Spells from Complete Divine, good or not good?


Rules Questions


Hey, are the spells from Complete Divine as spells go fairly reasonable or non-reasonable. Had a guy pull a fast one on me and add some to his spell list, and am generally curious. The spell in question is Wave of Grief, but a general thought on the other cleric spells is appreciated.

Sovereign Court

Well in the Complete Divine there are a number of decent spells, a few broken ones and some that are just odd or silly. I don't remember Wave of Grief being too overpowered.

It's up to you to decide what 3.5 WotC or other source content to use in the Pathfinder RPG though.

I think that's what your asking at least? Your comment is kind of hard to read.

Grand Lodge

It's a nice penalty if you're up against creatures that aren't immune to it and can get a good angle on the enemy. I don't think you'll have to much trouble unless your players use it to soften enemies for a SoD.

The Exchange

I love the "Vigor" line of spells, myself. A Wand of Lesser Vigor is the best out-of-combat-healing deal in the entire game. 750gp for 550hp. My characters always have at least potions of the stuff.

I can't say much for the rest of the spells, although when I was looking for broken stuff for my 20th level Oracle of Battle to use in my friend's upcoming Epic Campaign, I didn't find much that I can remember... Death Pact is a really cool one, although I think I preferred the Spell Compendium version of it.


The Complete Divine version of Spikes that lasts 1 hour/level was pretty popular, if I remember. Note that the duration was reduced to 1 round/level in the Spell Compendium.


Recitation is a nice party buffer with the added effect of helping to convert the cleric's party members to his/her faith.


I have read how people don't like the spell compendium, on these boards, but all the Complete books that came out before the spell compendium, had their spells placed in the spell compendium. Some of them where altered for balance.

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