Cleric Spell Recommendations for Jess

Jul 4th, 2020
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  1. Suggested spells for Jess
  3. There are many roles a cleric can fulfill. Clerics are traditionally thought of as healers, however clerics are extremely versatile beyond that, and are especially good at empowering the party in many ways. Below are my 50 or so picks for spell recommendations, to help you cover all the bases you need to.
  5. I have put next to each recommendation the level of the spell, the sourcebook (if not core), the general function of the spell, and how highly I would prioritise it. I then include a geneal description of the spell to help you decide whether or not you should prepare it.
  7. I have not looked through every book for you, but I have looked through what I think are the most relevant books- core, spell compendium, miniatures handbook, complete divine, and book of exalted deeds.
  9. Clerics can spontaneously convert any spell into a cure spell of the appropriate level. This means that clerics almost never prepare cure spells ahead of time, and also means they can be a bit looser in how they prepare spells- if a spell ends up not being used, it cna just be converted into a healing spell.
  11. The cure spells you can convert are as follows:
  13. 0- cure minor wounds (1)
  14. 1- cure light wounds (1d8+5)
  15. 2- cure moderate wounds (2d8+10)
  16. 3- cure serious wounds (3d8+lvl [15 max])
  17. 4- cure critical wounds (4d8+lvl [max 20])
  18. 5-Cure light wounds, max (1d8+lvl [max 25]), 1 target / lvl, ranged)
  20. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  21. >>>1st level spells
  22. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  24. Detect Evil (1st) (Utility) (very good, highly recommended)
  25. A handy dandy spell that tells you if there are evil things within a 60gt cone in front of you. It lasts as long as you can concentrate for 100 minutes, so you can turn this on when we enter into a dungeon to suss out any bad guys we might be walking into. Note that it does not work against neutral targets, like animals and such, and that although you will spot evil within about 5 seconds, it will take about 20 seconds to suss out the exact location. Good enough that it might be worth preparing more than one casting. Can’t be put in a wand, otherwise I’d recommend it whole heartedly.
  27. Lesser Vigor (1st) (Heal) (OK) (recommend picking up a wand)
  28. A very efficient heal over time. It heals 15 HP over 90 seconds. It is the most efficient level one out of combat healing you can cast, and probably more efficient than a lot of high level heals to boot. It will always out heal cure light wounds over its duration.
  29. That said, I already have a wand of lesser vigor, so this is not a high priority. It might be a good idea for you to pick up your own wand, if one is available.
  31. Bless (1st)(buff)(not recommended)
  32. A +1 bonus to all our allies on all their rolls is really good and I would usually recommend it, however it is a morale bonus and thus does not stack with our bard’s songs. You might be able to get it past Mark if you ask nicely, though. 1 minute per level, 50ft radius.
  34. Divine Favour (1st)(buff)(ok)
  35. A +1 luck bonus to attack and damage rolls / 3 levels, applied to yourself, for one minute. Can’t cast it on our friends and allies, but it does stack with morale bonuses. It’s ok, but if you do want to wade into melee, you probably want a better buffing spell than this.
  37. Obscuring Mist (1st)(control)(Good)
  38. Make 20ft mist that obscures sight, centred on you. Handy if you and the rest of the party want to get close to a position without being targeted by attacks. Remember that you can drop your spell whenever you want as a free action on your turn, so you can choose to keep it up for the party until you get into range.
  40. Endure Elements (1st) (Buff) (situational)
  41. Gives a nice fortitude bonus. I mention this one because we are travelling through Badlands, and because it has a 24 hour duration.
  43. Resurgence (1st) (Heal) (maybe prepare)
  44. Gives the target an extra save against an ongoing effect. Potentially life saving if used against something like dominate or paralyze. Notably does not work against instantaneous effects, like petrification or straight up death, and might be hard to use on a character that is running away. Narrow focus, but because your ally’s saves scale with level and because you get more save buffing spells as you progress, it is good to put on spare 1st level slots.
