New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 10 of 10
  1. - Top - End - #1
    Ogre in the Playground
     
    GnomePirate

    Join Date
    May 2005
    Location
    Appalachian Mountains

    Default Good Offensive Cleric Spells?

    I'm looking for some good options for offensive cleric spells. I know buffs, healing, and status effect removal is more their fortay, but my cleric is quickly turning into my sorcerer from the last campaign I was in (buff, buff, dispel enemy buffs, debuff).
    Aratos Tell
    HP:53/53 AC:19,FlatFooted:16,Touch:13
    Active Effects: Speak w/Animals
    Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants

    Megiddo
    HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
    Active Effects:
    Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2

  2. - Top - End - #2
    Orc in the Playground
     
    Vulaas's Avatar

    Join Date
    Jan 2010

    Default Re: Good Offensive Cleric Spells?

    Streamers (from Shining South) is a great one. Otherwise, there are a few utility ones, but it really mostly depends on your domains.
    Thanks, Telasi for the spectacular OotSatar!

    Currently playing:
    In Debbie D's awesome "The Three Goddesses" game -Ireth, the shyest nymph you'll ever meet, bardic servant of the goddess of love.

  3. - Top - End - #3
    Barbarian in the Playground
     
    ClericGuy

    Join Date
    Nov 2008
    Gender
    Male

    Default Re: Good Offensive Cleric Spells?

    Poison, Bestow Curse, Blindness/Deafness, Inflict Critical Wounds, Flamestrike, Divine Power + Righteous Might and hit things really hard
    Quote Originally Posted by shadow_archmagi View Post

    DM says: WHY!? WHY!? WHY?!
    DM means: NO! NO! NO!!!
    Player hears: GOOD JOB PLAYER! DO IT AGAIN AND AGAIN!

  4. - Top - End - #4
    Ogre in the Playground
     
    SolithKnightGuy

    Join Date
    Oct 2009
    Location
    Elsewhen
    Gender
    Male

    Default Re: Good Offensive Cleric Spells?

    What spell level?


    Clutch of Orcus, Bestow Curse, and their long list of status effecting spells are highly useful in an offensive setting.

    Also, don't forget the Zen Archery feat.

  5. - Top - End - #5
    Ogre in the Playground
     
    GnomePirate

    Join Date
    May 2005
    Location
    Appalachian Mountains

    Default Re: Good Offensive Cleric Spells?

    The campaign is unlikely to go past 12th level or so, so 1st-6th.
    Aratos Tell
    HP:53/53 AC:19,FlatFooted:16,Touch:13
    Active Effects: Speak w/Animals
    Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants

    Megiddo
    HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
    Active Effects:
    Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2

  6. - Top - End - #6
    Titan in the Playground
     
    nedz's Avatar

    Join Date
    Apr 2010
    Location
    London, EU
    Gender
    Male

    Default Re: Good Offensive Cleric Spells?

    You can help yourself out by choosing a good domain. There are plenty to choose from which give offensive spells, take your pick.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


    Completely Dysfunctional Handbook
    Warped Druid Handbook

    Avatar by Caravaggio

  7. - Top - End - #7
    Ogre in the Playground
     
    GnomePirate

    Join Date
    May 2005
    Location
    Appalachian Mountains

    Default Re: Good Offensive Cleric Spells?

    I've already been playing the character. I have the Fate and Liberation domains (and will be picking up the Balance domain with PrC). The Domain powers are ok, but the domain spells... not so much.
    Aratos Tell
    HP:53/53 AC:19,FlatFooted:16,Touch:13
    Active Effects: Speak w/Animals
    Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants

    Megiddo
    HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
    Active Effects:
    Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2

  8. - Top - End - #8
    Dwarf in the Playground
    Join Date
    Mar 2008

    Default Re: Good Offensive Cleric Spells?

    Plane Shift used offensively never stops being funny to me.

    Likewise, summoning several Avorals (via trickery domain Time Stop and multiple Monster Summonings) and having them use their lay on hands power to kill a huge undead monstrosity in one round.

    But at low levels, Silence is a huge deal. You never need to learn how to counterspell the right way if you have Silence memorized (or on a scroll) and readied to silence a caster as they start casting (interrupts them and they lose the action and spell).
    Read my D&D Webcomic!
    Epic Fantasy Comedy. Familiar Point of View.
    www.familiar-ground.com

  9. - Top - End - #9
    Ogre in the Playground
    Join Date
    Mar 2004
    Location
    In eternity.
    Gender
    Male

    Default Re: Good Offensive Cleric Spells?

    Are we talking buffs to turn you into a melee creature? Are we talking crowd controls to turn your foes into a comedy of errors? Are we talking blasty spells?
    Quote Originally Posted by GPuzzle View Post
    And I do agree that the right answer to the magic/mundane problem is to make everyone badass.
    Quote Originally Posted by Flickerdart View Post
    If you're of a philosophical bent, the powergamer is a great example of Heidegger's modern technological man, who treats a game's mechanics as a standing reserve of undifferentiated resources that are to be used for his goals.
    My Complete Tome of Battle Maneuver/Stance/Class Overhaul

    Arseplomancy = Fanatic Tarrasque!

  10. - Top - End - #10
    Titan in the Playground
     
    Jack_Simth's Avatar

    Join Date
    May 2006

    Default Re: Good Offensive Cleric Spells?

    Quote Originally Posted by cdrcjsn View Post
    Plane Shift used offensively never stops being funny to me.
    Yeah... it's got a few pesky things with it, though:
    1) You don't get the target's loots.
    2) Touch range.
    3) You don't get any treasure the target was carrying.

    Quote Originally Posted by cdrcjsn View Post
    But at low levels, Silence is a huge deal. You never need to learn how to counterspell the right way if you have Silence memorized (or on a scroll) and readied to silence a caster as they start casting (interrupts them and they lose the action and spell).
    Well... potentially. Different DM's will read the spell in different ways - for some, it'll be a no-save silence negation if you don't target anyone directly. For others, anyone who wants to try and talk gets a save:
    Quote Originally Posted by SRD, Spells, Silence
    Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.
    (colors added for reference)

    Some DM's will say that the Dark Green section, in context, only applies to the case of invoking the red clause - so if you cast it on the square the opposing caster is in, the caster can't cast verbal spells, and gets neither save nor SR. Others will look at the navy section, and decide that in context, it looks like anyone who needs to make sound can make a save to avoid the effects, provided they're in the area.

    So check with your DM to see which type is in play... although as it's just a 2nd level spell, and shuts down 90% of spellcasting, "anyone who needs to make sound can make a save to avoid the effects" is probably the most balanced, in terms of what other spells of the level can do.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •