Author Topic: The Divine Magician  (Read 36620 times)

Offline Mooncrow

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The Divine Magician
« on: November 18, 2011, 10:08:23 AM »
This work was originally done by Mister_Sinister - I'm just adding to his work.
Request for assistance: If any of you spot anything you think I've totally messed up on, by all means let me know! I'm new to handbooks, so therefore, help is good.

Divine Magician Handbook


My Inspiration, Thanks, Kudoes, etc

First off, I would like to thank AfterCrescent, whose Cleric Handbook originally inspired me to write about this ACF in all its glory. I also blatantly stole his layout. 

Additionally, I would also like to thank PhaedrusXY, who kindly reposted Ronyon's Divine Magician spell list, which will serve as a major resource for this guide. Of course, this is also the place to promote the source of this list, which is IMarvinTPA's Find Spells database, which indexes practically every spell ever, and contains a very sophisticated search engine which can be used to find spells according to a wide range of criteria.

Changelog

10/06/10: Work started, formatting, layout, title page, 1st level spells.


Table of Contents

Introduction: The Basics

Divine Magician is an Alternate Class Feature for clerics in Complete Mage. It allows you to replace one of your two domains with a 'DIY Domain', comprising of abjuration, divination or necromancy wizard spells only, which get added to your cleric class spell list every time you would gain a new level of spells. However, this does mean you lose everything from your domain - including its granted power, and any spells it may bestow.

This might seem harsh, but there are a multitude of domains granted by various deities which are honestly quite useless, and the fact that you don't need to use domain slots to prepare spells acquired via Divine Magician means that you can pick up useful spells that you can cast again, and again, and again.

Additionally, the sheer number of spells that you can choose from is staggering - this is over a third of all spells ever printed for the wizard! Among all these, there is a large amount of crap (as these three schools are known for it), but a large number of gems, too, and if you're replacing a domain which is suboptimal already, you're basically trading shit for jewels, which is frankly never a bad thing.

Additionally, by clever selection of spells, you can create a very effective themed cleric without even having to go outside your class. If you want to be a ninja/assassin cleric, it's now easier than ever!

So, Who's This Good For?

Unfortunately, no-one other than clerics (and their cloistered cousins) has access to this feature, even if they would gain domains normally. Out of these two, cloistered clerics are undoubtably better users of this ACF, as they not only get three domains other than two, they also have more skill points, which makes the investment in Knowledge (arcana) less annoying. However, both kinds of cleric can see a lot of benefits from this.

The Question of Divinity

Although it is not explicitly stated in the description of the ACP, any spells added to the cleric list by means of Divine Magician are, indeed, divine. Yes, persist away, if you must.

The Feature, In All Its Glory

Quote
Quote from: Complete Mage, page 33
Quote
DIVINE MAGICIAN

Deities influence the world through the divine spells they grant their worshipers. Some clerics, however, choose to explore magical powers beyond those commonly provided by the gods. By giving up some of their divine power, these clerics gain access to spells normally beyond their abilities.

This class feature can be chosen only once.

Class: Cleric.
Level: 1st.
Special Requirement: Knowledge (arcana) 1 rank.
Replaces: You gain only one domain (including spells and granted power) at 1st level, rather than two.
Benefit: You can add one 1st-level abjuration, divination, or necromancy wizard spell to your cleric spell list.
Each time you gain the ability to cast a new level of cleric spells, you can add a single wizard spell of the same level from one of those schools to your cleric spell list.

How Spells Get Rated Here

In this handbook, I will use Dictum Mortuum's colour-coded guide to designate awesome options, good options, average options, and crappy options. Spells are judged on the basis of general versatility and power, as well as how they compare to cleric staples of their level. There will be spells which, in narrow applications, become extremely good, but these are rated in a general, rather than specific, manner. Wherever possible, however, I will point out how they can be more useful or helpful in specific situations.

The list avoids listing spells that clerics can already get hold of, unless they can be obtained at a lower level this way.