  46. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  47. >>>2nd level spells
  48. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  50. Hold Person (2nd) (Debuff) (Excellent)
  51. Paralyses the target for rounds per level if they fail a will saving throw. 10 rounds is a lot of time to be paralysed for, and paralysed enemies can be coup de graced, so it can be an instant kill on higher level enemies. Note that as the name suggests, it does not work against non-humanoids. Best used against enemies with low will saves, say enemy fighters and rogue/archer types.
  53. Lesser Restoration (2nd) (heal) (always prepare) (recommend a scroll or wand)
  54. Heals 1d4 ability damage. Not only is this handy for ability damage inflicted by enemies, it is also handy for ability damage you inflict on yourself with sanctified spells. It’s 4th level cousin, restoration, instantly restores all lost ability points. I’d suggest having 2 or so instances of this prepared, and preparing the bigger restoration on any day someone got smacked with a big drain effect. I would also suggest investing in a wand of restoration as soon as possible, particularly if you plan on using sanctified spells a lot.
  56. Body Ward (2nd)(Healing)(situational)
  57. Prevents the next 5 damage dealt to a specified physical ability score, if the damage is received in the next 1 minute / level. Has a bigger chance to whiff than lesser restoration, but is more efficient than resoration at protecting against sanctified spell damage. Only issue is that casting this spell then casting the sanctified spell is 2 turns in combat, and 2 turns is a long time. Best used with luminous armour, which has an hours long duration.
  59. Divine Insight (2nd)(SC)(good to prepare)
  60. Gives you +5+CL (so +15 or so) to a single skill check made within the next hour/level. Only works for one skill check, but you can choose whether or not to expend it with each use. If you use this, you could even compete with Kisor’s spot bonus- once- but more importantly it works on any skill check, not just spot. It is a divination spell, so it does conflict with path of the righteous. A spell I am actually jealous of not having. Very good if you’ve a spare 2nd level slot.
  62. Silence (2nd) (Debuff) (very good to prepare, highly recommended)
  63. Turns off all sound. Although incidentally handy for sneaking about, the big draw is that it also turns off all verbal spellcasting on anyone within the area, which is potentially fight ending. You can cast it on one of fighters, and then it will follow them as they move, letting them chase down enemy spellcasters and shank them while leaving the enemy helpless. This one is almost exclusive to clerics (Bards do get it, but it obviously does not synergise with their music) and enemy spellcasters are probably the scariest foes we can face, so I recommend it highly.
  64. I mention some other spells in this list as being good against casters, many of them higher level, but if what you are thinking is “I don’t want that guy to cast any spells”, then sling this on a fighter and let him sort it out. Combines well with some means to control the enemy caster and prevent them from running out of the AOE, although hopefully our frontline can handle that part themselves.
  65. Naturally, think carefully about casting this spell if your own casters would be caught in the AOE, and do consider that this will turn off bard buffs for any fighters within the spells effects, so consider warning the bards when you are thinking of casting this spell.
  67. Spiritual Weapon (2nd) (blasting) (good to prepare)
  68. Summon a floating weapon to whack the enemy with 1d8+3 up to 2 times per turn, for 10 turns. Notably bypasses damage reduction and is fairly irresistible- it even hits incorporeal targets- but it can miss. Attack is equal to your BAB (lvl*3/4) plus your WIS bonus. Not good against enemies in heavy armour. Can point at new targets with a move action. Pretty well your best 2nd level blasting spell- which isn’t saying much, unfortunately. Also the best 2nd level spell if you want to look like you are doing something, without actually doing something.
  70. Benediction (2nd) (CC) (Buff) (Maybe Prepare) (recommend a scroll)
  71. Gives a +2 to saving throws and allows a single reroll on a saving throw. Has an unfortunate casting time of a full round. Best used when a teammate probably passes a check, but really doesn’t want to fail- eg if a raging Jim wants to swordfight a basilisk, he probably passes his fort save against turning to stone cuz he’s really buff, but he really doesn’t want that off chance to fail because being a rock isn’t fun.
