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Is it me or is Divine Power is a little too weak now? Compare to lower level spells like Haste and even prayer it's little weak.
Divine Power is basically Divine Favor + str checks that would likely only be used once in a blue moon + extra attack on a full attack.
Let's take a look at haste...
Haste:
Level 3
AoE (Area of Effect) with FoF (ability to select Friend or Foe)
+1 to attack
+1 AC
+1 ref
+30 movement
+ 1 extra attack on a full attack
Prayer
Level 3
AoE with FoF
+1 to attack
+1 to damage
+1 to all saves (Can be a boon)
-1 to Enemy Attack (effectively +1 AC)
-1 to Enemy Damage (effectively increases DR by 1)
-1 to all enemy's saves.
My suggestion is just remove luck bonus and change it to sacred/profane...

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It also gives the temporary hp, similar to the aid spell. Really the best way to compare it is to divine favor as you mentioned, since they both give luck bonuses, and therefore don't stack.
Divine favor lasts 1 minute.
Divine power lasts 1 round/level, which when you first get it is only 7 rounds, but can go up to 2 minutes at 20th level.
I'd say the best way to balance it is to increase the duration to 1/min per level, so you don't have to spend a round at the beginning of a fight to cast it, that would make it a lot better. Plus, you can often use it for 2-3 fights before it expires, which gives it advantages over divne favor, haste, prayer, etc. and is balanced by the fact that it's a personal spell, as opposed to a group spell like haste or prayer.

Mattastrophic |

As for the power of the spell, I feel that it is pretty close to where it needs to be, all things considered.
I would like to mention that the Divine Power change is the most elegant change Pathfinder has made to the game thus far. A warrior-cleric's typical buff suite included Divine Power and Quickened Divine Favor, which would yield full BAB (and thus, often an extra attack), +6 Strength, and then another +3 to hit/damage which stacked with just about everything else (save Recitation and Prayer, but who needs Prayer?). Pretty crazy, especially when Pearls of Power IV existed to reduce the traffic on the 4th-level slots.
But now, they don't stack.
EDIT:
However, upon second look, I notice that Pathfinder isn't carrying over the 3.5 errata to Divine Favor, which capped its bonus at +3. Yikes. The Divine Power change is still elegant, don't get me wrong; it's the Divine Favor change that doesn't work.
So as written, actually, Divine Power is very weak, as any warrior-cleric worth his salt is going to be packing Quickened Divine Favor from 9th-level onward, and once he has his Boots of Speed (or a friendly Wizard with (Quickened) Haste, for those parties who don't all have Boots), he won't need Divine Power at all. A 4th-level slot (which could have been Freedom of Movement, Death Ward, Restoration, or Delay Death) and a standard action for +3ish to grapples and some temporary hit points? No, thanks.
So, either cap Divine Favor at +3 like 3.5 did, or make Divine Power 10min/lvl or something, because the identical scaling limit makes it really really weak.
-Matt

Werecorpse |

I am ok with divine power as is, but divine favor should definately stay capped at + 3.
Divine power is still a good spell imo, and I'm glad it doesn't stack with divine power anymore.
I like to see more powerful buffs at higher levels not just more buffs.
agree, the new divine power is fine. Cap divine favor.

Remco Sommeling |

My wife played a warrior cleric of Torm in Living City her favored combo was Divine Power and Righteous Might. And she packed a greatsword to start with, being a proper Tormite.
ofcourse, as I recall the spell righteous might found it's origins in the Tormite faith in 2nd edition.
a very scary combination in 3rd edition, she should have added a quickened divine favor to really unleash the pain on those poor Minions of Evil, personally I think these spells made the fighters cry though lamenting their uselesness.

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A +5 sword makes Greater Magic Weapon obsolete.
A keen sword makes Keen Edge obsolete.
Boots of levitation make levitation obsolete.
I forget...what was my point again? :-)
No they don't, they mean that the Caster doesn't need to spend money on those things.
Greater Magical Weapon/Magic Vestment work for hours, so a Cleric can save a lot of money by just casting those daily rather than buying an expensive weapon/armor/shield.
Keen Edge can be applied to arrows and divided up between a party, while you can save a lower level spell for Levitate, or higher level spell for something like Fly and keep your boots slot open for a much better (generally and relatively speaking) boots slot item.

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Don't capp Divine Favore. Infact, that was one the worst things about Epic Play was so many things where capped out at like 10th - 15th Level, unless you are a Druid. Additionally, it is one of those rules that may help YOUR play style, but is not universal at all.
I have another thread that i started to address this spell (Divine Favor); it needs to be capped IMO as the errata of 3.5 was; OR change the progression rate to +1 / 4 level; and cap at +5 at 20th; which would address your concern - and still not allow so quick of a power creep.
Robert