Spells
Considering how many different splat books are out there, you can imagine just how many cleric spells there are. What follows is a small selection of some of the better Cleric spells. These are general spells that, if you prepare them on a generic adventuring day, will serve you well.
First Level
BlessPHB
CommandPHB
Divine FavorPHB
Entropic ShieldPHB
Protection from Evil/Good/Chaos/LawPHB
SanctuaryPHB
Shield of FaithPHB
Blessed AimSC
ConvictionSC
Ebon EyesSC
Faith HealingSC
Omen of PerilSC
ResurgenceSC
Lesser VigorSC
Ray of ResurgenceLEoF
Second Level
Bull's StrengthPHB
Eagle's SplendorPHB
Hold PersonPHB
Owl's WisdomPHB
Shield OtherPHB
Spiritual WeaponPHB
Avoid Planar EffectsSC
Close WoundsSC
Divine InsightSC
Ghost Touch ArmorSC
Living UndeathSC
Bewildering SubstitutionCC
Body WardCC
Lore of the GodsCC
Soul WardCC
DarkboltLoM
Tyche's TouchLEoF
Third Level
Dispel MagicPHB
Magic Circle Against Evil/Good/Chaos/LawPHB
Magic VestmentPHB
Divine RetaliationPH2
Mass ConvictionSC
Girallon's BlessingSC
Mass Resist EnergySC
Mass Lesser VigorSC
Lesser Visage of the DeitySC
Vision of the Omniscient EyeDM
Fourth Level
Air WalkPHB
Death WardPHB
DismissalPHB
Divine PowerPHB
Freedom of MovementPHB
Greater Magic WeaponPHB
Spell ImmunityPHB
TonguesPHB
Mystic AegisPH2
Delay DeathSC
Lesser Holy/Infernal TransformationSC
RecitationSC
Mass Shield of FaithSC
Spiritual AdvisorCC
Fifth Level
Break EnchantmentPHB
Plane ShiftPHB
Righteous MightPHB
Spell ResistancePHB
True SeeingPHB
Swift EtherealnessPH2
Divine AgilitySC
RevivifySC
Righteous Wrath of the FaithfulSC
Surge of FortuneCC
Sixth Level
Greater Dispel MagicPHB
HealPHB
Heroes' FeastPHB
Energy ImmunitySC
Superior ResistanceSC
Visage of the DeitySC
Spiritual GuardianCC
Seventh Level
Blasphemy/Holy Word/Dictum/Word of ChaosPHB
Ethereal JauntPHB
Greater Bestow CurseSC
Greater Consumptive FieldSC
Holy StarSC
Holy TransformationSC
Greater Plane ShiftSC
Eighth Level
Antimagic FieldPHB
Discern LocationPHB
Greater Spell ImmunityPHB
Cloak of Chaos/Holy Aura/Shield of Law/Unholy AuraPHB
Summon Monster VIIIPHB
Mass Death WardSC
Ninth Level
Energy DrainPHB
GatePHB
MiraclePHB
Summon Elemental MonolithSC
Greater Visage of the DeitySC
Domain Spells
Identify: 1 - Oracle
Mage Armor: 1 - Force, Spell
Anyspell: 3 - Spell
Blur: 3 - Celerity
Dominate Animal: 3 - Animal
Fly: 3 - Travel
Greater Magic Fang: 3 - Dragon
Haste: 3 - Time
Chaos Hammer: 4 - Chaos, Limbo
Dimension Door: 4 - Travel
Heroism: 4 - Courage
Holy Smite: 4 - Good, Glory
Order's Wrath: 4 - Law, Mechanus
Unholy Blight: 4 - Evil
Baleful Polymorph: 5 - Gluttony
Evard's Black Tentacles: 5 - Slime
Permanency: 5 - Time
Polymorph: 5 - Transformation
Rary's Telepathic Bond: 5 - Community, Family, Mind
Teleport: 5 - Travel
Greater Anyspell: 6 - Spell
Contingency: 6 - Time
Legend Lore: 6 - Oracle
Magic Jar: 6 - Envy
Forcecage: 7 - Force
Greater Heroism: 7 - Courage, Pride
Greater Teleport: 7 - Travel
Sunbeam: 7 - Sun, Glory
Limited Wish: 7 - Envy, Spell
Greater Blink: 8 - Celerity
Foresight: 8 - Time
Maze: 8 - Portal
Mind Blank: 8 - Protection, Fate, Liberation, Mind, Trade, Arborea
Moment of Prescience: 8 - Luck, Competition
Otto's Irresistible Dance: 8 - Limbo
Polymorph any Object: 8 - Trickery, Transformation
Summon Nature's Ally VII: 8 - Animal
Sunburst: 8 - Sun
True Domination: 8 - Domination
Dominate Monster: 9 - Charm, Dragon, Tyranny
Imprisonment: 9 - Cavern, Inquisition, Baator
Monstrous Thrall: 9 - Domination
Prismatic Sphere: 9 - Protection, Family
Shapechange: 9 - Animal, Scalykind, Limbo, Transformation
Time Stop: 9 - Trickery, Celerity, Planning, Time
Wail of the Banshee: 9 - Death, Deathbound, Hatred
