PDA

View Full Version : DM Help What spells should evil Cleric use fighting players.



Agrias
2017-10-04, 05:32 AM
I always play melee classes and a bit Wizards/Sorcerers but when it comes to how to play a Cleric I'm a newbie.
I don't know Cleric spells that well and how would they fight the players tbh. What spells should I have them precast and then what spells would they use.
I have two drow sisters Clerics (level 7 each so 4th level spells max) encounter and I'm not sure how should they fight and what spells would they cast.
Any suggestions would be great.

EdRed
2017-10-04, 06:19 AM
Are you looking for generally useful spells or do you want to double down on the evil aspect here?

Corrupt spells could be both effective and nasty, if you happen to have the bovd.

Seething Eyebane (save or suck) and Lahm's Finger Darts (no save) can both effectively disable an enemy. Just don't shoot all your fingers or you will have problems casting :smallwink:

Eldariel
2017-10-04, 06:37 AM
No matter what way you go, their access to Animate Dead and Rebuke/Command Undead gives them a bunch of Skeleton/Zombie things (Spider-themed stuff seems good for Drow) as bruisers. Beyond that, a couple of options exist:

Warrior/Archer Cleric

Spells: Divine Power, Greater Magic Weapon, Magic Vestment (Shield too), Spikes (Spell Compendium), Air Walk, Recitation (SC) Divine Favor, Lesser Unholy Transformation (SC).

Add e.g. Animal/Chaos Devotion (Complete Champion) and domain spells likeInvisibility from Trickery Domain and you have a formidable warrior.

A domain/item/trait (Spellgifted works) to boost Magic Vestment/GMW CL by 1 makes them useful. Divine Spell Power (Complete Divine) would work too. Could even go Cloistered Cleric and pick up Knowledge Devotion.

For more oomph, add Divine Metamagic (Complete Divine) for Quicken or Persistent Spell (Complete Arcane) to make wasting rounds buffing unnecessary. Domains matter a lot!

Basically, cast one-two buffs upon becoming aware while avoiding hits and then let loose with your bow or mace or whatever. One should DEFINITELY cast Recitation: it's a huge combat buff, particularly for your skeletons.


Caster Cleric

Spells: Ice Slick (Frostburn), Heartache (Book of Vile Darkness - combine with adjacent ally using Coup de Grace), Silence, Shatter, Laogzed's Breath (Serpent Kingdoms)/Nauseating Breath (SC), Darkbolt (Lords of Madness), Shivering Touch (Frostburn), Conjure Ice Beast III/IV (for the cold auras, summon 4 first level options and just have them defend), Summon Monster IV (e.g. 1d3 Dretches with readied actions to use their Stinking Cloud in response to enemy spells/attacks, then wade in), Summon Undead IV (Spell Compendium: Allips are fearsome) etc.

Divine Spell Power can make spells hit harder and Divine Metamagic: Fell Drain (Libris Mortis) or just using Fell Drain the oldfashioned way can stack negative levels on the PCs which are really nasty.

Any domains granting some of the better Wizard spells (Solid Fog, Black Tentacles, Haste, Slow, Glitterdust, Web, etc.) are great here and don't neglect preparing at least one Dispel Magic, alongside potential Dampen Magic (Complete Champion), Death Ward, Freedom of Movement.

Hangs back and casts spells to make the enemies fall while only fighting martially as a last resort. First disable enemies and let your minions/allies take them down with perhaps some minor offensive spells with carrier effects. Conjure Ice Beast for 4 things with ice auras deals 4d6 AOE Cold damage (have your own Resist Energy up if in melee) per round with added Aid Anothers/attacks/being walking barriers.


Summoner Cleric

Spells: Summon Monster IV, Summon Undead IV, Recitation, Haste (Domain), Desecrate (if using Undead), Inatant of Power (Forges of War), etc.

Take feats like Augment Summoning and perhaps Beckon the Frozen (Frostburn), focus on summoning a horde and buffing it. 4 Skeletal Owlbears (Summon Undead 4) against a prone (from Ice Slick) enemy for instance can really rend into flesh, particularly with buff spells to back them up.