  73. Quick March (MH) (2nd) (Buff) (Pretty fair)
  74. Gives everyone in the party +30ft land movement speed for one round. It is a very short lived bonus, but it can be effective because we have so many melee fighters in the party, and it can allow all of them to get into position with a minimum of AoO, including Glen who is otherwise quite slow. Keep in mind that this speed gets increased by charge actions, run actions etc, so it could, say, enable Jim or Erin to charge >100ft in a turn to close with enemy ranged combatants. Not a great buff, but good for 2nd level.
  76. Wave of Grief (2nd) (CD) (Debuff) (maybe prepare)
  77. Gives all within the a -3 to all dice rolls. One of the better mass debuff spells, but tricky to use with so many melee fighters in the party with it’s short range and aoe, and does not work against mindless enemies. Will save negates.
  79. Frost Breath (2nd)(SC)(maybe prepare)
  80. Arguably an even better debuff spell than the above. It deals minor damage [1d4 per 2lvls] but it’s best effect is forcing a reflex save against daze, an effect that basically causes the enemy to miss a turn. Again, is unfortunately hard to sue with all of our melee fighters.
  83. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  84. >>>3rd level spells
  85. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  87. Blindness/Deafness (3rd) (Debuff) (only passable)
  88. Strike the target blind-or-deaf, permanently. It’s a fortitude save, meaning it is best used on enemy spellcasters and archer/rogue types. Use blindness to cripple physical attacks, and deafness to cripple magic attackers. Generally speaking, there are better ways to impede both casters and big melee fighters, but on the off chance we are fighting the rare dex fighter, this spell isn’t bad.
  90. Dispel Magic (3rd) (Utility) (Always prepare)
  91. A classic for a reason. If no one has this spell when we need it most, we could very well wipe. I highly recommend keeping this prepared at all times, and using against big continuous AoE effects like wall spells or spells that render an enemy immune to our fighters like etherealness. I don’t think any of our spontaneous casters picked it up and druids suck at this one, so this one’s up to you. It is ridiculously expensive, but a wand of dispel magic would be good to have.
  93. Remove Curse (3rd) (Heal) (not high priority) (recommend picking up a scroll)
  94. I don’t recommend preparing this because most curses don’t have a deadly onset within 24 hours, unless you think there’ll be some mummies in our immediate future. It is important that you know that you have this so that you can remove this day after someone is cursed. Notably, curses do not get removed by panacea, your 4th level cure all, which makes this spell more important. I recommend picking up a scroll of remove curse.
  96. Speak with Dead (3rd) (Utility) (good to prepare)
  97. A very handy post mortem interrogation spell that can be used post fight to get new information. Notably not a divination spell, so path of the righteous will still work. 10 minute casting time, target probably gets a saving throw as though alive, you get 5 questions, target can’t quite lie answers are possibly cryptic or brief and limited by the deceased’s ignorance.
  99. Stone Shape (3rd) (Utility) (good to prepare but see text)
  100. Instant stone wall or stone wall removal- handy. Ask if the druid is preparing this spell first so you don’t double up.
  102. Path of the Exalted (BoED) (3rd) (Utility) (Good to prepare and recommended)
  103. Path of the exalted is a very handy spell, that is essentially a direct link to the DM. It is basically a spell that summons direct DM advice- albeit through a CG lens in line with your deity. If you are ever confused about where to go or what to do, this spell is worth a try. The catch is that you can’t have cast an divination spells beforehand, but since we have atleast 2 other party members to cast divination spells for us, it isn’t a big deal. Do note that this does include detect evil at level 1, though, so it might not be good to hold out for specifically if we are dungeon delving.
  105. Hammer of Righteousness (BoED) (3rd) (Blasting)(maybe prepare)
  106. Arguably the greatest single-target blasting spell in the clerics arsenal besides the Good domain exclusive holy smite, it deals to the target 1d6 damage per level (or 1d8 if they are evil). It can’t miss, and its damage cannot be resisted. However, it is another sanctified spell, and also incurs a cost of 1d3 strength damage, s should be followed by a restoration spell.