Source List

Spells listed here have their sources listed in superscript after their name. To make it easier to understand what I'm referring to, I'll post a list of them here. If there are any I've missed, please let me know.

CM Complete Mage

DAX Dragon Annual X (with X being a number)

DragMagX Dragon Magazine X (with X being a number)

FB Frostburn

MoE Magic of Eberron

MoF Magic of Faerun

PHB Player's Handbook

PH2 Player's Handbook 2

SS Sandstorm

SC Spell Compendium

T&B Tome and Blood
« Last Edit: November 19, 2011, 01:21:15 PM by Mooncrow »

Offline Mooncrow

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Re: The Divine Magician
« Reply #1 on: November 18, 2011, 10:08:30 AM »
[Reserved for analyzing domain-granted spells, and thus, which domains are good to set fire to for Divine Magician]
« Last Edit: November 18, 2011, 09:11:21 PM by Mooncrow »

Offline Mooncrow

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Re: The Divine Magician
« Reply #2 on: November 18, 2011, 10:08:39 AM »
Divine Magician Level 1 Spells

So, you're just starting out as a Divine Magician, ready to take on the world in all its nastiness. Here are the resources at your disposal - use them well.

AlarmPHB: Not really anything very interesting or useful.

Ancient KnowledgeMoE: This is black if you plan to use Knowledge Devotion a lot, but otherwise, not very useful.

Appraising TouchSC: Apart from the duration, this has basically nothing to recommend it. Appraise is not a class skill for you, and regardless, you don't need to know this kinda stuff that badly.

Arrow MindSC: Cleric Archers may consider this spell black, but if you have opponents close enough to make shooting AOOs a problem, you have worse issues.

Chill TouchPHB: Not exactly bad, but doesn't scale well at all.

Death GrimaceBoVD: This spell is worthless.

Detect Secret DoorsPHB: If someone can do this as a racial feature, it's not worth a spell of this level.

Discern BloodlineRoD: This is a complete waste of time.

Ectoplasmic ArmourSC: This is way too narrow to be useful, unless your campaign is drowning you in incorps from level 1.

Golem StrikeSC: Clerics usually lack the sneak attack to make this spell meaningful. If you can get sneak attack somehow, this is black.

Guided ShotSC: This spell is pretty much tailor-made for cleric archers, to the point when for them, I would almost consider this blue. Ignoring cover and concealment is damn useful.

Hold PortalPHB: This is not really very useful, and doesn't last long enough.

IdentifyPHB: Since a cheap item and a cantrip can replace this spell without resorting to a material component, getting this isn't worth it.

Insightful FeintSC: Don't waste your time with this.

Instant SearchSC: Not worth the slot.

Locate TouchstoneMoP: Don't bother with this - you need a feat to use it!

Master's TouchSC: This doesn't last long enough to matter.

Parching TouchSS: This is slightly better than chill touch, but only slightly.

Sniper's ShotCAd: Since getting sneak attack is tricky for a cleric, it's not that great. Consider this black for those clerics who can get sneak attack.

BackbiterSC: Good against opponents with high damage, but low AC. In general, though, not that amazing.

Deflect, LesserPHBII - immediate deflection bonus against the next attack - it's not a bad spell (the indefinite duration until discharged bumps it up to ok for sorc/wiz) but as a cleric, you have much better AC boosters.

Instant LocksmithSC: The only reason this isn't higher on the list is that neither Disable Device or Open Lock are accessible to most clerics. If you can get one or both skills on your list, consider this to be blue.

Locate CityRoD: Can be of limited utility, provided you're not making Locate City Bombs.

MagecraftECS: While crafting has never been a good minigame to play, if you must interact with it, you could do a lot worse than this spell.

Negative Energy RayT&B: This is most useful for ranged healing on your undead minions.

ShieldPHB: This would be a lot better if the duration was longer.

Spirit WormMoF: Not a bad spell, but being touch range doesn't help it.