Wish: 9 - Envy
Equipment
**NOTE: Magic Vestment and Greater Magic Weapon are amazing at saving clerics money for other, also amazing, items**
Armor
Types
Full Plate: Standard Cleric issue. Remember, use the best of what you have. +13 Armor bonus is better than just about anything else. Not to mention you can add all kinds of cool enhancements to it.
Armor Spikes: If you can get +1 Defending armor spikes and cast Greater Magic Weapon, that's a solid +5 to your armor for a minimal investment. If you plan on using the spikes in combat (don't do it), check the weapon section below.
Bracers of Armor: These items are of more use to stealth-based clerics. When you can't take full-plate, this is a decent second place.
Monk's Belt: Allows you to add your Wisdom to your armor class. When combined with Bracers of Armor, these have the potential to increase your armor more than Full Plate. Be wary of the fact that you can't add some of the good armor enhancements and armor crystals to these two items.
Psychoactive Skin of Ectoplasmic Armor: A good, low to mid level alternative to Full-plate. Ideal for Cloistered Clerics. Magic Vestment will work on it, so you can still get the +13 Armor bonus, but you won't be able to add other enhancements to it. Avoid this if you're going stealth based.
Mithril Light/Medium armor: Start with a chain shirt and move up to a breastplate. These two are good choices for stealth based clerics until you can afford the Monk's Belt.
Enhancements
Called (2,000gp): This is the greatest enhancement you can put on a cleric that isn't fused to his armor (Bone Knights). For two grand, you can summon the armor to you as a standard action. No more spending four minutes to get armor on. One standard action, bam!
Glamered (2,700gp): A good investment for stealth and diplomacy based clerics. Sure, you'll still sound like metal, but you have spells to cover that. The whole "looking your role" will more than make up for the investment.
Fortification (+1, +3, +5): If your DM will let you upgrade the fortification ability, starting out with the lower amounts is great. Either way, if you don't have a method for critical and precision immunity, get Heavy Fortification on either your shield or armor.
Ghost Ward (+1): Take that +5 from Magic Vestment (or whatever the bonus is at your level) and add it to all touch attacks, not just those made by ghosts.
Landing (4,000gp): For urban campaigns with stealth based clerics, this makes a nice little boon. 60' of falling damage is a good distance.
Bane Blind (15,000gp): If you're in a campaign with 80% or more of a certain type, this armor bonus can be fairly useful.
Freedom (+5): A nice armor ability, but only if you're putting Heavy Fort on your shield. You can much more easily cast Freedom of Movement, but if you'd rather use your actions for other purposes, this is a solid investment
Crystals
Adaptation: If you're in a planar campaign, this crystal jumps in importance and value. If not, there are usually safer alternatives.
Lifekeeping: Not as awesome as you'd think, considering you can cast Death Ward with ease. Okay, but nothing special here.
Screening: In an incorporeal heavy campaign, combined with Ghost Ward armor, you have a good combo going for protection.
Restful: A good, cheap crystal for sleeping in your full plate. You can choose between this and the Called ability. Or take both. ;)
Shield
Types
Heavy Shield: Wood or metal doesn't matter. Adamantine or Mithril, whatever. The goal here is to use your heavy shield, as it is the best you are proficient with. There's not another choice, really.
