D&D 3E/3.5 [3.5] Diappointed in level 6 cleric spells

aboyd

Explorer
My cleric is about to get level 6 spells. I've looked in the PHB and the Spell Compendium, and I really don't see anything useful. In fact, the spells seem so unimpressive that I'm considering just filling the level 6 slots with some level 5 spells that I like better.

This obviously must be a wrong impression I have, so I'm turning to you guys. I can use the core books, the complete books, PHB2, Spell Compendium. Is there anything... impressive... there? Anything that you consider a staple, which you often use to good result? Spells don't have to be combat effective. If you have a non-combat use for something that is great, I'd like to hear about it. Maybe hearing your stories will inspire me.
 
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At a glance...

Banishment & Planar Ally both look promising (as long as there is adequate need/prep time)

The various domains list some winners too (depending on your domains obviously):

Antimagic Shell, Cone of Cold, Chain Lightning, & Hold Monster (although, I would leave this last one to the mage... it's only 5th on that list)
 
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I tend to go right for heal and then blade barrier. Heal is a good stopgap if things go, shall we say, funny. Blade barrier is very versatile, able to block escapes, inflict terrible damage, create an environmental hazard, and even provide cover. And it's a force effect! It's like candy, for mean-spirited clerics. Is there, by any chance, an arcane caster in your party who can cast telekinesis? Just think about that for a moment.
 


6th level clerical spells are the most difficult slot for me to fill too, for what it's worth. The choices are very subjective, depending on what you expect to be up against.

If you know you're fighting demons/outsiders/whatever, then banishment is fantastic. Forbiddance can be helpful if you're confronting things that like to summon stuff, like demons bringing more demons. Requires some preparation and guardianship with the 6 round casting time.

The Mass-stat spells are good "I dunno" spells. Who wouldn't want +4 Strength? Or +4 Con equating to an extra 2HP/level?

Planar Ally is OK. I find it more useful for solving plot related problems.

Hero's Feast is handy for the 12 hour immunity to fear effects, if you can't do it more efficiently with other spells. The other bonuses are just gravy.

My personal favourite though, is Visage of the Deity. Use in conjunction with Righteous Might or Divine Power. Ask your DM if the damage reduction from Visage of the Deity stacks with Righteous Might. I can never remember...been a long time since I had a high level cleric.
 

I think 6th level is really about Heal ... it's the most potent ability you will ever get to heal your allies and stop them from dying (maybe Revivify at 5th). If I were a cleric, there would be days when I'd fill every slot with Heal, since you can't spontaneously cast it.

As for other spells, Superior Resistance can be really welcome for people having a problem making Fort or Will Saves -- +6 is a lifesaver ... Cometfall can be a nice way to deal damage to someone who has crazy SR, if you don't have Assay Spell Resistance available or up ... and Revive Outsider could be useful under the right circumstances.

But for the most part, I think it's heal. Heroes Feast is a great beginning-of-the-day buff.
 

Aside from Divine Magician (which I cannot use), are there feats that would allow me to use a druid/wizard spell in place of a 6th level spell? Even if I have to take a spell that is a level or two lower, that might be interesting.

Also, if I end up trying out Summon Monster VI, which of the summoned critters is most tactically advantageous?
 


Greater Dispel Magic is awesome, because enemy casters are your biggest threat.

Antilife Shell is great when you want to hang back and cast and keep the enemy (preferably poor slobs limited only to melee) away. No Save!

Blade Barrier gives the dungeoncrasher fighter something new and fun to shove enemies into.

Geas/Quest isn't an every day spell with the 10 min casting time, but again, no save. Make someone do what you want, not a bad "next day" spell when you take someone captive.

Wind Walk is the best cleric spell ever.

Find the Path may not be sexy, but you have to at least give some credit to a spell that can potentially make your DM cry.

Heal is amazing, Harm is pretty cool.

I mean, that's just core...maybe it's not the best level for spells, but there's plenty there...
 

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