*Semi-Long Read*
Hello,
After some googling and reading around, I've determined there are too many good spells in DnD 3.5. I'm having trouble picking/finding spells most efficient and effective for the theme of my character. I'm hoping to receive some input and advice from others that have more knowledge of this stuff than I do.
My character is an ECL of 12 and is composed of a Cleric lvl 4 / O.C. lvl 5 / Radiant servant of pelor lvl 1 and Fist of Raziel level 2. My party is composed of a Druid, Sorcerer, Monk, Whip-Tripper and Bard.
While my character started out in more passive role i.e. support/healer with damage output second, I've decided to make my character a little more focused and less diverse in the many different roles of dnd: support/buffer/debuffer/healer/dmg/controller/caster etc.
From level 12 on I plan to have the theme of my character be more front-line/tankish/dps oriented with a 2-handed greatsword while still being able to provide some support (buffs? debuffs? control?) to the party. As a side note: it's been pointed out to me by a fellow party member that I'm playing my character inefficiently and should be focused primarily on buffing/debuffing/healing/control, because - you know - that's the stereotype of a cleric.
Anyway, that being said, my caster level is 9, so the number of spells known are:
Level 0: 8
Level 1: 5
Level 2: 4
Level 3: 3
Level 4: 2
Level 5: 0
For clarity, I should point out that I don't have the ability to spontaneous cast cure spells (replace one of my spells for an equivalent cure spell). Instead, I am able to spontaneous cast my war domain spells by sacrificing a spell.
The spells I finalize at level 12 stick with me until level 16 and cannot be switched out.
I haven't selected my final spells for level 12 yet, but the spells I have in mind are:
Level 0: Detect Magic, Detect Poison, Guidance, Read Magic, Resistance, Enhance Diplomacy, Mending
Level 1: Divine Favor (Buff), Shield of Faith (Buff - Support), Cure Light Wounds (Heal), Obscuring Mist (Control), and Doom (Debuff)
Level 2: Silence (Control), Resist Energy (Buff - Support), Lesser Restoration (Support), Bear's Endurance (Buff - +4 Con)
Level 3: Cure Serious Wounds (Heal), Dispel Magic (Debuff), Knight's Move (Control - Positioning)
Level 4: Greater Magic Weapon (Buff), Blessing of Fervor (Buff)
Level 5: 0
My domain spells (war, time, and sun) are:
Level 0:
Level 1: Endure Elements, Magic Weapon, True Strike
Level 2: Heat Metal, Spiritual Weapon, Gentle Repose
Level 3:Searing Light, Magic Vestment, Haste
Level 4: Divine Power, Fire Shield, Freedom of Movement
Level 5: Flame Strike, Flame Strike, Permanency
In conclusion, while keeping in mind the overall theme of my character: front-line/tankish/dps oriented while still being able to provide some support (buffs? debuffs? control?) etc. to the party, am I picking spells that are not very useful? Are there other spells more suitable for how I'd like to play my character and still be able to contribute to the party?
Any input is greatly appreciated.
Thank you for reading through this post.