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    Cleric by Educated Stupid

    Updated: 09/28/04 | Printable Version | Search This Guide

    This FAQ can be reposted on any site without permission in part or full, I 
    don't care.
    
    Bill Lumbergh's Neverwinter Nights Cleric FAQ
    Updated for the SoU and HotU expansions (9/28/04)
    lumbergh@abcdefghijklmnopqrstuvwxyzabcdefghijklmnopqrstuvwxyzabcdefghijk.com
    
    I've decided to get off my rear and udpate my cleric FAQ for the not so new 
    expansions. I've copied the 
    original and will add/change/remove as necessary.
    
    I've decided to use a similar layout to the Sorc FAQ posted by blah at 
    GameFaqs. You can find his work at 
    http://www.gamefaqs.com/computer/doswin/game/27528.html
    and look for the Sorc FAQ.
    
    Table of Contents - to skip to a section merely ctrl-f and search for the
    accompanying Greek letter (case specific)
    -----------------
    1.) Race ( Alpha )
    2.) Stats ( Beta )
    3.) Skills ( Gamma )
    4.) Feats ( Delta )
        a.)Standard (Delta - Alpha)
        b.)Epic (Delta - Beta)
    5.) Multiclassing ( Epsilon )
    6.) Equipment ( Zeta )
    7.) Spells ( Eta )
        a.) Zeroeth Level Spells ( Theta )
        b.) First Level Spells ( Iota )
        c.) Second Level Spells ( Kappa )
        d.) Third Level Spells ( Lambda )
        e.) Fourth Level Spells ( Mu )
        f.) Fifth Level Spells ( Nu )
        g.) Sixth Level Spells ( Xi )
        h.) Seventh Level Spells ( Omicron )
        i.) Eighth Level Spells ( Pi )
        j.) Ninth Level Spells ( Rho )
        k.) Epic Spells ( Sigma )
        l.) Domains ( Tau )
            1.) Air
            2.) Animal
            3.) Death
            4.) Destruction
            5.) Earth
            6.) Evil
            7.) Fire
            8.) Good
            9.) Healing
           10.) Knowledge
           11.) Magic
           12.) Plant
           13.) Protection
           14.) Strength
           15.) Sun
           16.) Travel
           17.) Trickery
           18.) War
           19.) Water
    8.) Play Tips ( Upsilon )
    
    Why use a cleric?
    -------------------
    Fight in the name of your god. Call upon holy power to smite your enemies and 
    help your allies. Crush the undead with your might. As a cleric, you are the 
    closest thing to multiclassing a fighter and mage, without actually doing it. 
    Thus you get decent attack bonuses, HP, and divine magic. You are one of the 
    few classes that can turn undead. You are one of the few classes with 2 primary
    saves, fortitude and will, thus you can resist poisons and mind spells more 
    easily. In addition to that, you get some of the most deadly spells in the 
    game, Harm, and Destruction, as well as the most useful healing spells, Heal 
    and Greater Restoration. These facts alone make you a class that is feared by 
    enemies, and loved by allies.
    
    Keep in mind though, with divine magic, you are better suited toward healing 
    and recovery, than you are causing damage. Yes you do have some very useful 
    spells for attacking, but they are rather specialized.. you can't go blowing 
    off Harm like sorcerers can fireballs. So be prepared to spend more of your
    time fighting, while throwing down some holy smack down or loving when needed.
    
    Class Stats
    Alignment Restrictions: None (though role players will need to be the same, or 
    one step away from their deity)
    Hit Die per Level: d8 (1-6)
    Armor Proficiencies: All plus Shields
    Weapon Proficiencies: All Simple Weapons
    Saving Throws: Fortitude & Will (primary), Reflex (secondary)
    Skill Points Per Level: 2+Int Modifier (x4 at 1st character level)
    Class Skills: Concentration, Heal, Lore, Parry, Persuade, Spellcraft
    Class Features: Turn Undead, Divine Spellcasting, Domain Powers
    
    What is Turn Undead? You have the ability to rebuke or destroy undead by your 
    faith. To put it simply, you can FEAR on undead in a colossal area. It's 
    dependant on a skill roll, your level, and the level and HP of the undead 
    you're trying to turn. It's an EXCELLENT skill, almost as valuable as your 
    spell casting.
    
    What is Divine Spellcasting? Rather than learning magic through study, or 
    having the gift like Arcane magic, you are granted power by your deity or 
    religion. You don't need to scribe spells or pick from a list like a Wizard or
    Sorcerer, you know every spell available to you at that level, and you prepare
    what to cast like a wizard. Easy huh? The spells of divine magic are more 
    focused on healing and helping rather than direct damage, but you can bring 
    the pain.. so use them well.
    
    Why not be a druid? Probably the main reason would be role playing, or simply 
    personal preference. While a serious role player as a cleric can play in the 
    bounds of his particular faith, a serious druid must play in bounds of nature, 
    always. That being said, the cleric offers a few advantages over the druid. 
    One, and probably the largest, is turn undead. Two is heavy armor, and a wider 
    selection of weapons. Also is spell selection. They both cast divine magic, and
    have many of the same spells. The druid's is slightly more targeted to the 
    enemy than it is to the ally as with the cleric. However with proper domain 
    selection, the cleric not only has a wider selection, but can be as targeted 
    as he or she sees fit.
    
    Why stick with a cleric past 20?
    ----------------------------------------
    In truth, there aren't that many reasons why you should stick with a 
    cleric past 20. Being a fighter caster, the extra levels (assuming you make 
    it that far) mean that you can multiclass a lot easier without worrying about 
    losing spells in the end. A couple of extra levels of fighter for some feat 
    goodness, is definately a good idea. However there are a couple legitiment 
    reasons to keep going with cleric levels, which will in turn make your magic 
    power greater than ever.
    
    1. More spells slots per level. Up to level 30, at each level you will continue
    to gain extra spell slots. You will have quite the casting potential, being 
    able to bust out as many as 8 Harms. Yeeowch. 2. Higher DC. DC meaning 
    Difficulty Check, that's the number your oppenent must beat to resist or save 
    against your spell. The higher the number, the more difficult it will be able 
    for them to resist or save against your spell. Each level increases this 
    number.
    3. Higher spell power. Most spells have a limit on damage, but many do not for 
    duration. Thus a spell that last 1 round per level or such, will continue to 
    benefit from increased levels. Divine Power never seems to last long enough, 
    but at level 40 it will last plenty long to be much more useful. 
    4. Increased domain abilities. Many domains like War and Strength have special 
    abilities that are dependant on the clerics level. These abilities continue to 
    benefit from additional cleric levels. 
    5. Rollplay. If your seriously into roleplaying and are wanting to be some kind
    of high priest or such, it would make sense to have additional clericy 
    goodness.
    
    *******************************************************************************
    1.) Race ( Alpha )
    ------------------
    Though no race has a wisdom bonus or penalty, several do have other penalties 
    that can hurt the usefulness of a Cleric. Though any race can be a cleric, 
    Human, Half-Elves, Elves, and Dwarves offer the most.
    
    Human
    -extra feat gives you greater flexibility
    -extra skill point every level
    
    You can't go wrong with a Human. The extra feat is defiantly helpful, since 
    the cleric only has the standard feats. The extra skill point allows you to 
    leave your INT relatively low and still get enough skill points to max 2 
    skills, or raise 3 to a decent level. Also with a favored class of ANY, you 
    can multiclass without worrying about XP penalties. With the extra choices of 
    both skills and classes in the expansions, being a human continues to be the 
    strongest choice.
    -I highly recommend a human player, especially if you are new to the game or 
    this is your first cleric.
    
    Half-Elves
    +1 to Listen, Search, and Spot skill checks
    +2 saving throw versus Enchantment spells
    
    Like Humans, you receive no stat penalties, so Half-Elves make a valid choice 
    for a cleric. The bonuses to search and saving throws to Enchantment spells 
    are a plus. Other than that, however, the half-elf doesn't offer much. 
    Something to consider if you want to break from the sea of humans.
    
    Elves
    +2 Dexterity, -2 Constitution
    +2 to Listen, Search, and Spot skill checks
    Longsword and bow proficiency.
    
    Unless you are building a high DEX character, then the elf is a poor choice. 
    The -2 Constitution isn't that terrible, but does require some consideration. 
    If you are building a high DEX character, then the elf is probably the best 
    choice, even over a human. The skill proficiencies are fine, but not really 
    critical to you as a cleric. The weapon proficiencies are probably the biggest
    plus (if not for the dex bonus), as they expand your limited weapon uses.
    
    Dwarves
    +2 Constitution, -2 Charisma
    +2 saving throw versus poison and versus spells
    +1 against Orcs and goblins and +4 against giants
    
    Though the dwarf isn't an obvious choice for a cleric, they are worth 
    considering. Being a cleric means you'll often be in combat, so the +2 to 
    CON will help out with the hit points and fortitude. The -2 t0 CHA hurts, 
    a lot. It's really a kick in the junk. If you leave it at -6, you can only 
    turn undead 1 time a day (without the Extra Turning feat). If you want to 
    raise it to any respectable level, you'll lose whatever bonus you gained to 
    CON. The +2 to saving throws vs. spells is great in of itself. This is a 
    interesting choice for someone who wants to focus on more fighting than 
    casting.
    
    Gnomes
    +2 Constitution, -2 Strength
    +2 saving throw versus illusions
    +1 attack against kobolds and goblins and +4 versus giants
    +2 to Listen and Alchemy skill checks
    
    Gnomes don't offer a lot to the cleric. The +2 Constitution is all right, but
    the -2 Strength hurts your ability to fight and carry stuff, doubly bad. The 
    rest of his abilities are OK, but stuff you could live without. Plus he's 
    small in size, further limiting your weapon selection. A valid choice if you 
    want to focus more on casting than fighting, but you could do that with a 
    human with more feats and skill points.
    
    Half-Orcs
    +2 Strength, -2 Intelligence, -2 Charisma
    
    Ouch. +2 Strength is good, but the cost is way to high. -2 to charisma 
    reduces your undead fighting, -2 intelligence reduces your skill points, which 
    you don't get many anyway. If you want to focus on fighting, be a fighter. 
    A possible choice if you want to be a decent fighter with some backup buff 
    spells, but really a poor choice for a serious cleric.
    
    Halflings
    +2 Dexterity, -2 Strength
    +1 to Armor Class and +1 to attack because of size
    +2 Listen, and Move Silently skill checks
    +1 to all saving throws and +2 versus fear checks
    
    Almost as bad as the Half-Orc, maybe even worse. +2 to Dex could be gained as 
    an Elf, without the painful -2 STR. The skill bonuses aren't important to a 
    cleric, and though the saving throws are always a bonus, the penalties are too 
    taxing for a fighter caster. If you're looking for a challenge, or want to be 
    REALLY different, then yeah go for it. But if you want to be the most useful 
    cleric you can, then go with a different race.
    
    *******************************************************************************
    2.) Stats ( Beta )
    ------------------
    The stats that are important depend heavily on the type of cleric you want to 
    be. You can choose to focus more on fighting, more on casting, or take the 
    middle road. Either way, you'll always be decent at both. Keep in mind Wisdom 
    is the stat that determines your spell casting abilities. To cast a spell, you 
    need a wisdom of 10 + the spell level. So if you want to cast a level 2 spell, 
    you must have a wisdom of 12. In order to cast 9th level spells, it must be 19.
    Any wisdom factor above that grants you extra spell slots.
    
