Does the cleric spell list suck?


Pathfinder First Edition General Discussion

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Silver Crusade

It happens. Your point about leaving slots open is very relevant for clerics though. I can't really imagine playing a cleric without leaving slots open for "emergency" spells. The list is too situational for that. It's why oracles using the same list is a bit problematic.

Still wish domain spells were added to a cleric's spell list by default.


Riuken wrote:
Still wish domain spells were added to a cleric's spell list by default.

Agreed thoroughly. I never realized that this wasn't true until I came across a Prestige class that specifically said it did so.

Shadow Lodge

Yah, there was a large debate back when PF first came out about if Clerics could even use wands and scrolls of Domain only spells without UMD, (technically they are not on their Cleric Spell List).


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Undone wrote:
Level 3 Spells: This might be the worst spell level of all lists, in the entire game. There are less than 4 spells you'd ever want to prepare on a normal adventuring day and they are all spells from a previous edition which didn't get nerfed.

Blindness, Daylight (or Deeper Darkness for a group with darkvision), Dispel Magic, Invisibility Purge, Magic Circle against Evil, Magic Vestment, Prayer, Stone Shape, Summon Monster III, Wind Wall, and the Communal versions of Delay Poison and Resist Energy all seem like useful spells to have prepared. Which nine of those are you saying are spells I'd never want on a normal adventuring day? And that's not to mention Remove Blindness/Deafness, Remove Curse, Remove Disease and Water Breathing which you can leave a slot open for.


Matthew Downie wrote:
Undone wrote:
Level 3 Spells: This might be the worst spell level of all lists, in the entire game. There are less than 4 spells you'd ever want to prepare on a normal adventuring day and they are all spells from a previous edition which didn't get nerfed.
Blindness, Daylight (or Deeper Darkness for a group with darkvision), Dispel Magic, Invisibility Purge, Magic Circle against Evil, Magic Vestment, Prayer, Stone Shape, Summon Monster III, Wind Wall, and the Communal versions of Delay Poison and Resist Energy all seem like useful spells to have prepared. Which nine of those are you saying are spells I'd never want on a normal adventuring day? And that's not to mention Remove Blindness/Deafness, Remove Curse, Remove Disease and Water Breathing which you can leave a slot open for.

Of those dispel magic, magic circle against X, Summon monster 3, and Stone shape are basically the only good every day spells.

Blindness is very weak for a 3rd level spell when burst of radiance has a similar AOE effect which does damage and targets a superior save.

Invisibility purge is situational... If you have no faerie fire, glitter dust or other arcane spells. Again lower level spells do this fine.

Magic vestment doesn't scale well. +2 armor at 11th isn't financially worth the 9000 gold of a 3rd level slot. This spell is just functionally bad until 16th.

Prayer is only slightly better than a few first level spells since +1 damage is far less than +1 to hit for most characters. Not worth a 3rd level slot

Wind wall is... ok? When it's good it's crazy when it's not it becomes a cure. I still wouldn't call this an every day spell. Sometimes great I guess but you'll usually know you need something like this and shockingly hard walls usually fix the problem just as easily.

Communal 10/level spells are poor choices because 10/min level is significantly better than 10/min/level/target.

Remove curse, disease, and water breathing are situational and leave a slot open type spells.

I stand by my statement. 3rd level cleric spells is literally the worst spell level in the entire game.


Undone wrote:

Invisibility purge is situational... If you have no faerie fire, glitter dust or other arcane spells. Again lower level spells do this fine.

Magic vestment doesn't scale well. +2 armor at 11th isn't financially worth the 9000 gold of a 3rd level slot. This spell is just functionally bad until 16th.

Prayer is only slightly better than a few first level spells since +1 damage is far less than +1 to hit for most characters. Not worth a 3rd level slot

.

Even with Glittlerdust it's good, if there are several invis bad guys.

9000 gold?????

You get both a +1 to hit and +1 to damage:"+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls." Plus it stacks with Bless and it stacks with Bard Inspire Courage.

Shadow Lodge

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In my opinion, Burst of Radiance, while a tad bit overpowered due to the range, is pretty much the best, and by that I mean most iconic, most in flavor for a character that is supposed to call down divine wrath, and just outright coolest spell) that paizo has given the Cleric. I might even say the single most awesome thing that paizo has ever done for the Cleric, and I wish that they would do more like it.

