Picking Cleric Spells
I recently made a Cleric and realized I have no idea how to pick spells. Unlike a Wizard, there are no pre-requisites. This means every spell will be for an effect you want, rather than to satisfy pre-requisites. Also, Contingency Casting removes the need for "just in case" spells.
I ended up picking a few key spells and then filling the list out with spells that seemed like they might be useful or thematically appropriate. So, how do you all pick the 20 Cleric spells specified by the template? |
Re: Picking Cleric Spells
Choose a theme and go for that theme. The Adventurers book has customization notes for three (?) different themes - if you want to go outside that you have to consult Spells and look for something to fit your theme.
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The spell selections under clerics' and druids' Customization Notes aren't just bunches of useful spells for the themes; each is exactly 20 spells, so it's a grab-and-go package. (Nice!) Now, if anyone wants to post their own original 20-spell selections here, that'd be helpful. I'll give it a try. How about Smiting as a theme, covering offensive spells for whacking non-supernatural foes? Like this: Smiting: Thunderclap, Command, Light Jet, Flaming Weapon, Sunbolt, Suspended Animation, Curse, Earthquake... ...and things dry up around there. I may have missed a couple of spells, but the selection of pure "combat cleric" spells is pretty weak, especially at lower levels of PI. Well, finish up the list with a handful of battlefield-handy spells from each of the Buffs, Healing, and Supernatural Warfare themes, and you'll get a good all-round divine caster with a slight martial edge. (The above is fine - magical artillery is a wizardly thing - but a few more "pillar of fire"-type miracles would be welcome for the would-be smiters.) Anyone else? |
Re: Picking Cleric Spells
Ulf Sigurdson, a cleric who has successfully delved in Felltower over 25 times but has, oddly, died twice outside of Felltower (only to be resurrected twice) started off with the following spells (as well as Faith Healing at 33 points):
Affect Spirits-15; Armor-15; Awaken-15; Bravery-15; Cleansing-15; Continual Light-15; Flaming Weapon-15; Lend Energy-15; Major Healing-14; Might-15; Minor Healing-15; Neutralize Poison-15; Recover Energy-15; Restoration-14; Shield-15; Silence-15; Stone to Flesh-15; Stop Bleeding-15; Stop Paralysis-15; Vigor-15. Ulf largely focused on Healing, with some buffing (Armor, Bravery, Flaming Weapon, Might, Shield). Continual Light and Recover Energy are almost "must have" spells (well, Recover Energy, at least). He used one quirk point for a 21st spell (probably Vigor). Since then his spell list has expanded quite a bit (he's about 350 points with 6 or 7 unspent, I think). But those were where he started. |
Re: Picking Cleric Spells
From recent experience, I'll state the obvious and say that healing is a lot of the point of a standard cleric. Any fighter can smack enemies around, and any wizard can fwackoom them with magic, but it takes clerical magic to save them when things go pear-shaped.
And along with Minor and Major Healing, don't ignore the charms of Healing Slumber. |
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Re: Picking Cleric Spells
The first character I designed and played was a cleric devoted to a god of death, with a particular hatred for the undead and elder things. I had:
I joined mid-campaign so this is for a 283 point character. This is only 17 spells, but I really like being a melee fighter, so I put some extra points into ST, DX, and 12 points into my spear skill. If I remember correctly, I occasionally buffed my compatriots, but mostly used flaming weapon and might on myself, and did my duty as a healer for others. |
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