    With the epic levels, you continue to gain a new stat point every 4 levels 
    until 40. Before you usually wanted to add all your points in wisdom to get the
    most out of your magic, but with the extra points you can beef up your 
    strength or charisma a little without sacrificing your magic. Ultimately it's 
    a personal choice on where you want to go with your cleric. If you decide to 
    put all your points into one particular stat, that will mean you get a +10 at 
    level 40 instead of +5, so now you will want to make sure your start stat is 
    an EVEN number, instead of ODD. This way you get the most out of your bonus.
    Keep in mind, with a wisdom of 18, you can end up with a wisdom of 28 at level 
    40, and with the +10 item bonus, 38. That will leave you with a whole crap 
    load of spells, so definately a good caster cleric consideration.
    
    Overview-
    Strength: Use is obvious. The more you have, the harder you hit(damage bonus), 
    and more often(attack bonus, unless you are using weapon finesse with the 
    appropriate weapon). Being a cleric is a fighter/caster, you defiantly want 
    some, but don't over do it, as you have spells to increase this.
    
    Dexterity: Dexterity adds a dodge bonus to your AC. It also adds a bonus to 
    your reflex save. Usually, DEX is the least important stat for the cleric, as 
    you will often have heavy armor, which negates most of that dodge bonus. 
    Also, since your reflex is your secondary save, it will never be very high 
    unless you pump a lot of points into dex. So you might think you should just 
    leave it at 8 so you can increase something else, and this actually OK. But 
    keep in mind, even full plate will allow a +1 AC bonus from DEX, and thus if 
    you leave it at 8, you will receive a -1 to your AC. This isn't critical, but 
    worth considering. You'll also receive a -1 to your reflex save, which are 
    pitiful as it is. I really can't tell you if you should leave it at 8, put it 
    at 10, or take it to 12. The choice is yours. If you do increase it, I suggest
    you sacrifice from Charisma first, then STR or CON. Keep in mind though, you 
    lose that dodge bonus when casting, so don't rely on it to save your butt if 
    you only have 10 HP and are praying for a Heal.
    
    Constitution: Better fortitude saves, and more HP. Putting more in this is 
    never a bad idea, as any spell you cast to increase this will only be that 
    much be better.
    
    Intelligence: The only benefit a cleric gets from this is skill points. Since 
    you get little skill points, keep this at no lower than 10. While more is 
    always good, sacrificing your other stats for it is not a good idea. If you 
    must raise it, I suggest you sacrifice points from CON or CHA.
    
    Wisdom: The key factor for your magic. Also increases Will saves. Keep it 
    high. You will need at least 19 to cast 9th level spells, and each modifier 
    point you increase, adds another spell slot to each spell level, starting 
    lowest and moving to an extra 8th level spell with a wisdom of 30.
    
    Charisma: It's not only how you look, but also the "force of your personality".
    For you, it's most important for your Turn undead ability. A powerful 
    personality is needed for a powerful faith, and a powerful faith is needed to 
    turn undead. It's also is a factor in several Domain spell abilities(will go 
    into that later). For everybody, it's important for the Persuade skill. If you 
    leave it at 10, you can turn 3 times a day (without extra turning feat). 
    Each modifier point gives you an extra turn.
    
    Here are a few ideas on how to build your stats. I'm not going to go into 
    every race. But will just give some ideas how the most common cleric races can 
    be setup. The stats for Human also apply to Half-Elves.
    
    --Fighter Cleric--
    You will focus more on your ability to bash stuff rather than spell casting or 
    turning undead.
    
    Human: Focus on your strength on your con, with a bit if wisdom. Put about 3 
    points into wisdom so you can cast 5th level, to get all your good buffs. Then 
    everything else should focus on strength and constitution. Or you can take 
    example two, add an extra point into INT later, to be able to take some of the 
    improved combat feats.
    Strength      :16      or      16      or        17
    Dexterity     :10               8                 8
    Constitution  :16              16                16
    Intelligence  :10              12                12
    Wisdom        :12              12                11
    Charisma      :10              10                 8
    Dwarf: Jack up your CON to righteous levels, to have a godlike amount of HP 
    available. You will be quite effective as a tank, since you can take lots of 
    blows, and still have some decent strength to dish it out. Later levels you 
    can put either into STR or CON, your choice. You may also be tempted to just 
    screw our charisma, and add it into INT for some combat feats, or WIS for 
    better casting. Again, your call.
    Strength      :16      or      16      or        14
    Dexterity     :8                8                 8
    Constitution  :18              18                20
    Intelligence  :10              12                10
    Wisdom        :12              14                14
    Charisma      :10               6                 6
    Elf: Either ignore your DEX completely, or embrace it slightly, and only wear 
    light or medium armor to gain an AC bonus. Careful though, as you generally 
    won't have as high CON as you could. You'll enjoy the weapon bonuses most 
    likely.
    Strength      :16
    Dexterity     :10
    Constitution  :14
    Intelligence  :10
    Wisdom        :12
    Charisma      :12
    
    --Dexterity/Finesse Cleric--
    
    At first I shunned this idea completely, but after a little research (and a 
    lot of arguing with Kozm0) I've come to believe this has potential. Instead of
    using strength to rely on your fighting abilities, you use your agility. What 
    you lose is generally low stats elsewhere (duh), and potential lose of skill 
    points in feats, which will be needed to best utilitize your high DEX, but 
    would normally increase your overall clericness. What you gain however, is a 
    very different style of playing, almost Druid like, yet still having access to 
    the cleric spell layout, with as high level spells as you want, not to mention 
    a needed boost to your weak reflex saves. Also take DEX dependant feats, like 
    Dodge, Weapon Finesse and the such.
    
    Human: Do your best to give yourself great dexterity, while not completely 
    abandoning your other stats. If you can sacrifice some of the other stats to 
    boost it even higher, if that's absolutely necessary.
    Strength      :12	or     14         or      12        or       10
    Dexterity     :16              16                 17                 17
    Constitution  :12              12                 12                 14
    Intelligence  :10              10                 10                 10
    Wisdom        :14              12                 14                 14
    Charisma      :12              10                  9                  9
    Dwarf: The notion of a high dexterity dwarf is some what laughable... but non 
    the less you can do it if you want. But since you're a dwarf, you might as 
    well focus on his strength's, and don't even try to make up for his weaknesses.
    Strength      :10       or     10         or      10      or         14
    Dexterity     :16              16                 18                 16
    Constitution  :16              18                 16                 16
    Intelligence  :10              10                 10                 10
    Wisdom        :14              14                 12                 14
    Charisma      :10               6                  6                  6
    Elf: Use your DEX bonus to it's best, neglect strength and hits points. Take 
    weapon finesse, and improved critical on your elf rapier, and be the ultimate 
    cheeze. Add all your points to DEX, and enhance your meager strength with 
    items.
    Strength      :12              14                 13 <-increase with item
    Dexterity     :17              17                 19 <-add points, weap finese
                                                                   and never miss
    Constitution  :10              12                 10
    Intelligence  :10              10                 10
    Wisdom        :16              14                 14
    Charisma      :10              10                  8
    
    --Caster Cleric--
    
    You will focus on your ability to cast spells rather than fight or turn undead.
    Several of your spells do good damage .vs. undead, so you needn't worry 
    about that. You also have several spells to enhance your fighting stats, and 
    with your high wisdom, you can cast lots of them and often. All of stat points 
    gained by leveling should go into wisdom, to increase your DC and number of 
    spells. Wear wisdom enhancing equipment as well. Keep in mind, you are 
    completely relying on your abilities to cast spells, and enhance yourself with 
    those spells to do any worthwhile fighting. You must be really careful, as a
    greater dispel or similar spell can strip you of your buffs. **I would 
    recommend this over the "fighter cleric" setup, but you must be a confident 
    spell caster and micro manage yourself extremely well. The cleric doesn't have 
    very many direct damage spells, and most of them aren't all that powerful.
    You can probably neglect DEX completely, as you lose your AC bonus from it 
    when casting anyway.
    
    Human:Get your Wisdom ridiculously high, because you're going all out. With 
    the 5 points going into wisdom, you'll have 23. With a Periapt of Wisdom +5, 
    you're at 28. Toolset yourself a ring that gives you another +4, and you're 
    at 32! You're DC for high level spells will be awesome, and you'll have extra 
    spells across the board.
    Strength      :12       or     14
    Dexterity     :10               9
    Constitution  :12              14
    Intelligence  :10              10
    Wisdom        :17              17
    Charisma      :12              10
    Dwarf: If you're going to be a dwarf.. just forget about turning. You'll only 
    get one time a day with this shot, but you'll be one tough Battle Caster. or 
    you can go the CRAZY ROUTE and have UBER HP as a caster to fall back on if you 
    are taking
    blows.
    Strength      :14    or CRAZY  12
    Dexterity     :10               9
    Constitution  :16              18
    Intelligence  :10              10
    Wisdom        :17              17
    Charisma      :7  <-hahahah     6
    Elf: Take a slightly high dex route for the AC and hit bonuses with weapon 
    finese.. Note this makes a great Monk Cleric.
    Insane AC, not completely useless in a fight, and awesome casting abilities.
    Strength      :13
    Dexterity     :16
    Constitution  :10
    Intelligence  :10
    Wisdom        :17
    Charisma      :8
    
    
    --Balanced Cleric--
    You give yourself decent base fighting stats, while leaving yourself open to 
    good casting and turning abilities. You can enhance your fighting abilities 
    with several spells, but you don't need to do so as often, and can still be 
    some what effective if your buffs get dispelled. All of your additional stat 
    bonuses from gaining levels should go into wisdom, to ensure you gain 9th 
    level spells, and a few extra spells. You can choose freely which equipment 
    you should wear, be it improving your fighting abilities, or wisdom for extra 
    spells. You can turn undead 5 times a day, and more if you wear charisma 
    enhancing equipment. **This is defiantly a good choice for a first time cleric.
    You won't suffer greatly in any area(except reflex saves, but those won't be 
    great anyway), and still be able to fight and cast effectively.
    
    Human: The only thing that suffers is DEX, but that's pretty much how it 
    goes except for a high DEX character. You'll be a decent fighter, a good spell 
    caster, and decent at turning as well.
    Strength      :14
    Dexterity     :10
    Constitution  :14
    Intelligence  :10
    Wisdom        :16
    Charisma      :12
    Dwarf: Still focusing on the dwarf's strengths here, while neglecting charisma 
    because of the penalty, but will be able to turn some what decent.
    Strength      :14
    Dexterity     :10
    Constitution  :16
    Intelligence  :10
    Wisdom        :16
    Charisma      :10
    
    *******************************************************************************
    3.) Skills ( Gamma )
    --------------------
    With so few skill points, you'll have to be really selective on what you pick. 
    You can max out 3 class skills if you're human or max out one or two and get 
    a few others to useable ranks, or get some of your non class skills up. Of 
    course theseskill suggestions go right out the window if you multiclass. 
    You'll need to take whatever points compliments the entire character, not just 
    the cleric.
    
    Apprasial - This is only useful for NPC merchants, and the price reduction 
    isn't that great. Ignore it.
    
    Bluff - This is only for scripted NPCs, which is used some in the expansions 
    and maybe in some online modules. Since it's not a class skill, I'd advice 
    against it. However if you play a lot of modules that give this option a lot, 
    you may want to consider it.
    