Spontaneous SearchDragMag325: Basically, take 10 on a Search check to search the area in 1 round.  Decent for skillmonkey clerics, not so good for anyone else.

Targeting RaySC: A +1 insight bonus/3 levels on all ranged attacks against the target - useful in some parties, more so at high levels (yay for uncapped) but probably not generally useful enough to be blue.

Critical StrikeSC: This is a very good combat buff for sneaky/skillmonkey clerics, and remains useful for a while.

LoresongDragMag335: gain a +4 +1/2 CL competence bonus on any skill.  For a skillmonkey cleric this is actually pretty nice, mostly because it's persistable.  Combine with spells like Divine Insight for truly staggering bonuses. 

Ray of EnfeeblementPHB: This is a very nice spell early on, and remains useful for a while.

SunstrokeSS: A handy spell to have early-on.

True StrikePHB: A good, effective attack buff, but best used on an archer.

Mysteries Awaiting Solution



« Last Edit: November 19, 2011, 02:55:50 PM by Mooncrow »

Offline Mooncrow

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Re: The Divine Magician
« Reply #3 on: November 18, 2011, 10:09:11 AM »
Divine Magician Level 2 Spells

By this stage, you're already a pretty decent Divine Magician. Your next set of choices have a lot of crap, but there are more good options here than before, too.

Aerial AlarmHoB: Although it's got a larger area and a longer duration, this is actually worse than alarm, since it only triggers on flyers.

Aiming At The TargetSC: This isn't really something that is necessary unless your DM loves distracting you.

Arcane LockPHB: A nifty effect, but not really worth a 2nd level spell.

Balancing LorecallSC: While some of its benefits are great, you don't have Balance as a class skill as a cleric. If you somehow manage to get actual ranks in Balance, this is black.

Daggerspell StanceSC: Don't bother with this. You have better things to do than TWF daggers.

Death ArmourSC: This is a waste of your time. Low duration, low damage... just low in general.

Desiccating BubbleSC: Flaming sphere was useless, and so is this spell.

Dissonant ChantSC:  This is terrible - it locks you out of your own spells a lot of the time, and it only hoses other spellcasters.

Distracting RaySC: Any attack ray spell can do this better.

Earth LockSC: Too narrow to be of any real use.

Ectoplasmic FeedbackSC: Narrow, weak, slow - a waste of time for all concerned.

Heat LeechFB: While damage over time is nice, since this targets Fort and does low damage, it's not really worth it.

Life BoltSC: This is like scorching ray's idiot cousin.

Locate NodeCoR: Just say no.

Marked ManDragMag325: You can attune yourself to an object owned by another creature or a piece of that creature and gain +10 to attempts to track that creature for days/level. You do not, however, gain the Track feat. Decent utility for the rare occasions when it's applicable, I guess, but far too narrow for a limited slot. Just cast Divine Insight once or twice instead.

Marked ObjectSC: Not really worth the slot.

Node LockCoR: Again, just say no.

Portal AlarmMotP: This is weak, as it doesn't really last that long. Unless you plan to be interacting a lot with portals, don't bother.

Protection From ArrowsPHB: This is not that useful - the DR is not high enough to really matter, and it's far too easy to bypass.

Ray of DepletionSpArch: Narrow, and not really very effective even against targets it would normally affect. Don't waste your time.

ShrivellingBoVD: This is the most terrible spell I have yet to review. Single-target direct-damage, targeting Reflex, and requires you to be infected with soul rot to even cast it? Why does this spell exist? The fact that you're getting it a level earlier isn't any saving grace at all.

Stormrunner's WardSW: Too narrow to see much use outside of an aquatic/seaborne campaign.

TurbiditySW: Outside of an aquatic campaign, this is not useful at all. In an aquatic campaign, this is black.

Understand ObjectSpArch: This is like, a more narrow, higher-level version of identify. Unless you're playing some kind of weird techno-crossover game, give this one a pass.

