druid vs cleric: who has the better spell list?


Pathfinder First Edition General Discussion


Just curious what people think, all other abilities aside, who do you think has the better spell list? If you were going to prestige class into something that only advacned the caster level, which would you prefer?
Character role doesn't matter, though if you think druid's list is better than cleric's because they are better controllers or clerics are better because they are better summoners, go ahead and throw in your reasons for saying one spell list is better.


In what context?

If you have an undead-heavy game, your druid will cry.

IF you're travelling the wastes of Rahadoum, your cleric will cry (after having been captured and tortured, while awaiting execution)

If either is in Alkenstar, both cry.

The Exchange

cleric wins on healing
druid wins on more offensive spells

-this is completely ignoring domains. i do not know if it would effect my decision. Or perhaps has biased me unknowingly.


The raw spell list: Druids

The druid's basic spell list is a hybrid between the wizard and the cleric. Summon ally as a spontaneous spell is very versatile, and the druid get quite a few of the better Save or Suck spells that the cleric does not. A well built druid can be almost as good at battlefield control as a wizard while still being able to cover a lot of the same bases that a cleric can.

Depending on the domains you choose: Clerics

There are a few key domains that have an amazing spell list for specific purposes. For example, travel domain will give you fly, teleport, and greater teleport. If there are a few key spells that you want, there is a good chance that a clerics domains will give those too you. Going into a PrC will stop your domain abilities from advancing, but your domain spells are part of your casting abilities, and will continue to advance.

The Exchange

well if the domain is one a Druid can take, its not an issue. (many archetypes modify the domain list too.). Over all, its a very limited use, as you can only prepare the spell in domain slots.


Ignoring all other class features (spontaneous casting, wildshape, domains, animal companion, skills, weapons, armor), I'd choose cleric. It gets the staples I want (dispel magic @ 3rd level), the summon monster line, and raise dead). Druid has some nice stuff (entangle, neutralize poison @ 3rd, wall of fire) but I'm more comfortable having my go-to spells.

Liberty's Edge

I have to agree with Marius, cleric, hands down. Druid casting is nice and all, but really, blasting is an inefficient tactic (unless you build for it) for wizards and sorcerers, giving yet worse blasts to the druid does not make its spell list better than the cleric's. I mean the effective number of spells and slots gained from just summon monster alone is enormous.

And really, that's how it is meant to be. That's why the druid has all those nifty class features while the cleric has 2.


Having played a druid, I think the cleric comes out ahead.

Clerics cover more roles (not surprising, as druids used to be specialty clerics). Clerics have more save-or-suffer powers, starting with Command and Soundburst, going onto Blindness/Deafness, and so forth. At higher levels clerics can dish out spells like Holy Word, which can easily blind the "trash".

Entangle covers a huge area, but the effect is pretty weak. You slow the opponent, and they can fairly easily get out of even that. A big contrast from 3.x. Plant Growth has a nastier and harder-to-evade effect, but the large area is more of a liability than an asset, since your friends, animal companion and potential summons cannot maneuver through it. (Druids don't get forest walk, and can only ignore terrain effects caused by non-magical terrain.)

Wildshape turned out to be less good than I thought. It's almost balanced compared to 3.5, but your Armor Class will suck until you can afford wild armor, which is a +3 bonus. By contrast, a cleric gets slightly weaker self-buffs but gets to keep their AC. At very high levels the druid's buffs are better though, as you can pounce (or even flying pounce, when you can turn into Large magical beasts) with multiple attacks at your maximum attack bonus. Also, you can remain wildshaped all day.

Naturally clerics are better at defensive buffs, party buffs, and healing (not just hit point healing, but condition healing).

Finally, channeling makes a great "off-spell" attack. Generally not as good as nuking something with Flame Strike, but this doesn't cost spells. Getting channeling to be efficient takes a lot of feats though (Quicken Channel, Selective Channeling, ensuring you can both harm and heal) but this is also good for emergency healing.


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This is one of those questions that people wish was simple X or Y, but it's just not.