    Concentration (class skill) - defiantly max this out if you are going to be a 
    battle caster in any way (other than buffing). Most of your heal spells are 
    touch, so you'll have to be right next to a fighter who's fighting to heal 
    (duh). Your proximity to the enemy will cause you concentration checks, and 
    puts you at risk of being hit as well.
    
    Craft Armor (class skill) - In a module where money is scarce, you might want 
    to consider it, but in the official compaigns or any localvault really you 
    will have lots of cash. I'd advice against it since you're already strapped 
    for skills.
    
    Craft Weapon (class skill) - In a module where money is scarce, you might want 
    to consider it, but in the official compaigns or any localvault really 
    you will have lots of cash. I'd advice against it since you're already 
    strapped for skills.
    
    Disable Trap - You won't be able to take enough points to make it worthwhile.
    
    Discipline - while you will be in combat quite a bit, you will never be able 
    to take enough ranks for this to prove useful. Ignore it.
    
    Heal (class skill)- As a cleric, you're probably most associated with healing. 
    How you go about that healing is up to you. You will have a large assortment 
    of healing spells, but may not want to fill up many slots with them. You'll 
    also have access to scrolls, especially the mighty Greater Restoration scroll, 
    which replenishes full health, as well as most effects. However scrolls can 
    be expensive, and you may not want to use a full blown Greater Restoration 
    on a small heal job. Healing kits can cure poison and disease, and heal as 
    much as you put points into. When not in combat and you take 20, the skill 
    maxed out can cure the same as a "Cure Critical Wounds". It's really up to 
    you if you want to invest in this or not. Don't feel bad or think you will be 
    missing out if you take it, or if you don't.
    
    Hide - You'll likely be wearing heavy armor, and if not, you won't be able 
    to take enough points in it.
    
    Intimidate - This is only for scripted NPCs, which is used some in the 
    expansions and maybe in some online modules. Since it's not a class skill, 
    I'd advice against it. However if you play a lot of modules that give this 
    option a lot, you may want to consider it.
    
    Listen - If you multiclass into a rogue or something, you may want to. 
    This will not only let you see hidden creatures, but let you "listen" behind 
    closed doors and give you a better idea what to expect. Chances are you won't 
    be able to take enough points into it though.
    
    Lore (class skill) - you may want to take a few ranks in this so you can ID 
    stuff on the road, but with a lore potion and stores to identify, don't put 
    more than 5-10 in it.
    
    Move Silently - You'll likely be wearing heavy armor, and if not, you won't 
    be able to take enough points in it.
    
    Open Lock - You won't be able to take enough points to make it worthwhile.
    
    Parry (class skill) - Anything other than a dexterity/finesse cleric or 
    multiclassing should ignore this. Normally, you won't have enough attacks to 
    make this useful in anyway. By multiclassing or duel welding, you can fix 
    that, but keep in mind Parry's limits.
    
    Persuade (class skill) - only useful for NPC's, but useful none the less. Take 
    at least 6-10 ranks in this, your charisma bonus will add a few more to that, 
    and you'll succeed 80% of the time. Use a potion to buff your CHA to add 
    another 10%. There are only very few times you will fail, and those would 
    require an extremely high rank... so don't sweat it.
    
    Pick pocket - no
    
    Search - yes. As a non class skill, you'll sacrifice quite a few points to get 
    it up at all, but you'll only need to get it up to around 6-10. This will help 
    against most random traps. Find a Watchmens helm and you're all the better. 
    Not critical, but defiantly helpful.
    
    Set Trap - no
    
    Spellcraft (class skill) - if you're a caster, max it. This will let you 
    counter spell, but also increase your saves vs. spells every 5 ranks. That 
    alone is reason to max it... but at least put 10 points for a +2 save.
    
    Spot - If you multiclass into a rogue or something, you may want to. This will 
    not only let you see hidden creatures, but let you "see" behind closed doors 
    and give you a better idea what to expect. Chances are you won't be able to 
    take enough points into it though.
    
    Taunt - Most non casters don't use precious skill points on concentration, but 
    since it's not a class skill, you could put the points to better use.
    
    Tumble - tumble is cool because it helps you avoid attacks of opportunity when 
    moving in combat. What's cooler about it though is you get a +1 to AC for 
    every 5 ranks in it. However since it's not a class skill, you won't be able 
    to put much into it and with heavy armor you'll recieve a penalty against it. 
    However if you want you can put ranks into it for the AC bonus.
    
    *******************************************************************************
    4.) Feats ( Delta )
    -------------------
    As with stats, the feats you take depend on the character you want to build. 
    Fighterish clerics(F) should take combat feats, Dexterity/Finesse fighters(D) 
    should focus on duel welding and dodging feats, casters(C) should focus on 
    metamagic, and the balances(B) should take some of both. Of course you can't 
    take ALL of them, but this should give you an idea of some good ones to pick.
    
    With HotU we get a ton of new epic feats, thus I have seperated this part into 
    2 sections so you can see the standard feats and the epic ones, epic feats
    being those you can take after 21st level. Note that I 
    don't list all the feats, just the ones a pure cleric may see at his choice. 
    Any feat other class specific I didn't list, so it'll be up to you to decide 
    if it's worthwhile or not for your character. Also note these are just my 
    opinions, mostly for the powergaming aspect. Rollplayers will need to take 
    whatever they feel comfortable with.
    **Feats marked with the (**) can only be taken at first level. 
    
    a.) Standard Feats ( Delta - Alpha )
    ----------------------------------------------
    
    Alertness - If you're going to multiclass into something that needs it... 
    otherwise don't bother with the +2 to spot and listen since you probably don't 
    have the skills 
    
    **Artist - Only a multiclassed bard would benefit from the +2 to Perform and 
    Spot
    
    (D)Ambidexterity - If you are going to duel weld, this is a must for the 
    penalty reduction
    
    Blind Fighting - you have spells to cure blindness or purge invisibility, so 
    forget it.
    
    **Blooded - the +2 to initiative and spot isn't worth a precious feat
    Brew Potion - If you play on servers with few potions, this could be a real 
    help, but otherwise forget it.
    
    **Bullheaded - The +2 to Taunt is worthless unless you've multiclassed to 
    Paladin and invested in Taunt, the +1 to will is pointless since your will is 
    great already
    
    Called Shot - While it's possible that you could weaken an attacker or slow 
    him down, your only decent base attack rating will suffer greater form the 
    penalty.
    
    Circle Kick - If you've multiclassed to monk, an extra attack is always nice, 
    otherwise forget it.
    
    (F, B, maybe C)Cleave - Free attacks are always good
    (C, B) Combat Casting - defiantly for casters and balanced to increase your 
    concentration check
    
    **Courteous Magocracy - the +2 to Lore and Spellcraft isn't worth a precious 
    feat
    
    Craft Wand - Same with Brew Potion, only if your server doesn't have many
    Deflect arrows - I'd not waste a feat on this.. as you'll most likely not be 
    able to deflect enough arrows to be worth it.
    
    Dirty Fighting - While the extra damage would be useful in early levels, later 
    it'll be worthless. Rely on your AC instead.
    
    Disarm - Your INT won't be high enough, plus Knockdown is better
    (F, maybe B) Divine Might - Use a turn undead to add your CHA bonus to weapon 
    damage, could be useful if your CHA is high enough
    
    (F, maybe B) Divine Shield - Use a turn undead to add your CHA bonus to armor 
    class, coudl be ueful if it's high enough
    
    (maybe D)Dodge - Though not crucial, any extra bonus to AC is a good one.
    
    (C, maybe B)Empower Spell - The increase in power is noticable and useful, 
    might as well get it if you're going to focus on casting, less useful to a 
    balanced
    
    (C, maybe B)Extend Spell - for casters, extend your buffs. Useful for balanced 
    for the same reason.
    
    (F, B, maybe C) Expertise - A +5 to AC in exchange for a -5 in attack rolls. A 
    nice way to keep from taking melee damage, but only if you have some help 
    to attack since you will probably miss more often with the penalty.
    
    (maybe C, B) Extra Turning - if you plan on fighting lots of undead, sure
    
    Great Fortitude - your fortitude saves are already good, forget it
    
    (maybe F) Great Cleave - no limit on the extra attacks from Cleave,  but 
    doubt you'll want to waste a feat on it.
    
    (maybe C) Greater Spell Focus - The +2 from spell focus becomes a +4 for that 
    school. Nice but not critical.
    
    (C) Greater Spell Penetration - This increases the +2 bonus from Spell 
    Penetration to a +4 bonus. Handy if you plan on using attack magic
    
    (F, D)Improved critical - if you're a fighter, sure
    
    Improved Disarm - Perhaps for a fighter cleric, but I wouldn't take it
    
    (maybe F) Imporoved Expertise - changes the bonus and penalty to 
    +10 and -10, and requires an int of 13. Your choice if you can even take it.
    
    Improved Initiative - +4 to initiative check isn't worth the precious feat
    
    Improved Knockdown - chances are your INT won't be high enough
    
    Improved Parry - unless you took some Parry skill... forget it
    
    Improved Power Attack - your attack bonuses is only decent anyway... 
    you don't need the penalty
    
    (D)Improved Two Weapon Fighting - If you are going to duel weld and parry.. 
    you'll need it
    
    Improved Unarmed Strike - you're kidding me
    
    Iron Will - your will save should already be high, but go ahead if you can't 
    think of anything else
    
    (F, B) Knockdown - A good feat to take for a fighter or balanced. Your attack 
    bonus isn't that high, so it'll only work on the mobs, but it'll help out when 
    you're the thick.
    
    (maybe all)Lightning Reflexes - your reflex saves aren't great.. so the +2 can 
    help.
    
    (maybe all)Luck of Heros - +1 to all saving throws. Never a bad thing.
    
    (C)Maximize Spell - There's really only 2 spells worth maximizing. Flame 
    Strike and Blade barrier. But boy do those hurt a lot maximized!
    
    (maybe D)Mobility - Since you tend to cast a lot, you'll provoke attacks of 
    opportunity a lot. This could very well make up the difference in lost dodge 
    bonus.
    
    (maybe F, maybe D) Point Blank Shot - maybe if you're a fighter cleric, but 
    probably not
    
    (F, B) Power Attack - take it only for Cleave
    
    (maybe C) Quicken Spell - instant casting, invulnerable to counterspell and 
    interruption.. a sure fire way to get off a Heal or Harm
    
    (maybe D)Rapid Reload - If you are relying on a crossbow, this will get you 
    all your attacks at high level
    
    (maybe D)Rapid Shot - If you find yourself lacking for feats and can use a 
    bow, this can't hurt
    
    Resist Disease - +4 bonus to fort save vs disease, but your fort saves are 
    already good
    
    Resist Poison - +4 bonus to fort save vs poison, but your fort saves are 
    already good
    
    Resistant to Energy - +5 resistance to chosen energy, but your feat selection 
    is already limitied
    
    Scribe Scroll - Same with Brew Potion, only if your server doesn't have many
    
    (maybe C) Silence Spell - you really don't get silenced a lot, but could be 
    useful
    
    **Silver Palm - +2 to Appraise and Persude, not worth it
    
    (maybe all) Skill Focus - beef up an area you're lacking, like Search of 
    Persuade.. if you want
    
    **Snake Blood - +2 to fort save vs poison and +1 to reflex, not worth it 
    since Luck of Heros is better and your fort save is already good
    
    (C, B) Spell Penetration - a must for casters of offensive spells
    
    (D) Spring Attack - only useful for a high dex character with no heavy armor, 
    no attack of opportunity while moving is always good
    
    Still Spell - this would be most useful for a mage rather than a cleric, 
    as you don't have any spell failure for wearing armor
    
    (maybe C) Spell Focus - useful, but not critical
    
    Stealthy - +2 to hide and move silently, maybe if you've multiclassed a rogue
    
    **Strong Soul - +1 bonus to fort and will and +1 save vs death. 
    Luck of Heros is better
    
    Stunning Fist - you won't even see it on the list
    
    Superior Initiative - not worth it with your minimal feats
    
    Thug - the name is cool, but the +2 to initiative adn persude isn't
    
    (C, B, F, D) Toughness - an extra hit point per level...
    