UnheavenedBoVD: The buff isn't bad, but the duration isn't that long, and it's very narrow. On top of that, you need to get high to get this to work - in short, best leave it be.

Vision of FearDragMag333: cast a spell to maybe get a bonus on another, not very good type of spell.  No thanks.  Even at a level earlier, this one is a stinker.

Wracking TouchSC: As you don't generally have sneak attack as a cleric, this isn't worth it. If you somehow do, this is black.

Alarm, GreaterSC: Sure, it's no rope trick, but for a cleric, that's not a bad choice.

BonefiddleSC: While this is interesting, it's no glitterdust.

Discern ShapechangerSC: Has some narrow applications, but honestly, it's very close to red.

Ghoul GlyphSC: Can be useful on some occasions, but too narrow to see wider use for anything.

Insidious InsightRoE: While this lasts this end of forever, and benefits a lot of skills, it's not really an amazingly powerful effect.

Obscure ObjectPHB: This is useful, but narrow.

Ray of WeaknessSC: Not bad, but nothing to write home about.

Suppress DragonmarkMoE: Can be useful in certain situations, but is nothing amazing otherwise.

Blindness/DeafnessPHB: A good debuff, and gettable a whole level earlier by means of this feature.

Bone ChillFB: A pretty powerful effect against undead creatures, that targets a save that is usually poor for an undead creature.

Chain of EyesSC: An awesome espionage spell, and now yours a whole level sooner!

Curse of Impending BladesSC: This spell may not seem like much, but an AC debuff with no save is no joke.

Detect ThoughtsPHB: This is a very good utility spell, and one that's seemingly available to everyone but clerics - no longer!

False LifePHB: Temporary hit points are nice, especially if you took blade of blood before.

Ghoul TouchPHB: This is a good spell, and althogh you have hold person competing for this slot, the fact this also has a stench added may actually make it worthwhile at early levels, as the duration on hold person only catches up later.

Kelgore's Grave MistPHBII: This spell has done a lot better in testing than I would have thought.  No save AOE damage and fatigue is pretty sweet.

Locate ObjectPHB: A very handy utility spell, and now available a whole level early!

Ray of SicknessSC: This is well worth having, as it's basically curse of impending blades with an added ranged touch attack, but it affects a lot more than just AC.

ScarePHB: A good fear effect, now available to clerics for the first time.

Scintillating ScalesDrac: This is a powerful spell, as long as you have no natural armour modifier. If you can persist it, this is just silly.

See InvisibilityPHB: Better than invisibility purge, and sooner, too!

Stolen BreathSC: This is a good spell - it's a no-save debuff that lasts a while.

Arcane TurmoilCM: A very effective dispel, and also strips power from those you target. Definitely a keeper.

Command UndeadPHB: This spell is just awesome. Given that you're a cleric, this is just one more tool you can use to hate on undead with, and its low level makes it doubly brilliant in this role.

Sentinel's WatchPGtE: The skill bonuses are so-so, but the +5 bonus to Will saves against enchantments and illusions is nothing short of amazing. And for 1 hour/level, too!

Spectral HandPHB: Being able to deliver touch range spells is massively helpful for a cleric, because it means that your cure and inflict spells, as well as many touch-range buffs, debuffs and spells don't need to be delivered in person anymore. Very useful.

Mysteries Awaiting Solution



« Last Edit: May 14, 2014, 12:22:02 AM by Mooncrow »

Offline Mooncrow

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Re: The Divine Magician
« Reply #4 on: November 18, 2011, 10:09:17 AM »
Divine Magician Level 3 Spells

Abolish ShadowsUE: This is more-or-less a wash with fireball. Don't bother with it. By RAW, it can't even hurt its one main target!

Analyze PortalSC: Unless you plan on finding lots of portals, give this a pass.

Arcane Lock, ImprovedSBG: This is even less useful than the original, due to the huge level hike.

Arcane SealSh:CoT: This is a fusion of hold portal and alarm, at a level too high to be worth it.

