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, Greater
SC: Sure, it's no
rope trick, but for a cleric, that's not a bad choice.
Bonefiddle
SC: While this is interesting, it's no
glitterdust.
Discern Shapechanger
SC: Has some narrow applications, but honestly, it's very close to
red.
Ghoul Glyph
SC: Can be useful on some occasions, but too narrow to see wider use for anything.
Insidious Insight
RoE: While this lasts this end of forever, and benefits a lot of skills, it's not really an amazingly powerful effect.
Obscure Object
PHB: This is useful, but narrow.
Ray of Weakness
SC: Not bad, but nothing to write home about.
Suppress Dragonmark
MoE: 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.
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