    (D)Two Weapon Fighting - If you want to duel weld and parry, you'll need it
    
    (D)Weapon Finesse - if you took a high DEX route, you'll need this to offset 
    your low STR.
    
    (F, maybe D) Weapon Focus - a +1 to attack, sure why not
    
    Weapon Proficiency Exotic - no
    
    (F) Weapon Proficiency Martial - if you want to be a fighter cleric, you may
    want access to more powerful weapons. You can optionally, or probably 
    should,  multiclass a level and get this for free.
    
    Whirlwind Attack - being able to attack multiple targets is cool, but you 
    probably won't be able to meet the requirements
    
    (maybe all) Zen Archery - applies your wisdom modifier instead of dex modifier
    to ranged attacks. If you're using ranged weapons, get it if your wisdom is 
    (or will be) higher.
    
    b.) Epic Feats ( Delta - Beta )
    ----------------------------------------
    
    (maybe all) Armor Skin - +2 to AC, never a bad thing
    
    (maybe C) Automatic Quicken Spell - free quickened spells cast at their own 
    level, take 3 times to cast all spells that way. Instant casting with no 
    counter.
    
    Automatic Still Spell - free still spells cast at their own level. But since 
    divine casting has no penalty on armor, it's worthless
    
    Bane of Enemies - if you've multiclassed a ranger, sure
    
    Blinding Speed - cast haste once per day, doubt your DEX will be high enough
    
    Devastating Critical - if critical, fort save or die. While the feat kicks 
    ass, it's requirements are simply out of reach for most clerics
    
    Energy Resistance - not worth the feat
    
    Epic Damage Reduction - while nice to be able shrug off damage, your con will 
    probably not be high enough
    
    Epic Dodge - while avoiding the first attack would be nice, you probably 
    won't meet the requirements
    
    Epic Fortitude - +4 to fort save, your is already good
    
    (all) Epic Prowess - +1 to all attacks, always nice
    
    (maybe all) Epic Reflexes - +4 to reflex save, which is probably low so this 
    could help
    
    Epic Reputation - +4 to persuasion and taunt, not worth it
    
    (maybe all) Epic Skill Focus - +10 on all skill checks.. could really boost a 
    high skill to uber levels
    
    (C) Epic Spell Focus - If you've bothered with spell focus and greater spell 
    focus, this will increase the bonus to +6
    
    (C) Epic Spell Penetration - If you've bothered with spell penetration and 
    greater spell penetration, this will increase the bonus to +6
    
    (maybe all) Epic Toughness - +20 hit points. Never a bad thing.
    
    (F, B, C) Epic Weapon Focus - +2 to chosen weapon, sweet.
    
    (maybe F) Epic Weapon SPecialization - If you've mutliclassed fighter and got 
    weapon spec, get this too for the +4 damage
    
    Epic Will - +4 to will, which yours is already rocking
    
    (mabye all) Great Charisma, Constitution, yadd yadda - +1 to stat, can boost 
    your wisdom to rediculous levels or increase another area you're lacking
    
    Great Smite - if you've multiclassed Paladin, this will increase the 
    effectiveness of Smite Evil
    
    (C) - Improved Combat Casting - no more attacks of opportunity while casting..
    yay
    
    Improved Spell Resistance - The +2 spell resistance is pointless since yours 
    is 0 to begin with, plus you have a spell that increases it much higher.
    
    Improved Stunning Fist - If you've multiclassed a monk, might be worth it, 
    otherwise you won't even see it.
    
    Improved Whirlwind Attack - Maybe on the off chance you got whirlwind attack, 
    but the requirements are pretty high
    
    Overwhelming Critical - The extra damage per critical modifier is sweet, but 
    the requirements are probably out of the cleric's range
    
    Perfect Health - Immunity to diseases and poisons isn't much to a cleric who 
    can save against them almost all the time
    
    Planar Turning - Finally a feat for us clerics, turn outsiders like you turn 
    undead. A nice addition if you didn't choose a domain that gives you this 
    for free
    
    
    *******************************************************************************
    5.) Multiclassing ( Epsilon )
    -----------------------------
    With the additional levels and classes offered with the HotU expansion, 
    multiclassing becomes more viable for a cleric. As a fighter, multiclassing 
    can offer you several options, while still giving you access to fight 
    enhancing buffs. Take into account any Domain abilities you have and want 
    to use, as many are cleric level dependant. Keep in mind that every level you
    take that's not cleric, you lose not only spells, but several abilities that 
    are effected by the number of cleric levels. Also note, you must be at least 
    a level 17 cleric to cast a 9th level spell.
    
    From these stances, I'm assuming you are only taking a few levels of the other
    class, keeping Cleric as your primary. Also I'm only going to list the classes
    in which you can obtain with a cleric without having to multiclass to 
    something else also (like multiclassing a sorceror or bard to get the Red 
    Dragon Disciple or multiclassing a druid for the shifter). After all, you're 
    reading a cleric faq...
    
    Barbarian/Cleric: You gain increased hitpoints and attack bonuses. Martial 
    Weapons, more skill points, increased movement, rage. The more levels of 
    barbarian you take, the better you're uncanny dodge will be. This offers a 
    lot to a cleric who wants to do a lot more fighting than casting. Good choice.
    
    Bard/Cleric: You gain a slightly higher reflex save, more skill points, bardic
    knowledge and bard song, and arcane spellcasting. The spellcasting will be 
    weak, with only a few buff spells that you already have. Bard song will be 
    dependant on how many levels of bard you take and your perform skill.
    Not a good choice really.
    
    Druid/Cleric: More skill points, an animal companion, and nature sense. You 
    offer to the druid your weapons and armor proficiencies. The druid has divine 
    spellcasting, which you already have... though there are a few more direct 
    damage spells, unless you invest several levels into druid, you won't be able 
    to use them. Not a good choice really.
    
    Fighter/Cleric: Hitpoints, martial weapons, attack bonuses, and feats feats 
    feats. If you take 2 levels of fighter, you get 2 extra feats. Take 4, one 
    extra feat, as well as access to weapon specialization. Defiantly a solid 
    choice for a more fighter focused cleric. Even a balanced may benefit from 
    one or two levels for the feats alone.  Good choice.
    
    Monk/Cleric: At first glance, the monk may seem like a poor choice. But with 
    a longer look, the monk is actually a very powerful choice, even just one 
    level can turn your cleric into something else entirely. For start, you gain 
    the monk's unarmed attack bonus, with 1d6 fist. That's as powerful as most 
    of the simple weapons, so you lose little by not arming yourself. Also, and 
    probably the most attractive jewel, is AC bonus from Wisdom! Since you're 
    wisdom will already be high, you can gain a +6, 7, maybe even 10 just from 
    wisdom alone! A high dex, and it's even higher than some dork in full plate!!!
    The cost??? No Armor. Is that bad? It can be...as anytime you lose your dodge 
    bonus, you lose both bonuses, effectively cutting your AC in half. Also if you
    choose to go unarmed, you will use the monk's BAB, which means you'll have more
    attacks, but at a smaller bonus than if you go armed, so you'll miss more 
    often. At least you can't be disamred. Be VERY careful. But this multiclass has
    a lot to offer, and has become a favorite character of mine.
    
    Paladin/Cleric: Hitpoints, martial weapons, attack bonuses, Divine Grace (+ 
    saves based on CHA), and Divine Health (immune to disease). At level 2 you 
    get Aura of courage (immune to fear). There is also Lay on Hands and Smite 
    Evil, but those are dependant on your levels of Paladin... so not very useful 
    to a multiclass. This is really best suited for a Balanced cleric, with a good
    CHA that will improve your saves by +2. Wear +CHA equipment, and you'll 
    have excellent saves across the board. Good choice.
    
    Range/Cleric: hitpoints, martial weapons, skill points. You get Ambidexterity 
    and Two Weapon fighting if you remain in light armor. That's basically an 
    extra attack at the smallest penalty possible. An interesting choice if you 
    choose to be a DEX based fighter cleric rather than a STR and armor based. 
    This would be a very interesting to triple class with a Monk, to take advange 
    of your uber AC with the WIS and DEX bonuses, plus an extra attack if you 
    duel weld kamas. Interesting choice.
    
    Rogue/Cleric: skill points, skill points, skill points, and skill points. Oh, 
    and sneak attack and evasion, but mainly skill points. Unless you devote some 
    serious levels into the rogue, you won't be able to develop him well. So 
    mainly a level for the skill points. Mildly useful choice.
    
    Sorcerer/Cleric: See wizard.
    
    Wizard/Cleric: Familiar, and arcane spellcasting. Unless you put a lot of 
    levels, neither will be all that useful. However even one level of wizard will
    grant you access to all wizard only equipment, including arcane scrolls. 
    Though you'll never be able to cast then, you CAN read the scrolls, which will
     be applied at their lowest level. So you probably won't want to go around 
     trying to use fireballs and such, you'll have access to staves and other 
     enhancing scrolls that you normally wouldn't. An interesting choice for a 
     caster cleric.
    
    Arcane Archer/Cleric: Slightly more skill points and martial weapons. If 
    you've made a bow using cleric, which I assume you have if you can take Arcane
    Archer, then the abilites are an added bonus to your fighting, but not sure 
    how much it's worth the reduced spells. Certainly an unusual cleric.
    
    Assasign/Cleric: slightly more skill points, death attack, uncanny dodge. 
    All his spells you can cast with the proper domains, and the fort
    save vs poison isn't so hot for a cleric. Death attack's DC won't be too 
    high for you unless you put a lot of levels of assasign into it. Probably 
    should just multiclass a rogue to get even more skill points. 
    
    Blackguard/Cleric: hit points and martial weapons, smite good(add char 
    to attack roll) and dark blessing (add char to saving throw). Basically an
    evil paladin. Only good to take for the dark blessing. You have most of 
    his other skills (turn undead) and spells (inflict wounds). If you want 
    a sneak attack, multiclass a rogue instead.
    
    Shadowdancer/Cleric: skill points, HIDE IN PLAIN SIGHT, Evasion, darkvision, 
    uncanny dodge, lots of cool rogue feats past level 5. If you've 
    actually managed to get your hide and move silently high enough that these 
    skills would be useful, an interesting choice no doubt.
    
    Harper Scout/Cleric: slightly better skill points, harper knowledge, favored 
    enemy, and a bunch of super natural abilities that increase saving throws. 
    Probably should just take a paladin or blackguard for the char bonus to 
    saving throws if you have it, otherwise these may come in handy slightly. 
    Nothing particularly interesting though, probably not a great choice.
    
