Best Divine Metamagic Persistent Spells for a Combat Cleric [Archive] - Wizards Community

Post/Author/DateTimePost
Eytan

06-03-04, 03:25 AM
I'm looking for the best spells to be made persistent (along with other good spells for a combat cleric). I've come up with Righteous Might, Divine Power and Divine Favor. Spikes will add to the damage considerably (assuming the character uses a blunt wooden weapon - easy enough). What other spells are worth it. There are all sorts of utility spells for certain circumstances (death ward, freedom of movement, air walk), but I am looking for spells that make you kick butt all the time.
Lord Likk

06-03-04, 04:14 AM
do you pay turning attempts to metamagic spells or something? if so, is it sheap enough to b completely broken?

as far as spells for this go, there's that ninth level spell, dragon's toughness or something like that, in masters of the wild. i think it doubles your hp and grants some insane attack bonus or something. there's probably other useful stuff in the motw. what about polymorph? i've seen some crazy "ftr/mage" shiznat pulled off by a favored souul/sorc who fought in the form of a sword archon. that was ridiculous.
Funny Slaughter

06-03-04, 04:51 AM
polymorph is more an arcane spell, you need domain access to get it.

of course its SOTA to have spell-domain and divine metamagic to get persistant draconic polymorph up and running...
(see the 3.5 polymorph thread)

gs
Funny
necrosnoop110

06-03-04, 09:31 AM
SOTA =?

SOTA = The Society of Typographic Aficionados :confused:
sma

06-03-04, 02:03 PM
State Of The Art
Mommy was an Orc

06-03-04, 03:49 PM
My odd favorite is:
Mislead - the Greater Invisibility aspect of it is personal. And it is in Luck or Trickery, two of the better domain choices.

Shapechange(Animal) and Fire Shield(Sun, Fire) are pretty good ones. Yes, Shapechange lasts 10 minutes/level as is - there's a whole order of power difference in being able to do something at will and being able to do it 3 hours per day.

Originally posted by Eytan
I'm looking for the best spells to be made persistent (along with other good spells for a combat cleric). I've come up with Righteous Might, Divine Power and Divine Favor. Spikes will add to the damage considerably (assuming the character uses a blunt wooden weapon - easy enough). What other spells are worth it. There are all sorts of utility spells for certain circumstances (death ward, freedom of movement, air walk), but I am looking for spells that make you kick butt all the time.
Eytan

06-03-04, 08:37 PM
Those are all good suggestions, but this character is a combat cleric and thus probably won't have trickery or animal. Also, he doesn't have above 5th level spells. Persistent shapechange would cost 15 turn attempts and thus is probably not worth it. I am looking for main cleric spells from the CD and PHB. I guess war, destruction and similar domains would be reasonable as well.
zifnab2525

06-03-04, 11:32 PM
If you can get it, Persistant Acid Arrow is pretty mean. There's Elemental Immunity in the Draconomicon. Also 10min/level but still worth the persistancy.

Persistant Greater Vigor at 4th gives you fast healing 4. Persistant Vigorous Circle at 6th gives the entire party fast healing 3. If you pick up the Celerity Domain from CD, getting Persistant Expeditious Retreat is really fun as you sprint across the battlefield with 60ft move. :-p 70ft with the granted power. Get Persistant Dragon Breath and be a real bawler. Improved Blink is another good choice if you go the Celerity route. Vistage of the Diety is another good choice. Gain all the perks of being a celestial. And of course you can always make a Summon Monster spell Persistant. Summon a Celestial Polar Bear or 1d4+1 Hypogriffins or a Lantern Archon. Much cheaper than the gold you'd have to shill out for a Planar Ally.
cryptictravler

06-04-04, 12:09 AM
Half of these spells are not appropriate for persist. Polymorph is creature touched, summon anything is out of the question, and I think they had persistant acid arrow in mind when they limited it. Only spells with a fixed distance of which there are few, and spells that can only affect the caster work. So divine favor, divine might, and righteous might are in, as is shapechange. But even still thats a lot of turning.

On the other hand globe of invulnerability persisted is pretty decent to get rid of dispells. Along with a spellblade of greater dispel and the whole concept works better.

Or for the cheater of mystra, antimagic field.

If only a decent build around persist and glibness were made. The Master Liar
at 20th level a bluff DC better than 80 or 90 could do some serious damage.
Bond, James Bond

06-04-04, 07:32 AM
There`s also that 4th lvl sanctified spell calles sunmantle i think (BoED). Gives you DR 5/- and everytime you are hit in melee the enemy gets 5 points of damage.

Not as good as Righteous Might, but one level lower so its at least viable for lvl 7 and 8. And it is the worst nighmare for anyone with lots of attacks, exspecially when you can cast heal on yourself :D