I partially agree with Undone, and partially disagree. Magic Vestment, and this is also very true for Greater Magic Weapon as kind of must haves to even make the Cleric viable. It allows the Cleric to get a +1 Armor or Weapon, and then add properties to it, and then use those spells to increase the AC/Att/Damage magical bonus at near the same rate other classes do that don't also have to spend money on things like scrolls to fix other player's conditions. The key here is, and this is the only thing that makes it worth it, is that both spells are measured in hours. (the problem is that most armor and shield properties, well, just suck. They are just far too expensive for the trivial abilities they grant).

Pretty much anything that is a Remove this, Cure that, is extremely circumstantial and can therefor be a wand or scroll. If not one that other character buy to be used on them.

Invisibility Purge can be nice, but with it's casting time and range, it's not nearly as great is it could be. At much higher levels, it's better, so for a 15th-20th level Cleric, it starts to come into it's own.

Blindness targets basically the best save that an enemy you most want to use it on is likely to have, and it's an all or nothing spell. So as most Clerics tend to have crappy DCs, it's usually not great.

Prayer, while nice, is also one of those spells that A.) doesn't stack with a great many things, and B.) due to it's area, tends to (rightfully so) piss off DM's more than it's actually the fairly minor benefit it grants.

Even going back to the 3.0 boards, certain entire spell levels of the Cleric list have had major issues. 3.5 was able to fix this by all the splat books, but Paizo has really dropped the ball.


DM Beckett wrote:


Prayer, while nice, is also one of those spells that A.) doesn't stack with a great many things, and B.) due to it's area, tends to (rightfully so) piss off DM's more than it's actually the fairly minor benefit it grants.

1. It's a Luck bonus now.

2. Why?


DrDeth wrote:
Undone wrote:

Invisibility purge is situational... If you have no faerie fire, glitter dust or other arcane spells. Again lower level spells do this fine.

Magic vestment doesn't scale well. +2 armor at 11th isn't financially worth the 9000 gold of a 3rd level slot. This spell is just functionally bad until 16th.

Prayer is only slightly better than a few first level spells since +1 damage is far less than +1 to hit for most characters. Not worth a 3rd level slot

.

Even with Glittlerdust it's good, if there are several invis bad guys.

9000 gold?????

You get both a +1 to hit and +1 to damage:"+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls." Plus it stacks with Bless and it stacks with Bard Inspire Courage.

A 3rd level spell slot can reasonably be valued at about 9000 as PoP 3's cost that much.

+1 to hit/damage and -1 to hit/damage is a very weak use of a 3rd level spell compared to literally every arcane spell you want to cast (haste a shining example) , protection against evil/chaos/law, or even several other spells of level 1-2. It's statistically if not cast in pre combat a waste of an action. The bonus is simply too small.

Quote:


In my opinion, Burst of Radiance, while a tad bit overpowered due to the range, is pretty much the best, and by that I mean most iconic, most in flavor for a character that is supposed to call down divine wrath, and just outright coolest spell) that paizo has given the Cleric. I might even say the single most awesome thing that paizo has ever done for the Cleric, and I wish that they would do more like it.

I partially agree with Undone, and partially disagree. Magic Vestment, and this is also very true for Greater Magic Weapon as kind of must haves to even make the Cleric viable. It allows the Cleric to get a +1 Armor or Weapon, and then add properties to it, and then use those spells to increase the AC/Att/Damage magical bonus at near the same rate other classes do that don't also have to spend money on things like scrolls to fix other player's conditions. The key here is, and this is the only thing that makes it worth it, is that both spells are measured in hours. (the problem is that most armor and shield properties, well, just suck. They are just far too expensive for the trivial abilities they grant).

Pretty much anything that is a Remove this, Cure that, is extremely circumstantial and can therefor be a wand or scroll. If not one that other character buy to be used on them.

Invisibility Purge can be nice, but with it's casting time and range, it's not nearly as great is it could be. At much higher levels, it's better, so for a 15th-20th level Cleric, it starts to come into it's own.

Blindness targets basically the best save that an enemy you most want to use it on is likely to have, and it's an all or nothing spell. So as most Clerics tend to have crappy DCs, it's usually not great.

Prayer, while nice, is also one of those spells that A.) doesn't stack with a great many things, and B.) due to it's area, tends to (rightfully so) piss off DM's more than it's actually the fairly minor benefit it grants.

Even going back to the 3.0 boards, certain entire spell levels of the Cleric list have had major issues. 3.5 was able to fix this by all the splat books, but Paizo has really dropped the ball.

I think the biggest problem is that they've tried to control the Cleric spell list because they fear Cleric zilla. The problem is that because of this the 3rd level list is outdated.

Spells like Burst of Radiance are more inline with spell level's power to me. It's a fair version of 3.5 glitter dust (1d4 rounds). Keep in mind blindness is permanent. Glitterdust was effectively AOE super blindness in 3.5 and was not even as bad as ray of enfeeblement.

