Talk:Cleric

NB: the turn undead class feat is common with the paladin (=> need to synchronize updates) -- Tihocan 06:45, January 16, 2006 (PST)

Differences from DND article
Clerics of Eberron are not restricted by alignment on what spells they can cast. Spontaneous casting is represented by all healing spells automatically being prepared in addition to whatever you normally prepare, and different languages are not in-game. --Uky 00:25, January 17, 2006 (PST)

Spontaneous Casting
Removing Spontaneous Casting because there is no correlate to it in DDO- the spell point-based system did away with its' applicability. If somebody has a 3.5 Unearthed Arcana, I'd be interested in seeing what they had to say about spontaneous casting when using spell points. -- ArgleBargle 18:44, January 17, 2006 (PST)
 * Spont Casting is represent by the fact that you don't need to prepare healing spells to use them.. I'd consider that fact a worthy class feature to mention --Uky 19:19, January 17, 2006 (PST)
 * but you do- you have to memorize cure light wounds to use it (in DDO) -- ArgleBargle 16:55, January 18, 2006 (PST)
 * well of course... you have to memorize healing spells in d&d as well... you just don't have to prepare them because of spont casting... same thing here in ddo, I think you're confusing memorization and preparation ;p--Uky 17:49, January 18, 2006 (PST)
 * I must be- my understanding was that you could exchange pre-memorized spells for healing spells in the original ruleset- and that was what spontaneous casting was. What exactly IS preparation in DDO? -- ArgleBargle 18:02, January 18, 2006 (PST)
 * Oh... I see what you're getting at. There's a difference between you character knowing a spell and being able to use a spell. For example, you could have access to the spells Healing1, Healing2, CrowdControl1, Buff1, and Summon1 but you can only use spells you've prepared in addition to knowing. Let's say you can only prepare two spells, you pick CrowdControl1 and Buff1. You can now only cast CrowdControl1, Buff1, Healing1, and Healing2 (the last two because of Spontaneous Casting) until you reach a point to rest where you could prepare different spells. Despite you knowing Summon1, since you didn't prepare it.. you couldn't cast it. I believe I've explained this before in a different context on the "spell preparation/memorization" pages. There's a fundamental difference between the two terms. ;p --Uky 18:35, January 18, 2006 (PST)
 * I understand what you are saying now, but will have to test it in game, my recollection was that you CAN'T do what you are saying- in your example, said cleric is stuck with no healing spells. You seem so sure that I must be wrong though.  -- ArgleBargle 18:41, January 18, 2006 (PST)
 * Ah you know what, I'm was a bit confused myself. Disregard what I said, that's how it -used- to be.. >_> Now I remember, they changed it so instead to represent spontaneous casting you just get an EXTRA preparation slot that can only be used for a healing spells. *kicks self* Like how a Cleric in DDO starts with two preparation slots, you can only prepare 1 spell at Clr1 in D&D. I think the confusion comes in the fact that there's no "bonus preparation slots from high stat" in DDO. Again, sorry. >_> --Uky 19:04, January 18, 2006 (PST)

Link case
Why are the links casesensitive? ie. CON is a dead link while Con is not? Same with FEATS and Feats? --Mendum 14:19, January 18, 2006 (PST)


 * That's the way the wiki works - everything except the first letter is case-sensitive - say, Feats and feats are both the same, but FEats and Feats are not. -- &#8465;ilver&#167;&#8465;ide 14:40, January 18, 2006 (PST)


 * To fix this, you can use the redirect directive, e.g. in CON you put #REDIRECT Con -- Tihocan 15:44, January 18, 2006 (PST)
 * If you're going to do that, at least #REDIRECT to Constitution. Double redirects are silly and you shouldn't use an abbreviation/acronym as a main page over the full name --Uky 17:54, January 18, 2006 (PST)

Charisma
Modified the "playing a cleric" section because I thought it downplayed the importance of turning in DDO- 12 is NOT the industry standard in DDO for charisma, because your turns are so useful. I'd say 14 or 16 is more common in my experience- but I just described why choosing a higher charisma might be desireable and left it at that.

Numerical effects notes
Added a note about numerical effects of spells, that, as far as I know, are taken from the PnP rules. If some of the numerical effects have been verified in game, please state as such in the spell description -- Tihocan 17:24, January 18, 2006 (PST)
 * As far as I know, this is the case with cleric spells (although I used all my mana on healing). Definitely NOT the case with wizard/Sorceror spells though, so I would be careful.-- ArgleBargle 17:29, January 18, 2006 (PST)
 * Well I was only talking about cleric spells here anyway :) -- Tihocan 17:36, January 18, 2006 (PST)

Page splitting
This page is getting pretty big guys- what do you think about maybe splitting it into a couple of subtopics? -- ArgleBargle 17:29, January 18, 2006 (PST)