| Post/Author/DateTime | Post |
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| AdoGD03-21-06, 12:13 AM | Ok, I never played a Cleric character and I'm kindof confused about his spells. We're starting a level 3 campaign, so my cleric is level 3. I have a Wisdom score of 18 (+4) We are playing in the Forgotten Realms setting. My character is Human. Deity is Torm, and alaignment is Lawful Good. The two domains that I chose are Healing and Protection. So does that mean I get to cast spells from those two domains for free? or how does it work? Can I cast other level 1 spells that don't fall under the Healing or Protection domains? Thanks, and sorry for any spelling errors I'm kind of in a hurry. |
| Shaggy_Shaggs03-21-06, 12:29 AM | Your spells per day are: Level 0: 4 from the cleric list. Level 1: 3 from the cleric list, plus 1 from the Healing domain (Cure Light Wounds) OR 1 from the Protection domain (Sanctuary). Level 2: 2 from the cleric list, plus 1 from the Healing domain (Cure Moderate Wounds) OR 1 from the Protection domain (Shield Other). At each spell level you have 1 single domain slot. You can use this to prepare the spell of the appropriate level from one or the other of your domains, not both. You make this choice each time you prepare spells (you could have Cure Moderate in your 2nd level domain slot one day, then Shield Other the next day, etc). As I understand it, you can not dump domain spells prepared for spontaneous healing, like you can with regular prepared spells. Though what you can put in your domain spell slot at each level is a choice of only 2 spells, your other spell slots can hold any cleric spell of the right level, except you can not prepare and cast spells with the opposite alignment from your own. (For example, if you're Lawful Good like your god is, you can't prepare and cast Protection from Law even though that's on the cleric spell list, because that's a chaotic spell). Hope this clears things up a bit for you. |
| TheChilliGod03-21-06, 12:32 AM | Here's how it works. You see that, on the spells/day of the cleric, that there's a +1 at the end of each number (except for 0-lvl spells)? That +1 is for domain spells only. You can pick one domain spell of each level to cast, over and above your regular spell allotment. It's a single 'free' spell for each spell level. When preparing spells, your cleric has to decide whether he wants to pick Cure Light Wounds or Sanctuary for his 1st-lvl free spell, and then choose between Cure Moderate Wounds or Protect Other for his 2nd-lvl free spell. Does that make sense? Edit-Curses! I have been foiled once more! |
| PossiblyInsane03-21-06, 12:52 AM | one more question I thought that the domain spells of your two domain might be interchangeable For Example: I wake up, pray to whoever and pick my domain spell for the day (one or the other) But i was curious if maybe it was "pick your domain spell, you can only choose once" NE suggestions would be nice |
| Shaggy_Shaggs03-21-06, 12:55 AM | Once again, At each spell level you have 1 single domain slot. You can use this to prepare the spell of the appropriate level from one or the other of your domains, not both. You make this choice each time you prepare spells (you could have Cure Moderate in your 2nd level domain slot one day, then Shield Other the next day, etc). Also note that you don't have to stick to one domain or the other for multiple spell levels, you can mix them up. The OP could have both Cure Light Wounds and Shield Other, or Cure Moderate Wounds and Sanctuary, prepared at the same time. |
| Douglas Zuver03-21-06, 07:47 AM | A few tips: Never ever memorize a cure wounds spells in your regular spell slots, because you can convert any spell in the regular spell slots into a cure spell of the same level. Pick up the feat Augment Healing from Complete Divine if your DM will allow it. Most everybody recommends that one. Keep your Heal Skill at Maxium Level. It is very handy verses poisons and diseaes. Santuary allows you to heal people without being attacked in a battle. At third level, it is starting to get useful. If you have good armor, you may prefer the Cure Light Wounds as your first level domain spell. Stay away from Shield Others right now, you need a special focus for it and it causes you to take damage. Survival is important. If you are dying who will stabilize you. Don't forget to add the +1 level granted by the Healing Domain on Healing spells. At third level: Your Cure Light Wounds are 1d8+4 Your Cure Moderate Wounds are 2d8+4 So, until you get your feet on the ground You might try something like this: 0 level: Create Water Light Detect Magic Detect Poison 1 level Summon Monster 1 Bless Obscuring Mist Domain 1 level Cure Light Wounds 2 level Bull's Strength Augury Domain 2 level Cure Moderate Wounds Don't forget to use your Protection Domain Ablilty: Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day. |
| deafbymetal03-21-06, 09:42 AM | Pick up the feat Augment Healing from Complete Divine if your DM will allow it. Most everybody recommends that one. Good advice all around, but I have a question of my own concerning this combo- Healing Domain and Augment Healing. OK, here goes- Healing Domain- You cast healing spells at +1 caster level. Pretty straight forward- 1st level cleric uses CLW, uses 1d8+2, rather than 1d8+1. 2nd level cleric uses same spell for 1d8+3, etc. Augment Healing- +2 points per spell level healed by any Conjuration (healing) spell. Also straight forward. Same second level cleric above would cast CLW, healing 1d8+5. What happens at third level, though? Does he max out at 1d8+5, as per the description of the spell, or can he actually go up to 1d8+7 using Augment Healing? Does the feat expand the spell above it's normal limit (as many spell feats do), or not? I ask this because I just started in a new game with a cleric that has both the Healing domain and Augment Healing. I'm only at 2nd level now, so I'm not too concerned about it yet. I'm a long time player, and have played cleric's in the past, yet this has me stumped. Any thoughts? |
| Shaggy_Shaggs03-21-06, 09:54 AM | Does the feat expand the spell above it's normal limit (as many spell feats do), or not? Review the feat description again. Cure Moderate from an 8th level cleric with the Healing domain and Augment Healing cures 2d8+13. Cure Moderate maxes out at 2d8+10. The feat apparently adds healing after normal limit considerations. |
| Otto the Bugbear03-21-06, 09:55 AM | deafbymetal, The +5 maximum stated for Cure Light Wounds is based upon your caster level. If your caster level is over 5, then it heals 1d8+5. After this figure has been used, and rolled, then you add the bonus from Augment Healing (in the case of Cure Light Wounds you add +2). This means that the 3rd level cleric you mentioned would do the following: 1d8+3 normally +1 for healing domain +2 for Augment Healing feat 1d8+6 for the casting of a Cure Light Wounds spell. Cheers Otto :) |
| deafbymetal03-21-06, 10:44 AM | My humble thanks to Shaggy and Otto (how often does that phrase come up in polite conversation? :D ) |