| Post/Author/DateTime | Post |
|---|---|
| #1cloerApr 10, 2009 18:59:27 | How does the magic of a mage compare to that of a cleric??? Can a cleric replace the party wizard??? Or can a cleric focus on just casting and not on melee combat??? |
| #2WyvernhandApr 10, 2009 19:37:55 | Yea, you can have a caster cleric just as easily. It works slightly different, but a cleric can play the GOD role (see Treantmonk20's guide to learn the archtype) almost as easily as the wizard can. You got some party buffs (Recitation, Righteous Wrath of the Faithful, Prayer), some Save or Loses (Hold Person, Holy Smite, Radiant Assault), some battefield control (Wall of Stone, Obscuring Mist), and some no save, just cry (Holy Word, Blasphemy, etc). With proper domains, you can get a good number of other spells too. Clerics have some advantages over wizards. Namedly, Turn Undead combined with Divine Metamagic and Divine Spell Power. DSP is really great for clerics, because with a slight bit of optimization, you can pretty much auto trigger the +2-4 caster levels on all spells. DMM allows you to apply Metamagic to a high level spell, something a wizard can't do without a MM Rod or some other shananananananagins. Clerics can also make just as good of counterspellers as wizards can, especially if they take the Inqusition domain (Complete Divine) and Divine Defiance (Fiendish Codex II), which, along with Battlemagic Perception and a couple of Greater Dispel Magics standing by, will allow the cleric immediate speed counterspelling when he needs it most. It takes a bit of work, but a well rounded cleric can be just as influential on a battle as a well made wizard, and I'm not just talking about smackin someone up with a big club. |
| #3keithioApr 10, 2009 20:20:26 | Usually though you want both, because there are some real gems on both spell lists. If I had to play solo, I would be an arcane caster, and if I was 2-manning I would throw in a divine caster. 3 man group would be 2 arcane casters, 1 more BSF oriented and 1 more skill monkey oriented. 4 man group would add another divine caster, to have both a cleric and a druid. In short: Casters rock, and while arcane and divine do overlap a fair bit and can cover for each other... you really want EVERYONE to be a caster. |
| #4owls_and_more_owlsApr 11, 2009 0:53:27 | Why pick when you can be a Mystic Theurge? :D |
| #5keithioApr 11, 2009 0:59:34 | Why pick when you can be a Mystic Theurge? :D ![]() ![]() ![]() Being 3 casting levels behind, not to mention nifty class features? No thx. |
| #6owls_and_more_owlsApr 11, 2009 1:11:31 | If, by nifty class features, you mean absolutely nothing on the cleric side and only a couple metamagic feats on the wizard side? I think we'll manage. And 3 caster levels isn't all that substantial. At least in exchange or the versatility you get. |
| #7dr_rocktopusApr 11, 2009 1:21:47 | It is going to hinge almost completely on your domain selection, in a lot of ways. That may sound off, but think about what the time domain offers to the cleric spell list compared to the healing domain, or what the celerity domain provides. |
| #8jameswilliamogleApr 11, 2009 2:22:13 | If, by nifty class features, you mean absolutely nothing on the cleric side and only a couple metamagic feats on the wizard side? I think we'll manage. Not without early entry shenanigans! You're 2 full spell levels behind in both sides. It blows! |
| #9hijaxxApr 11, 2009 2:47:18 | i agree james. blows hard. just use early entry shenanigans, ok? |
| #10keithioApr 11, 2009 9:04:47 | If, by nifty class features, you mean absolutely nothing on the cleric side and only a couple metamagic feats on the wizard side? I think we'll manage. By nifty class features I mean things like Incantatrix3 that you are missing out on by taking silly mystic theurge instead. They blow MT out of the water. As for early entry, I disallow it and so do most DMs I know. Just like I won't let you meet a BAB requirement by casting Divine Power, you're not getting into a PRC based on your feat based shenanigans. But even WITH early entry shenanigans, pure casters are still better. Your spells are still below par, and you still don't have class features. |
| #11jameswilliamogleApr 11, 2009 9:48:32 | As for early entry, I disallow it and so do most DMs I know. However, most DMs I know would allow it if its through a legal method (ie, not Precocious Apprentice, but rather through Heighten Spell methodology). So, totally depends on your game. |
| #12cloerApr 11, 2009 17:22:20 | So arcane could be considered to most powerful seeing that you are using your domains to get spells from the arcane spell list??? |