Arcane SightPHB: This spell could be 1st level, and we'd still care less.

BackblastLEoF: Too damned situational.

DepressionDragMag339:  AoE fatigue and penalty on Will saves - just not good enough for a 3rd level slot. 

Detect ShipSW: Far too narrow to be useful.

Disrupt Undead, GreaterSC: It's like chain lightning, only narrower. Don't bother.

Eradicate EarthSC: This is weak and uninspiring, and narrow, to boot. Leave this one alone.

Feign DeathT&B: Uhhh... you pretend to be dead. Or someone else can. Uh-huh. Sure. Whatever.

Glacial Globe of InvulnerabilityFB: This gets this spell to you a whole level earlier. You still couldn't care less.

Glimpse of TruthBoVD: Since you have to be high on DnD LSD for this to even work, this is already very passable. The fact that it's basically a weedy commune that you get a level earlier doesn't make this significantly worthwhile either. In short, give it a pass.

Healing TouchSC: Ummm... you're a cleric. If you must heal people, you have better resources than this. Don't waste your time here.

JunglerazerSC: This is basically a bad lightning bolt. Leave that to warmages, and pick better spells.

Khyber TrapMoE: A terrible spell, with a narrow application, expensive focus component and a very short duration. You can do better than this.

Nezram's Amethyst AuraLEoF: You're a cleric - you can just as easily remove the poison or disease instead of using this subpar buff.

Reverse ArrowsSC: Protection from arrows sucks, and so does this spell.

Undead TorchSC: The effect isn't horrid, but it's too short-term to be useful.

Earthen GraceSC: This is extremely narrow, but can be very useful if you expect to spend a lot of time in environments with a lot of rock.

Explosive RunesPHB: If you want to send people letter bombs, this is the way to do it. Not an amazing choice for a cleric, but not entirely without merit, either.

Incorporeal EnhancementSC: Especially later, this is a pretty potent buff, and it lasts 24 hours, to boot. One of its biggest issues is that you need incorporeal undead to buff, which keeps its grade quite low. If you can summon incorporeal undead easily (such as by being a Master of Shrouds), this is most likely blue.

Mind PoisonSC: This isn't anything too impressive, but it's not a terrible spell. It can see use against certain kinds of opponents (particularly other divine casters).

Negative Energy BurstT&B: This is a spell that's useful if you have undead minions, as it's available before mass inflict light wounds, and in that role, can serve double-duty as healing for your minions and pain for everyone else. Only bother with this if you have undead minions, though - it's not enough damage to warrant a 3rd level slot otherwise.

Sign of SealingSC: The effect isn't bad, but the damage is too low to be significant.

Spider PoisonMoF: Use this to bring down low-strength opponents by making their gear too heavy to carry.

Vampiric TouchPHB: Not a bad source of temporary hit points, but the damage is disappointingly low.

Anticipate TeleportationSC: A good trick to have, but bear in mind that it affects your allies, too.

Clairaudience/ClairvoyancePHB: An effective, if short-ranged, divination.

Curse of Impending Blades, MassSC: Although the AC buff is less impressive now, being able to hit a group makes it worthwhile to take.

Halt UndeadPHB: While it's more narrow than hold person, and a level higher, to boot, it can hit multiple targets. It's around this point that turning becomes less helpful, and this spell isn't too bad as a replacement.

NondetectionPHB: A very powerful method of busting divinations, now available to clerics for the first time.

Ray of ExhaustionPHB: This is a strong debuff, since even on a passed save, the target ends up fatigued.

TonguesPHB: A useful translation spell, now available a whole level earlier!

Undead LieutenantSC: Increasing your control pool of undead is always good, and some delegation is also handy. Be sure that the lieutenant is something intelligent, though.