Magic is powered down but 3rd level cleric spells are still weak despite this.

I stand by my claim. 3rd level cleric spell level is the worse spell level in the game.

Shadow Lodge

DrDeth wrote:
DM Beckett wrote:


Prayer, while nice, is also one of those spells that A.) doesn't stack with a great many things, and B.) due to it's area, tends to (rightfully so) piss off DM's more than it's actually the fairly minor benefit it grants.

1. It's a Luck bonus now.

2. Why?

By that level, Luck bonuses are not that uncommon, and it's annoying because it essentially means that the entire board, takes a -1 to basically everything. Sure, it's only a -1, but it's just on of those things where, if there are a lot of enemies, or if there are enemies that come into the picture after the spell, (summoned, or where behind a door) to remember which ones are affected or not.

Small fights, not a problem, but then again, you are probably not going to use the spell for a small fight.


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Undone wrote:
Of those dispel magic, magic circle against X, Summon monster 3, and Stone shape are basically the only good every day spells

Oh that's nice, that'll fill out all my 3rd level spell slots. Now I have one or two free bonus spell slots left to prepare any other, more situational, spell later during the day. And a Domain spell that isn't even from my own list, to top it of!

This isn't a problem.


Rub-Eta wrote:
Undone wrote:
Of those dispel magic, magic circle against X, Summon monster 3, and Stone shape are basically the only good every day spells

Oh that's nice, that'll fill out all my 3rd level spell slots. Now I have one or two free bonus spell slots left to prepare any other, more situational, spell later during the day. And a Domain spell that isn't even from my own list, to top it of!

This isn't a problem.

So what you're saying is that 4 spells of which 3 are fairly mediocre (but not terrible) are required to be taken by every single cleric ever played in pathfinder because literally everything else sucks?

That would more or less prove my point. 3rd level cleric spells is the worst spell level in the game.

EDIT: If I'm wrong give me another spell level that is as bad as it.


No, it just means that most of their spells aren't multi-purpose. That is a very different thing altogether.

EDIT:

A list of a few spells that are awesome in many various adventuring situations:

(In addition to those listed above)

* Archon's Aura
* Bestow Curse
* Bestow Insight
* Blessing of the Mole
* Blindness/Deafness
* Channel Vigor (I mean, holy crap, guys!)
* Charitable Impulse
* Magic Vestment
* Paragon Surge
* Summon Totem Creature
* Wind Wall
* Wrathful Mantle

Would I prepare those every day? No, of course not. But neither would I always prepare Summon Monster 3, Stone Wall, Magic Circle, and Dispel Magic. Would I prepare those every day while adventuring? If I could, sure. Those are awesome. Of course, what, exactly, I'd prepare, would be directly influenced by what I'm doing.

And, I mean, when I need them, I can go with:

* Agonizing Rebuke
* Animate Dead (presuming non-evil undead)
* Channel the Gift
* Continual Flame
* Create Food and Water
* Discovery Torch
* Enter Image
* Glyph of Warding
* Locate Object
* Nap Sack
* Obscure Object
* Protection from Energy
* Remove ~aaaaaaa~nything
* Riversight
* Skeleton Crew
* Sky Swim
* Speak with Dead
* Symbol of Healing
* Water Breathing
* Water Walk

These are just based on a quick scan and with playing at different times. Level 3 is filled with awesome.


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Tacticslion wrote:
No, it just means that most of their spells aren't multi-purpose. That is a very different thing altogether.

Except, for the purpose of the Oracle, that IS bad... see the Oracle is the shining example of the issues of the cleric spell list. The cleric spell list was made with the CLERIC in mind and everything the cleric package entails, like having all spells as spells known and combat capabilities.


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I'd agree except that every oracle I've played disagrees with your assessment.

EDIT: And Favored Souls before them, too.

Silver Crusade

Third level cleric spells are good - especially dispel magic, resist energy (communal), and delay poison (communal). Resist energy (communal) can save the party, as can delay poison (communal). I agree that seventh level spells are probably the least exciting level, with the possible exception of summon monster VII... but those SM VIIs are better with the new summoning rings from the Advanced Class Guide!


Tacticslion wrote:

I'd agree except that every oracle I've played disagrees with your assessment.

EDIT: And Favored Souls before them, too.

You really can't compare the cleric list from pathfinder to the 3.5 list... with all the splat hooks and such about, cleric had a RIDICULOUS spell list...