| #13jameswilliamogleApr 11, 2009 17:26:32 | So arcane could be considered to most powerful seeing that you are using your domains to get spells from the arcane spell list??? THAT is a tricky question. It totally depends on what level you are talking about, the amount of cheese allowed in the game, other factors specific to the campaign, and how good the player is at optimizing the character. In a very, very general sense, I'd rate Divine Casters as stronger until around L10, equal from L10 to L15, then I'd rate arcane very slightly stronger just above that (but if you are questioning the power difference afterwards, it levels off, and becomes equal in the epic region). |
| #14tshernApr 11, 2009 17:30:08 | At low levels when healing matters a bit more, divine casters sure have their advantages. What gives arcane magic more edge from midlevels onwards is the feat selection: For example Arcane thesis only works for arcane casters... |
| #15WyvernhandApr 11, 2009 17:30:39 | Yes. Barring a few exceptions, arcane magic is generally better at killing/disabling your foes, boosting your allies, shaping the battlefield, and such. Divine magic can do all of these things, but in generally lag a little behind. This is an abstraction, though, since in the right setting, Entangle is >>>>>>>>>> than Grease, but divine don't get gems like Haste, Polymorph, Teleport, Fogs, and similar spells without domain access. |
| #16lormadorApr 11, 2009 18:01:05 | The power of an arcane class is fairly campaign and DM dependent in most cases- characters able to wield the greatest variety of arcane spells, namely wizards, often must pay for spells while clerics/druids run around with full access. This introduces a lot of variability in terms of how powerful the arcane caster will ultimately be able to become. In terms of pure spellcasting, on the divine side the Archivist (while introducing even greater variability) potentially overshadows the wizard, I think... if Divine Bard, Shugenja, Divine Magician, special domain, Druid, and the various more exotic divine lists such as Nentyar Hunter are easily available. In that case a large chunk of the arcane list would be available to a divine caster, who would then proceed to cast said spells in medium armor, with better skills and BA. Such a character would get all of the example spells above, Grease, Entangle, Haste, Polymorph, Solid Fog... and grow into Time Stop, Shapechange, all the usual high level silliness. |
| #17casualgathererApr 11, 2009 21:02:18 | Archivist is extremely silly. The ability to get ALMOST every spell in the game is extremely broken. Thats the reason Artificers make Artificer scrolls, rather than arcane or divine scrolls, to stop the Wizard from becoming that. What Lormador said is still correct though. Wizards especially rely on things like Scrolls and other wizards to learn the amount of spells that make them broken. Taking a CharOp, everything is available, makes Archivist powerful. If you have access to... Archivist, Cleric, Druid, Paladin, Ranger, the less exotic, more basic spell lists, makes archivist not nearly as powerful. Also, how many DMs actually make divine scrolls? |
| #18pyro_azerApr 11, 2009 22:17:14 | Also, how many DMs actually make divine scrolls? I do. I have been DM or played in campaigns where the PCs had no healers but bought scrolls instead as well as scrolls of the raise dead line of effects. |
| #19Treantmonklvl20Apr 12, 2009 7:37:45 | Clerics generally don't have the Battlefield Controls necessary to fill the role of a party wizard. Also, they are light on the utility. The problem comes down to spell lists unfortunately. Picking the right domains can reduce the deficiency, but ultimately, you will be using an inferior tool for the job. If you want to be a divine caster who fills the role of a wizard - an Archivist can do quite nicely (biggest spell list in the game). Or, alternatively, you could be a healing wizard and take the role of the Cleric... |
| #20pithicaApr 12, 2009 10:57:48 | However, most DMs I know would allow it if its through a legal method (ie, not Precocious Apprentice, but rather through Heighten Spell methodology). So, totally depends on your game. Completely off topic, and I may need to start a whole thread about this (if it starts some sort of debate), but how is Precocious Apprentice not legal? I know the FAQ/Sage said no, but their reasoning seemed, to me, less than sound, and the FAQ is always been to me about RAI/Game balance and not RAW/Legality. Is there something I am missing that somehow makes it less legal than the various heighten shenanigans? Both grant the ability to cast X-level spells, at least as far as how I read 'can cast X-level spells'. Both are allowed in my groups (as well as southern magician) for early entry, because we mostly play in low-mid levels anyway and that's when dual casters usually really really really suck, so it doesn't hurt anything, but I've seen this sort of argument before and am confused by what I missed. |