Shield Spikes: If you can get +1 Defending shield spikes and cast Greater Magic Weapon, that's a solid +5 to your armor for a minimal investment. If you plan on using the spikes in combat (don't do it), check the weapon section below.
Enhancements
Bashing (+1): If you are going the TWF with a shield route, this ability is nice, but in general, not worth it. Remember the rule of thumb, if you are going TWF, you need an alternative damage source beyond just base weapon damage.
Fortification (+1, +3, +5): Just like on armor, this is great. If you're equipping armor with many abilities, it might be safer to put fortification on your shield.
Ghost Ward (+1): Take that +5 from Magic Vestment (or whatever the bonus is at your level) and add it to all touch attacks, not just those made by ghosts.
Animated (+2): PUT THIS ON YOUR SHIELD! Sword and board is, unfortunately, mechanically sub par to both TWF and THF. Having a shield is awesome. Having it float by you so you can wield more/better weapons is more awesome.
Crystals
Arrow Deflection: For ranged combat clerics, this crystal is a nice boon. You'll be taking more ranged attacks than melee if you use sound tactics, so a +5 AC is not too shabby.
Weapon
Types
Gauntlet: Similar to the Armor Spikes and Shield Spikes, these babies can be enhanced with Defending and further augment your Armor Class. Another important thing to note is that you want the regular ones, not the spiked ones. You want this because it will allow you to perform a disarm and take the weapon of an opponent. At higher levels, when you can be colossal sized with a full Base Attack Bonus (Miracle-Giant Size & Divine Power) being able to take a weapon from an opponent can very well end the battle. Plus they come free with Full-plate, so Yay!
Morningstar: Best Weapon you start proficient with. One handed means you can wield it with two hands for Power Attack. It deals two types of damage, always. That's a great boon. Damage is solid too. Plus the image of smiting an infidel in the face with a morningstar is priceless.
Longspear: A reach weapon you start proficient with. A decent choice at early levels. Especially if you have gauntlets to threaten your close range.
Greatsword: If you are taking the War domain, perhaps because you are going Ordained Champion, this weapon is a solid choice, and a fair number of deities have it as a favored weapon.
Scythe: Like the greatsword above, but fewer deities have it. The damage is decent and the crit multiplier is nice. I love the imagery, too.
Longbow: The ranged cleric's best friend. Don't waste a feat on EWP Greatbow. The average damage increase just isn't really worth it. You're much better off with the solid, efficient longbow.
Enhancements
Bane (+1): If you're in a campaign with 80% or more of a certain type, this weapon boost is very nice.
Defending (+1): Put this on your gauntlets, your shield spikes, and your armor spikes. Remember, now it's an unnamed bonus coming from THREE sources, that's a +15 AC. It speaks for itself.
Ghost Touch (+1): Solid weapon choice. There are a fair amount of ways to become incorporeal, and being able to hit them regardless of the way, makes for effective combat.
Divine Wrath (+1): Toss this on an undead Bane weapon in an undead campaign and you've got even unintelligent undead running for the hills. Big Grin
Impact/Keen (+1): Criticals are good, so doubling your chance of getting them is good, too.
Magebane (+1): Like bane, but better.
Warning (+1): When it all comes down to an initiative battle, put this on those spikes and you'll be happy you invested in it.
Collision (+2): Extra damage is nice. This extra damage is great, because it is multiplied on criticals.
Wounding (+2): Unless everything you fight is immune to ability damage, this ability is awesome.
Speed (+3): Not a good ability. Righteous Wrath of the Faithful is better and cheaper.
Brilliant Energy (+4): Good for heavy armored critters, but not for ones with heavy natural armor.
Vorpal (+5): A good ability, but not for its price. Don't get this one, it just isn't worth the cost.
Sure Striking (+1): From Player's Guide to Faerun, this ability is great for its price. An absolute must have.
Shadow Striking (+3): From Tome of Magic, this is how you upgrade Sure Striking. Another essential ability for your weapon at higher levels.
Crystals
Adamant Weaponry: Remember, just because you don't sunder treasure, doesn't mean your DM won't occasionally send a sunder-monkey at you. At those moments, it pays to have an adamantine weapon with this crystal. Now other adamantine weapons don't get their special effect when sundering you.
