== Giving clerics more offensive power == by Meg Harrelson * Introduction * One of the major objections to the 2001 rules changes was that the offensive power of clerics was weakened too much. Now, we have niche abilities for casters for a reason. Mages should have a different flavor than clerics, and one of the niche abilities of mages is good offensive spells. That said, the removal of Mass Nightmare (which was way overpowered) left clerics with only one offensive Mass spell (Mass Fear), and it's test of will. In addition, in the change from the two Cause X Wound spells to Wounding Grasp, that spell lost one of its major advantages, its ability to bypass armor. This really did give clerics a substantial hit to their offensive powers. I don't really have a problem with that, overall, since I think they were overpowered before. But I do think that we can afford to give clerics a *little* more offensive power. In doing so, I think we should be careful to both protect the distinctive flavor of clerics and mages, and make sure that the Cleric Magic ability is not clearly better than the Mage Magic ability (nor, of course, the reverse). Mages should retain their niche ability for the best offensive casting, and clerics should retain their niche flavor of offensive casting (Curse spells and Grasp spells). So I'm proposing two new offensive spells for clerics that I think both keep with the flavor of clerics while keeping them relatively balanced with mages. * Mass Curse * Lots of offensive spells have Mass versions, and I think this is another one that could afford to have one. Much better than restoring the ability to cast "annoyance" curses would be the ability to curse a group with one spell. (This obviously assumes that the ability to cast Minor and Major Curse hasn't been restored.) This spell should be expensive; I think four levels higher than Curse is the right spot. It would have about the same effects as a successful Mass Hallucination or a successful Mass Fear, in that it could prevent or turn the tide of a fight. However, it's not test of will, its effects would require a Dispel Magic, and they last until dispelled. To me, that suggests ninth level. To prevent confusion, all targets should suffer the same curse affliction when the Mass version is used. * Piercing Grasp * One of the difficulties with using Wounding Grasp is that it can be blocked by all forms of protection. That makes the spell hold its main advantage over a wimbly dagger, which is free. Now for an effective combat caster, that can still be a great spell, and I don't think we should get rid of it. But I do think we could afford to bring back the ability for clerics to have one spell that bypasses protection (not just armor, magical protection too), so I'm proposing Piercing Grasp, which would do so. I think this ability is about as good as Shatter Limb, which is at sixth level in the mage canon. Shatter Limb also bypasses protection. Piercing Grasp is touch range, which makes it more difficult to use than the sight-range spell. However, it can cause a torso wound. Torso wounds are cheaper to heal than shattered limbs, but they can, by themselves, kill you, which shattered limbs, by themselves, can't. * The proposals * 1) Mass Curse at 9th -- Create a new spell at cleric level 9: Mass Curse This spell acts as Curse, but affects one target per level of the caster. All targets of this spell suffer the same curse affliction. 2) Piercing Grasp Create a new spell at cleric level 6: Piercing Grasp This spell acts as Wounding Grasp, but ignores all protection.