| #21noldorforceApr 12, 2009 12:00:40 | The problem with Precocious Apprentice is that when you gain the ability to cast "true" 2nd-level spells in one class, the benefit effectively disappears for the other class. "When you become able to cast 2nd-level spells, you lose the benefit described above but retain the extra 2nd-level spell slot, which you can use to prepare or spontaneously cast a spell of 2nd level or lower as you normally would." |
| #22jameswilliamogleApr 12, 2009 13:52:20 | The problem with Precocious Apprentice is that when you gain the ability to cast "true" 2nd-level spells in one class, the benefit effectively disappears for the other class. "When you become able to cast 2nd-level spells, you lose the benefit described above but retain the extra 2nd-level spell slot, which you can use to prepare or spontaneously cast a spell of 2nd level or lower as you normally would." Right, so you lose the prereqs required to enter MT, and thus the benefits of MT. |
| #23keithioApr 12, 2009 13:53:58 | The problem with Precocious Apprentice is that when you gain the ability to cast "true" 2nd-level spells in one class, the benefit effectively disappears for the other class. "When you become able to cast 2nd-level spells, you lose the benefit described above but retain the extra 2nd-level spell slot, which you can use to prepare or spontaneously cast a spell of 2nd level or lower as you normally would." It's even worse than that, if you are trying to argue that PA satisfies "ability to cast 2nd level arcane spells" for a PRC, then it also satisfies the "true" spellcasting clause all on its own. This causes you to immediately lose the ability to cast the spell, just as if though you were a cleric3/wizard1 or similar. You'll have a hard time arguing with me that PA can qualify for 2nd level spells for PRCs, but not for its own caveat, as they are the exact same thing ^^. |
| #24zenoguApr 12, 2009 14:32:38 | Also, how many DMs actually make divine scrolls? ooh! ooh! ooh! me me me me me! i do As for the actual topic, Divine vs. Arcane, Divine casters are somewhat passive in a way. When i play clerics,(usually with a terrible initiative) i don't mind going last, readying, an action, or lowering my initiative. Their sort of spell selection kind of falls along the line of "wait-and-see" spells. (or dramatic buffs) Arcane spells are more on the active half, doing something dramatic on the battlefield, single target, or multiple targets. Usually this will get everyone's attention and drive them to do something about it. |
| #25pithicaApr 12, 2009 15:18:29 | Right, so you lose the prereqs required to enter MT, and thus the benefits of MT. So it's the page 16 rule that everyone uses to justify it's illegality. That would explain the difference of opinion, as we don't play with that rule (we don't let people use items or spells to qualify for stuff either). If you qualified for the PRC when you took it, you qualified, unless you do something that specifically disqualifies you (alignment change, loss of spellcasting ability destroying an artifact, etc), you won't lose the advantages of that PrC. |
| #26phaedrusxyApr 12, 2009 15:33:38 | And 3 caster levels isn't all that substantial. Yes, it is. It's like "bringing a knife to a gunfight" substantial. And back on topic... the cleric can replace the party wizard, if he has enough non-core options. A cleric/shadowcraft mage can get all the wizard evocation spells, and most of the conjuration ones. Add on some good domains + spontaneous domain casting, and you can basically be the party wizard. Without shenanigans like this, it is more difficult. |
| #27casualgathererApr 12, 2009 15:50:22 | A Core cleric can't replace a core wizard. The spells for a wizard are more varied and there is more of them. Add in say... the Spell Compendium, and it becomes much easier for a cleric to replace the wizard. If you have a party of Warforged, it can work the other way too. EDIT: cept for actualy front line fighting. a wizard can't do that directly, he has to do it vicariously through summons. |