BF control? Druid. Healing? Cleric.
Level 20 [SL9]? Cleric. Level 10 [SL5]? Druid.
Undead? Cleric. Out in nature? Druid.
Solo/small party? Druid. Normal/larger party? Cleric.

... and none of those are absolutes, you can expect 20-25% of the time circumstance can make those flip, as whatever part of reality you need to change by a spell to fit the situation is better served by the other classes list due to some extra factor.

... and that's BEFORE
Battle cleric vs Caster cleric
WS Druid vs Caster druid
Archtypes
Splat book spells
Etc, etc, etc.

In the end they're both top tier (probably both at THE top tier, at most .5 down), which means they're both versatile in what they do, are survivable, and powerful, plus they even have options in what they don't spec in [ie a caster cleric is still 'okay' in a fight, a wild shape druid is still 'okay' at casting].

Too many variables exist for a simple answer, and they have/can have ebough overlap, just pick the one you want and be glad you like playing divine casters not poor rogues or monks. ;)
[Note: that's a joke, one of my gaming peers plays a monk and I couldn't like his character more, tier be damned he's fun.]


The druid list is good but the domains give the cleric the edge. Plus due to the ability to wear metal armour, some of the cleric buffs really do reap dividends.

The druid has better area affect but the cleric better vs BBEG guy.. and also the cleric does have some very tasty single person blast spells that kick in at 5th/6th.... Elemental Assessor really is tasty!


Well TBH I would like both in my party, but if I had to choose just one I would rather have the cleric. The cleric has more "must have" spells on its list, particularly the important spells regarding non HP healing like remove curse and the full restoration line. Also summon monster (particularly with sacred summons) is usually better than natures ally. Druids have good DoT spells, but combat rarely lasts long enough to make full effective use out of those.


notabot wrote:
The cleric has more "must have" spells on its list, particularly the important spells regarding non HP healing like remove curse and the full restoration line.

Sold. The restorative cures is a really good point. I'm going for mystic theurge, but I didn't say as I wanted to get a good discussion with lots of angles. Thanks all for a lot of interesting points.


Cleric has a stronger spell list.

Druid's spell list is more fun/interesting. Which is obviously kind of YMMV sort of thing.

Cleric has a better save or suck/lose/die arsenal. Is much better at healing. Summon Monster is much stronger than SNA, and creating/controlling undead (if you're non-good) is also very potent. He's also leagues and leagues ahead in the buffing department. Finally, and most critically... cleric beats the pants off of druid when it comes to anti-caster spells. Mainly, abjurations but not all. Druids just... don't have them. Antimagic Field, Dimensional Anchor/Lock, spells that inflict negative levels (very quick way to ruin someone's caster level)... Cleric is just much better equipped to defeat enemy casters.
Also, the domains allow for potentially a lot of flexibility, such as picking up flight or teleportation spells, or illusions.

Druid has more blasty spells and a better array of battlefield control spells. They're definitely the better class to wipe out an army of non-casters. Spike Stones, Spike Growth, Plant Growth, Entangle...a lot of spells that will just utterly dismantle a large group of noncasters.

I personally prefer the blasting and BFC stuff and can't stand all-or-nothing save or die/lose spells, so I like druid casting better. But cleric's definitely the stronger list. Especially vs. other casters or outsiders (banishment spells), which are the most powerful/dangerous enemies in the game.


Weal or woe?

Clerics are pretty much the only class for healing, though healing patron witches get everything necessary. Anything else and you have to hope your GM just doesn't use certain monsters and/or spells against you because you have no countermeasures.

Druids play more like the treeantmonk god wizard with lots of movement impairing spells and with the robust blasting to abuse condition metamagic like dazing and rime.


Atarlost wrote:

Weal or woe?

Clerics are pretty much the only class for healing, though healing patron witches get everything necessary. Anything else and you have to hope your GM just doesn't use certain monsters and/or spells against you because you have no countermeasures.

Druids play more like the treeantmonk god wizard with lots of movement impairing spells and with the robust blasting to abuse condition metamagic like dazing and rime.

