There are 19x fifth circle or 5-level Cleric spells in ToEE. The best Level 5 Cleric spells are Righteous Might, Flame Strike, Greater Command, Slay Living and Summon Monster V.
• Unbolded: the spell may or may not be useful
• Bolded: the spell is generally worth selecting or scribing
• Blue: King-tier or key spell: a spell we don't want to miss
• Red: Bottom-tier or all but useless spell
• Format is: Spell name / Spell school / Item code for scroll / rule
◦ Break Enchantment (Abjuration) {9043}
It's an upgraded Dispel Magic. Target 1 creature per level, 25 ft. + 5 ft./2 levels, not subject to SR
◦ Cure Light Wounds, Mass (Conjuration) {--} [added by Temple+]
At 10th level, this heals 1d8 +10 on everyone in the party within 30' radius.
◦ Dispel Air (Abjuration) {9543}
◦ Dispel Chaos (Abjuration) {9129}
◦ Dispel Earth (Abjuration) {9544}
◦ Dispel Evil (Abjuration) {9130}
◦ Dispel Fire (Abjuration) {9545}
◦ Dispel Good (Abjuration) {9131}
◦ Dispel Law (Abjuration) {9132}
◦ Dispel Water (Abjuration) {9546}
◦ Flame Strike (Evocation) {9178}
King-tier direct damage AoE. 1d6 fire damage per caster level, max 10d6 at 10th. Reflex half, subject to SR.
◦ Greater Command (Enchantment) {9201} [no help.tab entry]
As per command except we bring one victim per caster level under our control. King-tier.
◦ Inflict Light Wounds, Mass (Necromancy) {--} [added by Temple+]
◦ Raise Dead (Conjuration) {9379}
Reload is more powerful but in Ironman mode we can't do that.
◦ Righteous Might (Transmutation) {9404}
Epic king-tier spell for martial clerics. Finally, our cleric is KING. As can be seen above, it erroneously stacks with Enlarge Person. However, +reach is not granted by either spell.
◦ Slay Living (Necromancy) {9437}
If this doesn't slay the victim outright (Fort. save + SR), it inflicts 3d6 +1 dmg per caster level to a max of 10. King-tier.
◦ Spell Resistance (Abjuration) {9451}
SR 12 + caster level to max of +10. Strong, but situational.
◦ Summon Monster V (Conjuration) {9471}
Summons celestial brown bear or medium air, earth fire or water elemental. Summon cap is 5.
◦ True Seeing (Divination) {9508}
Penetrates Blur, Displacement, Invisibility and so on. Penetrates certain illusions and transmutations. Situationally strong.
• Blue: King-tier or key spell: a spell we don't want to miss
• Red: Bottom-tier or all but useless spell
• Format is: Spell name / Spell school / Item code for scroll / rule
◦ Break Enchantment (Abjuration) {9043}
It's an upgraded Dispel Magic. Target 1 creature per level, 25 ft. + 5 ft./2 levels, not subject to SR
◦ Cure Light Wounds, Mass (Conjuration) {--} [added by Temple+]
At 10th level, this heals 1d8 +10 on everyone in the party within 30' radius.
◦ Dispel Air (Abjuration) {9543}
◦ Dispel Chaos (Abjuration) {9129}
◦ Dispel Earth (Abjuration) {9544}
◦ Dispel Evil (Abjuration) {9130}
◦ Dispel Fire (Abjuration) {9545}
◦ Dispel Good (Abjuration) {9131}
◦ Dispel Law (Abjuration) {9132}
◦ Dispel Water (Abjuration) {9546}
◦ Flame Strike (Evocation) {9178}
King-tier direct damage AoE. 1d6 fire damage per caster level, max 10d6 at 10th. Reflex half, subject to SR.
◦ Greater Command (Enchantment) {9201} [no help.tab entry]
As per command except we bring one victim per caster level under our control. King-tier.
◦ Inflict Light Wounds, Mass (Necromancy) {--} [added by Temple+]
◦ Raise Dead (Conjuration) {9379}
Reload is more powerful but in Ironman mode we can't do that.
◦ Righteous Might (Transmutation) {9404}
Epic king-tier spell for martial clerics. Finally, our cleric is KING. As can be seen above, it erroneously stacks with Enlarge Person. However, +reach is not granted by either spell.
◦ Slay Living (Necromancy) {9437}
If this doesn't slay the victim outright (Fort. save + SR), it inflicts 3d6 +1 dmg per caster level to a max of 10. King-tier.
◦ Spell Resistance (Abjuration) {9451}
SR 12 + caster level to max of +10. Strong, but situational.
◦ Summon Monster V (Conjuration) {9471}
Summons celestial brown bear or medium air, earth fire or water elemental. Summon cap is 5.
◦ True Seeing (Divination) {9508}
Penetrates Blur, Displacement, Invisibility and so on. Penetrates certain illusions and transmutations. Situationally strong.
ToEE | Level 0 Cleric Spells ToEE | Level 3 Cleric Spells ToEE |
ToEE Cleric Spells | Level 1 Cleric Spells ToEE | Level 4 Cleric Spells ToEE |
ToEE Builds | Level 2 Cleric Spells ToEE | Level 5 Cleric Spells ToEE |
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