As for your Oracle argument, that is cool. Honestly I don't put much stock in "well I've seen" arguments because no matter how ridiculous the argument, there is always someone who had "seen the exact opposite" ... check I don't know how many times I have seen people say rogues are fine because the rogue in Thierry party is more deadly than the party barbarian


Sure.

But we rarely used any non-PHB spells in Favored Souls.

Still, if you decide to refute anecdotal evidence (which is, of course, your prerogative, and understandable), I would encourage you to re-read the actual things that an oracle (or Favored Soul) can actually do.

For seventh level spells:
* the alignment-words
* Bestow Grace of the Champion
* Control Weather
* Create Demiplane, lesser
* Destruction
* Regenerate
* Restoration, greater
* Resurrection
* Waves of Ecstacy

These are all really awesome spells.

I think what people are confusing is combat utility with really good. There are fewer direct combat utility spells on the cleric spell-list at certain levels. Thus, you're playing a different sort of game. Clerics (and oracles) are never drains on the party unless you make them drains on the party.


Jander Reiss wrote:
Third level cleric spells are good - especially dispel magic, resist energy (communal), and delay poison (communal). Resist energy (communal) can save the party, as can delay poison (communal). I agree that seventh level spells are probably the least exciting level, with the possible exception of summon monster VII... but those SM VIIs are better with the new summoning rings from the Advanced Class Guide!

See, that is good and all.. for the cleric... for an Oracle, delay poison it's kinda a poor choice because it is a very niche spell. If you don't run into poison things for a while then u just wasted a spell known. An Oracle needs to be like a sorcerer, their spells need to good a large majority of the time. This is easy for sorcs, because wizards have more spell choices than you can shake a stick at...

Shadow Lodge

Except that's not really true. An Oracle that doesn't have a certain spell know is no different than a Cleric that didn't prep that spell that day. An Oracle that does have a spell known that they don't use much in a given adventure is likewise no different than a Cleric that prepped it. Both have the same ability to swap it out for something else via spontaneous casting, but the Oracle has an advantage in that they can swap it out for a lot more options than the Cleric's 1.

The Cleric can swap out spells tomorrow, or even leave a slot open, but the issue with that is it doesn't do a dang thing when you need a certain spell now, which is normally the case when a Cleric would utilize that option, not 15 mins later.

It sounds like people are falling into the typical Schrodinger's Wizard (or in this case Cleric), the idea that because all Wizards/clerics have that option available, all Wizards/Clerics therefor do have that option at all times. There are a few rare times when stopping for 15+ mins in the middle of a dungeon is viable to get the right spell for the job, but in practice it's generally not, and even if it where, it's too late by that time. The poisons already done it's damage. Your party's buffs are now all gone.


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DM Beckett wrote:
There are a few rare times when stopping for 15+ mins in the middle of a dungeon is viable to get the right spell for the job, but in practice it's generally not, and even if it where, it's too late by that time. The poisons already done it's damage. Your party's buffs are now all gone.

But the pit trap you need to bypass is still there. The shadow's strength damage is still present, and the realization you prepped all the wrong spells is still real.

Rare? Maybe. But better to find it rarely useful than be commonly screwed.

Shadow Lodge

Agreed. I just mean that it's not nearly as great/strong as people tend to think in practice. It's nice when it does work, but not something I would count on as a major addition to the Cleric over the Oracle.


DM Beckett wrote:
Except that's not really true. An Oracle that doesn't have a certain spell know is no different than a Cleric that didn't prep that spell that day.

And upon that day the cleric did call do his god and say "I left open one hole for you to plug Desna may you plug it with perfection."

DM Beckett wrote:

An Oracle that does have a spell known that they don't use much in a given adventure is likewise no different than a Cleric that prepped it. Both have the same ability to swap it out for something else via spontaneous casting, but the Oracle has an advantage in that they can swap it out for a lot more options than the Cleric's 1.

And low and behold the oracle can cast remove disease at 4th.

DM Beckett wrote:


The Cleric can swap out spells tomorrow, or even leave a slot open, but the issue with that is it doesn't do a dang thing when you need a certain spell now, which is normally the case when a Cleric would utilize that option, not 15 mins later.

Most of the best cleric spells are cast long before combat.(Air walk, Circle vs X, GMW, Eaglesoul, exct) The ones cast in combat are generally multi purpose (Summons).

DM Beckett wrote:


It sounds like people are falling into the typical Schrodinger's Wizard (or in this case Cleric), the idea that because all Wizards/clerics have that option available, all Wizards/Clerics therefor do have that option at all times. There are a few rare times when stopping for 15+ mins in the middle of a dungeon is viable to get the right spell for the job, but in practice it's generally not, and even if it where, it's too late by that time. The poisons already done it's damage. Your party's buffs are now all gone.