The big point is, Summoner focuses on summoning with feats and uses them as a main tool in combat while Caster focuses on disabling spells and uses Summons mostly as SLAs doing incidental fighting.


All can of course be mixed and matched a bit; Warrior loves a flankmate Summon or a prone enemy with their -4 to AC and attack. Warriors, minions and summons alike benefit of buff spells. The Clerics can buff each other to counter enemy tactics. If they disengage, they can use Wands and consumables to heal up before re-engaging.

Agrias
2017-10-04, 07:57 AM
Cheers, great help I will look into this and surely make something out of it.

TotallyNotEvil
2017-10-04, 08:45 AM
To add to the list: Wrack, Stop Heart.

Agrias
2017-10-04, 09:06 AM
Greater Magic Weapon spell seems really poor. It just makes your weapon +1 if you are below 8th level so if you already have +1 Magic Weapon it's useless, which probably every level 7 character already have.

WeaselGuy
2017-10-04, 09:34 AM
Hold Person + Coupe de grace has killed me more than once... stupid fort save.

Elder_Basilisk
2017-10-04, 09:37 AM
The trick with greater magic weapon is to boost your caster level. There are a number of ways for players to do so (most notably bead of karma) but for evil npc clerics, the small boost from death knell is worthwhile. Sacrifice a minion or prisoner off screen with death knell and enjoy caster level 8 as a 7th level caster-at least for your long duration buffs.

Eldariel
2017-10-04, 09:44 AM
Cheers, great help I will look into this and surely make something out of it.

You should go into a bit more detail on what kinds of Clerics you want. The class can truly do anything. Also, which sources you're using; Clerics automatically know all spells on their list so the more sources, the more powerful they are. Also, which deity they're serving (Lolth) and what domains they have (Realms Wiki (http://forgottenrealms.wikia.com/wiki/Lolth#3e) lists Lolth as having Chaos, Darkness, Destruction, Drow, Evil, Spider, Trickery domains but you can reasonably add any that make sense, such as Transformation [she's all about Zin-Carlas, Driders & co.], Domination [pretty obvious], Envy [infinitely], Greed [ayyup] & co.).

As for Greater Magic Weapon, you should add a caster level booster such as Transformation-domain [Races of Eberron] or Divine Spell Power [Complete Divine]. Raising Caster Level (http://www.giantitp.com/forums/showthread.php?484088-3-5-Raising-Caster-Level) has a more comprehensive listing. But basically, +2 weapon for free is really nice (you don't even need to give them magic weapons allowing them to use more useful magic items instead. No reason to invest in things you can make for yourself after all. Though if you have them use a wooden weapon with Spikes, that makes the weapon +2 so you omit the need for this as well. But yeah, casters never need to invest in weapon or armor bonuses since they can just create those themselves on a daily basis. Kinda same with stat boosters. They can instead get items to improve their spells (Metamagic Rods, Caster Level Bonuses) and for general utility (Scrolls of Lesser Restorations and such, Wands of Cure Light Wounds). Complete Champion & Mage also have additional spell components, including Golden Desert Honey which makes Summons standard actions.

Eldariel
2017-10-04, 10:46 AM
A bit more about Domains and Domain Devotions Feats (with your first Cleric-level, you can trade any numbers of Domains for the corresponding Devotion feats at no cost [Complete Champion has them all]):
Chaos: Chaos Hammer is a nice spell. Otherwise it doesn't offer much - perhaps reasonable for a caster Cleric, though only against non-Chaotic enemies. The only benefit from the granted power is said Chaos Hammer.
Chaos Devotion: Solid buff to either AC or hit. Works nicely with Power Attack, though the lack of control makes this a tad weaker than Law Devotion. Solid for Warrior Cleric.

Darkness: Blacklight is strong in cramped quarters (cast on an item you hold, such as weapon, to keep it with you at all times and gain total concealment) and Blind-Fight synergises with vision impairment tactics (though mostly defensively). Getting Blindness/Deafness as a level 2 spell is also okay and Obscuring Mist is a generally useful spell, particularly with you having Blind-Fight.
Darkness Devotion: No such thing, you'd probably get Evil Devotion. Commenting on it later.

