Spells vs undead as a cleric


Advice


Looking for some effective spells to prepare vs undead. We are currently level 14. We will be battling quite a few undead and I am wondering if Divine Wrath is a good spell if not, what are some good ones you all recommend?


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Holy Light, Heal, Holy Cascade, Infuse Vitality, Sunburst.


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I just need to note that Heal is good but only really worth to use offensively if you need to heal your allies too.
Sunburst is pretty devastating vs an army of undead but its AoE is so large that it's pretty difficult to use in closed ambients like dungeons. Even focus it burst point in a distant wall it's no rare that isn't away enough to prevent friend fire.


Divine Wrath is a solid spell against undead. Its damage isn't insane, but it inflicts sickened, bypassed incorporeal resistance, targets a save which is often weak on undead, and inflicts sickened to make the enemies easier to pick off. And most notably, it doesn't hurt your allies, making it great if you're swarmed already.

I believe heightened holy light is the best single target damage, at least against corporeal undead, but as a spell attack you need to be careful about when you cast it so you don't miss. Use a shadow signet ring after you Recall Knowledge for a weak save, get the enemy debuffed, and have bless or something up and running.


YuriP wrote:
I just need to note that Heal is good but only really worth to use offensively if you need to heal your allies too.

If the Cleric took the feats Panic the Dead & Cremate Undead, Heal becomes a really good offensive option against undead (especially at lvl 14 if fast channel has been taken too).

While probably still better to use when some allies took some damage, early application of frightened 1 and persistent fire damage might be worth it?


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My AV cleric has dangerous sorcery and healing hands. So his heal hits undead (and fiends) nearly as hard as an equal level fireball. On top of healing every ally in range. That's a very, very good deal.

I also very rarely need to heal all that much in combat, so having 5 extra top level slots to essentially blast enemies with is very nice.


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Don't forget that the cantrips divine lance (spirit damage), haunting hymn (sonic damage), and needle darts (special material) might come in handy against undead (and other foes). Spell slot conservation ("resource management") is often (still) a consideration, even at 14th level.


YuriP wrote:

I just need to note that Heal is good but only really worth to use offensively if you need to heal your allies too.

Sunburst is pretty devastating vs an army of undead but its AoE is so large that it's pretty difficult to use in closed ambients like dungeons. Even focus it burst point in a distant wall it's no rare that isn't away enough to prevent friend fire.

Hmm good point, is there anyway to start the burst radius in a different area which I can't see?

Liberty's Edge

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The Total Package wrote:
YuriP wrote:

I just need to note that Heal is good but only really worth to use offensively if you need to heal your allies too.

Sunburst is pretty devastating vs an army of undead but its AoE is so large that it's pretty difficult to use in closed ambients like dungeons. Even focus it burst point in a distant wall it's no rare that isn't away enough to prevent friend fire.
Hmm good point, is there anyway to start the burst radius in a different area which I can't see?

Looked for it but didn't find it because you need an unobstructed line of effect to the center of the area.


Ahh, so it's more of an outdoors type spell I see


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My party's Champion (of Sarenrae) picked up a ring of fire resistance for unrelated reasons, but led to him boisterously egging the Cleric (of Pharasma) to drop flaming sunbursts on his location in the upper levels of Carrion Crown (which you might well imagine were heavily filled with undead). Considering the other party members were a Sorcerer who usually liked to stay back/behind cover and a Ranger with an uncanny knack for dodging reflex saves, it usually turned out okay.

In a similar vein, said Sorcerer actually put themself in harm's way intentionally one time just to get the satisfaction of dropping Eclipse Burst (the void/cold equivalent of Sunburst) on an unsuspecting room of (living) cultists. The rest of the party dodged this blast by staying lined up in the hall behind them.

It is an absolutely huge AoE, which was very fun to pull off, even if it wasn't very common that happened. That said, if you have living allies, even a little fire resistance can knock down on friendly fire by a fair amount.


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Divine Immolation is good. Don't over think it either. Vitality Lash cantrip at rank 7 is 8d6 vitality damage with basic Fort. That's as good as a rank 4 or 5 slotted spell and almost as good as a level 7 heal (avg. 31.5 v. 28)

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