  108. Darkfire (3rd)(SC)(blasting)(good to prepare)
  109. Another blasting spell that only does 5d6 damage of the resistable fire type and requires a ranged touch attack. However, the trick here is that you can make an attack per round (or multiple attacks at level 10) for 1 round/lvl, and have a range of 120ft. Less immediate than hammer of righteousness, but probably a more efficient blasting attack overall. Useful if you have no plans in combat other than blasting, and you don’t want to have to think about what to do on your turn.
  111. Holy Storm (3rd)(SC)(Blasting)(Maybe Prepare)
  112. You have already been using this spell, so you already know generally what it does. Do note that it only works on evil creatures. It’s damage output and area of effect are rather low. Best used in combination with a control spell to hold the enemy in place- the druid has plenty.
  114. Fell the Greatest Foe (3rd)(sc)(buff)(maybe prepare)
  115. A buff spell that increases subjects damage against large enemies for 1 round per level. Most useful on fighters with lots of attacks, like Erin. Bonus of 1d6 damage per size difference (so ogres take +1d6, elephants +2d6, dragons +3d6 or more, etc). Note that it has a touch range, so let Erin know before her turn that you want to use this spell on her so that she can delay.
  117. Mass Lesser Vigor (3rd)(CD)(Maybe Prepare)
  118. The most efficient out of combat healing spell for a whole group, it will heal 20HP to everyone. Useful for recovering from AOE attacks after a combat.
  120. Brilliant Emanation (BoED) (3rd) (Debuff) (Maybe prepare)
  121. A powerful sanctified spell that blinds evil creatures, while only dazzling nonevil creatures. Although it can slightly backfire should the evil creatures make their throw and allies don’t, the potential to inflict so crippling a condition on all evil monsters in a 200ft radius. Note that this spell incurs a toll pf 1d3 strength to cast, so should be followed by a restoration spell after the fight. Probably your best option for dealing with groups of enemies. Because it is alignment specific, you should precede this with a detect evil if you are unsure of the enemy’s alignment.
  123. Nauseating Breath (3rd)(SC)(Debuff)(Maybe Prepare)
  124. Forces a fortitude save on all in a 30ft cone; those that fail are nauseated for 1d6 rounds. While it has the capacity to whiff, is ineffective against buff enemies and is difficult to use with so many melee fighters in our party, nauseate is a very powerful effect that basically turns off attacks and spellcasting. If this works, it can instantly win a fight by itself.
  127. Mass resist Energy (3rd)(SC)(Buff)(Maybe Prepare)
  128. Protects the entire party from an energy type, reducing damage taken per instance by 10. Not super useful against massive amounts of energy (say, dragon breath or fireball spells), but can help against lots of little instances.
  131. Resurgence, Mass (3rd)(SC)(Heal)(maybe passable)
  132. As resurgence, except it is ranged and hits everyone. Not necessarily great for a 3rd level spell, but it maybe, possibly, perhaps, does something life saving. It probably won’t, though, but hey, oyu could always convert it to a healing spell or something. Might be worth having in a scroll. Maybe.
  134. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~`
  135. >>>4th level spells
  136. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  138. Dimensional Anchor (4th) (Debuff) (maybe prepare)
  139. Stops enemies from teleporting away. Very situational, so prepare only if you believe we are encountering the magical big bad boss that day. A scroll would not go astray.
  141. Spiritual Advisor (4th) (CD) (Utility) (OK)
  142. Gives you a +4 bonus to knowledge checks for 1 minute per level, but more importantly let’s you make knowledge checks unaided. That little bonus by itself isn’t particularly great, cus if you’ve no ranks you probably don’t know much that’s important anyway. Where this spell becomes good is when combined with Divine Insight to put another +13 on top of this bonus, for a total of +17. This combination enables you to know anything you might need to. Unfortunately a divination spell, so it can’t be used with path of the righteous. If you’ve got a spell slot to burn and have divine insight prepared anyway, this might be worth preparation.
  144. Divination (4th) (not recommended)
  145. Classic divination spell for a reason. However, most other casters in our party have a variant of divination at their disposal, and in particular I can do it cheaper. I think Path of the Righteous will be a better fit for you as it allows the DM to give you more advice than he usually could.
