I am playing an epic D&D 3.5e PC in a medium-optimization (for an epic 3.5e, as I understand it, at least) game:
- Most regular spells are available to the party (modulo those labeled Evil), although Wish/Miracle are significantly nontrivial in cost
- Magic item creation isn’t something that can be relied on beyond scribing scrolls
- Epic spells are seriously limited (I suspect most high-optimization epic casting is off-limits due to achievable spell DCs being limited to the sub-100 range after party spell slot contributions modify the DC, and even some basic epic spells like the SRD’s Soul Scry are a no-go)
My character (don’t ask me how) and their party, consist of:
- My char: arcane gish, basically (the precise build details aren’t terribly important)
- Party member A: another arcane gish (lower level than my char but not by too much)
- Party member B: sneaky archer cleric (epic caster, but in the low epics)
- Party member C: another cleric (capable of 9th circle casting, but not into epics yet)
- Party member D: an epic FS (again, low epics AFAIK)
- Party Member E: a rangerish / roguish sort
We are up against a problem in the form of a band of hostile NPC Lolthite priests that are going to need significant "softening up" done to them before we can carry out much else, operationally speaking. Considering that simply going in and being stabby isn’t really an option (again, don’t ask me how we know this), what approaches are there to preventing the NPC spellcasters from regaining spells over an extended period of time (a tenday or more in the in-character timeline)?
So far, using Daylight cast repeatedly through Eye of Power and direct castings of Symphonic Nightmare have come up from my research, but I would like to know if there are other options out there that I haven’t seen, especially ones that’d be more optimal (harder for divine casters to enact countermeasures against and / or requiring less invested effort) for long-term targeting of divine casters.
I like the idea of creating a tricky, illusion-wielding, stealthy Cleric of Sivanvah (“patron goddess of illusion magic, tricksters, and those who keep secrets”).
I know I can make a Cleric with the Trickery domain (or one of its subdomains) for a smattering of tricksey spells. I know that if I use the Ecclesitheurge or Theologian archetypes, I can use my non-domain slots to cast those spells more often… but I will still have very few illusion spells to choose from. What I’d like is divine caster:
- Whose spell list contains more than 1 illusion / level
- (Bonus points) if it provides enough skills points to more easily be stealthy
Is there a Pathfinder class (or, more likely, archetype) that casts Divine spells but has access to a significant number of illusion spells?
My DM might consider 3rd party, but 1st party is preferable.
I recall in Warhammer v1 that Clerics of Ranald (their god of thieves) used the Illusionist’s spell list, but otherwise worked as Clerics, and I wonder if I’ve missed an archetype somewhere that does something similar.
If not, I feel like the classes that comes closest to my vision currently would be a Sorcerer or Mesmerist, reskinned as divine…but I wonder if there’s something better out there (perhaps as an archetype for Clerics, Inquisitors, or Warpriests).
By 3rd level, a Paladin gains the following ability (PHB, pg. 85):
Divine Health: The divine magic flowing through you makes you immune to disease.
Does this protect against both common AND magical disease?
There is no differentiation between the two. Disease is simply disease in the relevant entries (which I can’t find anymore). A few spells afflict you with disease; sickly common folk may be diseased, and certain magical aura’s on enemies may inflict a diseased state. Since these all count under the ‘Disease’ umbrella, and the Paladin trait simply says a magical energy is making you immune to disease… I assume this is read as “Immune to [all] disease.”
Can the trident created via divine trident be thrown? Do you have to retrieve it or does it just materialize in your hand? Can other creatures wield it?
Harness Divine Power states (TCoE p.30):
As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot […]
Does this mean this ability can only be used provided the Cleric has a holy symbol? In the Spellcasting feature for Cleric’s it says "You can use a holy symbol,[…]" which should mean they can cast spells with materials, they are not forced to use a holy symbol; if a player chooses to make a character that uses materials instead of a holy symbol, are they locked out of using this feature?
The Harness Divine Power optional feature from both the Paladin and Cleric class in Tasha’s Cauldron of Everything says the following:
You can expend a use of your Channel Divinity to fuel your spells.
It then goes on to say that you can touch your holy symbol as a bonus action to regain a spell slot, which you can do once per day, or more at higher levels, neglecting to say anything about using Channel Divinity. Does it require Channel Divinity, or not?
I was reading both of them, and if you had a hypothetical Barbarian Paladin multiclass, would the use of divine smite be prevented by raging? Unlike other smites, it says that it expends a spell slot, but isn’t listed necessarily as a spell. It reads more like a special ability that just happens to cost a spell slot.
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Rage: (Relevant portion)
…If you are able to cast spells, you can’t cast them or concentrate on them while raging.
This question is stated right in the title.
In this case, a cleric might cast Divine Word with a fiend with 20 or less HP in the area, and the fiend can hear the cleric.
As we all know, if a fiend fails its save against Divine Word is banished to its home plane. However, all creatures with 20 HP or less is killed instantly. Would, say, a demon that failed its save while under 20 HP be killed first, or sent to the Abyss, then killed there? Same thing with devils, night hags, rakshasas, yugoloths, et cetera. The yugoloth home plane is Gehenna, for specifics.
Additional Cleric Spells
1st-level cleric feature
The spells in the following list expand the cleric spell list in the Player’s Handbook. The list is organized by spell level, not character level.
When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Do the additional spells count as being on the Cleric’s spell list for the purposes of Divine Magic as long as both supplements are agreed to be used?
Can a Divine Crusader that have more domains choose different spells of the same level from different domains?
For example: if I have 3 level one slots and I have the domains of Strength and Protection, can I choose to prepare two Enlarge person and one Sanctuary?