| #28phaedrusxyApr 12, 2009 16:17:25 | EDIT: cept for actualy front line fighting. a wizard can't do that directly, he has to do it vicariously through summons. Polymorph->hydra + Wraithstrike + Heroics->Power Attack disagrees with you. Tack on things like (Greater) Mirror Image, Displacement, and Abrupt Jaunt and you'll be harder to kill than most other "frontline" combatants, also. |
| #29tshernApr 12, 2009 16:23:45 | Power attack feat is for wussies. Cast Bite of the Werebear for +16 to strength and get it as a bonus. |
| #30casualgathererApr 12, 2009 16:30:00 | Right... Polymorph can be an amendment to my previous post, since i wasn't taking it into account. That being said, with the number of spells out, you could probably do it anyway. |
| #31tshernApr 12, 2009 16:34:53 | Indeed. Just use Bite of the Werebear, Divine power (Limited Wish) and Wraithstrike for attack and Greater mirror image for defense. |
| #32casualgathererApr 12, 2009 17:04:24 | hmm... if we are unlimiting this, add Bears endurance for 2 HP per level, just in case you do get hit. |
| #33tshernApr 12, 2009 17:10:12 | Doesn't stack with Bite of the Werebear and all Wizards have constitution items anyway. |
| #34casualgathererApr 12, 2009 17:26:10 | I should start checking spells before i post. Especially ones that are relevant to the post in question. Can we do better than a Limited Wish to increase our to hit? |
| #35Treantmonklvl20Apr 12, 2009 17:50:32 | Wizards going into melee - how off topic things have become. That said: Abrupt Jaunt Heart of Fire Heart of Water Heart of Air Heart of Earth Elemental Body Greater Mirror Image Karmic retribution Defense and mobility first...defense and mobility first. |
| #36pithicaApr 12, 2009 18:00:16 | I should start checking spells before i post. Especially ones that are relevant to the post in question. Can we do better than a Limited Wish to increase our to hit? Arcane Disciple-Competition grants us... Divine Power BAB 20 Righteous Might +8 size bonus to str (+4 to hit) Greater Visage of the deity +4 racial bonus to str (+2 to hit) Combine with Bite of Werebear (+8), shapechange (whatever base strength to start), and wraithstrike (touch attacks), all of which are persistable, and if you're really wanting to play a gish, you should never have a problem hitting anything. |
| #37lormadorApr 12, 2009 22:51:17 | I think the conclusion to draw from all this is that, especially in the upper levels, the arcane/divine distinction can become somewhat fluid. Well-built characters can be designed to take advantage of both lists, whether it's Arcane Disciple-using wizards popping out Miracles, or Archivists using obscure sources to gather funky spells. |
| #38keithioApr 12, 2009 23:32:08 | Clearly the way to answer this question is to play a level 20 game, where the wizard pretends to be a cleric and the cleric pretends to be a wizard. The rest of the party does not know the truth. Whoever the fighter and rogue catch on to first is declared the less versatile caster! |
| #39bitznarfApr 13, 2009 1:11:04 | Well, the full plate kind of gives it away. |
| #40carnivoreApr 13, 2009 5:46:10 | Well, the full plate kind of gives it away. except at high levels... the Cleric will probably have a Monks Belt and Bracers of Armor ... same as Wizard How does the magic of a mage compare to that of a cleric??? very similarly as has been pointed out already..... but Divine Casters tend to have More Hp, cast in Armor at low levels, better Attack bonus unbuffed, better Saves Can a cleric replace the party wizard??? for some things as has been noted.... but they need to be designed to do that specifically Or can a cleric focus on just casting and not on melee combat??? yes... the advantage of Melee Combat .... they can take out Enemies without using too many resources(Spells) Cleric Archers try to stay completely out of Melee Combat ..... Summoner Clerics dont need to get into Combat... whatever they Summon takes care of thier problems .... Blaster/Battlefield Control Clerics are very similar to Wizards in regard to Melee combat(but they are more capable of it than Wizards) :D |
| #41mister_crowleyApr 13, 2009 6:53:15 | Arcane Disciple-Competition grants us... Too bad that's only usable once per day |
| #42mister_crowleyApr 13, 2009 7:07:33 | I think a cleric can be as good as wizard if the build is correct. The fact that they get access to Divine Feats like Divine Metamagic, Divine Spell Power, Divine Definace (immediate action counterspell hello!) help with their disadvantages. Pick two domains that arcane spell heavy and Domain Spontaneity and boom you can spend a turn/rebuke to cast spontaneous cast all your domain spells (in addition to cure or inflict spells). You can also get rid on one domain and go with Divine Magician alt class feature out of Complete Mage, this lets you pick one arcane spell per level out of Abjuration, Diviniation, or Necromancy. I played a 20th cleric vs a 20th wizard in a battle arena and won because I was able to counterspell his Time Stop as an immediate action (Divine Defiance), cast a quickened Mordankeinen's Disjunction on him (Divine Metamagic Quicken Spell), cast my own Time Stop (Trickery Domain), Gate, etc ....end game ![]() |
