Going to be playing a Cleric in roughly 2 months and just wanted to go over a few things


Rules Questions


Hey guys,

Basically, I'm going to be using a Cleric in about 2 months time (for the first time ever), and wondered if you could help me out with a few things please:

1. Blade Barrier - The spell itself states that you can either create this spell as a 20 foot wall or literal barrier, that circles a 5 foot square.

Does this mean that I can cast it around myself and have it move as my character moves (enabling me to walk through enemies, damaging them as I walk into/past them)?

Secondly, does Blade Barrier Crit, and if so how would it work? Would it be when I first cast it, or as soon as I pass through an enemies square (if I can do that with this spell). I'm guessing if it does, it'd be a Magic crit card.

Lastly, which spells actually crit, as I'm pretty sure buffs and de-buff's wouldn't, but I'm thinking anything that deals physical or magical damage does? Though, I don't know if alignment channel or channel smite to harm would crit, or would it?

Thanks guys. :)


I'm not sure about a Blade Barrier moving with you, but any attack (spell or otherwise) that requires an attack roll (i.e. ranged touch, melee touch, etc.) can crit. I believe that only a natural 20 threatens and does x2, unless otherwise stated.


Blade barriers are immobile IIRC, so it shouldn't follow you as you move.

As for critting, you need to make a successful attack roll in order to crit. Blade barrier doesn't make attack rolls, so no crits for it. Buffs and debuffs don't do damage, so no crits for them either. You have to meet those two criteria to get a crit with a spell as Wildebob mentioned.


Lathiira wrote:

Blade barriers are immobile IIRC, so it shouldn't follow you as you move.

As for critting, you need to make a successful attack roll in order to crit. Blade barrier doesn't make attack rolls, so no crits for it. Buffs and debuffs don't do damage, so no crits for them either. You have to meet those two criteria to get a crit with a spell as Wildebob mentioned.

Ah, that's a shame aout it being immobile as I know of a player who had this spell in 3.5 and it allowed him to move with it, so literally nothing could touch him without being hurt itself.

If you killed an enemy when you cast it, could you then redirect it to be immobile somewhere else, or is it a case of wherever you cast it, it stays until the spells wears off? If that's the case, it would be one sucky spell and may as well only last for one round.

Thanks for the responses. I only thought of it as although the name Barrier would suggest defense, it does say if you cast it in an opponents square, it damages them as if they were passing through it, making me think it was an attacking spell as well.


A spell will tell you if it can be moved or not. Antimagic field centers on the caster, making it mobile, specifically noting it is so in the description. Blade barrier is a literal wall of blades and doesn't move (other than perhaps the fluff of the blades swirling in place), so you can't redirect it. A mobile blade barrier would be fairly scary :)


Lathiira wrote:
A spell will tell you if it can be moved or not. Antimagic field centers on the caster, making it mobile, specifically noting it is so in the description. Blade barrier is a literal wall of blades and doesn't move (other than perhaps the fluff of the blades swirling in place), so you can't redirect it. A mobile blade barrier would be fairly scary :)

Haha, yea, that's why I was thinking about it.

I really loved the idea, but not being able to move it, and allowing things to pass through it only once takes all of the fun away.

There goes my idea of chasing Demons down corridors with a wall of blades. :(


You gotta be more creative with blade barrier. Have your barbarian buddy bull rush people through it who manage to get through! Create pit and reverse gravity may have nefarious uses, consult your friendly mage about the possiblities!


Lathiira wrote:
You gotta be more creative with blade barrier. Have your barbarian buddy bull rush people through it who manage to get through! Create pit and reverse gravity may have nefarious uses, consult your friendly mage about the possiblities!

Actually, that does sound pretty amusing.

I did think of two things that could work in theory, but whether they would be of great help or not, I don't know.

1. If a PC is low on life, create Blade Barrier around he/she and then cast heal and buff spells until they're in good condition, at which point, dispel the Blade Barrier. However, I don't know if you can dispel it when you want.

2. Not for Blade Barrier, but another interesting mix. Create water (Orison), use the control water spell to raise it and hold it in place (I don't know if I could command the water to stay in place or what, but if not, I'd get the Sorcerer/Wizard who'll be playing to turn the outter area of water into ice, making an ice wall that would seal the rest of the water inside the area). Then, I'd make it so the water enclosed reaches 10 feet high, at which point I'd cast water walk (assuming I'd already be in the middle of this area, and out comes my trident.....

Guess what, nothing can get up to me, and I can stab everything that's 10 foot below me. :p

There's probably lots of other funny things I could do, but it's just thinking about them.

Here's a few more I came up with:

Create Water + Make Water Holy + Freeze Water = A wall of Holy Water that blocks a corridor and damages anything evil that tries to break through it.

Create Water above an enemy + Freeze Water = An enemy who can't move because they have ice trapping them in position. If this was Holy Ice, would they not take 1d6 damage every round? Plus, if they fail a strength check, would they take pinned damage every round too?

I wonder if creating water above an enemies head and then getting the Mage to cast an electrical spell on them would boost the electrical damage they take?

One more I wanted to do was:

Create Spiritual Weapon + Attack with my trident = Me attacking through my spiritual weapon to deal damage to the enemy from both my spiritual and my melee weapon.

Scarab Sages

The spiritual weapon + melee weapon or spell is pretty common.

All your water tricks would take much too long to set up in most combats.

create water doesn't boost damage from magical electricity damage.

Unless there's a spell specifically for freezing water, just casting cone of cold or something won't cause water to freeze.

Spell effects don't follow real world physics. Magical lightning damage isn't absorbed through the ground. Magical cold damage doesn't freeze water.

Stuff like this was more prevalent in older editions, but these days it's considered unbalancing to allow two orisons to completely negate an opponent, or multiply the damage done by other spells.

Casting Bless water takes a minute, and only affects one pint of water.

Holy water only deals damage to undead and evil outsiders. It doesn't affect most evil creatures.

Spells are pretty much limited to what they say they do, creativity is limited by game balance.

Don't worry though, when I first started playing, I tried to do all the same things :p It's all part of the learning experience.

Though you might look into casting your blade barrier onto a Floating Disk. Limited range, but if your dm allows it, then there you go. The barrier is stationary to the platform it was created on. The platform itself is moving... but hey :p

Liberty's Edge

Depending what kind of campaign you're going to be in, I'd recommend looking in to Selective Channel and other channeling feats. Tark's guide to Clerics is a decent read for getting a quick overview of good Cleric spells, good Domains and a review of some sample Cleric playstyles

https://docs.google.com/document/d/1h6-_4HvPvV-Tt7I67Gi_oPhgHmeDVA5SBl-WrJS gf5s/edit?hl=en_US&pli=1

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