Clerics domain spell


Advice


Hello! I have a problem in defining spells for my cleric. I think I'm doing it right, but still, want to make sure. So, here we go.

My cleric has 20 wisdom, which gives him a +5 modifier. So, on first level, he has 8 spells on 0 lvl, and 6 spells on 1st lvl. This is easy. But now, this domain thing. My cleric has healing and protection domains. He gets two skills, first one from healing and first one from protection, and now the spells. He is on 1st lvl, so he has 1 slot for spells from domain. So, let's say, that he chooses cure light wounds. And now, he has 8 0lvl spells, 6 1lvl spells, and this cure light wounds additionally, is that right?


Your Wisdom 20 doesn’t grant you 5 extra spells. It grants you one extra spell, up to spell level 5. See this. So, on level one you have 1 spell from your class and 1 extra from sufficiently high Wisdom. When you reach level 3, you can now cast level 2 spells. Again, you have one extra spell per day thanks to high Wisdom. This continues up to spell level 5 (which you can cast beginning at level 9), but unless you increase your Wisdom you don't gain an extra spell for spell level 6.

Also, high Wisdom doesn’t grant you any extra level 0 spells. You have 3 at level 1. That's it.

You are, however, correct about the domain spells.

Quote:
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot.

So at level 1, you have a total of three spell slots. One base, one from extra Wisdom and one domain. The two first can be used to prepare any cleric spell in, the third can only be used for one of your two domain spells.


Okay, what about caster lvl? This one bonus spell from wisdom can be higher than my caster lvl? Or I have put so much point's into wisdom for nothing?


Sorry, stupid question. I just read that in rules. But yet, I have another question. There is mentioned, that clerics can cast only spells from their diety alignment. It's clear to me, but for now I can't seem to find any spells that have that requirement. Even the obvious ones, like bleed, which definitely isn't a "good" spell. So, It's up to me to recognize which spell is good and which isn't?


Alignment spells list it in the description. Infernal Healing is one such spell.

It should be said that there's very few of them.


If you look at the spell you'll see something like this:

Cure Light Wounds
School conjuration (healing)

Inflict Light Wounds
School necromancy

Animate Dead
School necromancy [evil];

Holy Smite
School evocation [good]

So here we see that cure and inflict aren't alignment based, so any cleric can cast them.
But Animate Dead and Holy Smite are alignment based, so a Good God won't let you prepare or cast Animate Dead and an Evil God won't let you do Holy Smite.


High Wisdom is vital. Even one extra spell is really good. And your wisdom modifier is used to calculate how difficult your spells are to resist - their DC.

Check out Unholy blight. Right at the top, you'll see the word evil as a descriptor. So you can't cast Unholy blight if you worship a good deity. As DalmarWolf says, there are few spells with alignment descriptors.

However, just because you're allowed to cast a spell doesn’t mean you're allowed to cast it on everyone and for every purpose. As a cleric, you have to act within the rules and commandments of your deity. So casting Bleed or what-ever on an evil demon is fine, no it's encouraged, by a good deity. But casting Bleed on an innocent commoner who isn't telling everything she saw of an evil ritual to coerce her to talk is probably not okay. That's up to your gamemaster.


Lathelus wrote:
Okay, what about caster lvl? This one bonus spell from wisdom can be higher than my caster lvl? Or I have put so much point's into wisdom for nothing?

So you actually get 2 bonus lv1 spells from your high wisdom.

Caster level isn't dependent on stats so it's still just your cleric level.
Your domain spells and extra spells are only of levels you can cast, so even though you "qualify" for an extra 5th level spell, you don't get that until you can normally cast 5th level spells at lv 9.
Your wisdom determines your save DC. It's equal to 10+spell level +casting stat. So your hold persons will be harder to resist.
Also its part of your concentration checks, CL+stat, so if you need to try and make those then your wisdom helps.

If you're not planning on casting offensive spells then save DCs don't matter as much and having a super high wisdom isn't needed. Depending on how high of levels you'll get to you can make due with a really low wisdom. Like if max level is 8 it's possible to make work a 12 wis that gets a headband to get you able to cast your lv4 spells.


Ok, I understand now. Last question, loosely bind to question. Sometimes in books there is mentioned something like "high attribute". For example in cleric class, "she receives bonus spells per day if she has a high Wisdom score". Where is that magic line between "high" attribute and "low" attribute? How much is it?


Anything above an 11 is high. You look at the table to see what it is. 12 is bonus lv1 spell 14 is bonus lv1 and lv2 spells. and so on.


Lathelus wrote:
Sorry, stupid question. I just read that in rules. But yet, I have another question. There is mentioned, that clerics can cast only spells from their diety alignment. It's clear to me, but for now I can't seem to find any spells that have that requirement. Even the obvious ones, like bleed, which definitely isn't a "good" spell. So, It's up to me to recognize which spell is good and which isn't?

Not quite. The PRD states:

Quote:
Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells.

And later the PRD states:

Quote:
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Note it limits spells opposed in alignment, not different. If you are good and worship a lawful deity, you are restricted from evil [opposed to your alignment] and anarchic [opposed to the deity's alignment] spells. If you and you deity are both good, then you can cast good, axiomatic [lawful], and anarchic [chaotic] spells.

As to High/Low score, see this table in the PRD.

/cevah


Blymurkla wrote:
Your Wisdom 20 doesn’t grant you 5 extra spells. It grants you one extra spell, up to spell level 5.

Doesn't wisdom 20 give two first level bonus spells? or was that just 3.5?


Drahliana Moonrunner wrote:
Blymurkla wrote:
Your Wisdom 20 doesn’t grant you 5 extra spells. It grants you one extra spell, up to spell level 5.
Doesn't wisdom 20 give two first level bonus spells? or was that just 3.5?

Per the table linked in my post above, it does.

/cevah


Drahliana Moonrunner wrote:
Blymurkla wrote:
Your Wisdom 20 doesn’t grant you 5 extra spells. It grants you one extra spell, up to spell level 5.
Doesn't wisdom 20 give two first level bonus spells? or was that just 3.5?

It does. It clearly says so in the table I linked, too. Saying it only grants one extra spell was a blunder on my part.


I use a mnemotechnique rule for the bonus spells. If your ability mod is +3, it means you get 1 extra spell up to spell level 3.

Then you substract 4 and see if you get a second extra, -9 for a third, -14 for a fourth and so on (all multiples of 5-1). So Wis 24 will give you bonus +7 so 1 extra spell up to spell level 7, and 7-4= up to spell level 3, 2 bonus slots. This 5 is a magical number, because its also the difference between primary abd secondary natural attacks, or between multiple iterative weapon attacks for high base attack.

Also it is worth noting if you are a positive energy channelling cleric, you can spontaneously cast cure spells from your non-domain slots. Thus you will better use your domain slots for your protection domain spells, instead of healing ones.

As you have already been well answered, are evil all spells with the evil descriptor written next to its school.

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