There is a huge difference.

1) Clerics spells are needed after something bad happens, not to make something bad happen to someone else. As such an open spell slot is literally whatever you want.

2) Cleric spells tend to be long duration (10/min +) As such they are cast instantly, or they are multipurpose buff spells which are not situation specific. Blessing of fervor is basically always exactly as good as it was before.

I still hold by my statement. Unless someone can show me a worse spell level I hold that CLERIC 3 is the worst spell level for a spell to be in the entire game. For those who say CLERIC 7 I think you're insane. It's not the same level of awesome as say simulacrum but Destruction, Greater restoration, Resurrection, Greater Scrying, Holy word which highhandedly prevents you from being mobbed like ever, summon 7 is great. The size is small but most of the spell levels are great. Additionally unlike the CLR 3 list you can fill this with 4th level dazing spells.

I see nothing to refute my point. If you have a worse spell level propose it.


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SUBJECTIVE STATEMENT PROPOSED AS ABSOLUTE PROVE ME WRONG

Shadow Lodge

Undone wrote:
I see nothing to refute my point. If you have a worse spell level propose it.

I was actually responding to K177Y C47's comment. I do disagree about 3rd level spells being the worst, but that's subjective to what sort of Cleric you are playing and what sorts of common thing you face. :)

I personally hold that all Divinations (from my personal experience) to simply be an expensive way for the DM to screw you over and waste a spell slot for your trouble. So Greater Scrying is out. Holy Word is mostly a joke outside of the 3.5 methods to boost your Caster Level to make it work. Well, unless you want to destroy a town of commoners. Destruction is kind of an expensive, ranged, but otherwise worse version of Harm (until the highest levels). Res is good. Greater Restoration, a good chunck of it can be done via a Heal spell, and at this level, teleporting back to town shouldn't be too much of an issue. It's costly, and is a 3 Full Round cast. So out of combat. So nice to knock out a bunch of things at once, but not really one that's probably a must have at all times for a Cleric. Probably pretty close to the line of something you'd really want on a Staff or a few Scrolls of, just in case.

8th is pretty terrible too. Firestorm and Earthquake if you can not hit your party and really don't care about destroying absolutely everything in the area. Holy Aura and the equivalents are basically like 4th level spell material at best. Symbols or generally less that effective. A lot of the other spells really just depend on how much the DM allows them to be useful or depend a lot on you party make up. Not much I would actually want to prep most average adventuring days.

Dark Archive

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Well, since someone is trying to argue the limited usefulness or even power of the third level spells for the cleric, I decided to see what my necromancer has listed to prepare. He's a battle cleric/necromancer.

So:
Animate Dead, Sands of Time, Prayer, Archon's Aura, Bestow Curse, Nap Stack, Speak With Dead, Vision of Hell, Contagion, Deeper Darkness, Discovery Torch, Blood Biography, Blindness/Deafness, Magic Vestment, Greater Stunning Barrier.

The problem he is having is that there are too many useful spells in this slot and he has to prepare some in fourth level slots as well. Hisl useful in combat and many serves out of combat utility as well. A typical preparation might be:
Animate Dead, Greater Stunning Barrier, Magic Vestment, Sands of Time/Archon's Aura/Vision of Hell.

But he is just as likely to want to prepare Archon's Aura with Prayer, Bestow Curse and/or Contagion. These lists are very good for what my character is trying to do. If I were playing a different type of cleric, the spells listed would be radically different. I have a cleric build that needs to put 2nd level spells in the third level slots because there are too many relevant and always useful spells at that level and not enough slots.

I don't see anything weak or wrong with the spells at any given level. The spell types tend toward subtlety and resolution so I feel this is more of a play style issue than mechanical. A lot of 'niche' and 'circumstantial' spells are really not. The reality is that if your gm is running a full-bodied game, you should expect to deal with poison, disease, curses, sneak attacks, night encounters, thieves, swarms, being mind controlled, being underwater, being in darkness, making lots of acrobatic checks (or falling), paralysis, sleep, traps, puzzles. These issues were common when I played second edition. Maybe the nature of the threats in the game have changed. When I played forever ago, a scroll or two to remove a condition would never have been enough. They would have been nice and helped, but not enough. Players didn't just deal with a disease by making a save or, on the rare occasion they roll a 1 and fail, by fixing it up after the adventure by cheaply dropping some gold and moving on like nothing happened. Instead, a player might be diseased for 2-3 sessions before finally getting rid of it-sometimes longer. Unless those effects are all largely irrelevant, being able to remove them strikes me as fairly powerful and useful. A scroll of each restoration/remove and 2 different ones prepared and maybe even a wand for a particular type sounds like the backbone of a generic clerics repertoire. Then you prepare your spells around that. That's how we played, it was fun, it worked. Maybe things have changed.


