JCS wrote:
Just made it it to level 5 thanks to the last battle. I can cast 1 third level spell now.
As Treebore notes, on off days you can make Continual Flame gems that humans can attach to shields or helms, removing the need for carrying a torch in one hand. These gems can be covered when stealth is important. (They can also be sold at a handsome profit if you a) don't do it too often and b) share the proceeds with your church)
If you do use Dispel Magic, be careful to position it so it does not affect your team mates (unless this is an occasion where you want to affect them). Also, check with your CK that clerical dispels make Wisdom checks to dispel, not Intelligence. If he uses the PH's Intelligence check, you might not be too succesful
One can also use the Glyph of Warding spell to create a warding at a protected area, whether in the midst of a dungeon and in need of a rest, or in a location the characters use as a base.
The Spell Magic Circle 10' provides the effects of a Protection from Evil for the whole party (if tightly packed together). While awkward in most combat situations, this is vital if you know ahead of time you will be fighting creatures that can charm/control the minds of their opponets (e.g vampires)
Don't overlook the tricky reverse move on the spell Remove Blindness, i.e Cause Blindness. The great news is, if it works, the bad guy is -10 to hit, -2 AC and 1/2 move. One of the best hindrance spells in the game. The bad news on that is a) it allows a Constitution save, so most Physical Prime baddies will make that and b) you must touch the victim (i.e make an attack roll where they do not get to add the benefit of their armour). Good spell to use on clerics, ironically, now that I think about it
Check with your CK both on how he does touch attack ACs, and whether, if you miss your swing, is the spell discharged or does he allow you to "hold the charge" e.g. keep trying to touch in later rounds until you do touch someone. If it is a "one swing deal" and you do not know if they have CON prime, the success rate on that one might not be too high, but, ooh boy if it works
Bestow Curse (opposite of Remove Curse) works similarly (if not quite as dangerous), it also requires a touch attack, but it allows a Charisma save, so it may be more succesful depending on the opponent. [Your CK may also want to limit the duration since a -4 to hit, saves and attribute checks that is permanent may not be too fun if a PC is hit by a curse (and they do not have a cleric handy with a Remove Curse)]
Another spell that can be of some use on occasions is Locate Object (which I just noticed is listed as both 3rd level (p.51) and 2nd level (p. 80)in the 2nd printing. Maybe the errata caught that?). Not something you would use alot, but there are occasions (bad guy just took off into the maze, bad guy has dimension doored away, bad guy has kidnapped/imprisoned your friends in the dungeon etc.) where it can be useful. Note that it allows you to locate things that either you are familiar with (e.g your friend's hat pin) or have "observed the particular object first hand" (e.g the bad guy's emerald amulet). Not a day to day spell, but a good one once in a while.
The key to many of these spells is: making lemonade out of lemons. Often your spell list will not have the exact spell for a given problem, so how can you make e.g. "Create Food and Water" solve a given problem. That is why you get the big gold pieces, using the ol' noodle
Remember, unlike the wizard, you start each day with the potential to pick any of the spells in the book. So preparation and foreknowledge is the key. If you can foresee what will come in the following day, you can really pick some good spells
_________________
"Kids, you tried your best, and you failed miserably. The lesson is: never try"
Homer Simpson