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Old 10-02-2002, 11:33 AM   #4
Albromor
Mephistopheles
 

Join Date: June 13, 2001
Location: Northfield, NJ USA
Posts: 1,417
The problem, as I see it, is that most people don't know the reason or have the understanding of clerics and how to play them. Clerics have use of one of the most important wands in the game: Wand of Heavens. I think some serious clarification of the difference between mage spells and cleric spells are needed here:

1. Mage spells are obtained by scrolls. Cleric spells are obtained by their diety through level advancement meaning that as the cleric advances each level they are either, a. given more spells in the same level or, b. they gain new additional spells at advanced stages. In other words, you will not find many cleric spells on scrolls because unlike mages they don't have to write them in their books, they're automatically given.

2. Mages are basically offensive in mission. The mission of clerics is to heal and protect (defensive in nature). Both are creucial to a healthy party.

3. I challenge you to refer to your manual concerning cleric spells and read what they provide. here are the ones I use the most:

Level 1 -
Bless - so important to a low level party before battle; real good for advanced conflicts.

Cure Light Wounds - absolutely essential at low levels

Entangle - Tremendous party saver at low levels; allows your group to pick off creatures rather than be overwhelmed

Remove Fear - even at high levels characters often miss their saving throw against the Mage "fear" spell.

Sanctuary - as long as you don't attack, your cleric can go around healing party members in the midst of battles; great thing to have in high level conflicts because sometimes my tanks will take a criticle hit and there is no way they can back out without dieing first. So, send in your cleric and have him cast heal.

Level 2 -

Chant - I cast this on the party before every major battle

Find Traps - think its not needed because you have a thief with 110% in Find Traps? Think again! There are traps in Durlag's Tower that can ONLY be detected by a "Find Traps" spell. Yes, it takes some time and patience but it is well worth it.

Silence 15' Radius - puts enemy spellcasters in the "useless" column. Yes, your spell casters are out of commission but that's when you let your tanks take over.

* I could go on and on. Do yourself a favor and look at these 3rd and 4th level
spells: Animate Dead, Call Lightning, Dispell Magic (Unbelieveably helpful),
Miscast Magic, Rigid Thinking, Animal Summoning One, Cure Serious Wounds,
Animal Summoning Two, Cure Critical Wounds, Flame Strike (powerful offensive spell), Raise Dead. Once you learn to use a cleric effectively they make a great tandem with your mage. Hope this helps.
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