Author Topic: Cleric "Do-Stuff" Spells  (Read 5661 times)

Offline muktidata

  • Hero Member
  • ***
  • Posts: 695
  • Ephesians 2
    • View Profile
Cleric "Do-Stuff" Spells
« on: August 13, 2015, 10:29:13 PM »
The party is on some island that's been lost in time. There's dinos. There's volcano worshipping tribes. There's... 50% arcane spell failure. DM fiat.

My character is a Theurge with 5th level Cleric casting. Usually I put my "do-stuff" spells on my Wizard side and my utility spells on my Cleric side with Spontaneous Domain Casting on the Travel Domain (Luck is my other with Knowledge Devotion). Well, wasting my action half the time to cast a battlefield control spell sucks. So... what are some good level 1-5 Cleric spells that focus on getting things done.

So far my list is....

.... Doomtide.
I appreciate the logical, cool-headed responses and the lack of profanity displayed by our community.

Offline Solo

  • DnD Handbook Writer
  • ****
  • Posts: 1778
  • Sorcelator Supreme
    • View Profile
    • Solo's Compiled Works
Re: Cleric "Do-Stuff" Spells
« Reply #1 on: August 13, 2015, 10:32:28 PM »
Summon Monster
"I am the Black Mage! I cast the spells that makes the peoples fall down."

Offline KellKheraptis

  • DnD Handbook Writer
  • ***
  • Posts: 438
  • Temporal Dissonance Technician
    • View Profile
Re: Cleric "Do-Stuff" Spells
« Reply #2 on: August 13, 2015, 11:16:01 PM »
The party is on some island that's been lost in time. There's dinos. There's volcano worshipping tribes. There's... 50% arcane spell failure. DM fiat.

My character is a Theurge with 5th level Cleric casting. Usually I put my "do-stuff" spells on my Wizard side and my utility spells on my Cleric side with Spontaneous Domain Casting on the Travel Domain (Luck is my other with Knowledge Devotion). Well, wasting my action half the time to cast a battlefield control spell sucks. So... what are some good level 1-5 Cleric spells that focus on getting things done.

So far my list is....

.... Doomtide.

Please tell me you picked up Initiate of Mystra?  That applies to any spell as far as I know, and can bypass annoying things like DM fiat.  You'll have to use a heavy blunt object to deal with the actual DM (assuming he doesn't chuck one at you first), but the feat takes care of the fiat :P

Offline muktidata

  • Hero Member
  • ***
  • Posts: 695
  • Ephesians 2
    • View Profile
Re: Cleric "Do-Stuff" Spells
« Reply #3 on: August 14, 2015, 02:00:17 AM »
The party is on some island that's been lost in time. There's dinos. There's volcano worshipping tribes. There's... 50% arcane spell failure. DM fiat.

My character is a Theurge with 5th level Cleric casting. Usually I put my "do-stuff" spells on my Wizard side and my utility spells on my Cleric side with Spontaneous Domain Casting on the Travel Domain (Luck is my other with Knowledge Devotion). Well, wasting my action half the time to cast a battlefield control spell sucks. So... what are some good level 1-5 Cleric spells that focus on getting things done.

So far my list is....

.... Doomtide.

Please tell me you picked up Initiate of Mystra?  That applies to any spell as far as I know, and can bypass annoying things like DM fiat.  You'll have to use a heavy blunt object to deal with the actual DM (assuming he doesn't chuck one at you first), but the feat takes care of the fiat :P

I did not take it so I get to do the chucking. It's only on the arcane side, but still. Summon Monster is okay except we're fighting Dinosaurs who have annoyingly high grapple checks and stuffs.
I appreciate the logical, cool-headed responses and the lack of profanity displayed by our community.

Offline muktidata

  • Hero Member
  • ***
  • Posts: 695
  • Ephesians 2
    • View Profile
Re: Cleric "Do-Stuff" Spells
« Reply #4 on: August 16, 2015, 08:46:44 PM »
Gotta play on the 27th. Was that all?
I appreciate the logical, cool-headed responses and the lack of profanity displayed by our community.