  147. Divine Power (4th) (Buff) (maybe prepare)
  148. One of the best self buffing spells in DnD, atleast for it’s level, but possibly not too useful for you since we have so many fighters already. Gain +6 attack, +4 damage, and +11 HP. If you ever want to engage in melee combat, you should have this spell prepared, but again, it probably won’t be needed. Stacks with other spell buffs, but limited duration and action investment make that a poor option.
  150. Wall of Sand (4th)(SC)(good)
  151. Blocks vision and ranged attacks through it, blocks spells cast within it, and makes movement very difficult for all but the beefiest critters. To move 5ft requires a DC15 strength check, 10ft 20dc, etc. Drop it on enemy casters and you can turn their verbal spells off immediately. Anyone stuck in it suffocates too, so it can even be used to kill enemies if you think they can’t escape. Only trouble is that it takes concentration, if the enemy escapes the other side of it you won’t know about it, and as always the number of melee fighters in our party make it tricky to use. Upside is you get a 10ft cube of wall per level, so it can cover a big area. I recommend using it to divide the enemy in mass encounters, so that our fighters only need worry about half of them at a time. Or drop it to fill up an enclosed space in a dungeon to suffocate any air breathers caught within.
  153. Restoration (4th) (Healing) (very good)
  154. Restores negative levels and ability damage. Consider investing in a scroll.
  156. Recitation (4th)(SC)(Buff)(Good)
  157. Gives a +2 luck bonus to ac, attack rolls and saving throws of all allies within 60ft for 1 rd/lvl, unless they worship your deity, in which case they get +3 instead. A luck bonus stacks with the morale bonus our bards give with their songs, which means that our fighters should hopefully always hit, and might even land their secondary attacks. A 60ft burst is a very large area, too.
  159. Summon Monster IV (4th)(Minion)(OK)
  160. Generally speaking, the summoning spells of clerics aren’t as good as the summoning spells of druids, as most of your summons come a level late, and clerical summons are limited by alignment even when it comes to animals. Most of the lower level critters are, accordingly, not worth summoning. There are, however, two level 4 summons that are worth considering. The celestial lion gets off a whopping 5 attacks that all do fair damage if they connect, and has improved grab so it’s bite attack to lock an enemy down; it is best used in combination with other mass buff spells so that it can actually land it’s attacks, or pointed at an enemy caster with a low enough ac that the lion can grab and maul it to death despite it’s mediocre attack. Remember that being celestial (pg 31 MM1), they have damage reduction against non-magic attacks, a few energy resistances, and can smite evil once per day for some extra damage.
  161. The lantern archon (pg16 MM1) has two very good auras, an aura of menace and a magic circle against evil; the aura of menace is like a reverse song of courage, but it’s save DC is only 12 so it’s only useful against complete plebs, but the magic circle against evil is a decent protection buff for all friends inside the area against evil creatures, spells and especially evil summons. The lantern archon also notably has tongues, which is also a 4th level spell; generally, you’re better off having this and then using the archon to translate than you are preparing tongues, unless you know some diplomacy is about to go down. Lantern archons can also cast aid as an at will ability, which gives 1d8+3 HP for 3 minutes- longer than the lantern archon itself stays alive- and can pew pew with little lasers for an irresistible 1d6 damage each turn. Darkfire (3rd) is probably better for damage purposes, though.
  165. Panacea (4th, MH) (Healing) (always prepare)
  166. Is a general use spell that cures a lot of conditions, everything from Stun to Poison to Disease to Fear to Blindness, while also healing 1d8+lvl points. I’ll copy over the list for you: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, stunned, sleep effects, feeblemind, and any additional effects from poison (but not any damage already dealt by poison, you will need a restoration spell for that). Basically the only things it doesn’t cure is ability damage (restored by the various restoration spells), transmutations and enchantments (cured through break enchantment, 5th), and curses (cured by remove curse, 4th). I’d go so far as to say to not only always prepare this spell, but maybe think about a scroll as well- although 4th level scrolls are pricey, so this is not a priority.