Mysteries Awaiting Solution


« Last Edit: November 20, 2011, 01:20:28 PM by Mooncrow »

Offline Mooncrow

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Re: The Divine Magician
« Reply #5 on: November 18, 2011, 10:09:28 AM »
Level Four
Aboleth Curse
Arcane Eye
Black Mulching
Burning Blood
Burrowing Bony Digits
Detect Scrying
Dispelling Screen
Doom Scarabs
Ebon Ray of Doom
Enervation
Fear
Fire Trap (M)
Forceward
Glacial Ward
Lesser Globe of Invulnerability
Grim Revenge
Ice Shield (M)
Ilyykur's Mantle (M)
Liquid Pain
Locate Creature
Mindfrost
Negative Energy Wave
Nezram's Emerald Energy Shield
Orb of Negative Energy
Improved Portal Alarm
Portal View
Ray of Deanimation
Ray Deflection
Rebuking Breath
Scrying (F) (also cleric 5, though)
Shadow Curse
Sinsabur's Baleful Bolt
Spell Snare
Lesser Spell Turning
Spelltrap (F)
Stoneskin (M)
Wither Limb
« Last Edit: November 19, 2011, 09:44:21 AM by Mooncrow »

Offline Mooncrow

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Re: The Divine Magician
« Reply #6 on: November 18, 2011, 10:09:35 AM »
Level Five
Animate Dead Familiar (XP)
Anticold Sphere
Antifire Sphere
Blight
Contact Other Plane
Dispelling Breath
Duelward
Elemental Shroud
Energy Buffer
Flowsight
Gelid Blood
Graymantle
Imprison Possessor
Indomitability
Lesser Ironguard
Kiss of the Vampire (M)
Leech Ghost Skill (M)
Mage's Private Sanctum
Magic Jar (F)
Nezram's Sapphire Screen of Shielding
Night's Caress
Prying Eyes
Ray of Entropy
Reciprocal Gyre
Refusal
Soul Shackles
Spiritwall
Telepathic Bond
Teleport Block
Thalassemia
Transfusion
Vanishing Weapon
Watchware
Waves of Fatigue
« Last Edit: November 19, 2011, 09:45:22 AM by Mooncrow »

Offline Mooncrow

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Re: The Divine Magician
« Reply #7 on: November 18, 2011, 10:09:41 AM »
Level Six
Analyze Dweomer (F)
Animate Dread Warrior (XP)
Greater Anticipate Teleportation (F)
Antimagic Field
Ashen Union
Aura of Terror
Blackwater Taint
Circle of Death (M)
Ectoplasmic Enhancement
Ensnarement (M)
Eye of Stone
Eyebite
Fleshshiver
Ghoul Gauntlet
Globe of Invulnerability
Guards and Wards
Heartfreeze
Imperious Glare
Impotent Possessor
Legend Lore (M) (F)
Probe Thoughts
Repulsion (F)
Revive Undead (M)
Shadow Shield
Greater Sign of Sealing (M)
Spectral Touch
Starmantle (M)
Interplanar Telepathic Bond
Teleport Coordinates Transfer
Threshold of Unlife
Waves of Cold (M)
« Last Edit: November 19, 2011, 09:46:13 AM by Mooncrow »

Offline Mooncrow

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Re: The Divine Magician
« Reply #8 on: November 18, 2011, 10:09:57 AM »
Level Seven
Antimagic Aura
Antimagic Ray (M)
Greater Arcane Sight
Arrow of Bone (M)
Avasculate
Awaken Undead (XP)
Control Undead
Greater Dispelling Screen
Finger of Death
Greater Glacial Ward (M)
Hide from Dragons
Ironguard (F)
Ruby Ray of Reversal (M)
Sequester
Greater Spell Snare
Spell Turning
Sword of Darkness (M)
Vision (M) (XP)
Waves of Exhaustion
« Last Edit: November 19, 2011, 09:46:50 AM by Mooncrow »