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Undone wrote:
Rub-Eta wrote:
Undone wrote:
Of those dispel magic, magic circle against X, Summon monster 3, and Stone shape are basically the only good every day spells

Oh that's nice, that'll fill out all my 3rd level spell slots. Now I have one or two free bonus spell slots left to prepare any other, more situational, spell later during the day. And a Domain spell that isn't even from my own list, to top it of!

This isn't a problem.
So what you're saying is that 4 spells of which 3 are fairly mediocre (but not terrible) are required to be taken by every single cleric ever played in pathfinder because literally everything else sucks?

No, that is what YOU are saying.

Undone wrote:
That would more or less prove my point. 3rd level cleric spells is the worst spell level in the game.

And it doesn't prove your point at all, quite the opposite. This proves that you can play a cleric and even at the worst point you won't have to pick spells that are below mediocre (that means it's good). It may still be the worst spell level (but I highly doubt it since there are other spell lists with far less spell in them, like the 4/9 casters), this doesn't prove it. And even if it is, it's still solid and nowhere near sucking. (not that you necessarily said that it does)


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One thing I would agree with- the Wizard 3rd level list is far and away one of the best lists, and compared to that, the cleric list isnt so great. But the cleric list is still fine. I never have any problems picking spells or using them.


Undone wrote:
Communal 10/level spells are poor choices because 10/min level is significantly better than 10/min/level/target.

For an imminent danger to your entire party, would you rather spend four+ rounds and all your level two spell slots or one action and one level three spell slot?

Communal spells are overpowered in my opinion. In one round, you can give your entire party near immunity to a specific threat, which is crippling to many kinds of opponent. With a lesser rod of reach they don't even need to stand together.


Greater communal spell immunity is a simply outstanding buff....


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K177Y C47 wrote:
Jander Reiss wrote:
Third level cleric spells are good - especially dispel magic, resist energy (communal), and delay poison (communal). Resist energy (communal) can save the party, as can delay poison (communal).
See, that is good and all.. for the cleric... for an Oracle, delay poison it's kinda a poor choice because it is a very niche spell. If you don't run into poison things for a while then u just wasted a spell known. An Oracle needs to be like a sorcerer, their spells need to good a large majority of the time. This is easy for sorcs, because wizards have more spell choices than you can shake a stick at...

An oracle gets up to four level 3 spells known, plus the mystery bonus spell and Cure/Inflict Serious Wounds.

My choices: Dispel Magic, Magic Circle vs. [pick an align], Speak With Dead, Stone Shape ... plus Cure (or Inflict) Serious Wounds and mystery spell.

Plus try to keep around some scrolls of ...
Create Food and Water, Delay Poison (communal), Invisibility Purge, Remove Blind/Deaf, Remove Curse, Remove Disease, Water Breathing, and maybe a few others.

A good wand for level 3 is Prayer, if you can get one.

So... how exactly is this craptastic compared to a sorcerer? Counterspelling, AoE buff, information gathering from defeated foes, and utility.
This after the level 0-2 spells (and more). Care to explain to me how this sucks?


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Since I did 3rd level, I may as well give the same (Oracle) treatment to 7th level.

My choices: Destruction, Repulsion, Dictum/Blasphemy/etc. ... plus Mass Cure/Inflict Serious Sounds, and mystery spell.

Scrolls: Control Weather, Regenerate, Resurrection, Greater Scrying

So... one of the most fearsome save-or-die spells in the game, battlefield control, and mass status delivery... I'm not even using SM VII (with Vrock, Bone Devil or Greater Elemental), yet what is not to love!

Again... how is this bad?


Cleric Spell list could be more interesting. It's pretty narrow.


I meant Mass Cure/Inflict Serious Wounds, not Mass Cure/Inflict Serious Sounds

... how embarrassing.


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Malignor wrote:

I meant Mass Cure/Inflict Serious Wounds, not Mass Cure/Inflict Serious Sounds

... how embarrassing.

Well, not as bad as accidentally casting limited fish. In fact inflict serious sounds seems like an excellent name for a bard spell.


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blahpers wrote:
Malignor wrote:

I meant Mass Cure/Inflict Serious Wounds, not Mass Cure/Inflict Serious Sounds

... how embarrassing.

Well, not as bad as accidentally casting limited fish. In fact inflict serious sounds seems like an excellent name for a bard spell.