  169. Legion’s Shield of Faith (4th, MH) (maybe prepare)
  170. Grants a +3 ac bonus to everyone in 20ft, potentially including all of our fighters as well as all of our backline, too. It is most useful against massed low level foes, but not against big boss foes that have too enough attack to blow through the ac bonus.
  172. Greater Luminous Armour (4th, BoED)(Buff)(fairly good, sanctified)
  173. If you want the maximum armour buff to a single target possible I would suggest this spell, which gives 8ac generally and 13ac against melee attacks and lasts a whopping 10 hours. Be aware that this spells also inflicts 1d3 strength damage on the caster (not the target), so it’s best used with the 2nd spell level body ward. The AC increase should be good enough to deal with even big melee hitters. Note that it does not stack with the armour characters are already wearing. Also emits bright light, which is neat.
  175. Sound Lance (4th)(SC)(Blasting)(good to prepare)
  176. Deals 1d8 sonic damage / lvl to the target. Sonic damage is difficult to resist. Fortitude save, so ineffective against buff targets. Not generally efficient for a 4th level spell, but handy to finish off a weakened foe or soften up a tough one. Don’t cast this into the area of a silence spell, cause it won’t work.
  178. ~~~~~~~~~~~~~~~~~~~~~~~~~
  179. >>>5th
  180. ~~~~~~~~~~~~~~~~~~~~~~~~~
  182. Plane Shift (5th)(Utiilty/ problem removal)(Good if you pick up the material component, useless otherwise)
  183. Target, and up to eight characters joining hands with target, are sent to another plane. Will save negates. There are three uses for lane shift-
  184. -general interplanar travel, if we need to go to another plane for some reason
  185. -escape, if anywhere is better than here and we don’t mind plane shifting back later
  186. -send a touched creature to another plane if it fails a will save to get rid of it
  187. The third is potentially the most hilarious, because if the other creature doesn’t have a means to planeshift itself it is essentially stuck, and even if it does it probably comes back hundreds of miles away. Unfortunately, you need a special rod attuned to the plane that is to be shifted to, and these are notably rare. If your DM, understandably, does not want you abusing this spell, you probably won’t be able to use it. ON the other hand, if the DM does want you to use this spell, expect a rod to conveniently fall into your hands at some point in the adventure.
  189. Raise Dead (5th)(healing)(good, but generally not worth preparing) (consider grabbing a scroll)
  190. Raise the target from the dead. Fantastic, especially since last I heard Mark is not enforcing raise dead’s penalties. Main problem is that it costs 5k gp to cast. You don’t really need this spell prepared all the time because people we care about hopefully don’t die everyday and it works on corpses up to one day old / caster level. It might be best to just have a handy (and terrifically expensive) scroll for it just in case.
  192. Summon Monster V (5th)(minion)(ok)
  193. Like summon monster IV, most mons from this list aren’t worth praising, but again, there are exceptions. Hound archons (MM1 16) are bigger bulkier archons, with all the same benefits of the lantern archon except with relevant melee damage and an aura of menace enemies might actually succumb to (DC 16). They are fairly resilient to attacks and effects and can make a fair tank stand in if one of our combatants fall. Has all the utility of the lantern archon otherwise, although their aid is 1d8+6 for 6 minutes rather than +3 for 3 minutes. You could also summon 1d3 lantern archons instead of 1 hound archon instead for constant laser pewage and a potential 6d6 irresistable damage per turn with ranged touch attacks for 10 turns, which sounds ok but is only really good against big critters with low touch saves, otherwise darkfire is likely better.
  194. Otherwise, the celestial griffon (139) is a slightly better lion that can fly, the celestial sea cat (220) is a slightly better lion that can swim, the celestial brown bear (269) is slower than the lion but hits much harder and is more durable, and the celestial giant beetle (pg 285) can trample enemies on mass for 2d8+3 damage with a ref save of 19 and is decidedly not a celestial lion. Alternatively, you can just summon d3 celestial lions. Remember that being celestial (pg 31 MM1), they have damage reduction against non-magic attacks, a few resistances, and can smite evil once per day for some extra damage.
