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Thread: top ten divine spells?
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2007-11-06, 06:14 PM (ISO 8601)
- Join Date
- Dec 2006
top ten divine spells?
Branching off from this thread, clerics and druids need some love too. What are your favorite ten cleric and druid spells, and the five that you think are the most broken ones?
1) Freedom of Movement
For its level, this just might be the best damn spell in the game.
2) Death Ward
This makes you immune to almost as many things as freedom of movement, but it only lasts 10% as long, and those things tend to come up less often.
3) Heal, Mass Heal
The only combat healing worth a damn, and at high levels, it will save your skin singlehandedly more often than any other spells.
4) Heroes' Feast
Another spell that makes you immune to a bunch of things, and it lasts all day and gives you morale bonuses to boot!
5) Shield of Faith / Legion's Shield of Faith / Barkskin
Never again buy rings of protection and amulets of natural armor. +6 to your AC by level 6 if you have a cleric and a druid in your party, try paying 36000 for that much of an AC boost at that level.
6) Sunbeam / Sunburst
Annihilate the undead, and everyone else gets to make a *reflex* save or be blinded. Not a strong spot for many creatures or NPCs.
7) Summon Nature's Ally
This spell is 1/3 of the "class features that are stronger than your entire class" mantra.
8) Miracle
Do anything, but without paying 5,000 xp. Bonus points if you're playing ClericZilla and need to:
* Grow to colossal size
* Gain +16 Str, +8 Con, +2 Dex, +7 AC, and 2 bonus feats
9) Astral Projection
Do you want to never run the risk of dying again?
10) Dimensional Anchor
It's just damn useful against demons, devils, and wizards.
And for the most broken...
1) Holy Word / Blasphemy / Dictum / Word of Chaos
2) Gate
3) Shapechange
4) Divine Power
5) Righteous Might / Animal Growth
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2007-11-06, 07:17 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Grad. School
- Gender
Re: top ten divine spells?
Well, I may not be able to do a full list but a few that I love are:
Moon Bolt (Spell Compendium): guaranteed strength damage and it even has an alternate funtion against undead for a measely 4th level slot. Great because it gives you a non-lethal alternative that is still extremely effective. Can be maximized pretty easily... if you're planning to get your DM to kill you of course.
Revivify: if you keep your move speed high, you'll never really need to be too concerned about pc death again (except yourself of course)