Well this isn't quite true, most classes can do HP healing, or buy items scrolls to UMD. Also oracles can make for effective healers, but with all the problems of spontaneous vs prepared that entails. Paragon surge fixes that at least for half elf oracles (you choose expanded arcana for the free feat).


It is a matter of taste more than anything else, until you can cast 9th level spells, at which time the cleric wins the spell contest.

But druids have other options besides spells that are comparable to spells. Up to mid levels I think the druid wins hands down. At higher levels, prior to gaining ninth level spells, it's more of a wash.


Adamantine Dragon wrote:
It is a matter of taste more than anything else, until you can cast 9th level spells, at which time the cleric wins the spell contest.

I think cleric wins long before then. But yeah, Miracle is pretty freaking sweet.


Well considering that clerics can take an animal companion with the right domain, and with a small easily paid feat tax have it druid powerful, I think clerics win (especially since most clerics don't because the other options are better, says something about how good domains are). They also have better buffing spells, a more powerful summons list, and the ability to remove conditions better I have to put my money on the cleric. Both are amazing classes though, the difference in power level between the two is smaller than the difference between the next best class.

Druids have better CC and DoTs, and both are good to have but in my experience as a player and GM that combats usually tend to be to short and brutal for that to make a big deal about.


I think discounting everything else clerics definitely have the spell game won.

Just bear in mind spellcasting is like 1/3 of what a druid can actually do where with clerics it's like 1/2 of what they do.


Clerics better.

Hate Druids. Too much magic stop my regeneration.


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The druid has the best spell list for druids.

The cleric has the best spell list for clerics.

Funny how it turned out that way.


StreamOfTheSky wrote:
Summon Monster is much stronger than SNA, and creating/controlling undead (if you're non-good) is also very potent.

Being able to spontaneously cast SNA is much more powerful than Summon Monster


Shadowdweller wrote:
StreamOfTheSky wrote:
Summon Monster is much stronger than SNA, and creating/controlling undead (if you're non-good) is also very potent.
Being able to spontaneously cast SNA is much more powerful than Summon Monster

Mmm... I would argue that the casting time mitigates the spontaneous aspect in a way that makes it somewhat less than "much more powerful."

It's nice to have, but it hardly breaks the druid over the cleric.


Bruunwald, generally if you're waiting until combat begins to cast SNA, you've already gotten yourself into a bad tactical situation. Propertly used, the casting time of SNA shouldn't be a major problem. Besides, shaman druids can do it in a standard action anyway.

Both clerics and druids have great spell options. Druids have somewhat better non-spell options. I tend to prefer the druid spell list for messing around with the battlefield, but clerics have plenty of options for that too.

Until you get to "miracle" it's really a matter of taste. Miracle and Wish are the two spells that make druids a lesser caster than wizards or clerics. And I think druids should totally get miracle.


TarkXT wrote:

I think discounting everything else clerics definitely have the spell game won.

Just bear in mind spellcasting is like 1/3 of what a druid can actually do where with clerics it's like 1/2 of what they do.

For clerics, especially in higher levels, its about 3/4ths of what we do. Battle Clerics fall off pretty hard after 5th level spells. Theres a sad point where you go, "Yeah I could full attack it and maybe hit.....or I could cast something that might win the fight."


Shadowdweller wrote:
StreamOfTheSky wrote:
Summon Monster is much stronger than SNA, and creating/controlling undead (if you're non-good) is also very potent.
Being able to spontaneously cast SNA is much more powerful than Summon Monster

Not really. More versatile, not more powerful.

The creatures themselves still are blatantly inferior.

Druid: Has to prep any healing spells he thinks party might need, and often is paying +1 spell level compared to cleric for them. Can spont. convert slots to summons that are inferior to cleric's summons.

Cleric: Has to prep any summons he thinks he might need. Can spont. convert slots to healing as needed.

I think cleric has the better deal there...


Scavion wrote:
TarkXT wrote:
Battle Clerics fall off pretty hard after 5th level spells. Theres a sad point where you go, "Yeah I could full attack it and maybe hit.....or I could cast something that might win the fight."