Return: Drawing a weapon as a free action means you can full attack right off the back. A decent choice.
Demolition: Critical constructs? Yes!
Revelation: Take that, Invisible Stalker. A good investment when you can see the creature but your party can't.
Truedeath: Critical undead? Yes!
Arms
Bracers of Armor: As mentioned above in armor, this in conjunction with a Monk's Belt can be an alternative to Full-Plate.
Bracers of Archery: A sound investment for a ranged cleric.
Strongarm Bracers: Amazing ability from these bracers. Not for use with powerful build races, but otherwise, phenomenal.
Body
Odds are you won't be using these because of Full-Plate, but if you do, here are some of the better choices.
Robe of Bones: A cheap and useful tool for necromantic clerics.
Robe of Eyes: If you can combine this item with a method for achieving gaze immunity or blindness immunity, this is a solid investment.
Face
Artificer's Monocle: You need to know what that item is before you put it on. Remember that.
Goggles of Lifesight: Good in a campaign where not everything is what it seems to be.
Crystal Mask of Knowledge: Excellent in conjunction with Knowledge Devotion and the Knowledge Domain
Goggles of Foefinding: These can particularly useful if playing with a DM that uses organized tactics and makes use of cover.
Third Eye Expose: Considering your lack of Sense Motive as a class skill, this definitely has its uses.
Mask of the Tiger: A decent set piece for a wilderness focused cleric. I've found it fun and useful for humans.
Raptor's Mask: Immunity to blinding is sweet.
Mask of Lies: Awesome for a social butterfly/bluffing cleric.
Crystal Mask of Discernment: The upgrade to the Third Eye Expose.
Feet
Anklet of Translocation: Did you mess up somewhere and need to get out in a jiffy? This item is the one for you. A mini-version of a wizard's ACF. Nice.
Skirmisher Boots: Great for non-melee clerics. Decent for them, but better for the other versions.
Hands
Gloves of Spell Disruption: Making it difficult for casters to cast around you is fun.
Gauntlets of Ogre Power/Gloves of Dexterity: These are okay at best. They're very traditional and old-school. With the MIC out, you can place these enhancements in other, more useful locations. Even better, once you can afford it, there's the Belt of Magnificence.
Glove of Storing: You're unarmed. Or are you? I love these things. If your DM will let you wear one on each hand, even better.
Casting Glove: Decent item for its price, but you likely won't have as much use for it as someone like an artificer.
Gauntlets of War: These are decent items, although a bit pricey. I normally don't think +1 melee only damage is worth four grand, but you might differ. If you worship a War Domain granting deity (especially for Ordained Champion) the +3 damage makes it about 2% better. In reality, it depends on the diety, as some deities have decent favored weapons, but most suck horrible ass.
Head
Phylactery of Faithfulness: If you have a deity and are dependent on it for spells, this item is awesome. Remember, think before you act. Even if you are chaotic.
Hat of Disguise: Awesome for the stealth and/or social cleric build.
Circlet of Persuasion: Bonuses on Cha based checks mean bonuses on Turning Checks. +3 to your turning check for a few thousand is a great buy.
Headband of Intellect: These are okay at best. They're very traditional and old-school. With the MIC out, you can place these enhancements in other, more useful locations. Even better, once you can afford it, there's the Belt of Magnificence.
Phylactery of Undead Turning: For optimizing turning, here's your first stop. +4 to your effective turning level? Sweet.
Rings
Ring of the Darkhidden: Amazing ring. Like a ring of invisibility, but only functions in darkness. This is a great buy for stealthy clerics and their counterparts alike.
Ring of Protection: A good buy. Deflection bonuses are nice. MIC allows them to be applied to other body parts besides just rings. There are plenty of spells that allow for the deflection bonus at lower levels to cover this. Really only viable for +3 to +5, in my opinion.
Ring of Sustenance: Not only do you not need to eat, but only needing 2 hours of sleep is awesome.
Ring of Counterspells: Excellent item for storing a Dispel or Greater version in it. Keep your buffs up regardless of what others think or do.
Ring of Spell-battle: Let's face it, spot and listen are not your class skills. This ring helps out against casters.
