What High level cleric spells do you use?


Advice


What spells do most people mem and use in their 7th and 8th level slots? I just got to level 15 and before now I was still using my 7th level slots for extra heals. Now I look at the 8th level spells and other than Frightful Aspect and Antimagic Field I dont have the desire to mem any of them.

So I was looking for advice on what spells I should be mem-ing.

The Caveat here is that I am a Chaotic Neutral War Cleric of Gorum. My Wisdom is only a 20 and I have no feats for Spell penetration. That leaves me mostly to Battle Field control spells with no save or buffs. I get one level 8 spell and two level 7 spells(both are being used for the heal spell).


bump


Firestorm is a huge AoE nuke that you have a lot of control over with regard to area. As a nuke it has inherent limitations, but you could do worse.

Holy (or whatever yours is) aura is potentially useful against enemy melee monsters. While the SR, resistance bonus, and AC bonus are irrelevant and likely no better than your items grant, the save vs. blinding every time they hit someone is pretty nifty.

Most of the 8th level list is pretty meh though in my opinion.


Create Demi-plane is nice, stormbolts is badass, greater planar ally can save ur butt in a pinch..


Summoning is pretty damn potent at those levels.

Repulsion and similar spells can be very powerful for control, too.


Thanks for the suggestions

Due to my casting state being a 20 (+5) Im not to big on anything that allows a save. Seems like everything makes their saves if im targeting Fort or will. So that leaves Dex based spells, which they probably will still make but take some damage. FireStorm does look fun and I wont be roasting my allies.

@Werepox - Greater Planar Ally is 10 min cast, doesn't really help in a pinch. Stormbolts looks cool for the stun but the fort negates.

@Corlindale - Summoning is kind of cool but I don't want to slow the game down by summoning a lot of critters.

Once again, thanks for the suggestions.


Ok sounds like a bunch of quickened 4th level spells then.. divine power, blessing of fervor, demensional anchor are all good ones for a melee cleric.. Nothing like quickend divine power and righteous might in the same round..


Here's a good one from Ultimate Magic:

Cold Ice Strike
60ft Cone, 1d6/level caps at 15d6 (reflex for half) - but check out the casting time - swift action

At this level for a battle cleric quicken spells is really the way to go. If you've invested into martial abilities you want to use them and buff at the same time.


Liegence wrote:

Here's a good one from Ultimate Magic:

Cold Ice Strike
60ft Cone, 1d6/level caps at 15d6 (reflex for half) - but check out the casting time - swift action

At this level for a battle cleric quicken spells is really the way to go. If you've invested into martial abilities you want to use them and buff at the same time.

According to the errata, Cold Ice Strike is now a 30ft line. :)


Maerimydra wrote:
Liegence wrote:

Here's a good one from Ultimate Magic:

Cold Ice Strike
60ft Cone, 1d6/level caps at 15d6 (reflex for half) - but check out the casting time - swift action

At this level for a battle cleric quicken spells is really the way to go. If you've invested into martial abilities you want to use them and buff at the same time.

According to the errata, Cold Ice Strike is now a 30ft line. :)

Don't show my GM!!! j/k - never noticed that, thanks! Still a pretty nice spell.


Blade Barrier is a classic that we never get used off.

Firestorm as said, is a really great one.

Spell Resistance is always nice, as is Holy Aura. But Spell Resistance is a bit lower and efficient against all alignement.

Than it also depend of your Domain, some domain grant terribly good spells at high levels. Likewise, your War Domain grant the Power Words Blind/Stun/kill which are some really potent no-save spells.

I don't know your domains really, but there's also Strength Domain that gives Grasping Hand which is a great battlefield control that allows no Saves... it's CMB time!


I agree that Summoning of any sort is a great way to go. You basically have an extra party member dishing out damage every round, helping to flank, absorbing hits that you don't have to heal later on, etc.

Also, at that high a caster level they will be around long enough for nearly any combat.


I used to use Destruction a LOT. I had a custom focus constructed. But I used Flame Strike (sometimes a smaller area is better), Blade Barrier (walls are cool), and Plane Shift (I had waited all my life to use it, then went crazy when I finally got to play a character of that level). Aside from those, any spells that makes my party immune or nearly so to certain effects or gave beefy bonuses were always on my list.

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