Offline Solo

  • DnD Handbook Writer
  • ****
  • Posts: 1778
  • Sorcelator Supreme
    • View Profile
    • Solo's Compiled Works
Re: Cleric "Do-Stuff" Spells
« Reply #5 on: August 16, 2015, 08:50:36 PM »
Ice Slick. Use it on dinos.
"I am the Black Mage! I cast the spells that makes the peoples fall down."

Offline muktidata

  • Hero Member
  • ***
  • Posts: 695
  • Ephesians 2
    • View Profile
Re: Cleric "Do-Stuff" Spells
« Reply #6 on: August 17, 2015, 12:46:28 AM »
Ice Slick. Use it on dinos.

Holy crap, thanks! I have Metamagic School Focus: Conjuration and will probably be Sculpting this.
I appreciate the logical, cool-headed responses and the lack of profanity displayed by our community.

Offline Debatra

  • Sr. Member
  • ***
  • Posts: 409
  • Kaedanis Pyran
    • View Profile
Re: Cleric "Do-Stuff" Spells
« Reply #7 on: August 17, 2015, 09:29:24 AM »
Animate Dead. Skeletal Dino-Mount.

Never underestimate Shatter. There's also Righteous Wrath of the Faithful. (be sure to get the Spell Compendium version; the Complete Divine version sucks and is 7th-level).

What non-core books can you use?

Also keep in mind that certain spells are worth a 50% failure rate. Keep some Fearsome Grapples and Unlucks handy on the Arcane side if you can.
Kaedanis Pyran, tai faernae.

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 10717
  • The iconic spambot
    • View Profile
Re: Cleric "Do-Stuff" Spells
« Reply #8 on: August 17, 2015, 10:16:23 AM »
Ice Slick. Use it on dinos.
So it's a cleric version of Grease, with an even bigger area. Interesting. I don't think I'd ever noticed that, either.
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline muktidata

  • Hero Member
  • ***
  • Posts: 695
  • Ephesians 2
    • View Profile
Re: Cleric "Do-Stuff" Spells
« Reply #9 on: August 17, 2015, 02:53:24 PM »
Deb, I can use any non-Dragon mag material we own. We own basically everything. It's a Faerun game. Point taken on Animate Dead. I'm not a fan of creating undead, but this island has made me desperate.

I don't need grappling tentacles. I have Abrupt Jaunt and Travel Domain ability for escaping grapples.

So my list grows:

1st:
Ice Slick

3rd:
Animate Dead

5th:
Doomtide

At the end of this all we're to encounter the island's "God" - a high level spell caster that probably has the Initiate of Mystra feat. Any fort or suck/die spells in the Cleric repertoire?
I appreciate the logical, cool-headed responses and the lack of profanity displayed by our community.

Offline Necrosnoop110

  • DnD Handbook Writer
  • ***
  • Posts: 989
  • I'm new!
    • View Profile
Re: Cleric "Do-Stuff" Spells
« Reply #10 on: August 17, 2015, 04:04:11 PM »
Command (1st) those dinos

Bewildering Substitution (2nd) those dinos

Darkbolt (2nd) them

And don't forget Freedom of Movement (4th) vs those grappling prehistoric critters


Offline Necrosnoop110

  • DnD Handbook Writer
  • ***
  • Posts: 989
  • I'm new!
    • View Profile
Re: Cleric "Do-Stuff" Spells
« Reply #11 on: August 17, 2015, 04:19:54 PM »
Any fort or suck/die spells in the Cleric repertoire?
Level 2
Sound Burst
Lastai's Caress (no save)
Silence (no save on object)