| #43pithicaApr 13, 2009 8:03:16 | Too bad that's only usable once per day Too bad you missed the part where I mentioned that they're all persist-able. |
| #44jameswilliamogleApr 13, 2009 9:32:09 | Ignoring persist shenanigans, do you guys think that versatile spellcaster can get around the 1/day limit of arcane disciple? |
| #45carnivoreApr 13, 2009 10:43:27 | Ignoring persist shenanigans, do you guys think that versatile spellcaster can get around the 1/day limit of arcane disciple? no... the feat itself states: Arcane Disciple the feat limits its usage :D |
| #46sofawallApr 13, 2009 11:12:21 | And fireball states that its maximum is 10d6. What do we do with energy admixture? |
| #47phaedrusxyApr 13, 2009 11:14:51 | I agree that it won't overcome the limitation. It says that even if you're a spontaneous caster, you can still only cast it once per day. So it has nothing to do with whether you have available spell slots or whatever. It is a hard limit. Nothing in the way Versatile Spellcaster is worded makes it sound like it would overcome it. If you think it would, please tell us why. The burden of proof is on you, because otherwise it is prohibited. A Pearl of Power might work, depending on the DM, but I could even see some disallowing even that, due to the wording on the restriction. I think that would work since it says "as if it were never cast", though. |
| #48carnivoreApr 13, 2009 14:52:08 | And fireball states that its maximum is 10d6. What do we do with energy admixture? the Feat Superceds the Spell... since it is modifying the spell in a way that produces more energy output than normal.... a Normal Fireball can only do up to 10d6 damage... a Metamagic Fireball is not Normal... it is enhanced with a metamagic Feat to produce different results, in the case of Energy Admixture... it doubles the output :D |
| #49Treantmonklvl20Apr 13, 2009 16:34:42 | the Feat Superceds the Spell... since it is modifying the spell in a way that produces more energy output than normal.... a Normal Fireball can only do up to 10d6 damage... a Metamagic Fireball is not Normal... it is enhanced with a metamagic Feat to produce different results, in the case of Energy Admixture... it doubles the output Fireball is actually specifically mentioned in the feat description: Benefit: Choose one type of energy (acid, cold, electricity, or fire) that matches an energy type you have selected for substitution via the Energy Substitution feat. You can then modify any spell with an energy descriptor by adding an equal amount of the chosen type of energy to the spell's normal effects. The altered spell works normally in all respects except for the type and amount of damage dealt, with each type of energy counting separately toward the spell's damage cap. Thus, an acid fireball cast at 6th level deals 6d6 points of fire damage and 6d6 points of acid damage (rolled separately), while the same acid fireball cast at 10th level or higher deals 10d6 points of fire damage and 10d6 points of acid damage. Even opposed types of energy (such as fire and cold) can be combined using this feat. |
| #50jameswilliamogleApr 13, 2009 17:32:55 | If you think it would, please tell us why. The burden of proof is on you, because otherwise it is prohibited. Now, now, I didn't know how it worked, as its a weird interaction :D. Looks like Shadow Spell shenanigans are the only way to use it... hrm... EDIT: What if Heighten were used with the domain spell? Any thoughts there? |
| #51atomickitkatApr 14, 2009 21:35:07 | Couple of old school spells(all within a couple pages of each other) that I can't remember if they got brought over to 3.x(they were in Player's Options: Spells and Powers): Fortitude of the Troll(name may be wrong): Grants Regeneration 3(not much if you're already taking Hydra or other forms with Regeneration) Heart of Stone: Gave you nigh-infinite-(-1) DR, such that you took 1 damage from any pitchfork-wielding mobs, etc. Downside was your real heart could be destroyed(killing you), you took the minimum of healing(similar to Green Star), and it was vulnerable to a couple of counterspells(instantly sending your heart back into you). Iron Body: Essentially turned you into an Iron Golem, but a little better. |