Cleric spell list [Archive] - Wizards Community

Post/Author/DateTimePost
Bionisam

08-30-06, 02:19 PM
Hey, I am going to be playing a level 7-8 CG cleric. What spells do you think would be most helpful? The other members of my party are: A Ranger, a rogue and a druid. So, I will be the main healer and one of the main spellcasters. What do you suggest?
KyussWren

08-30-06, 02:43 PM
Aside from any restricted domains, you get the entire spell list.
At level 7-8 you should have 4th level spells.
You don't need to prepare cure spells.
Divine power is nice, basically turns you into a fighter (Full bab, +6 enhancement to str, temp HP) for the duration of the spell.
Hypothermia is a nice cold attack.
Moon bolt for str damage.
Lesser planar exchange is good.
Recitation, also nice.
Sound lance good sonic attack.
Spell immunity/vulnerability is awesome.
there is more. Thats just the 4th level spells.
tarkin

08-30-06, 02:55 PM
Core only, here is what I would suggest:

Cantrips: Detect Magic, Read Magic, at remember that Cure Minor Wounds will stops stabliize people at negative hitpoints.
Create Water can also be cool. Makes for good practical jokes and putting out fires etc.

1: Protection from Evil, Command

2: Augury, Silence, Spiritual Weapon, Lesser Restoration

3: Dispell Magic, Searing Light

4: Death Ward, Air Walk, Poison (not an evil spell) (I usually dislike Spell immunity - you have to pick a spell and usually you simply don't know which one(s) to take)
Bionisam

09-01-06, 06:32 PM
I'd like to stick to the core books only. Any other suggestions?
pukunui

09-01-06, 06:38 PM
As has already been mentioned, the entire cleric spell list (with a few exceptions, such as spells with the [Evil] descriptor) is your oyster. Just consult with the other players and prepare the spells each day that you think will be most helpful. Party buff spells are always welcomed. When you get to a high-enough level to cast it, you'll definitely want to consistently prepare flame strike. There aren't as many blaster spells at lower levels, though, so I'd suggest your typical spells prepared each day should be buff spells and other 'helpful' style spells as you do not need to prepare cure spells ahead of time - you can spontaneously cast them by sacrificing a prepared spell of the same level.

What you really need to be thinking about is which cleric spells will be most useful each day, as you choose from the whole spell list each time you prepare spells (plus you get to choose one or the other of your two Domain spells).
Polaris

09-01-06, 08:09 PM
All the spells listed before are solid (and your domains make a big impact as well), but I am suprised no one has mentioned:

Bless!

This humble first level spell is a terrific party boost at all levels....especially if you don't have a bard (and you indicated that you didn't).

Others to consider (depending on circumstance) are Mass Energy Resistace (spell compendium), Protection from Energy (Core).

One important 4th level spell, that IMHO you should always have memorized (and have it memorized still-spell if you have the metamagic feat and have access to 5th level slots) is freedom of movement. Lots of stuff likes to grapple and this is the antidote to all of it.

In addition there are a lot of spells you should put on scrolls if you can (like cure disease, cure paralysis, remove curse, remove blind/deaf, restoration, etc) Those spells aren't useful enough often enough to justify memorizing, but damn you when you need them, you need them badly.

-Polaris
Seeker95

09-01-06, 09:04 PM
Depends on: where you are
where you are going
what you are encountering
what your objective is
what you want to do
what you have
what you do not have
what your companions have
what your companions do not have
what you and your companions can do
what you and your companions cannot do
what you and your companions want to do, and
what you and your companions do not want to do.That's the beauty of playing a cleric. The spells you choose can vary so much from day to day that they are very circumstance dependent.
Tony Vargas

09-01-06, 09:17 PM
That's also the curse of playing a Cleric. You're only as good as your ability to guess what the day will bring. Divination can be a boon, there (not in the sense of casting it every day, just, when the plot hooks start grabbing you, but the actual fighting may still be a day or more off, throw out divinations at any point they might help you gain useful information about he coming challenges). On very real advantage is any spell that proves useless that day can at least be burned for healing.

'In general,' though some good ones have been pointed out. I'd second Freedom of Movement, in particular, and Dispel Magic.

Scrolls and low-level wands (Cure light wounds, natch) are also a must have to suplement the variety and number of spells you have on hand.
Magnus Magus

09-02-06, 08:41 AM
Core only?

4th
Divination - I used this spell in our last game and it gave us a clue to successfully complete a very difficult mission. Downside - costs 25 gp / spell.

Spell Immunity - Used this spell to save our warmage from a lightning bolt on the same mission. While I wasn't an active participant, I was very pleased to know that my assistance was instrumental to his survival and completion of the mission. The only drawback is that you need to know what spell you're going to need to counter ahead of time

Imbue with Spell Ability - I figured that my character's fanatic followers and the second level Shield Other spell were a great combination. If I get in a bind, they can cast Cure Light Wounds or Sanctuary.

3rd
Dispel Magic - Great utility spell. Never leave home without it.

Magic Vestment - A higher AC is also a great thing to have.

2nd
Augury - Not as useful as Divination, but still a good idea to use if you're confused whether your immediate plans are going to be disastrous or not.

Bull's Strength/Bear's Endurance/Eagle's Splendor/Owl's Wisdom - Can't go bad with stat buffing spells.

Hold Person

Spiritual Weapon - Ranged force weapon, very useful versus any foe, particularly incorporeal foes.

Resist Energy - Always useful, particularly if you have allies who tend to hit party members with friendly fire.

Silence - Negates the ability to cast many spells / great for moving silently.

1st
Divine Power
Protection from Evil/Good/Chaos/Law
Sanctuary
Shield of Faith


Once you incorporate the Spell Compendium, things really open up, but that's for another thread I guess.