Destruction: The spells are rather weak aside from Shatter, and you probably have it anyways. The granted power is okay but 1/day. Only for warrior clerics and better options exist.
Destruction Devotion: Good for longer fights, but Chaos Devotion is probably better. Immediate bonuses rather than after multiple hits.

Drow: Weak feat as a granted power, weak spells aside from Cloak of Dark Power, which is okay on the surface, but nothing special. Clairvoyance a level early is nice. Suggestion is okay, but nothing special.
Drow Devotion: No such thing and can't really say what I'd give instead. Probably again Evil Devotion.

Evil: Like Chaos Domain, Unholy Blight is again the only reasonable spell; probably more broadly applicable vs. PCs but Sickened is much weaker than Slow from Chaos Hammer. The Domain power mostly matters for Unholy Blight but Evil spells are quite a bit more common than Chaotic spells so you get mileage out of it with e.g. Evil Summons, Undead, various buffs, etc. Still not amazing - perhaps worth considering on a Necromancy-focused Cleric (but even then, other Domains offer more).
Evil Devotion: Very minor damage reduction but on the flipside it's unlikely to be overcome this early and it's an AOE buff for the whole team. DR 2/Good feels worse than equivalent options, but not absolutely worthless on caster Clerics.

Spider: An interesting domain. Summon Swarm is a worthwhile spell for caster & summoner Clerics particularly if you have something like Sonorous Hum [Spell Compendium] to concentrate for you. The Rebuke power is even more interesting, allowing you to Command e.g. some Monstrous Spiders or Spider Swarms. This could add the Spider-theme from Lolth to the encounter. For a caster Cleric, this is consideration worthy.
Animal Devotion: This seems like the only option far as Devotions go. A very, very solid buff effect for a warrior type; Ape's Fury for +4 Strength, Cheetah's Sprint for +10' movement speed, Hawk's Flight for +5' flight speed and Serpent's Strike for an extra Bite attack for nasty Con damage. Useful for caster Clerics mostly in terms of flight and move speed to avoid melee, while all 4 options are very powerful for a warrior Cleric (Ape's Fury the most of them).

Trickery: Spell-wise the strongest of these domains, probably. Invisibility is very powerful for getting surprise/the first strike and notably Summon Monsters and buffs don't even break it, Disguise Self enables e.g. infiltrating the party or escaping, Confusion is the one of the most powerful offensive AOEs on these levels. The party members failing the save end up hitting each other repeatedly essentially not only being out of the fight but also positively contributing to the bad guys' victory. And it's an AOE. Hide and Bluff are very useful skills though non-Cloistered Clerics would have a hard time affording points. Of all the Lolth domains this is probably the only one where I'd consider Domain Spontaneity [PHBII].
Trickery Devotion: It's an Unseen Servant that looks like you can you can pretend to be it with a swift action. This allows you to roll Bluff and make enemies think the Simulacrum is you instead. The Servant can also pick up items, carry them, close and open doors, move obstacles and things of that nature. Very useful particularly for melee (makes enemies attack the image) though it's not exceptionally powerful.


To this end I'd highlight Trickery (particularly for base Cloistered Cleric (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#cloisteredCleric) who could also spend those skill points for Hide/Bluff and even trade Knowledge-domain for Knowledge Devotion to get combat bonuses - Knowledge (Local) from the Devotion-feat allows you max out bonuses vs. humanoids), Animal Devotion, Spider, Darkness, Chaos, Trickery Devotion and Chaos Devotion. Darkness, Knowledge Devotion, Animal Devotion and Chaos Devotion shine for a warrior Cleric, Spider for minionmancer and Chaos, Trickery and Trickery Devotion for caster Clerics. Evil Devotion is a "maybe" for buffers/summoners.

Other domains of interest include Transformation (for warrior types), Deathbound (necromancer), Planning (any), Celerity & Time (buffer/any) depending on how you allow additional/auxiliary domains. All those domains are from Spell Compendium except for Transformation which is in Races of Eberron.

EDIT: Some more spell ideas, this post (http://www.giantitp.com/forums/showthread.php?514702-good-cleric-spells&p=21691649&postcount=5#post21691649) has a few of the more obscure awesome spells. Also remember, Clerics have access to Lesser Restoration (could Wand it) and Restoration so they don't have trouble with the Corruption costs of Corrupt spells [Book of Vile Darkness].