Ring of Freedom of Movement: A decent substitute if you go the Monk's Belt route for armor and cannot get the Freedom ability.
Ring of Universal Energy Resistance: Very expensive, but a nice item nonetheless.
Shoulders
Cloak of Resistance: Irrelevant. At lower levels, when you find one, feel free to wear it, but as soon as you have 11 caster levels, Superior Resistance makes this obsolete.
Cloak of Charisma: These are okay at best. They're very traditional and old-school. With the MIC out, you can place these enhancements in other, more useful locations. Even better, once you can afford it, there's the Belt of Magnificence.
Phoenix Cloak: Perfect maneuverability is hard to come by, so this is nice.
Wings of Flying: Generally this is faster than the Phoenix Cloak, but worse maneuverability. Still, it is a sound investment.
Throat
Chronocharm of the Horizon Walker: For 500 gold, it's a mini-Travel Devotion. At low levels, this is a fairly good item.
Reliquary Holy Symbol: AWESOME! One of the best items for clerics. It grants you extra turning attempts for being a cleric. What's not to love?
Amulet of Natural Armor: Much like the Cloak of Resistance, there are spells that do this as well or better. Still, it's a decent item at low to mid levels.
Amulet of Health/Periapt of Wisdom: These are okay at best. They're very traditional and old-school. With the MIC out, you can place these enhancements in other, more useful locations. Even better, once you can afford it, there's the Belt of Magnificence.
Amulet of Mighty Fists: If using Unarmed Strikes or Natural weapons, this is an okay item. See if you can't get your DM to allow the Necklace of Natural Weapons from Savage Species, as it is strictly superior.
Ankh of Ascension: Okay, so let's say you took DMM Extend, because you aren't a fan of DMM Persist. At level 20, your GMW and MV last 20 hours. You sacrifice 2 level 3 spells or 2 level 4 spells, as appropriate and now they last 24 hours. DMM Extend that and your weapons/armor are at maximum enchantment for 2 days. This item is awesome. Like a cheap Bead of Karma (see below).
Necklace of Adaptation: Specifically makes you immune to cloudkill. Not to mention you can travel to the moon now. :wink It's a great item.
Amulet of Second Chances: If everything goes to shit, you'll be glad you have this item.
Torso
Shiftweave: A cheap version of Glamered. Not bad, but it doesn't mask the armor you should be wearing. Good if you go the Monk's Belt route, though.
Ephod of Authority: Another level increase that becomes useful when optimizing turning.
Tunic of Steady Spellcasting: When you are going to be in melee and casting defensively, a solid +5 on Concentration is hot. It works all the time, regardless of the name of the item.
Waist
Belt of Magnificence: Overall, a great buy. Check it out in the Miniature's Handbook. +2, +4, +6 enhancement to ALL stats without the 1.5 cost normally required for slapping them all together. In fact, it is cheaper than buying all 6 items together.
Healing Belt: A life saver at low levels, literally. There's no 24 hour connection time, so buy multiples and use them. I love this item, even at higher levels. (Although Persistent Mass Lesser Vigor makes it obsolete out of battle).
Belt of Battle: Amazing for any class, so it's clearly golden for clerics.
Monk's Belt: As mentioned above, since you're a wisdom based caster, this thing is superb.
Relics
Millennial Chainmail: Max Dex of +8 is good for stealth based clerics. If you have a 16 Dex, combined with Divine Agility, you'll make the most of this armor. The ACP is low, too. Sacrifice a 4th level slot (right between Vigor and Greater Vigor) and you get fast healing 3. Grab an everburning torch to heal yourself. This item multiplies in value when you are in a campaign that does not allow Persist spell, especially for Mass Lesser Vigor.
Raptor Arrows: I love these things, as does just about any ranged optimizer. Unlimited ammunition is amazing. Automatic Bane property for one 4th level spell? That's worth it in just about any book.
Gauntlets of the Talon: Ghost-touched unarmed strikes of a Monk 5 levels higher and you can choose between slashing and bludgeoning damage? What's the cost? One 5th level spell. Very much worth it, especially with Sacred Fist builds. (See sample builds, below)
Other
Pearls of Power: Good choices, because as we all know, spells are superior in D&D. Just make sure you use them on the important spells that you'll need later. Remember it is a standard action to get the spell back, so try to use them outside of combat if possible.