    Dwarven Defender/Cleric: hit points and martial weapons, defensive stance, 
    a kind of uncanny dodge called defensive awareness, and damage 
    reduction. That's all his bonuses, but those are really nice to help boost 
    your fighting potential. Of course, you have to be a dwarf...
    
    Champion of Torm/Cleric: hit points and martial weapons, lay on hands, 
    sacred defense, smite evil, and divine wrath. In addition, they get 
    fighter like feats. Kind of paladin like abilities, nothing too special, but 
    nothing bad either. A moderatly interesting choice.
    
    Weapon Master/Cleric: hit points and several really cool attack based 
    abilities. Though it's highly unlikely you will be able to spend the feats 
    required for this class, if you do, the abilities gained will certainly help 
    your fighting ability. Moderate choice because of the cost.
    *******************************************************************************
    6.) Equipment ( Zeta )
    ----------------------
    As a cleric, you get to wear all armor plus shields without worrying about 
    spell casting failure. So you should wear the heaviest armor you can afford 
    (and carry), unless you took a higher DEX route. Beyond that, what you wear 
    should depend on how you are playing your cleric.
    
    A more fighter oriented cleric should focus on equipment that will enhance 
    that. Either +AC or +Strength stuff. You'll probably want to be on the lookout
    for the belts of (various) giant strength, and the gloves of ogre power. A 
    Robe of Deflection wouldn't hurt, as well as a AC necklace. Also the biggest 
    and badest weapon you can carry.
    
    A finesse type cleric will want to wear light armor, or even no armor, to gain
    the most AC bonus from their high DEX. Also, any DEX and AC enhancing 
    equipment will be a MUST, as you're relying completely on that since you 
    have weak armor. Rings of the rogue, an elf pendants come to mind.
    
    A caster should focus on wisdom bonuses, and spell slots. Beyond that, 
    anything that adds to your AC is desirable. Suit up in the best armor and 
    shield you can find to raise that precious AC. You'll also want to watch for 
    a Girdle of Holy Might and a Ring of Holiness, for the spell slots. Also the 
    Periapt of Wisdom, and an AC cloak.
    
    A balanced cleric should probably carry a lot of different stuff, and equip 
    whatever it is to enhance what you are doing at the time. Fighting undead? 
    Nymph cloak +5. Battling dragons? Belt of Fire Giant Strength and a AC +5 
    necklace. Throwing down multiple Flame Strikes? Periapt of Wisdom +5 and 
    a Girdle of Holy Might for the spell slots and DC increase.
    
    You should also keep a few different types of equipment handy for different 
    situations. If you're fighting enemy X, then you'll want to wear something 
    that either protects you from that enemy, or makes it easy for you to kill it.
    
    *******************************************************************************
    7.) Spells ( Eta )
    ------------------
    Obvious casting spells is where it's at for the cleric. Even the fighter mangs
    want to cast spells, after all, that's why you picked cleric instead of a 
    fighter mang!
    
    /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
    AN IMPORTANT NOTE ABOUT THE CLERIC'S CURE x WOUNDS AND INFLICT x WOUNDS SPELLS!
    
    One thing you should know, and take into consideration with your spells,
    is the cleric can spontaneously cast cure and inflict spells at the sacrifice 
    of another spell readied. Huh? you ask. Lets say you have a cure critical 
    wounds, and a freedom of movement spell memorized at 4th level. In a 
    battle, you cast your cure critical wounds on an ally, but now he's damaged 
    again and you want to cast it on him a second time. YOU CAN! Just proceed 
    to cast it on him normally, and you will use your freedom of movement spell 
    to cast the cure critical wounds. You can do this with any "Cure xxx wounds" 
    or "Inflict xxx wounds" spell, at the sacrifice of any prepared spell of same 
    level or greater. Keep that in mind when building your spell list... It's 
    usually better to keep only one or two cure spells, and more "just in case 
    I might need this" spells, than it is to put a lot of cure spells. That way 
    you have a lot more options available to you, but can still cast healing
    spells. Note you can't do this with Heal and Harm, unfortanently.
    
    ARRANGING YOUR SPELLS. Take a little care in what position you memorize 
    your spells. You may think it unnecessary, but it's possible for you to get 
    cursed, or energy drained and lose character levels, thus reducing the number 
    of spells you can cast. It's also important to note that using spontaneous 
    casting goes from left to right, meaning if you spontaneous cast a
    healing spell, it will use up the left most available spell and move to the 
    right. To avoid losing important spells in a battle, keep your "good to have 
    but not gotta have" spells to the left, mostly fixes, dispels, that sort of 
    thing. Keep your healing and battle spells in the middle, and your buff spells
    to the right. If for some reason you lose levels (thus lose spell slots), the 
    lose won't be so painful in battle, since you've probably already cast your 
    buffage.
    \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
    
    -----------------------------------
     a.) Zeroeth Level Spells ( Theta )
    -----------------------------------
    Summary: SPELLS! You'll probably never use these
    
    Recommended Early Spell Choices: Cure Minor Wounds, Resistance, Virtue, Light
    
    Recommended Final Spell Choices: Resistance, Light
    
    Cure Minor Wounds: Heals 4 HP. When you only have 8, that's a lot.
    
    Inflict Minor Wounds: 1 point of damage. Your fist cause more damage.
    
    Resistance: +1 to all saves for 2 turns. Useful for "boss" fights.
    
    Virtue: temporary +1 HP. When you only have 8, that's useful.
    
    Light: The only purpose of light is to enhance your Spot check, or actually, 
    decrease the hide check of nearby hiding creatures
    
    -----------------------------------
     b.) First Level Spells ( Iota )
    -----------------------------------
    Summary: No direct damage spells, but a few buff and debuffers that are 
    useful at low levels.
    
    Recommended Early Spell Choices: Cure Light Wounds, Bless, Protection From
    Alignment, Bane or Doom, Endure Elements
    
    Recommended Final Spell Choices: Protection From Alignment, Remove Fear, 
    Summon Creature I
    
    Bane: -1 to attack rolls and saving throws vs fear to a colossal area. Not as 
    good as Doom, but affects more people at once. Decent at low level.
    
    Bless: The small bonus is useful at low levels and a "might as well" at 
    high levels. Probably should just use potions though.
    
    Cure Light Wounds: When you first get it.. the HP it heals is helpful. 
    But like all low level spells, it becomes useless. Can be spontanously casted.
    
    Divine Favor: +1 to attack and damage rolls for every 3 caster levels up to +5.
    Only last 1 turn though (10 rounds), so only useful for a much needed 
    umph on a boss enemy or something.
    
    Doom: a -2 to attack rolls, damage, saving throws, ability checks, and skill 
    checks. Great against low level bosses, but high level creatures will make 
    will saves.
    
    Endure Elements: 10/- damage resistance against all elements, up to 20 points 
    of damage. Pretty minor but useful at low levels.
    
    Inflict Light Wounds: Opposite of cure light wounds. 1d8 +1 per level up to 
    +5 of damage. Heals undead. Can be spontanously casted.
    
    Magic Weapon: Empower a touched weapon with a +1 enhancement. 
    Decent on low magic servers.
    
    Protection From Alignment: Bonuses to AC and saves and immunity to mind spells 
    from the chosen alignment. Last 1 Hour/Level. No reason not to throw one on.
    
    Remove Fear: Not only does it remove fear for 1 creature/4 levels in a large 
    area, but they gain immunity to fear for 10 turns. Useful for dragon fights. 
    Keep one handy to cast on your friends.
    
    Sanctuary: Mildly useful at first, but later level creatures can see through 
    the effect.
    
    Scare: Might be handy if you're getting surrounded... but won't work on tough 
    monsters
    
    Shield of Faith: +2 deflection bonus to AC, with +1 per 6 levels to a max of 
    +5. Decent, pretty decent. 
    
    Summon Creature I : The mighty badger. Most useful for casting across a floor 
    trap, then letting him come to follow you, taking the blow. PETA hates me.
    
    -----------------------------------
     c.) Second Level Spells ( Kappa )
    -----------------------------------
    Summary: Lots of stat buffs that you will use for the rest of the game, and 
    your first direct damage spells. Even at later levels you'll find yourself 
    leaving behind potentially useful spells.
    
    Recommended Early Spell Choices: Bulls Strength, Endurance, Silence, Summon 
    Creature II
    
    Recommended Final Spell Choices: Bulls Strength, Endurance, Owls Insight,
    Lesser Dispel
    
    Aid: moderately useful, but doesn't last long enough. And no need to prepare 
    it when you get a scabbard of blessing.
    
    Bulls Strength: Strength bonus with a 1 hour/level duration. Love it.
    
    Cure Moderate Wounds: Take it if you are eating damage, but by now you should 
    have a healthy supply of potions. Can be
    spontanously casted.
    
    Darkness: Makes an area so dark enemies can't see you (nor you see them unless
    you are right up on them). Only way to see through it is with UltraVision. 
    Note this spell effects you and your allies.. so use with care.
    
    Eagles Splendor: Charisma bonus. Cast it to buff your Persuade
    
    Endurance: Constitution bonus. Empowered will really jack up your HP
    
    Entropic Shield: Nearby enemies have a 20% chance to miss on a ranged attack. 
    Certainly useful if it's becoming a problem.
    
    Find Traps: You'd think it would be useful, but it's only a one time effect 
    spell...
    
    Fox's Cunning: Intelligence bonus. Cast it on rogues to help their disable trap
    
    Hold Person: Powerful enemies will save against it
    
    Inflict Moderate Wounds: Opposite of Cure Moderate Wounds. 2d8 +1 per level 
    to +10 damage. Heals undead. Can be spontanously casted.
    
    Lesser Dispel: Not so useful at first, but later it'll be extremely helpful in
    counter spelling and getting rid of area effect spells
    
    Lesser Restoration: You'll probably have a few scrolls of this.. don't waste a 
    spell slot on it
    
    Negative Energy Ray: A direct damage spell, but it's not all that great. It's 
    most useful for cleaning up after using Harm.
    
    Owl's Insight. Wisdom bonus. Cast it on yourself to increase the DC of your 
    spells
    
    Remove Paralysis: Take it if this is becoming a problem.
    
    Silence: Shut up enemy mages, but they'll often save against it. Instead, 
    cast it on YOURSELF or ally, then run near the enemy mage... effectively 
    shutting him up whether he likes it or not.
    
    Sound Burst: Another weak direct damage spell. Also stuns if they fail a will 
    save. You'll probably have a scroll of this though.
    
    Summon Creature II: The great dire bore!
    
    -----------------------------------
     d.) Third Level Spells ( Lambda )
    -----------------------------------
    Summary: A few more direct damage spells, some fix spells, and a few more buffs
    
    Recommended Early Spell Choices: Protection From Elements, Cure Serious 
    Wounds, Animate Dead or Summon Creature III, Prayer,Glyph of Warding
    
    Recommended Final Spell Choices: Protection From Elements, Clarity, Prayer, 
    Dispel Magic, Glyth of Warding
    
    Animate Dead: most useful once you reach a cleric level 6. While the skeleton 
    doesn't have many hitpoints, he's almost immune to everything, so he'll 
    survive a lot if you stick close to him. And you can summon him even if you 
    are lawful good.
    
    Bestow Curse: Would be useful against a really tough enemy, but if he's 
    that tough, he'll save against it.
    
    Blindness/Deafness: Blindless lowers their attack bonus and spot check, 
    deafness lowers their listen check and makes mages have a 20% chance to 
    miscast. Decent enough, but there are better spells to choose.
    