Level 3
Blindness/Deafness
Clutch of Orcus
Nauseating Breath

Level 4
Wrack
Blinding Beauty

Level 5
Slay Living
Choking Sands

Level 6
Mummify
Crown of Brilliance
     
Level 7
Destruction
Heaven's Trumpet

Tomb of Light (Evil extraplanar only)
Power Word Blind (no save)
And Blasphemy/Dictum/Holy Word/Word of Chaos with a high enough caster level
   
Level 8
Bodak's Glare
Spread of Contentment (no save)
Power Word Stun (no save)

Level 9
Implosion
Power Word Kill (no save)
« Last Edit: August 18, 2015, 09:26:53 AM by Necrosnoop110 »

Offline muktidata

  • Hero Member
  • ***
  • Posts: 695
  • Ephesians 2
    • View Profile
Re: Cleric "Do-Stuff" Spells
« Reply #12 on: August 17, 2015, 05:20:23 PM »
I have multiple ways to evade grapple. Touch attacks are unlikely against a spellcaster. None-the-less, my spell list grows! Bewildering Substitution I had overlooked despite AfterCrescent's best efforts and Dark Bolt I didn't realize Dazed for a round. My spell list grows:

1st:
Ice Slick

2nd:
Bewildering Substitution
Dark Bolt

3rd:
Animate Dead

5th:
Doomtide
I appreciate the logical, cool-headed responses and the lack of profanity displayed by our community.

Offline ketaro

  • Epic Member
  • ****
  • Posts: 4243
  • I'm always new!
    • View Profile
Re: Cleric "Do-Stuff" Spells
« Reply #13 on: August 18, 2015, 01:43:49 AM »
5th:
Bewildering Mischance (Single Target sadly, but roll twice on almost everything and take the lower of the two on failed Will save - Complete Champion)
Curse of Petty Failing, Legion's (AoE -2 to attacks and saves AND has no save against. SR applies, but no save still dood! - Miniature's Handbook. The single target version is only 3rd if you aren't fighting mobs)
Mana Flux (Fuck over the eventual 'god' boss with an unavoidable 20% spell failure chance. Not arcane spell failure, but just plain spell failure chance. Yay it affects EVERYTHING! Also works on spell-completion items like scrolls. It also says if the creature is already affected by a spell failure chance, to check against each source separately. See if you can get away with stacking this field :3 - PHBII)
Flame Strike is never not useful IMO.
Monstrous Regeneration (Actual regeneration, like trolls do. Magic of Faerun)
Wall of Ooze (The damage is low, but it can paralyze and eat creatures to make itself stronger! It autokills in 1d6 rounds if it paralyzes a creature <3 - Book of Vile Darkness)

4th:
Delay Death (Temporarily immune to dying from raw damage? *shrugs* - Spell Compedium)
Pronouncement of Fate (There's alot to this spell depending on circumstances but straightforward it inflicts a -4 to most rolls on a target and, circumstances pending, a % chance of the target losing all of its actions for the duration of the spell. Best case scenario is 50%. If the offense the target has commited affected you personally, they can only at best reduce the % to 25% to lose all their actions for the duration. It's a beautiful, if slightly convoluted, spell - Heroes of Horror)
Stars of Mystra (1 star per 3 lvls you can shoot as a swift action at specifically evil creatures to make them save or lose a 4th level spell either prepared or per day if spontaneous. If no 4th, it goes to 3rd, and then next lower if none of those left and so on. Be nice if went higher than 4th, but still, it lasts minutes per level and what else do you use Swift actions for currently? :) )

Yeah Clerics ain't got much decent stuff in 3rd and below that aren't buffs for me to keep looking >.>

Offline muktidata

  • Hero Member
  • ***
  • Posts: 695
  • Ephesians 2
    • View Profile
Re: Cleric "Do-Stuff" Spells
« Reply #14 on: August 18, 2015, 01:43:25 PM »
Yeah, it's almost all buffs and utility. That's why I was struggling to think of spells that actually do anything.
I appreciate the logical, cool-headed responses and the lack of profanity displayed by our community.