Quiver of Ehlonna: If you can't get raptor arrows, go with this quiver. It should hold everything you need.
Metamagic Rod Extend: Great for buffs. Any version can be helpful, it depends on which spells you prepare for buffing.
Talisman of Undead Mastery: Another great tool for optimizing turning. It is limited in use, but they replenish each day, so that's a plus.
Orb of Mental Renewal: When you need your Wis and Cha back, this'll help.
Rod of Bodily Restoration: When you need your Con and Str back, this'll help.
Radiant Sphere: For those times when you feel like you're playing Resident Evil and you just have to keep killing undead with everything you have.
Ioun Stones: These are general good ideas for any character.
Scepter of the Netherworld: Another tool for turning. +3 more effective levels for turning.
Bead of Karma: +4 Caster Level (Ridiculously good; Even better if your DM can't do math and you get it for the low price of 9,000gp instead of what it should cost - 20,000gp)
Rod of Undead Mastery: For the necromantic cleric, this tool is perfect.
Metamagic Rod of Chaining: Great for some of your buffs. Cast them once and have them affect the whole party.
Manuals & Tomes: Save up for the +5 ones. Alternatively, ask your DM to allow you to upgrade tomes as you adventure. It's the same cost in the end, and you don't have to worry about lugging all that loose change around.
Nightstick: From Libris Mortis, this amazing item gives you 4 extra turning attempts for a mere 7,500gp. That's great for DMM clerics and Turning clerics alike.
For those of you who feel that you still don't have a high enough turning level, carnivore has a Comprehensive Guide to Turning (http://forums.gleemax.com/showthread.php?t=415717) over on WotC.
Debatable Tactics and Tricks
The purpose of this section is to take a look at some of the tactics and tricks that Clerics may or may not be able to use. I will have the title of the ability/trick/etc in bold and a summary of the arguments for or against it in a spoiler block below that. I do not want this thread to turn into a debate over which one actually works. Both methods are at least somewhat plausible by a strict reading of the rules, but it is truly up to your DM to decide what he or she will allow. If you have a tactic that may be debatable or an argument stance that is not expressed here, feel free to explain it and I will add it to the section, so there will be a complete, unbiased point of view. Once again, please do not turn this into a debate thread. Take your rules discussions elsewhere ;)
Greater Consumptive Field {Spell}
The Trick: Using Divine Metamagic (Persist Spell), a cleric persists Greater Consumptive Field. He or she then proceeds to walk by an anthill, pile of flies, through a forest, etc. As each of these seemingly irrelevant creatures fail their will saves, the cleric gains a +2 unnamed bonus to Strength, along with a +1 caster level, to a maximum of 1/2 his or her original caster level. The next day, the cleric repeats this procedure, allowing the caster level to increase by 1/2 of the caster level when the spell was cast (which is currently 1.5*the caster level before the trick began). This process repeats ad nauseam.
The Pro: Original caster level refers to the caster level when you cast the spell, so as long as you cast it before the previous casting expires, the trick works. The idea is that the spell only checks for "original caster level" once, at the start of the spell, and that has already been increased by a previous casting. The spell also states all creatures and does not specify anything else.
The Con: Original caster level is never defined in the rules, and by using original, refers to the caster level prior to casting the spell the first time. Also, casting the same spell twice does not make it stack, it just makes the duration overlap. In addition, it is clear that in D&D certain creatures cannot pose a challenge even to first level characters and are thus not considered "creatures" in the way the spell refers to, so flies, ants, etc would not grant the bonus.
Side Point: Regardless of which side you take, +2 stackable unnamed Strength is impressive and most animals and commoners have 9HP or less, which makes this spell quite impressive regardless of ruling.
Nightsticks
The Trick: Nightsticks grant 4 turn attempts. Use Night sticks to power Divine Metamagic like a battery. Use one, drop it, pull another and use it, drop it. Rinse and repeat as needed.
The Pro: Nightsticks are like the extra turning feat. It can be taken multiple times and grants 4 additional turn attempts each time, so Nightsticks can, too. Also, the 4 turn attempts are not a bonus, so the rules for stacking bonuses do not apply. Much like multiple pearls of power can be used to regain spells multiple times, multiple Nightsticks grant multiple turn attempts.
