Fromper
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1. How does a cleric actually use their holy symbol?
The pictures of the iconic cleric character show her constantly running around with the holy symbol in one hand and scimitar in the other, but that might not always be convenient for those who might have their hands full with other things.
Does the holy symbol have to be grasped in the hand to be used during spellcasting? And if so, can it be assumed that the somatic component of a spell can be done with the same hand that is holding the symbol? Or can the holy symbol just be worn to be used (ie on a chain around the neck, or attached to the belt) without actually being held in a free hand?
2. Can someone clarify the range on the bless spell?
I know it affects all allies within 50 feet of the casting cleric, but is that based on being within 50 feet at the time of casting, or based on staying within 50 feet after it's cast? ie Can the cleric cast it on their group, and then the blessing "sticks" to every ally who was in range at casting time, even if one of them moves 100 feet away? Or if it's based on staying within 50 feet of the caster, then would an ally be affected who was 60 feet away when it was cast, but then moves to within 50 feet of the caster?
I hope I'm explaining my question properly. In other words, I'm just trying to understand if it's cast on the individuals in range at casting time, or does it set up a "zone" that moves with the cleric and affects any ally within that zone at any given time.
3. Speaking of bless, are there any other group buffs I should know about? I didn't see any at first level, but I haven't had a chance to go through the whole cleric spell list for higher levels, especially not the books outside the Core Rulebook. Since buffing seems to be a key role for a cleric, it would be nice to be able to buff multiple people at once.
| Grick |
1. How does a cleric actually use their holy symbol?
They must present the holy symbol when channeling energy. They must have the holy symbol present and able to be manipulated to cast spells with a Divine Focus component. Most clerics probably want to go around flashing it at people to show how awesome they are.
2. Can someone clarify the range on the bless spell?
Bless: "Area The caster and all allies within a 50-ft. burst, centered on the caster"
Area: Burst - "A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst's area defines how far from the point of origin the spell's effect extends."
Bless goes off, anyone in range gets affected by it, and stays affected by it until it wears off or is dispelled.
3. Speaking of bless, are there any other group buffs I should know about?
And to a lesser extent, Magic Circle Against Evil which is nice, but remember that if a creature leaves the area and comes back, it's no longer protected.
Remove Fear is level 1, but only affects multiple targets at higher levels.
Fromper
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Ok, so I need to keep a free hand for the holy symbol. Looks like I'll be losing my buckler's AC bonus whenever I cast a spell or channel energy. That's why I went with a buckler, though - the free hand is helpful.
That's kinda how I thought Bless worked. I just wanted to make sure it wasn't an aura/zone thing like the Aura of Heroism that I'll get at 8th level from the Heroism subdomain.
So that means I need my allies to stay close enough to me at the beginning of battle for me to cast Bless (and later Prayer) on all of them before they go charging off in different directions. This is why I was thinking of taking Improved Initiative - not too beat out the monsters in initiative order, but to beat out my own teammates.
Anyway, thanks for answering, and for pointing out Prayer. I'm sure I would have noticed it by the time I was high enough level to cast it.
Fromper
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I have another question about divine casting, and rather than start a new thread, I figured I'd continue this one.
4. The magic chapter of the Core Rulebook states:
When preparing spells for the day, a cleric can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.
So it seems like a decent strategy to keep one or two slots open and pray for 15 minutes later in the day to fill them with whatever the party seems to need the most during that adventure.
My question is whether those open spell slots can be used for spontaneous casting of cure/inflict spells. It doesn't seem like it, since spontaneous casting says it replaces a prepared spell, rather than saying it uses a spell slot, but I thought I'd ask if anyone had any reason to believe it could be used that way, cause that would be useful.
| Grick |
Grick, where does it mention that the divine focus needs to be manipulated to cast a spell?
Magic, Casting Spells, Choosing a Spell: "To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any)."
There's nothing saying that wearing it around your neck, or keeping it in a spell component pouch, or emblazoning it on your shield/armor doesn't work. And I don't see any reason the same single free hand that is used to make somatic components and use non-focus material components can't manipulate the focus also.
Which means:
Ok, so I need to keep a free hand for the holy symbol. Looks like I'll be losing my buckler's AC bonus whenever I cast a spell or channel energy. That's why I went with a buckler, though - the free hand is helpful.
You just need a hand free for casting. You don't need 2 hands free. If your other hand is holding a weapon, then you can (free action) switch the weapon to your shield hand, then cast with your main hand, and when you're done, (free action) switch the weapon back to your main hand. This works with both bucklers and light shields. Or, just use a light shield and cast with your shield hand. JJ's ruling on casting with light shields kind of makes bucklers not as good. (Link1 Link2) Basically, if you're not going to need your shield hand to help wield a weapon (bow, greatsword, etc.) then a light shield is better.
So that means I need my allies to stay close enough to me at the beginning of battle for me to cast Bless (and later Prayer) on all of them before they go charging off in different directions. This is why I was thinking of taking Improved Initiative - not too beat out the monsters in initiative order, but to beat out my own teammates.
They can always delay, too. If the party rolls init all in a clump, and you're at the bottom, just have the rest of the party delay until after your turn. It won't let the monsters go first unless the monsters inits are right in the middle of your party.
My question is whether those open spell slots can be used for spontaneous casting of cure/inflict spells. It doesn't seem like it, since spontaneous casting says it replaces a prepared spell, rather than saying it uses a spell slot
As you say, it says you can lose any prepared spell, so if the spell isn't prepared, you can't lose it. Your DM might rule differently.
Fromper
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Thanks for the responses.
Fromper wrote:Ok, so I need to keep a free hand for the holy symbol. Looks like I'll be losing my buckler's AC bonus whenever I cast a spell or channel energy. That's why I went with a buckler, though - the free hand is helpful.You just need a hand free for casting. You don't need 2 hands free. If your other hand is holding a weapon, then you can (free action) switch the weapon to your shield hand, then cast with your main hand, and when you're done, (free action) switch the weapon back to your main hand. This works with both bucklers and light shields. Or, just use a light shield and cast with your shield hand. JJ's ruling on casting with light shields kind of makes bucklers not as good. Basically, if you're not going to need your shield hand to help wield a weapon (bow, greatsword, etc.) then a light shield is better.
Why is a light shield better? Bucklers and light shields both give the same AC bonus and armor check penalty. The only differences I can see are that bucklers allow you to use weapons in that hand, while light shields let you shield bash. So it just depends on which of those two things you're more likely to want to do, but I wouldn't consider either one "better" in any other way.
| Grick |
Why is a light shield better? Bucklers and light shields both give the same AC bonus and armor check penalty. The only differences I can see are that bucklers allow you to use weapons in that hand, while light shields let you shield bash.
If you don't want to help wield a weapon in your shield hand, the light shield is better. You threaten with it, even if you haven't drawn your normal weapon.
Also, depending on how strict your DM is, you might have an easier time convincing the DM to let you cast with it. It's a lot easier to say "JJ says you can cast with a light shield" than it is to say "JJ says it's a free action to swap my weapon from hand to hand, so I'll do that two times each round I cast in order to not lose my shield AC bonus."