Frightful aspect combined with a quickend divine power is pretty potent. I have a level 1 fighter / level 15 cleric that is just kicking booty all over the place. I started with 16 str / 16 wis and put all stat increases to wisdom and have never felt the need to stop going melee when I want to. Now I did take leadership and have a 14th level bard tossing out a hefty morale bonus every combat, but I don't think that is the make or break point of the build. I end up something like this when I pull out all the stops:

+8 to hit & damage for strength
+5 to hit & damage for luck (divine power)
+3 to hit & damage from enchantement (greater magic weapon)
+3 to hit & damage morale (+d6 sonic damage) (bardic performance)
+2d6 holy damage (holy weapon)
BAB = 12/7/2

so my attack bonus is +31/26/21 for weapon damage + 19 + 3d6

I can also use fervor if someone hasn't cast haste (but that would chew up another round, so I don't.) We don't have a fighter in the party, so I don't know how that compares to a normal melee guy, but I seem to be keeping pace with the monk, and we are routinely hitting opponents way over our CR.

Dark Archive

Clerics are also much better in low-combat campaigns. For example:

- Need to solve a murder? The Druid has to hope it happened in the forest so he can interrogate the rabbits, and their responses may not even be helpful. The Cleric can interrogate the body, the murder weapon, and even check in with his deity who is busy keeping NSA-level surveillance on the planet just by existing.

- Need to uncover the scheming lord's plot by attending his charity ball? Clerics are generally respected members of society long before you get to the spell list. Once you're inside, you have Detect Evil to single out suspicious people, Comprehend Languages to figure out what they're whispering about in the corner, Find Traps to help you snoop around without tripping alarms, Darkness/Silence to sneak around, Shatter to bypass locks etc, and even Augury to know whether or not you should do that.

- Ally or NPC has mystery ailment? You get restoration earlier, remove X earlier, Heal earlier, Status, and if all else fails, Raise/Resurrection.


I think that, for most adventuring groups, the cleric has a spell list that is more 'party friendly'. That is to say, clerics have more or easier access to more of the spells that their group is going to wish somebody could cast.

That's not to say that a cleric is better than a druid. Wild shaping, animal companions, summoning allies, and domains all complicate that to the point of making the question unanswerable in the general and immensely variable in the specific.

The cleric spell list just seems to have a more basic 'general utility' for the group than the druid spell list. Maybe 'easier to be useful to almost any group' is the best way to put it.


Melvin the Mediocre wrote:
Scavion wrote:
TarkXT wrote:
Battle Clerics fall off pretty hard after 5th level spells. Theres a sad point where you go, "Yeah I could full attack it and maybe hit.....or I could cast something that might win the fight."

Frightful aspect combined with a quickend divine power is pretty potent. I have a level 1 fighter / level 15 cleric that is just kicking booty all over the place. I started with 16 str / 16 wis and put all stat increases to wisdom and have never felt the need to stop going melee when I want to. Now I did take leadership and have a 14th level bard tossing out a hefty morale bonus every combat, but I don't think that is the make or break point of the build. I end up something like this when I pull out all the stops:

+8 to hit & damage for strength
+5 to hit & damage for luck (divine power)
+3 to hit & damage from enchantement (greater magic weapon)
+3 to hit & damage morale (+d6 sonic damage) (bardic performance)
+2d6 holy damage (holy weapon)
BAB = 12/7/2

so my attack bonus is +31/26/21 for weapon damage + 19 + 3d6

I can also use fervor if someone hasn't cast haste (but that would chew up another round, so I don't.) We don't have a fighter in the party, so I don't know how that compares to a normal melee guy, but I seem to be keeping pace with the monk, and we are routinely hitting opponents way over our CR.

Not a bad build. I seem to be having problem at lower levels however. I assume you get Frightful Aspect as a bonus spell from your domain and you use your only slot for a Quickened Divine Power? My problem stems from, yeah I could buff up for this one fight but where would I be for the rest of the day? But I see your point. Perhaps I should use more lower level spells to augment my abilities. I just feel so stingy with my spells. Part of me wants to scream but what if we get hit with a greater dispel magic, but the other side is checkin out dem numbers.