    Clarity: Remove sleep, confusion, stun and charm, and protect against it. Keep
    one handy, just in case
    
    Contagion: I've honestly never tried it, but I figure anything it'd be useful 
    on will fort save against it.
    
    Continual Flame: A magic flame that burns as bright as a torch until dispelled.
    But.. why?
    
    Cure Serious Wounds: Use potions for yourself, keep this handy for your 
    friends. If you pick up an item that will heal, (staff of holy) use the staff 
    and free up a spell slot.
    
    Darkfire: Gives a non-magical weapon a fire property with 1d6 damage, +1 per 
    two caster levels. With the availability of magic weapons on the official and 
    many campaigns, it's not useful, but if you play on low magic servers, a nice 
    bonus indeed.
    
    Dispel Magic: better than lesser dispel. Keep one or two handy at higher 
    levels if you want to do some counter spelling
    
    Glyph of Warding: Almost like a castable trap, the damage is pretty low at 
    1d8 per two levels up to 5d8, but could be useful if you can draw your 
    enemies to you.
    
    Inflict Serious Wounds: Opposite of Cure Serious Wounds. 3d8 +1 per level up 
    to +15 damage. Heals undead. Can be spontanously casted.
    
    Invisibility Purge: Might be handy if you're running into invisible creatures 
    a lot.
    
    Magic Circle Against Alignment: Might be useful, but it's hard staying close 
    enough together to make it worth taking
    
    Magic Vestment: Empower armor with +1 AC bonus per 3 levels up to +5. Nice 
    on low magic servers.
    
    Negative Energy Protection: If you're getting hit by it a lot, take it
    
    Prayer: Defiantly a good buff to throw down in the middle of a boss fight or 
    huge mob, as it both helps your allies and hurts your enemies.
    
    Protection From Elements: You're first defense spell that you'll use 
    constantly. It has OK damage protection from elemental attacks, be it spells 
    or traps. Last 24 hours... so no reason not to cast it after a rest.
    
    Remove Blindness/Deafness: Buy a few scrolls of this, and save the spell slot.
    
    Remove Curse: Obviously, if you're getting cursed, them keep one or two of 
    these handy. But it's usually not a problem, and not needed when you get 
    a Greater Restoration scroll.
    
    Remove Disease: Your healing kit should take care of these, or a Remove 
    Disease scroll.
    
    Searing Light: The divine version of Negative Energy Ray, the damage is 
    decent against undead, but weak otherwise. Might as well turn instead and 
    go beat on them. It doesn't have a save however, and may be worth 
    considering. As with Negative Energy Ray, it's most useful for finishing a 
    guy off after a Harm.
    
    Summon Creature III: The fearsome dire wolf. He has knockdown, so don't 
    underestimate him if you're low level.
    
    -----------------------------------
     e.) Fourth Level Spells ( Mu )
    -----------------------------------
    Summary: Better healing, and what will become you're favorite anti-mob spell
    
    Recommended Early Spell Choices: Cure Critical Wounds, Hammer of the Gods, 
    Divine Power, Summon Creature IV
    
    Recommended Final Spell Choices: Cure Critical Wounds, Hammer of the Gods, 
    Divine Power, Dismissal, Death Ward
    
    Cure Critical Wounds: Your best "cure xxx wounds" spell. 4d8 +1 per level up 
    to +20 of healing goodness. Keep one or two handy to cast on allies. Can be
    spontanously casted.
    
    Dismissal: Unsummon enemy summons, animal companions, and familiars. Will can 
    negate it, but it's usually not a problem. A great equalizer. Keep one handy 
    in later levels for dismissing, or countering summons (as it will counter 
    most summon spells)
    
    Death Ward: Immunity to death spells and abilities. Not needed if you're 
    wearing equipment with that kind of immunity, but defiantly buff it if you 
    aren't.
    
    Divine Power: The fighter equalizer. Gives you the attack bonuses of a fighter
    of the same level, 1 HP per level, and a STR of 18 if it's not already there. 
    It's downside (or balance if you prefer) is it doesn't last very long, so use 
    it wisely.
    
    Freedom of Movement: This counters paralysis, slow, and entanglement spells, 
    as well as making you immune to them for a decent amount of time. Ready one 
    if this is become a problem.
    
    Greater Magic Weapon: Empower of weapon with +1 enhancement per 3 caster 
    levels up to +5. Nice on low magic servers.
    
    Hammer of the Gods: While the name is dramatic, keep in mind it is a 4th 
    level spell. The damage is not impressive, same as Searing Light. What is 
    cool is it has a "Huge" area of effect, and it stuns enemies who fail their 
    will saves. Useful if you're getting mobbed, so keep one or two handy.
    
    Inflict Critical Wounds: The exact opposite of cure critical wounds. 4d8 +1 
    per level up to +20 worth of damage. Heals undead. Can be spontanously casted.
    
    Neutralize Poison: Healing kits, potions, and scrolls will accomplish this. 
    Don't waste a spell slot.
    
    Poison: STR damage, but Fort negates it... and since most fighting classes 
    have a Fort as their primary save... it won't do you much good.
    
    Restoration: Pick up a couple scrolls and save a spell slot.
    
    Summon Creature IV: The venomous dire spider.
    
    -----------------------------------
     f.) Fifth Level Spells ( Nu )
    -----------------------------------
    Summary: Starting to pick up more on your direct damage, lighter on the 
    healing and buffing
    
    Recommended Spell Choices: Flame Strike, Spell Resistance, Slay Living, 
    Summon Creature V, Battletide
    
    Battletide: You've seen all those cool auras some monsters have, now you can 
    get one. -2 penalty on saves, attack, and damage rolls. Plus a +2 to all 
    those for you. While that's not uber, it has no save, so if they don't have 
    spell resistance, they get hit with it. Spiffy.
    
    Circle of Doom: The exact opposite of Healing Circle. Damages enemies for 
    about 30 HP at high levels at a "medium" distance.
    
    Healing Circle: Heal a few hit points to all allies in a "medium" distance 
    from you. However, it will only max out about 30 HP at high levels, so it's 
    very limited in it's usefulness.
    
    Flame Strike: Lay the smack down on enemies with half fire and half divine 
    energy. Does 1d6 damage per level, up to 15d6.Throw one down to soften 
    up the mobs, but don't rely on it.
    
    Monstrous Regeneration: 10 hp per round, last for 1 round per 2 caster 
    levels. Though it last shorter, the amount of HP healed is better than the 
    7th level version...
    
    Raise Dead: Bring an ally back to life with 1 HP. Use a scroll instead.
    
    Slay Living: Your first death spell. Fort save or die, if save take 3d6 +1 hp 
    per caster level of damage. Obviously, it only works on living creatures.
    
    Spell Resistance: Gain spell resistance 12 + 1 per cast level. At high levels 
    you're talking a spell resistance of 25-30. It's better than 0, so throw it 
    on if you're expecting fights with casters.
    
    True Seeing: I don't know how I feel about this spell. You're suppose to 
    automatically see through Sanctuary and Invisibility, as well as spot traps 
    and hidden creatures. However I haven't seen it do any unless it's a 
    property on an item, so I dunno.
    
    Summon Creature V: Ph34r the dire bear.
    
    -----------------------------------
     g.) Sixth Level Spells ( Xi )
    -----------------------------------
    Summary: HEAL! HARM! HEAL! HARM! HEAL! HARM! HEAL! HARM! In addition to those 
    2 spells that rock your socks off, you get a host of summoning spells, from 
    creature to outsider to undead, and the ability to banish them. Sixth level 
    spells just own.
    
    Recommended Early Spell Choices: Heal, Harm, Summon Creature VI
    
    Recommended Final Spell Choices: Heal, Harm, Blade Barrier, Greater Dispelling
    
    Banishment: Higher level version of Dismissal. The number of creaters equal to
    twice the caster's level in HD can be banished. Or you could just harm the 
    damn thing.
    
    Blade Barrier: This is the cleric's equivalent to "Wall of Fire", except it's 
    not elemental damage and it does much more damage. 1d6 per level with no set 
    ceiling. It's bad point is.. it's very, very, oh so very noisy. It causes 
    regular damage, with no save, so chances it'll hit... and hurt. One more 
    thing, it's a 6th level spell, meaning it can be maximized. My 19th level 
    cleric will cause 99 damage. That's a lot of umpf.
    
    Heal: Restore full hitpoints. Note that you can NOT spontaneous cast this 
    spell, so keep as many handy as you think you need.
    
    Harm: Reduce target creature to 1d4 hitpoints with a successful melee touch 
    attack. NO SAVE. That means it works on anything that can't counter spell, 
    disrupt your concentration, avoid the touch, or immune to necromancy or 
    negative energy attacks. You can end a dragon fight rather quickly, but your 
    friends may think it's kind of cheap. Hell, YOU may think it's cheap. But 
    remember you only get 5 level 6 spell slots, so it's not like you can do it all
    day.
    
    Greater Sanctuary: Kind of an invisibility, except can't be detected by 
    things that normally see thru it. A nice upgrade if you need it.
    
    Control Undead: I've never tried this, but you can supposedly control a 
    single undead creature with up to 2 Hit Dice. They can will save against it.
    
    Create Undead: Instead of summoning a creature, you summon an undead 
    being. You can do this regardless of your alignment, which is kind of gay, but
    hey. Most of these undead creatures aren't all that hot though. Stick with the
    regular summons.
    
    Greater Dispelling: Obviously, a better version of dispel, and the best you 
    get. At high levels, keep one or two memorized if you're going to do any 
    counter spelling, or want to strip a caster of some buffs.
    
    Planar Ally: Summon outsider based on your alignment. 
    
    Summon Creature VI: The terrible dire tiger!
    
    Undead to Death: Slays 1d4 HD worth of undead per cast level up to 20d4. 
    Can be will negated and spell resisted. Might keep it handy if your 
    turning ability sucks.
    
    -----------------------------------
     h.) Seventh Level Spells ( Omicron )
    -----------------------------------
    Summary: Feel the power of faith
    
    Recommended Spell Choices: Destruction, Word of Faith, Regeneration
    
    Greater Restoration: I usually recommend scrolls, but scrolls for this spell 
    can be quite expensive. If you're low on gold, keep one of these handy, 
    as they heal most effects, as well as restore full hitpoints. Plus it's cool
    to hear the evil sounding cast chant.
    
    Resurrection: Raise ally corpse with full hit points. Use a scroll or rod of 
    resurrection.
    
    Summon Creature VII: Now you start summoning elementals. Unfortunately 
    you can't choose which one you want to summon. All are about equally useful 
    though.
    
    Word of Faith: This spell is great.. but only if employed correctly. It's a 
    very strategic spell, like most high level spells, but has the ability to 
    throw a fight in your favor very quickly. First off.. the instruction booklet 
    is WRONG. It doesn't work that way. It works like the spell "Holy Word" does 
    in the Players Handbook D&D. To give the stats, target less than 4HD is 
    killed, less than 8 is paralyzed, less than 12 is blinded, less than 14 is 
    deafened. What does that mean? If the creature is blinded, it obviously 
    can't see you, and won't attack. it also loses any Dexterity bonus to AC. 
    If it's deafened, it gets a 20% chance to miscast a spell, and can't cast 
    any spell with verbal component, as well as penalties to listen and 
    initiative checks.  Obviously, this spell has a lot to offer in turning a 
    losing battle around.
    