The Con: The extra turn attempts come from nightsticks, and as they are the same source, multiples cannot be used. While they require the extra turning feat, they do not actually grant the feat, and thus multiples will not stack.
Side Point: The Sage advises that Nightsticks not be allowed to stack. The authority of the Sage is not official, but one designer's opinion aimed at "balancing" the rules.
Reach Spell/Persist Spell
The Trick: Spells can only be persisted when they have a range of personal or a fixed range. Reach spell gives a touch spell a range of 30', which is fixed. A cleric can prepare a reach spell and apply Divine Metamagic (Persist Spell) to make touch spells last 24 hours.
The Pro: A reach spell can be cast at a range of 30 feet. 30 feet is a fixed range, not variable like close, medium, long. Thus, it is a viable target for Persist. Since effects can be applied in the order most beneficial, reach will be applied before persist.
The Con: The wording of reach spell says that it "effectively" becomes a ray. It does not say it actually becomes a ray, nor does it say it actually changes the range. The range remains touch, but the metamagic allows it to be cast at range. Since the range is not fixed, it cannot be persisted.
Side Point: This argument also works with the Ocular Spell feat from Lords of Madness.
Dragonborn, Warforged, Saint, and Vow of Poverty
The Trick: To achieve impressive armor and immunities, take a dragonborn warforged. It keeps the living construct subtype (and consequently, the immunities). Take Vow of Poverty along with Adamantine Body. The Adamantine Body can have Magic Vestment cast on it without violating the oath. Add the Saint template for further immunities and Wisdom to armor class. As was pointed out to me by sorenskriveren, the Exalted AC bonus from Vow does not stack with AP since it grants an armor bonus. So drop Vow and use magic items to further increase your AC. While You may lose out on a few points of AC, it's still got a butt-load of immunities and a makes a decent wall even before you add 9th level spells to the mix.
Imbued Healing/Aura of Chaos: Infinite Damage
The Trick: Step one, Play a Ruby Knight Vindicator (or any combination of cleric/martial adept). You need the Aura of Chaos Stance which lets you reroll and add the damage together every time you get the maximum amount. You also need the Imbued Healing feat which will allow you to treat a natural "1" as a natural "2". The last step if to be of a size where you have proficiency with a weapon dealing 1d2 damage.
The Pro: The wording of Imbued Healing: Luck states that any die result of 1 is treated as a 2, and since that is the maximum result, the trick works.
The Con: The exact wording of Aura of Chaos states "When one or more of your damage dice show a maximum possible result." The die still shows a "1" even if it is treated as a "2" and thus Aura of Chaos does not apply.
Side Point: Infinite Damage loops are purely theoretical and should never be attempted in a game, regardless of ruling.
Alternate Fuel for Divine Feats
The Trick: Take two domains that grant turning, such as the ooze and fire domain. Each of these grant 3+Cha turning attempts. Power your divine feats with your new 9+3*Cha turn attempts.
The Pro: The wording, directly from Complete Divine states: "Each use of a divine feat costs a character a minimum of one turn or rebuke attempt from her number of attempts each day." It does not specify that they must be turn undead attempts there. Also, consider Divine Metamagic's rule: "You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic feat you're using."
The Con: Complete Divine also says that the force powering Divine Feats is the ability to channel positive or negative energy to turn or rebuke undead. The Divine Metamagic feat says just before the line quoted above: "As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to spells you know."
Side Point: This argument is almost exactly like the argument as to whether Dragonwrought Kobolds qualify for the Loredrake Archetype from Dragons of Eberron.
The Bloodtouched Rite
The Trick: For necromancy based/evil clerics. Especially potent in Eberron, but may be possible in other settings, check with your DM. Lose 2 Con to gain a variety of minor bonuses.
The Pro: +1 CL for all necromancy spells and your effective cleric level for rebuking is 1 higher. Minor other bonuses.
The Con: You lose 1HP/level while only gaining +Cha HP, which isn't much (unless you're low level). Plus your Fort save takes a hit, albeit a minor one. If you're in a no-nightstick stacking game, your Cha might be high enough to warrant this trick.