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Old 07-03-2017, 09:52 PM   #7
Kelly Pedersen
 
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
Default Re: More to do for the DF Cleric

Quote:
Originally Posted by lachimba View Post
I believe the player is looking for stuns, disables and the like. Which dont seem to be the domain of the Cleric.
Well, they've got a couple. Quickly going over the cleric list, and breaking down by Power Investiture level:

PI 1:
  • Thunderclap - deafens a target or targets (it's actually got a decent radius, for cheap!), which can give a nice bonus for your sneaky-types to creep up on them, and certainly prevents them hearing orders, coordinating with their friends, etc.

PI 3:
  • Suspended Animation - good for stopping your friends from dying, sure. But at only 30 seconds base casting time, it's actually plausible to be casting this in hiding, then jumping out and getting someone with it. It basically takes them out of the fight, because it can't be removed by just shaking them awake.

PI 5:
  • Curse - need I say more?
  • Earthquake - don't use it indoors, but very handy for when you need to bring down the house.
  • Storm - needs some long-term planning, but it lets you seriously discomfit your enemies, and gives you some good cover.

PI 6:
  • Drain Mana - are you fighting a wizard, or anything sustained by magic? You can conveniently create areas where they are hindered and you are fine. Just coordinate with the party wizard to avoid shutting them down too.

Of course, if you go into the variant clerics presented in Dungeon Fantasy 7: Clerics, several of them have hindering spells on their lists as well. You might consider letting the cleric either swap their spell list, if that's appropriate, or just permit a perk that lets a cleric access a new spell, assuming you feel it's appropriate.
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