Scavion wrote:


Not a bad build. I seem to be having problem at lower levels however. I assume you get Frightful Aspect as a bonus spell from your domain and you use your only slot for a Quickened Divine Power? My problem stems from, yeah I could buff up for this one fight but where would I be for the rest of the day? But I see your point. Perhaps I should use more lower level spells to augment my abilities. I just feel so stingy with my spells. Part of me wants to scream but what if we get hit with a greater dispel magic, but the other side is checkin out dem numbers.

I have a rod of quicken, and because of my wisdom I get a bonus 8th level spell. So I have a domain spell, plus FA, plus one more, frequently Holy Aura.

And yes, you might get hit with a dispel magic, even several. But if you don't cast them, aren't you playing as if you have already been dispelled?

If you keep your wisdom up, you can actaully be a caster or a warrior at your whim. So if so many of your boosts get dispelled you aren't doing any good in combat, fall back and cast. Blade barrier + greater command combo is AWESOME. Summons are just crazy good as you get higher in level.

I've kind of forgotten my lower level tactics, but here's what I remember. I got a shirt with a continuous enlarge person which worked out great. It boosted my damage and gave me reach which is extremely useful for a cleric. I looked for a lot of swift or immediate action spells like forceful strike, cold ice strike (6th level), stone shield, and grace. I also kept on the look out for long term spells. Bull Strength is a decent duration. Get a lesser rod of extend and a rod of extend ASAP. Exteneded Magic Vestments on both your armor and your shield will soon last more than 24 hours so you can replace them if dispelled. Same with greater magic weapon. That allows you to put your money into other enhancements like fortification and holy. Look for the Jingasa of the Fortunate Soldier, it was cheap and really useful for my whole career.


Perhaps it's a GM thing, but I have found that martial combatants who depend on multiple buffs to be effective tend to find themselves dispelled, out of spells or fighting in anti-magic fields enough to make a difference when compared to pure full BAB martial characters.

Yeah, they work fine when you can depend on your magical effects, I just find that to be less dependable in our games.


Adamantine Dragon wrote:

Perhaps it's a GM thing, but I have found that martial combatants who depend on multiple buffs to be effective tend to find themselves dispelled, out of spells or fighting in anti-magic fields enough to make a difference when compared to pure full BAB martial characters.

Yeah, they work fine when you can depend on your magical effects, I just find that to be less dependable in our games.

I was hit by an antimagic field just the other day and the one before that dispel magic @_@


Adamantine Dragon wrote:

Perhaps it's a GM thing, but I have found that martial combatants who depend on multiple buffs to be effective tend to find themselves dispelled, out of spells or fighting in anti-magic fields enough to make a difference when compared to pure full BAB martial characters.

Yeah, they work fine when you can depend on your magical effects, I just find that to be less dependable in our games.

OR you get into rushed situations where you are not given time to cast buffs.

OR you are put in situation where you are forced to wait long enough that your short durations spells expire.


Charender wrote:
Adamantine Dragon wrote:

Perhaps it's a GM thing, but I have found that martial combatants who depend on multiple buffs to be effective tend to find themselves dispelled, out of spells or fighting in anti-magic fields enough to make a difference when compared to pure full BAB martial characters.

Yeah, they work fine when you can depend on your magical effects, I just find that to be less dependable in our games.

OR you get into rushed situations where you are not given time to cast buffs.

OR you are put in situation where you are forced to wait long enough that your short durations spells expire.

Which are all risks that everyone faces. A fighter may be in a better position than a cleric in an antimagic field but only marginally.

Dispels don't happen too often and if you play conservatively on your buffs mean nuthin in the long run.


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Like I said Tark, it may be a GM thing. I seem to run into dispels or get put in situations where I have to be very careful about using up my spells quite a bit. I also do the same to my players when I GM. Dispelling their magical effects or making them use up magical resources seems to me to be a rather obvious tactic to employ against enemies that rely heavily on magical effects.


Getting dispelled isn't such a bad thing if you are sufficiently versatile. You spend rounds pre-fight buffing, and in the end it chewed up an action from the enemy caster. If the first dispel didn't do much, then it may even chew up more actions. Decide if you are still buff enough to fight, or else start slinging your spells. Summon, save or suck, or buff.