    Destruction: Fort save or die, if save take 10d6 of damage. An excellent 
    equalizer. Always keep one handy.
    
    Regenerate: 6 HP per round, for 1 round per caster level. Most peeps have 
    a ring of power or some other regeneration item, plus it doesn't last very 
    long. None the less, something to consider if you are expecting a long battle.
    
    -----------------------------------
     i.) Eighth Level Spells ( Pi )
    -----------------------------------
    Summary: After Harm and Destruction, you might be a little disappointed, and 
    wish you could trade these spell slots for more 6th and 7th level spells. But 
    these are not to be underestimated.
    
    Recommended Spell Choices: Mass Heal, Aura Versus Alignment, Fire Storm, 
    Summon Creature VIII or Create Greater Undead
    
    Create Greater Undead: Better than create undead, these creatures tend to 
    be a bit more powerful, and sometimes use spells.
    
    Earthquake: 1d6 damage per level up to 10d6. While not as good as Fire Storm, 
    if the enemy is resistant to fire, this may be all
    you got.
    
    Fire Storm: Flame strike's big brother. Damage is "OK", at 1d6 per level, 
    maxing out at 20d6. Keep in mind, all creatures in 5 feet of the caster are 
    not damaged, so use this if they are still far away to soften up a large mob.
    
    Mass Heal: All allies within a "large area" are healed to full. Defiantly 
    keep it around for a large party. Also, remember healing spells damage 
    undead, so it acts like Harm on a group of undead. Keep that in mind if 
    you can't turn them.
    
    Summon Creature VIII: A greater random elemental.
    
    Sunbeam: I have mixed feelings about this. Against undead, it does 1d6 
    per caster level, to a max of 20d6. Against others, it does 3d6 and blinds 
    them for 3 seconds. Reflex half the damage for undead, and voids the 
    blindness for others. While you might think "that's great against undead", 
    Fire Storm does 20d6 max regardless of enemy type, reflex only halves damage, 
    so even non undead still take 10d6. The only consideration is the 5 feet not 
    damaged thing for Fire Storm. For all out damage, use Fire Storm. If you want 
    the blind effect, then keep a Sunbeam memorized, but don't waste too many 
    spots on it.
    
    Aura Versus Alignment: The ultimate in buffing verses an alignment. Use 
    Protect from alignment as general buff, and throw this thing on before 
    battle. Why? You get a +4 deflection bonus to AC, immunity to all mind 
    affecting and spell like abilities from chosen alignment, and a spell 
    resistance of 25 against spells by that creature. While you my have items to
    do all that, creatures who successfully strike you take 6 + 1d8 damage. 
    Unfortunately, it's caster only, and doesn't lastlong.
    
    -----------------------------------
     j.) Ninth Level Spells ( Rho )
    -----------------------------------
    Summary: These are more situational spells. If you multiclass, you probably 
    won't feel bad about ditching these, but if you're pure, you can defiantly 
    put them to good use.
    
    Recommended Spell Choices: Implosion, Summon Creature IX and or Gate, 
    Storm of Vengeance, Energy Drain
    
    Energy Drain: Target loses 2d4 character levels. With enough wisdom and a 
    little luck, the DC may be high enough to make even tough enemies fail 
    their fortitude save
    
    Gate: Summon a Balor for 1 round/level. You MUST be protected from evil 
    by either Protection From Evil, Magic Circle verses Evil, or Aura versus Evil.
    Otherwise, the Balor will attack YOU. If you're protected, he's just like a 
    summon. Cast it in a major battle (and hope he doesn't get countered or 
    dismissed) and he can really tear it up.
    
    Implosion: Your mass death spell. While it's pretty weak compared to Weird 
    and Wail of the Banshee, due to it's "medium" area of effect, it's none the 
    less all you've got, so keep one handy for those "just in case" times.
    
    Storm of Vengeance: Colossal storm for 10 rounds. 3d6 of acid damage per 
    round, and those who fail reflex save get another 3d6 of electrical damage. 
    Throw it down during a big fight to help out, but don't rely on it to kill 
    the enemy.
    
    Summon Creature IX: Elder elemental.
    
    Undeath's Eternal Foe: All allies gain immunity to negative damage, 
    level/energy drain, ability score decreases, poisons and diseases. On a 
    low magic server where this stuff isn't available, this spell well help your 
    team make quick work of the undead.
    
    -----------------------------------
     k.) Epic Spells ( Sigma )
    -----------------------------------
    Summary: These are spells you can gain from feats. You must meet a requirement
    of being 21st level, the ability to cast 9th level spells, and a rank in 
    spellcraft that is different for each spell. 
    
    Recommended Spell Choices: They all rock in their own way, so I won't 
    recommend. Choose something that complements your character.
    
    Dragon Knight: Summon an adult red dragon. Who wouldn't want their own pet 
    dragon? Rockin. Needs 22 ranks in spellcraft.
    
    Greater Ruin: 35d6 energy damage to single target. Yeowch. 25 ranks in 
    spellcraft needed.
    
    Hellball: 10d6 pointsof acid, fire, electrical, and sonic damage to all 
    targets in radius. 32 ranks in spellcraft needed.
    
    Mummy Dust: Summons a powerful mummy warrior, similar to create greater 
    undead, but better. 15 ranks in spellcraft needed.
    
    **As Letthebulletsfly points out my laziness in checking the manual, 
    Epic Mage Armor and Epic Warding are two Epic Spells that are only 
    available to wizards, sorcerers, and bards. Sucks for us.**
    
    -----------------------------------
     l.) Domains ( Tau )
    -----------------------------------
    DOMAIN SPELLS. As a cleric, you also get to focus on two "domains" to get 
    extra abilities and spells. Normally you would pick the domains from a list 
    that your deity has control over. However in NWN, you can pick any. Yes 
    you can pick Evil and Good if you wanted too. Choose with care...as they 
    can really compliment your spell list and powers.
    
        1.) Air
    
    Summary: If you want to focus on more direct damage, Air is a good pick for 
    the lightning spells.
    
    Special ability- Elemental Turning: Able to turn elementals as if they were 
    undead.
    
    Call Lighting(3rd level): Large area of effect, 1d6 per caster level, max at 
    10d6. Not great, but not bad either, and since it's 3rd level, you're not 
    strapped for spell slots.
    
    Chain Lightning(6th level): Call Lightning's bigger brother. Colossal area of 
    effect, with 1 target per caster level. Same damage, except it maxes at 
    20d6 to the first target, and half that to the rest. It can really hurt 
    empowered or maximized.
    
        2.) Animal
    
    Summary: The features aren't all that tempting, but might be a good choice 
    for a multiclasser who's going to limit himself on spells.
    
    Special ability- More powerful summon creature spells. Basically, whatever 
    summon creature spell you cast, it's actually the next level up's spell. So if
    you cast Summon Creature I, you actually get Summon Creature II, all the way 
    up to VIII, which cast IX. Not a bad pick if you want to free up higher level 
    spells without sacrificing a good summon.
    
    Cats Grace(2nd level): The DEX buff, the only stat buff you don't get 
    naturally, now you do.
    
    True Seeing(3rd level): Was a 5th level spell, now a 3rd. Free up a slot for 
    Slay Living, but not that important.
    
    Polymorph Self(5th level): Turn yourself into some interesting monsters, 
    gaining their stats. While could be useful in limited situations, it screws 
    up your stats, so you have to redo your spells when you're done.
    
        3.) Death
    
    Summary: The ability might be interesting, the spells are nothing to write 
    home about.
    
    Special ability- Negative Plane Avatar. Able to summon a shadow that scales 
    according to the cleric's level. I've never tried it, so I don't know how good
    it is.
    
    Phantasmal Killer(4th level): A low level death spell. Has both a will save 
    and a fortitude save, but still inflicts 3d6 if they make the fort save.
    
    Enveration(5th level): Energy Drain's little brother. Target loses 1d4 levels.
    Good luck with the save though.
    
        4.) Destruction
    
    Summary: The name sounds cool.
    
    Special ability- Weaken Constructs: able to damage constructs with turning
    
    Stinking Cloud(3rd level): Fortitude or be dazed. What's cool is if they fail,
    they are dazed for as long as the cloud
    remains.
    
    Acid Fog(6th level): Stinking Cloud's dad. 4d6 per entry, plus 2d6 every round
    they stay in the cloud. Fort save or have movement reduced by half. Not sure 
    if I'd want to lose a 6th level spot for it though.
    
        5.) Earth
    
    Summary: An excellent choice. Elemental turning, with 2 great buffs that buff 
    great together.
    
    Special ability- Turn Elementals: Able to turn elementals as if they were 
    undead.
    
    Stoneskin(4th level): Damage reduction. Absorbs 10 points of melee damage per 
    caster level, a max of 100. Defiantly a fighter friendly buff.
    
    Energy Buffer(5th level): This is a better version of protection from 
    elements, but doesn't last as long. Keep it handy in case your protect from 
    elements gets dispelled or runs out.
    
        6.) Evil
    
    Summary: Negative spells. A 1st level direct damage spell, with Negative 
    Energy Burst.. a excellent low level spell.
    
    Special ability- Turn Outsiders: Able to turn outsiders as if they were 
    undead. (i.e. planear summons, balors)
    
    Negative Energy Ray(1st level): You normally get it at 2nd, now you get it at 
    1st and 2nd. Not any more useful though.
    
    Negative Energy Burst(3rd level): 1d8 + 1 point per caster level of negative 
    damage with "huge" area of effect. Basically like Circle of Doom, except this 
    also does 1 point of STR damage per 4 caster levels. Which makes it sextacular
    for a 3rd
    level spell.
    
    Enveration(5th level): Energy Drain's little brother. Target loses 1d4 levels.
    Good luck with the save though.
    
        7.) Fire
    
    Summary: I wouldn't recommend fire. You can get elemental turning and energy 
    buffer from another domain.
    
    Special ability- Turn Elementals: Able to turn elementals as if they were 
    undead.
    
    Wall of Fire(4th level): 4d6 fire wall. Can sting empowered, but blade barrier
    is probably more effective.
    
    Energy Buffer(5th level): This is a better version of protection from 
    elements, but doesn't last as long. Keep it handy in case your protect from 
    elements gets dispelled or runs out.
    
        8.) Good
    
    Summary: While turning outsiders is limited in it's usefulness, it's worth 
    considering
    
    Special ability- Turn Outsider: Able to turn outsiders as if they were 
    undead. (i.e. planear summons, balors)
    
    Stoneskin(4th level): Damage reduction. Absorbs 10 points of melee damage 
    per caster level, a max of 100. Defiantly a fighter friendly buff.
    
    Lesser Planar Binding(5th level): This spell can be used two ways. 
    Paralyzing a single outsider for 1 round per 2 caster levels, or summoning 
    an ally. The ally sucks, and the outsider can will save against being 
    paralyzed.
    
        9.) Healing
    
    Summary: Empowered healing, and the cure spells in lower slots make it an 
    attractive choice if you plan on playing with a party often
    
    Special ability- Empower Healing: The following healing spells are cast as if 
    Empowered by the feat: Cure Light Wounds, Cure Moderate Wounds, Cure Serious 
    Wounds, Cure Critical Wounds.
    