Continual Wight.

FurBall.

lightening bolt.

Magic measles. Magic weasels.

Detect Weevil.


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DrDeth wrote:
blahpers wrote:
Malignor wrote:

I meant Mass Cure/Inflict Serious Wounds, not Mass Cure/Inflict Serious Sounds

... how embarrassing.

Well, not as bad as accidentally casting limited fish. In fact inflict serious sounds seems like an excellent name for a bard spell.

Continual Wight.

FurBall.

lightening bolt.

Magic measles. Magic weasels.

Detect Weevil.

Ack Tentacles!

Mage's Disfunction
Animate Bead
Power Word Bill
Meteor Swamp
Energy Rain
Bunburst
Maize
Prismatic Ball
Mind Bank
Reverse Gravy
Control Heather
Prismatic Pray
Gasping Hand
Shadow Wok
True Peeing
Legend Bore
Acid Frog
Antmagic Field
Transmute Rock to Fud
Overland Blight
Best Shape III
Cone of Bold
Mind Bog
Contact Other Plain
Wall of Bone
Bear
Wall of Nice
Wall of Wire
Remove Purse
Wire Tap
Lame Arrow
Gentle Pose
Tiny Mut
Rope Tick
Continual Lame
Ghost Pound
Flair
Red Magic


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Quote:


Ack Tentacles!
Mage's Disfunction
Animate Bead
Bunburst
Control Heather
Wall of Bone

So the tentacles are dysfunctional before you animate the bead and give a bun burst to heather so she can smash through the wall of bone?


3 people marked this as a favorite.

this thread took a step away from the darkness into something wonderful.

Grand Lodge

The clerics have access to all of the clerical spell. except counter to you alignment. which is more choice than most wizards.
If you want to be a blaster start as a gnome with the pyromaniac alternative race trait, Then be a theologian then chose the fire domain.
You will have the ability to cast a 4d4+4 burning hands at 1st level.
Instead of the normal d4
The pyromaniac treats your fire spells as on higher a theologian adds two more levels. you could be a negative channeling cleric but I would recommend against it.
Cleric have an ace up there sleeve better than a conjurer wizard for summoning. If you take sacred summon feat you may summon monsters of your alignment as a standard action verses the wizard who take to rounds for his summoned monsters to come up. Most of the bad guys are evil and you can have your summoned monsters smite evil once a day do more damage and ignore DR. As a wizard I can do a standard action cast but I have to make a fort save every time I do it or be fatigued.

Shadow Lodge

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Marroar Gellantara wrote:
DrDeth wrote:
blahpers wrote:
Malignor wrote:

I meant Mass Cure/Inflict Serious Wounds, not Mass Cure/Inflict Serious Sounds

... how embarrassing.

Well, not as bad as accidentally casting limited fish. In fact inflict serious sounds seems like an excellent name for a bard spell.

Continual Wight.

FurBall.

lightening bolt.

Magic measles. Magic weasels.

Detect Weevil.

Ack Tentacles!

Mage's Disfunction
Animate Bead
Power Word Bill
Meteor Swamp
Energy Rain
Bunburst
Maize
Prismatic Ball
Mind Bank
Reverse Gravy
Control Heather
Prismatic Pray
Gasping Hand
Shadow Wok
True Peeing
Legend Bore
Acid Frog
Antmagic Field
Transmute Rock to Fud
Overland Blight
Best Shape III
Cone of Bold
Mind Bog
Contact Other Plain
Wall of Bone
Bear
Wall of Nice
Wall of Wire
Remove Purse
Wire Tap
Lame Arrow
Gentle Pose
Tiny Mut
Rope Tick
Continual Lame
Ghost Pound
Flair
Red Magic

If we really want to go here, I'd throw in my 2cp.

Warm
Mage's Lubrication
Meal
Gentle Dose
Telestarboard
Dimension Floor
Symbol of Rain
Symbol of Breath
Symbol of Drain
Cure Light Mounds
Rest or Ration
Power Word Skill
Sh!++er
Rending
Massage
Whip of Pants
Sympathetic Ventilations
Wallow
UnWallow

Dark Archive

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I have been avoiding this thread for a couple days because of lots of doomsaying, and what do I find when I come back? Some guy listing great spell choices for an oracle and possibly the best thread derailment I've seen in recent days.

Sometimes, I really love you guys.


Seranov wrote:

I have been avoiding this thread for a couple days because of lots of doomsaying, and what do I find when I come back? Some guy listing great spell choices for an oracle and possibly the best thread derailment I've seen in recent days.