Gullintanni
2017-10-04, 11:05 AM
PC casters causing you headaches? Can't seem to compete with party based action economy?

Try immediate action counterspelling today! For the low low investment cost of one feat, Divine Defiance (FCII) will allow you to spend Turn attempts to counterspell as an immediate action.

Pick up the Inquisition and Magic Domains for a +4 to dispel checks, and Domain access to Dispel Magic. Add a sprinkling of spontaneous domain casting and you too can spontaneously convert your third level spells to Dispel Magic and counterspell as long as you have turn attempts and 3rd level slots to spend!

Frustrating PC casters has never been easier! Try immediate action counterspelling today.

(Results not guaranteed, opposing caster level checks may apply. Counterspelling limited to one immediate action per round.)

Deeds
2017-10-04, 11:10 AM
I think it's worth noting that Drow have spell resistance so emergency healing from Cure Critical Wounds and the like can end up fizzling on their SR. Pre buffing is fine since they can lower their SR for a few rounds while casting buffs.

SPELLS from Player's Handbook

Lesser Planar Ally can give each of your drow clerics an extra minion to help fight the players

Giant Vermin: It's an on theme spell that allows 2 spiders to become medium monstrous spiders under their control. Lasts 7 minutes. Not great as a 4th level slot but hey. Spiders!

Deeper Darkness: It's a pre-buff spell you can put on a tiny rock; stuff it into a pocket since it works like a "flashlight but more like a flashdark" then toss it during combat if they need to escape.

Eldariel
2017-10-04, 11:21 AM
Giant Vermin: It's an on theme spell that allows 2 spiders to become medium monstrous spiders under their control. Lasts 7 minutes. Not great as a 4th level slot but hey. Spiders!

I actually wished to highlight this spell a bit but forgot to mention it with the Spider-domain since it's a default Cleric spell. By default it sucks. Medium Spiders don't do a damn thing to level 7 characters. However, Clerics are the gods of caster level buffing and this spell is one of the few that really loves caster level buffs. Death Knell was already mentioned and I mentioned both Divine Spell Power and Transformation-domain. Altogether these could add up to 13 CL.

If the CL got up to 14, you could get Huge Monstrous Spiders (http://www.d20srd.org/srd/monsters/monstrousSpider.htm), which are already big and scary and a relevant threat to a level 7 party, particularly if buffed by the Clerics with spells like Recitation. The poison is pretty nasty and while not amazing, DC16 Fort-save is already not an autosuccess. And the Webs of the bigger Spiders are really quite nasty, particularly if they're minions in the fight; entangled is a really annoying condition and removing it takes time and they can just fire another one. There are plenty of ways to further buff the caster level. Consumptive Field [Spell Compendium] coupled with a Swarm from Summon Swarm (for instance) adds +½ your current Caster Level and massive Strength bonuses, but it is a ridiculous spell, way too good at what it does. Another domain, Ankh of Ascension [Magic Item Compendium] (within two level 7 NPC's gear value chart; they get 7200gp each and it costs 9000gp, though they could have Craft Wondrous Items to craft it off a single character's wealth) or such would suffice for Huge. Ankh could get you up to 17 which is only 1 short of Gargantuan which would already be TPK material, and any more would get you Colossal.

Psyren
2017-10-05, 09:44 AM
Undead and summoned minions, then wade in with bad touch and buffed melee.

Elder_Basilisk
2017-10-05, 11:43 AM
Stepping back a bit, clerics can have several strategies and often can use more than one. But it's helpful to look at some archetypical options since every cleric won't be the same.

1. Offensive spellcasting. Usually depends on domains to get some better blasty or controlling spells but clerics can do this effectively. For drow, confusion and unholy blight (and possibly unholy storm) are the prominent spells at level 7 (add flame strike and mass inflict wounds at level 9+) and sound burst can be surprisingly good if the cleic has minions to tee off on stunned PCs.

Combines well with bad touch since the abilities and feats to be good at them are similar.

Pathfinder clerics can be extremely good at this with the right archetype and domains.

