinja

11-03-06, 09:41 PM
Enveloping Cocoon. "It's a reflex save... and I can attach Baleful Polymorph to it, and then dismiss it, and have Baleful Polymorph automatically take effect? Hel-LO, Mr. Dragon!"
Endarire

11-12-06, 05:34 PM
The druid7 summon greater elemental seems spiffy.

-EE
Edea

11-12-06, 08:02 PM
Consumptive Field is too good when Persisted; I have to assume that's why nobody has mentioned it yet.

Is it possible to take the Permanent Emanation feat for greater consumptive field (at 22nd level, sadly...just curious, as the feat benefit simply says "an emanation from you")?
LogicNinja

11-12-06, 08:42 PM
Yes. Yes, it is.

And I here I thought a Permanent-Emanation Sculpted AMF was bad...
NatchFeral

11-12-06, 09:41 PM
Knight's Move allows a cleric to make use of the reserve feat 'Dimensional Jaunt'.
Anor

11-13-06, 08:02 AM
Empowered Close Wounds is 1.5*(1d4+4+5) at CL 5 that is 15-19 hit points (base 10-13)
Are you allowed to apply a metamagic feat to an immediate action, which Close Wounds is?
Tyco3110

11-13-06, 09:30 AM
I Think you are allowed to
Edea

11-13-06, 04:58 PM
Are you allowed to apply a metamagic feat to an immediate action, which Close Wounds is?

Preparative casters can if they prepare it that way. Spontaneous casters would need Rapid Metamagic or a similar feat/combination to make the spell effective (they can still attempt to apply the metamagic feat, but that extra full-round action kinda defeats the purpose of the spell).

Also depends on the metamagic feat. Obviously you can't Quicken or Rapid this thing.