  196. Summon Bralani Eladrin (5th)(SC)(Minion)(Passable)
  197. For 1r/lvl+concentration, summon a Bralani (pg93 MM) to fight for you. Bralani hit accurately, but are squishy, and don’t do much damage- except against evil creatures, at which point their holy scimitars start doing lots of damage and ignore the bad guys “damage reduction / good”. Other than that niche, I wouldn’t bother with these guys.
  199. Righteous Might (5th)(Buff)(OK)
  200. Gain +8 str (+4 to hit and +4 damage in melee), +4 cons (+2hp per level), all your melee damage is increased by a die (d6 to d8 etc), and you gain 5 damage reduction/evil (10 at level 12). One of the best enhancements to melee damage, this lets you fight in melee about as well as one of our melee fighters. Lasts 1 round per level, and can only be cast on self. Assuming our melee combatants do their job, you shouldn’t need to use this, however.
  202. Wall of Stone (5th)(control)(good)
  203. Make an instant wall apropos nothing. A 3” thick stone wall stands up to a lot of things, and the wall is permanent in duration to boot. And, you can put doorways and murderholes in it, and you can use it to make a bridge, and you can use it to trap enemies by making it into a stone sphere around them (they get a ref save to not be trapped, though). A handy spell, to be sure, and has usefulness only limited by your creativity.
  205. Break Enchantment (5th)(healing)(good)
  206. Instantly break a subject free from enchantments, curses and transmutations. Only works on spell effects that are 5th level or less unfortunately. Otherwise, it cures just about anything that Panacea and restoration do not.
  208. Doom Tide (5th)(SC)(Control)(OK)
  209. Make 80ft cubes of dark mist that daze any within them unless they pass a will saving throw. Those within must save again at the start of each of their turns or be dazed again. Lasts 1 rd/lvl. The cubes must be initially placed such that they are directly next to you. You may send the cubes gently wafting 10ft/rd in a direction of your choice when you cast the spell. Is turned off by wind. Also blocks vision and makes ranged attacks difficult. Daze is a ridiculously powerful effect that prevents any actions and leaves the target basically helpless. As with all the other AOE spells on this list it is difficult to use because of all our melee combatants, and it also blocks our ranged fighters, but you could use it to divide up the enemy line so that we don’t have to face as many opponents at once. Good combo with AOE DOT, like holy storm, and might make for a wonderful wombo combo if you combine with other AOE spells from the druid.
  211. Dragon Breath (5th)(SC)(Blasting/Debuff)(Mediocre)
  212. You gain the ability to breathe dragon breath as a standard action for the duration of this spell. There are three main ways for you to use this- to breathe a 30ft bronze line of electricity for 1d8/ 2 levels, to breathe a 15ft cone of gold fire for 1d8/2 lvls, or to breathe a 15ft cone of silver paralysis that lasts 1d6 rounds on those that fail a fort saving throw. You get one breath attack every 1d4 rounds, and the spell itself lasts 1 round/level. Of the three types, the one you want is probably paralysis. As mentioned with hold person, a living foe that is paralysed for more than a turn is basically dead as it means that all our fighters can move in a coup de grace. Unlike hold person, this effect can hit non humanoid targets, and it can be reapplied a few turns later on those that make their save- assuming the fight goes for 10 rounds, you get a minimum of 3 such attempts (although 10 rounds is a long time in dnd). As it is a fortitude save, it is best used against enemy spellcasters. Of course, as with everything used against enemy casters, you need to ask yourself if a silence spell cast on a fighter isn’t the better option.
  214. Righteous Wrath of the Faithful (5th)(SC)(Buff)(Good)
  215. Gives all allies within 30ft (at the time spell is cast) an extra attack per round, and a +3 morale bonus to attack and damage rolls. Lasts 1 round per level. Because of our large number of commbatants this is a pretty good spell. The only issue is that the morale bonus of this spell does not stack with the morale bonus from inspire courage. Ignoring that however, this is quite a fine spell.
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