TarkXT wrote:
Charender wrote:
Adamantine Dragon wrote:

Perhaps it's a GM thing, but I have found that martial combatants who depend on multiple buffs to be effective tend to find themselves dispelled, out of spells or fighting in anti-magic fields enough to make a difference when compared to pure full BAB martial characters.

Yeah, they work fine when you can depend on your magical effects, I just find that to be less dependable in our games.

OR you get into rushed situations where you are not given time to cast buffs.

OR you are put in situation where you are forced to wait long enough that your short durations spells expire.

Which are all risks that everyone faces. A fighter may be in a better position than a cleric in an antimagic field but only marginally.

Dispels don't happen too often and if you play conservatively on your buffs mean nuthin in the long run.

Yes, but buffing caster have to deal with it more than most. So a buff centered cleric would be hit harder by these things that a battlefield control focused druid. It is just something you have to account for in comparing the spell lists.


Charender wrote:


Yes, but buffing caster have to deal with it more than most. So a buff centered cleric would be hit harder by these things that a battlefield control focused druid. It is just something you have to account for in comparing the spell lists.

Less so than you think.

In my mind a buff centric cleric isn't hitting himself full time wiht buffs. He's hitting everyone. He may drop a single buff on himself given an opportunity but sometimes you've buffed yourself and everyone to a poitn where, if the wizard/sorcerer have done their work well, that you don't need to do much more to be effective.

And keep in mind a cleric is not without his share of battlefield control. No entangle mind, but it's there. Ask anyone whose ever had to deal with a stonewall/blade barrier combo.


A buff heavy character's best friend is a cheap 4000 gp Ring of Counterspells to store a (Greater) Dispel Magic in.


StreamOfSky is right.

Also,being targeted by a dispel isn't really that hard. Unless we are talking about Mage's disjunction, dispel works roughly half the time. If it miss, then the bbeg just wasted his action.

If you are talking about the GM puposellt using dispelling traps and such to target the cleric, then that's not really different to the GM using a lot of Blurr spells to screw the party rogue sneak attack, or using dead magic zones to screw wizards or wind wall/fickle winds to screw the archer fighter.


TarkXT wrote:
Charender wrote:


Yes, but buffing caster have to deal with it more than most. So a buff centered cleric would be hit harder by these things that a battlefield control focused druid. It is just something you have to account for in comparing the spell lists.

Less so than you think.

In my mind a buff centric cleric isn't hitting himself full time wiht buffs. He's hitting everyone. He may drop a single buff on himself given an opportunity but sometimes you've buffed yourself and everyone to a poitn where, if the wizard/sorcerer have done their work well, that you don't need to do much more to be effective.

And keep in mind a cleric is not without his share of battlefield control. No entangle mind, but it's there. Ask anyone whose ever had to deal with a stonewall/blade barrier combo.

Unless something has cropped up in a recent book clerics have no battlefield control below 5th level.

Most of us don't start the game at 9th level or later, after all.


Atarlost wrote:


Unless something has cropped up in a recent book clerics have no battlefield control below 5th level.

Most of us don't start the game at 9th level or later, after all.

I suppose Stone shape, vision of hell, obscuring mist, chain of perdition, and wind wall to name a couple just aren't on most people's list either.

Then of course no one ever starts with the rune, ash, plant, caves, smoke, or storms domains just off the top of my head.

Granted I'll be happy to tell you a druid is better off in this department (which is handy in a group without a good god wizard). But it'd be disingenuous for me to tell you that it doesn't exist.

Then of course their's also the debuffs. Or the nastier domain powers.

Yeah I think clerics will be fine.

Silver Crusade

Atarlost wrote:


Unless something has cropped up in a recent book clerics have no battlefield control below 5th level.

Most of us don't start the game at 9th level or later, after all.

Low level Clerics have some battlefield control. E.g.

Level 1: Obscuring Mist
Level 2: Sound Burst
Level 3: Summon Monster III

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