
Minigiant |

I am about to start a Wrath of the Righteous campaign next week (Just had session 0 and am pumped).
With my mythic path abilities I will be picking up Enduring Blessing twice
Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell’s duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can’t be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.
My question is, what Cleric spells would benefit most from this ability?
My initial thoughts are
- Angelic Aspect
- Antilife Shell
- True Seeing
What do you think?

Joynt Jezebel |

Angelic Aspect seems to me the least powerful of the effects by far. You would expect this from a level 2 spell compared to level 5 and 6.
Antilife Shell is an immensely powerful effect, great on full casters, especially arcane casters as it negates so much of there trademark squishiness. But it isn't always going to be that relevant.
True Seeing does so much so often that you will always want one party member with it for 24 hours.
You may have noticed this yourself, the spell with Enduring Blessing lasts for 24 hours and can be cast once on each individual. So use it like this-
1 Cast a buff spell on each party member just before you go to sleep. Include animal companions and familiars.
2 Have a 8 hour snooze.
3 Replenish all your spells.
4 Head out for a full days adventuring with the buffs in place until you are ready to sleep the next night.

![]() |

Never underestimate freedom of movement.
I really like Enduring Blessing however its utility does start to fade as you get to the higher teen levels, much earlier if your party is built to take advantage of cooperative buffing. A 10 min/lvl, CL24 (not hard to do by level 18, even without Mythic rules), extended spell lasts 8 hours. Which is the length of a typical adventuring day. Enduring Blessing doesn't ever become useless, but unless your GM loves night surprises days can pass without it mattering.

Mysterious Stranger |

If you have access to Heroism that would be my choice. Mythic Heroism is even better. There are a couple of domains that grant heroism as a domain spell. Since it has a duration of 10 minutes per level you only need to have enduring blessing once to use it. +4 to almost everything you do is hard to beat.
Any of the Stat enhancing spells could be worth using enduring blessing on. Especially if cast on a secondary stat that improves saving throw or other combat abilities. DEX and CON would probably be the most useful. Getting extra HP or AC is always useful.
Resist Energy would also be useful. It also only needs the 1 use of endure blessing.
Invisibility Purge would need endure blessing taken twice but negating and would have to be cast on yourself but would negate all invisibility within a large area.
Spell Resistance would make it more difficult to be affected by magic.
True Seeing will shut down lots of things like invisibility, illusions, other trickery.
Invoke Deity is another great spell for enduring blessing. Not only are some of the benefits incredibly useful, you can change what the domain to another domain your deity offers. The Glory and Protection domains are good choices. Good allows you to makes all your weapons be good. With the right domains this could be better than Angelic Aspect.

![]() |

OK, I completely missed that you were taking Enduring Blessing twice. Ignore my comments about "utility fading."
-If your party has any non-mythic animal companions, eidolons, familiars, cohorts, etc., then share glory is their spell.
Assuming no spells from outside the usual cleric spell list (domains, multiclassing, etc.) and no shenanigans to cast personal spells on allies, the best choices may be some of the lower-level, defensive spells that simply save you an action when combat starts.
-Shield of faith is always useful, especially the mythic version.
-Guardian of faith doesn't have a mythic version but does count as both shield of faith and protection from evil.
-Death ward.
I've always felt that Enduring Blessing was at it's most useful when taken by an inquisitor or by an arcane class dual-pathing into Hierophant. (Hello, brown-fur transmuter!)

![]() |
1 person marked this as a favorite. |

Considering you are playing a demon-centric campaign, Antilife Shell is an incredibly horrible option:
- It does not ward against outsiders, and
- It will likely ward against your fellow party members, preventing them from maneuvering around you in any even slightly confined space.

annawhite |
I am about to start a Wrath of the Righteous campaign next week (Just had session 0 and am pumped).
With my mythic path abilities I will be picking up Enduring Blessing twice
AoN wrote:Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell’s duration to 24 hours. If the spell has other duration Block Blast conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can’t be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.My question is, what Cleric spells would benefit most from this ability?
My initial thoughts are
- Angelic Aspect
- Antilife Shell
- True Seeing
What do you think?
Enduring Blessing is a fantastic choice, especially for extending high-utility buffs like Angelic Aspect and True Seeing. I’d also consider Freedom of Movement and Death Ward as strong picks for survivability across adventuring days.