Sometimes, I really love you guys.

The thread didn't have rails but whatever passes for them is gone now.


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Malignor wrote:


Undone wrote:
2) Sort of? Extend spell is actually functionally terrible usually. I've seen it trumpeted in so many guides and situations but the thing is buffs with >1 hour duration are functionally the same as 2 hour duration buffs. Durations are really rounds, 1 combat, all day in my experience 90 minutes is functionally the same as 180 minutes since you walk in and clear somewhere in under 30 minutes usually in game. The best extended spells are spells like murderous command.
oftentimes you are correct. IMO, Extend Spell is only useful for round/level spells at low levels to ensure they last the combat, for hour/level spells that you want to have running all day, or for the rare day/level spells to save you a whole spell slot for a few days (wah.... hoo).

Depends on the game. In 20 years I have played a grand total of 2 characters that were above 11th level, and I have been ambushed at night or had an activity cycle that lasted 12+ hours in pretty much every campaign I've ever played in. If your DM is nice, then it's assumed you always just happen to have your hours-long buffs up before the fights. If the DM bothers to ask, then most of them are either still waiting to be cast when you roll initiative or they ran out 3 hours ago.

I mean, ant haul is a completely meaningless spell if the DM doesn't track encumbrance, but if he does then good luck with that 10k copper and 36 Masterwork Spears you wanted to loot.

Edit:
Laming Sphere
Aqueous Orc
Cone of Colt
Animate Nope
Aspect of the Rowlf
Bartskin (turns you yellow)
Less Water
Less Weapon
Fnord of Shards
Bullet field
Bull's Length
Burst of Weed
Define Favor
Define Power
Laconic Reservoir
Wife Conduit
Pimp Lash
Lame Blade
Antiwife shell

But all fall before the Belt of Genre Changing

Grand Lodge

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I found the antiwife she'll life conduit and animate nope the most amusing.

@Seranov, I have a super duper awesome spell list that everybody loves. It gets me and Mischief through the day. We can pretty much handle anything an adventurer needs for a dungeon crawl or a fight. Also, pages of spell knowledge are an excellent way for us oracles to cover a few niche needs without wasting our precious slots known.

Dark Archive

By all means, do share. ;)


Level 7? What about destruction (nicer to cast it at a distance than harm plus it kills, a lot of times even if you pass the save).

Or holy word. Blind is a powerful debuff. Banishment too. You cannot use vs the big bad boss, but if it has a group of minions... if he does not have it, you don't need to care anyway.

There is also Summon Monster 7 and ethereal jaunt.

Grand Lodge

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@Seranov

My List:

0.) Detect & Read Magic, Spark, Create Water, Guidance, Enhanced Diplomacy, Mending, Purify Food and Drink, Stabilize.

1.) Clw, Burning Hands, Burning Disarm, Sun Metal, Murderous Command, Moment of Greatness, Shield of Faith, (Ant Haul via Page of Spell Knowledge).

2.) Cmw, Resist Energy, Scorching Ray, Flaming Sphere, Defending Bone, Silence, Shield Other, Pilfering Hand (Wants to add Air Step).

3.) Csw, Fireball, Dispel Magic, Speak With Dead, Archon's Aura (might swap out for Greater Stunning Barrier, Glyph of Warding or Bestow Curse).

4.) Ccw, Wall of Fire, Blessing of Fervor, Aura of Doom.

I originally had spiritual weapon, spiritual ally and chain of perdition on the list but in pfs all or most of those use wisdom for the attack bonus. Either way, this list is for a 5 strength, 3 foot tall gnome pyromaniac treasure hunter. Me! I've only got some of the third level spells but they seem to get the job done. I suppose I am missing Air Walk and I do get another 4th level spell at 11. I had a list of fifth level spells but decided to just wait and see how things were going. Planeshift, Scrying, Spell Immunity (Communal), Life bubble, Wall of Blindness/Deafness/Stone were some of the ones that crossed my mind but I only get to pick two.


The Cleric spell list probably shouldn't be as "good" as the Wizard/Sorcerer list. The casters that use it can have every single one ever printed, for free, just by praying.

You can transform the purpose of your character without rebuilding. Today I'm a Righteous Might warrior and tomorrow a classic caster.


Oath wrote:
The Cleric spell list probably shouldn't be as "good" as the Wizard/Sorcerer list. The casters that use it can have every single one ever printed, for free, just by praying.

That honestly is it's biggest problem. I personally would rather see domains treated like the arcane schools, and clerics only have access to a few basic domains + a handful relevant to their god. It'll still have plenty of power, but give more room for domains to actually have a visible effect.

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