Offline Mooncrow

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Re: The Divine Magician
« Reply #9 on: November 18, 2011, 08:55:51 PM »
Level Eight
Avascular Mass
Blackfire
Clone (M) (F)
Gutwrench
Heart of Stone (F) (XP)
Horrid Wilting
Mind Blank
Moment of Prescience
Mystic Shield
Prismatic Wall
Protection from Spells (M) (F)
Greater Prying Eyes
Skeletal Guard (M)
Spell Engine (M) (XP)
Steal Life
Transcribe Symbol
« Last Edit: November 19, 2011, 09:47:09 AM by Mooncrow »

Offline Mooncrow

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Re: The Divine Magician
« Reply #10 on: November 18, 2011, 08:56:03 PM »
Level Nine
Absorption
Effulgent Epuration
Enervating Breath
Eye of Power
Foresight
Freedom
Hide Life (XP)
Hindsight (M)
Imprisonment
Mage's Disjunction
Magic Miasma
Maw of Chaos
Prismatic Sphere
Reaving Dispel
Srinshee's Spell Shift
Unbinding
Wail of the Banshee
« Last Edit: November 18, 2011, 09:00:26 PM by Mooncrow »

Offline Mooncrow

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Re: The Divine Magician
« Reply #11 on: November 18, 2011, 08:56:10 PM »
reserved

Offline Mooncrow

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Re: The Divine Magician
« Reply #12 on: November 18, 2011, 08:56:17 PM »
reserved

Offline Maat Mons

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Re: The Divine Magician
« Reply #13 on: November 18, 2011, 11:55:59 PM »
I've double-checked your list. 

Spells to add
(click to show/hide)

Spells that are already on the cleric list at the same level or lower
(click to show/hide)

How does this work for dual-school spells, like doom scarabs (conj/necro) and slashing dispel (abj/evoc)?

Where's mystic shield shield from? 

Offline Mooncrow

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Re: The Divine Magician
« Reply #14 on: November 19, 2011, 01:30:37 AM »
Good question on the dual school spells, I'll have to look at that.  Mystic Shield is from Anauroch Empire of Shade - page 141.

Thanks for the additions, I'll get them up shortly.

Offline StreamOfTheSky

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Re: The Divine Magician
« Reply #15 on: November 19, 2011, 11:40:05 AM »
Targeting Ray is also in the SpC.

Offline nijineko

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Re: The Divine Magician
« Reply #16 on: November 19, 2011, 01:10:51 PM »
i'm really liking that you organized the lists by color first, rather than alphabetical first. Much more optimized for searching.

Offline Mooncrow

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Re: The Divine Magician
« Reply #17 on: November 19, 2011, 01:20:15 PM »
i'm really liking that you organized the lists by color first, rather than alphabetical first. Much more optimized for searching.

All the original work was done by Mister_Sinister - I'm just organizing and adding to his work.

But yeah, I agree that it's a good way to do it.

Offline Agita

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Re: The Divine Magician
« Reply #18 on: November 19, 2011, 01:32:48 PM »
I have Dragon 325, so I'll take a stab at Spontaneous Search and Marked Man.

Marked Man:
You can attune yourself to an object owned by another creature or a piece of that creature and gain +10 to attempts to track that creature for days/level. You do not, however, gain the Track feat. Decent utility for the rare occasions when it's applicable, I guess, but far too narrow for a limited slot. Just cast Divine Insight once or twice instead.

Spontaneous Search:
You can search a 30-foot cube within Close range for inanimate objects in a single round as if you'd taken 10 on a Search check. Nice in that you also get a sense of what's inside locked chests, but really not what a Cleric will be doing (and contingent on your Search skill, which won't be very high most likely). Again, decent utility in theory (better than Marked Man, really), but too narrow for a limited slot. Let the Wizard put that Int modifier of his to use.
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Offline nijineko

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Re: The Divine Magician
« Reply #19 on: November 19, 2011, 04:16:06 PM »
There is a version of spontaneous search in th spell comp too. As I recall, it can be targeted on other party members as well, like the skill monkey or high int sort.
« Last Edit: November 19, 2011, 04:18:33 PM by nijineko »