    Cure Serious Wounds(2nd): Now you get it at 2nd, though you probably don't 
    want to sacrifice a stat buff for it
    
    Heal(5th): Free up more 6th level slots for Harm
    
        10.) Knowledge
    
    Summary: I really don't recommend the spell domains, as the spells they offer 
    don't compliment the cleric much
    
    Special ability- Extra spells
    
    Identify(1st level): adds 10 + 1 per caster level to your lore skill.. screw 
    your lore skill and rely on this
    
    Knock(2nd level): unlock spell... sure why not
    
    Clairaudience and clairvoyance(3rd level): +10 to spot and listen... hmpf
    
    True Seeing(4th level): was 5th, now 4th too
    
    Legend Lore(5th level): adds 10 +1 per 2 caster levels to lore. WTF you ask? 
    Why not use identify? Well this one last longer
    
       11.) Magic
    
    Summary: Probably the only spell domain worth considering. 3 direct damage 
    spells, and 2 buffs. Though you get no special abilities, the compliment to 
    spells are nice, and would team up well with Air to round out a full set of 
    elemental direct damage spells. Of course.. if that's what you are interested 
    in.. you should probably be a mage, or druid.
    
    Special ability- Extra spells
    
    Mage Armor(1st level): a +1 to all your armor types. Dodge stacks, rest don't
    
    Melf's Acid Arrow(2nd level): 3d6, + 1d6 every round after as long as the 
    spell last. Delayed damage kind of sucks.
    
    Negative Energy Burst(3rd level): 1d8 + 1 point per caster level of negative 
    damage with "huge" area of effect. Basically like Circle of Doom, except this 
    also does 1 point of STR damage per 4 caster levels.
    
    Stoneskin(4th level): Damage reduction. Absorbs 10 points of melee damage per 
    caster level, a max of 100. Defiantly a fighter friendly buff.
    
    Ice Storm(5th level): "huge" area, 3d6 + 1d6 per 3 caster levels of cold 
    damage, and 2d6 bludgeoning damage. At high levels it can cause some decent 
    damage.
    
       12.) Plant
    
    Summary: Interesting extra spells
    
    Special ability- Turn Vermin: Able to turn vermin as if they were undead.
    
    Barkskin(2nd level): Natural AC bonus, dependant on level. If you don't 
    already have natural AC bonus items equipped, then it can allow you to wear 
    something else and still have the bonus.
    
    Creeping Doom(7th level): This spell works kind of weird, but it has a lot 
    of potential and no save, making it interesting. It does 1d6 points per 
    damage, and any creature who remains in the area of effect receives 
    additionally damage that is incremented. So 1d6 first round, 2d6 second 
    round, 4d6 third, 7d6 forth, etc) all the way to 1000 points of damage.
    Could do some serious good in a long battle with lots of enemies.
    
       13.) Protection
    
    Summary: Interesting for the special ability. Would have to pump lots of 
    Charisma though.
    
    Special ability- Divine Protection: Available to Clerics of the Protection 
    Domain. The cleric is able to cast an improved form of Sanctuary that sets 
    the save DC at 10 + Charisma Modifier + Clerical Level. The effect has a 
    duration of 1 round per caster level + Charisma modifier.
    
    Minor Globe of Invulnerability(4th level): Protection against 3rd level spells
    and lower.
    
    Energy Buffer(5th level): This is a better version of protection from 
    elements, but doesn't last as long. Keep it handy in case your protect from 
    elements gets dispelled or runs out.
    
       14.) Strength
    
    Summary: While you'll have the potential to raise your strength incredibly 
    high, it won't last long enough to be practical
    
    Special ability- Divine Strength: The cleric gains a bonus to Strength equal 
    to 2 +1 per 3 cleric levels. The effect lasts for 5 rounds + Charisma modifier.
    
    Divine Power(3rd level): The fighter equalizer. Gives you the attack bonuses 
    of a fighter of the same level, 1 HP per level, and a STR of 18 if it's not 
    already there. It's downside (or balance if you prefer) is it doesn't last 
    very long, so use it wisely.
    
    Stoneskin(4th level): Damage reduction. Absorbs 10 points of melee damage per 
    caster level, a max of 100. Defiantly a fighter friendly buff.
    
       15.) Sun
    
    Summary: If you start off a cleric with sun, then start a different one 
    without it, you'll notice the difference in turning. You CAN live without it 
    though
    
    Special ability- Exceptional Turning: Add 1d6 to all turning checks to 
    determine the maximum HD of undead turned. Also add 1d4 to the number of 
    undead Hit Dice turned. Helpful, but not the end of the world if you don't 
    have it.
    
    Searing Light(2nd level): Now you can use it at 2nd, except that's where all 
    your stat buffs are...
    
    Sunbeam(7th level): Get it at 7th now... probably don't want to sacrifice a D
    estruction or Word of Faith for it though
    
    
       16.) Travel
    
    Summary: I really don't recommend the spell domains, as the spells they offer 
    don't compliment the cleric much
    
    Special ability- Extra spells
    
    Entangle(1st level): basically a mass immobilization spell... though the 
    people effected can still fight and cast spells. Reflex save reduces movement 
    by half. Not a bad 1st level spell.
    
    Web(2nd level): similar to entangle, but being a 2nd level, you'd have to 
    sacrifice your stat buffs
    
    Freedom of Movement(3rd level): This counters paralysis, slow, and 
    entanglement spells, as well as making you immune to them for a decent amount 
    of time. Ready one if this is become a problem.
    
    Slow(4th level): The name says it all. Reduces speed, and they lose an attack 
    per round
    
    Haste(5th level): +4 to AC, an extra attack, and faster movement... but 
    chances are most people wear the boots
    
       17.) Trickery
    
    Summary: the spells could be useful, but the skill is questionable.. maybe 
    if you multiclass rogue.
    
    Special ability- Divine Trickery: Bonus to Hide, Persuade, Search, Disable 
    Trap, Move Silently, Open Lock, and Pick Pockets checks equal to 1 per 2 
    levels. This effect lasts for 5 turns + the cleric's Charisma modifier. That 
    would be useful, but chances are all of those skills (except maybe Persuade) 
    will suck anyway.. so having a +10 won't do you a lot of good.
    
    Invisibility(2nd level): Just like it says, you can't be seen with normal 
    vision. Any attack or spell you cast cancels it.
    
    Invisibility Sphere(3rd level): Invisibility area of effect. Allies become 
    invisible while in the sphere.. potential there
    
    Improved Invisibility(5th level): Same as invisibility, except if you cast or 
    attack, you still get 50% concealment bonus.
    
       18.) War
    
    Summary: If you have the Charisma... the special ability could be useful, and 
    Aura of Vitality owns
    
    Special ability- Battle Master: The clerics gains a bonus of 1 + 1 per 5 
    levels to Dexterity, Constitution, Attack Rolls and Damage. As well this bonus
    modifier is used to grant the cleric damage reduction in the same amount. The 
    effect will last for 5 rounds + Charisma modifier.
    
    Cats Grace(2nd level): The DEX buff, the only stat buff you don't get 
    naturally, now you do. But of course, you don't have much use for DEX...
    
    Aura of Vitality(7th level): All allies within a colossal area get a +4 to 
    STR, DEX, and CON. That's a +2 bonus to anything that uses those stats. This 
    spell alone is reason enough to take War.
    
       19.) Water
    
    Summary: spells aren't great, you can get elemental turning elsewhere with 
    better spells. Only if you wanted a larger complement of elemental spells to 
    use.
    
    Special ability- Turn Elementals: Able to turn elementals as if they were 
    undead.
    
    Poison(3rd level): you get it at 3rd now, so with a lower DC it'll even be 
    more useless
    
    Ice Storm(5th level): "huge" area, 3d6 + 1d6 per 3 caster levels of cold 
    damage, and 2d6 bludgeoning damage. More of a
    softener
    
    *******************************************************************************
    8.) Play Tips ( Tau )
    ----------------------
    More often than not, the cleric is a team player. Yes you can do your own 
    thing, but your strength comes in your ability to help others, not so much 
    as kill things. Thus you'll likely find the most rewarding experience playing 
    with friends, and getting to make the most of your spells. Keep one thing in 
    mind though, most everybody online has dozens of healing potions and greater 
    restoration scrolls... so they really don't NEED you that much. Of course when 
    you are able to turn undead when they are surrounded by vampire mages... 
    they'll be appreciative... but how much you are actually NEEDED is
    questionable. When you throw down Harm on an Ancient Black Dragon, you will 
    either get much praise, or kicked from the server. Thus is the life of a 
    religious zealot. Because you're not NEEDED, people aren't going to make it 
    easy for you to heal them.. it'll be up to you to decide who needs healing, 
    when, and figure out a way to get to them. Most people wear the Acme Boots 
    of Speed, so you'll most defiantly need them as well so you can keep up.
    
    Here are a few tips that might make your playing more fun an interesting.
    
    1. Unless you're investing lots of levels, don't multiclass more than 5 or 6 
    levels. You can live without the 9th level and 8th level spells, but giving up
    7th level Destruction and Word of Faith is really not to be taken lightly.
    
    2. Know how you want your character to end up before you build it. Know if you
    want to multiclass, and into what. Know what Domains you will want also, as 
    this will probably affect your spell layout some. Knowing what to expect from 
    your character will offer a much more rewarding experience, and less 
    disappointment.
    
    3. Always help attack unless you have pansied yourself out. Remember, you 
    are always a Fighter/Caster, and thus if you're not immediately or preparing 
    to cast, you should be helping fight. You'll probably be more wanted in that 
    regard than in your casting abilities. You don't necessarily have to be in 
    melee, even a ranged weapon will work if it's decent, just do something other 
    than stand around. The exception is if the enemy is too hard to hit for you, 
    or you are counter spelling.
    
    4. Buff a few friends. In all honestly, when you get to higher levels, you 
    don't have THAT MANY useful spells, and will probably end up taken 2 or even 
    3 of the same spell per level. So it won't hurt to give a buddy or 2 a 
    protect from elements, or give your lead fighter a spell resistance, so he 
    doesn't get creamed when he opens the door to those 4 war wizards.
    
    5. Know when to heal, or IF to heal. If you are playing with new people, then 
    you should wait until the last second to heal, or if you are currently 
    engaged, neglect to heal them. Yes they might die, probably will, but they 
    also may drink a heal potion or use a greater restoration scroll at the last 
    minute too, and nothing is more annoying than casting heal on somebody who's 
    drinking the potion at the same time. Thus if the people are going to use 
    their potions and scrolls, let them. Save your spells for somebody who doesn't
    use the potions, or yourself.
    
    6. That being said, if you do heal somebody, start doing it all the time. 
    People will come to expect it from you, and you should be able to deliver. 
    Stop and re-do your spell layout with more healing spells. Don't wait until 
    the last minute to heal them either, as you never know when he might get 
    whacked by a critical hit, or knocked down and lose his AC bonus.
    
    7. If there are enough fighters in the group, then counter spell enemy mages. 
    You should have a few dispels learned, and those will more often than not 
    counter spell anything. This will free up your mages to killing rather than 
    countering, and keep anybody from being damaged. Also, this will more than 
    likely put you in closer proximity to your mages, and you can act as an extra 
    line of defense should somebody make a break for them. Your whole team will 
    love you for this. You should always try to counter enemy clerics first, as 
    the last thing you need is to have one of your fighters Harmed. Also, you'll
    probably have more of the same spells, thus not wasting so many dispels 
    against him.
    
    
    
    And that's that! I hope you learned a little about the cleric. If you see 
    Trowa Barton on the servers, make sure to tell him Well Met! And if you see 
    Calisto, laugh at her in the most degrading fashion possible.