Divine spell power and divine metamagic can also be very effective at improving this strategy

2. Bad touch. Evil clerics can rely on inflict wounds spells and other touch range spells for offense. Bestow curse, poison, inflict wounds, slay living, etc are the go to spells here.

Bad touch is compatible with most any type of cleric but doesn't work terribly well with buff and bash since one wants to hit things with a stick or tentacle rod in melee and the other wants to cast spells.

3. Buff and bash. Divine power, divine favor, greater magic weapon, magic vestment, magic circle against good and go to town with a mace, sword, or whatever. Destruction, strength, and war domains play well with this but there are lots of ways to make it work. The usual trap is spending too long to buff and having the fight be over before you start dealing damage. Limit yourself to one or two spells of prep at most.

Divine spell power (to improve magic vestment and greater magic weapon) and divine might to boost damage are helpful here. Power Attack is required for a melee buff and bash strategy.

It can also be done ranged (which drow have better stats for) but that will usually require minions or durable summons to keep melee PCs from getting in the cleric's face-a ranged cleric who is provoking AoOs with every shot is likely to be disarmed, sundered, tripped, grappled (before freedom of movement is a prebuff) or just beaten to death with a greatsword/spiked chain before she inflict much damage on the PCs. Ranged requires point blank, precise, and rapid shot feats as well as proficiency with a good ranged weapon (usually a longbow).

4. Buffing. Any cleric can cast recitation, righteous wrath of the faithful etc but you need to have minions for it to be worthwhile. This strategy is notable because it is easy for lower level underclerics to punch above their weight by using scrolls and because it is a useful adjunct to any other strategy.

5. Summoning. Giant vermin, animate dead, planar ally, summon monster and standard action summon spells from spell compendium all play into this strategy. Any cleric can dabble in this and you can also use scrolls to punch above your weight but to be good at it you'll want augment summoning.

6. Pathfinder only (negative channeling). Pathfinder replaces turning/bolstering undead with channeling positive or negative energy for what is effectively a mass cure or mass inflict wounds spell. Evil clerics can turn this into very effective offense that synergizes very nicely with undead minions. However, it doesn't play nice with living allies unless they have selective channel and even if they do, it is still counterproductive if they have lots of weak minions.

Pex
2017-10-05, 10:18 PM
Buff his allies. Cast Protection From Good. Cast Bless. Cast Bull's Strength. Cast Freedom of Movement. Cast spells on the bad guys as the PC cleric does for his party members. Also consider Owl's Wisdom on bad guy warriors to boost their Will saving throw.

Thurbane
2017-10-11, 10:32 PM
Caster Cleric

Spells: Ice Slick (Frostburn), Heartache (Book of Vile Darkness - combine with adjacent ally using Coup de Grace)
...

Heartache combined with Extend Spell is brutal. Helpless for 2 rounds generally = death, even if no ally is adjacent.

Telok
2017-10-11, 11:50 PM
Do not forget the humble Silence spell. Cast it on a fighter to prevent the cleric from healing him. Cast it on a swarm of spiders to panic everyone not carrying alchemist fire or a torch. Cast it on an ally who can run up and grappel a caster. Cast it on a wizard, sometimes even they fail will saves.

Yogibear41
2017-10-12, 12:57 AM
I'm a fan of Darkbolt (2nd level from Lords of Madness) [evil] spell, and Darkfire 3rd level from SPC (not evil but has the feel) as good damage dealing spells for clerics.

Anthrowhale
2017-10-12, 07:05 AM
I'd add: DMM[Heighten Spell] to really make a save difficult.

Spellflower to hold the touch on multiple touch range spells.

Rigor Mortis as a more general purpose version of Heartache.

Girallon's Blessing to increase the number of hands.

A rod of Maximize Spell or DMM[Maximise] for Shivering Touch.

Wall of Sand as a brutal battlefield control spell in tight quarters.

Eldariel
2017-10-12, 08:10 AM
Speaking of Spell Flower (the only drawback it has is actually casting all those touch spells before delivering them), touch spells in general present you with an additional option. Touch spells can be delivered with unarmed strikes, which is pretty nice for Warrior Clerics if you throw in Improved Unarmed Strike and punch people with spells to the face. Means you have to beat their AC rather touch AC but allows you to add your whole unarmed strike, however poor or strong, to the mix.