Combine
(Evocation)


L^: c1
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R#: T
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D^: Special
C^: v.s
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CT: 1r
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S^: None
A^: The circle of clerics
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Effect: This spell enables three <3> to five <5> clerics to combine their abilities and thereby empower one <1> of their number <(#)> to CAST a spell or TURN undead with greater efficacy.

The highest-level cleric of the group (or one <1> of such, as applicable) stands,
while the other clerics join hands in a surrounding circle.
All the participating clerics then cast the combine spell together.

The central cleric temporarily functions as if of higher level,
gaining one <1> level for each encircling cleric.
The maximum gain is four <4> levels and the maximum duration is 3 turns.
The increase applies to the cleric's effective level for determining the results of attempts to turn undead,
and to spell details which vary by the level of the caster.
The encircling clerics must concentrate on maintaining the combine effect.
They gain no armor class bonuses from shield or dexterity,
and their attackers gain a +4 bonus on all "to hit" rolls.
The central cleric gains no additional spells,
but may cast any previously memorized spell(s),
often with bonus effects.
 

        - by Lenard Lakofka, from Beefing Up The Cleric (Dragon #58)

Combine is another impractical spell. I
cannot imagine a party with 5 clerics. 2
is usually pushing it. In 1 melee round, any
undead could make mincemeat of Combining
clerics. The spell is suicide, offensively. I can,
however, envision NPC clerics at a temple
combining to cast resurrections, etc., for a
healthy fee.
    Will Hettchen
    (Dragon #61)

Combine is not impractical at all. It is very
good in two major situations: battlefield play
where armies meet one another (the D&D
game began as a miniatures game, I might
point out), and in the church/temple to perform
certain functions. In the dungeon it is
more difficult to apply. However, our 8th and
9th level cleric has a band of followers and
might have four of them with him/her in a
dungeon. In any case, using Combine is a
function of encounter distance where combat/
melee is involved. Turning undead that
you can see coming is a very good use for the
Combine spell. Raising a cleric by 1 to 4 levels
means that undead that might not have been
turnable now are. Furthermore, it might mean
that some undead can now automatically be
destroyed where they could only have been
turned before hand. This spell is just dandy
for Commune spells and other divinations as
well. The spell cannot be used offensively, as
stated in the spell text.
    Lenard Lakofka
    (Dragon #61)