Uncommon Yet Effective Spells


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Life Bubble. Seriously, this spell is Endure Elements on steroids. Going into a void? Life Bubble. Making a Necklace of Adaptation? Life Bubble is the component spell. It's the all terrain spell, and it's an area effect.

Web. Just Web. Web allows a 4th level wizard to survive fights that can challenge 7th level parties, by virtue of both difficult terrain and grappling the enemy. Throw a Burning Hands or Flaming Sphere at the webbed area, and you add more damage to your enemies. Grants cover for your guys in case of enemy casters.


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I once used a combination of levitate and expeditious retreat to run down a mountain. I was a level 3 wizard and the only surviving party member.


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Deadmanwalking wrote:
Emmit Svenson wrote:
The 1st level bard spell Invigorate is a much better option for rage cycling, removing all penalties for fatigue and exhaustion for 10 min/level.
That doesn't work either (though it's still nice for Barbarians to remove the penalties). It removes the penalties, not the condition, and that means they still can't Rage while fatigued.

So your position is that not being able to rage while fatigued isn't a penalty? Do you consider it a benefit?


I wouldn't call Liberating Command or Grace uncommon. I consider both pretty much essential to have available.

Burst of Radiance which be much more common if it was in a supplement which was better known. Area blindness targeting reflex is amazing. I have an evocation specialised Oracle who uses it along with things like Sound Burst, Holy Smite and Order's Wrath for some very potent area control.


Stone Shield is pretty great considering casting time.

my party cleric in my RL game always starts off every combat with Blessing of Fervor


Make sure everyone in the party is wearing cleats, then cast Grease on the ground to trip up the opponents but not the party. There is a lot of table variation on how well this works.

Swift Girding: sometimes your heavy armor is just NOT the thing, like when you are mountain climbing or trying to board a ship. If your party caster has a Wand of Swift Girding, you can climb like a billygoat, swim like a fish, and then fight like an Abrams Tank. My PFS character had one to give one to the party caster.

Make sure everyone in the party is wearing a Swarmsuit, and cast Summon Swarm to attack opponents but not allies. Swarmsuits are cumbersome to wear and probably take a long time to put on, but Sleeves of Many Garments are a 500gp magic item that will allow you to turn your clothes into swarmsuits as a move action. The Swarm will stay withyou as you move, trying to attack you but rarely able to pierce your DR 5. But if your opponents aren't wearing their swarmsuits, too, then they are in some trouble.

I had a character with a high Grapple Mod, so I encouraged wizards to cast Web spells without worrying about me.

I had a character with Keen Scent and Blind Fighting, so the casters could cast Pyrotechnics and make everyone blind, but she could operate just fine. She also carried an Eversmoking Bottle. The problem is that if the rest of the party isn't ready for that, then they will resent you, and this was a PFS character. It was just the thing sometimes.


I have used a Web strung between 2 ropes as a safety net to catch people jumping off a sinking ship. I have used Web similarly to befoul the wings of flying creatures. I have used Web to grapple armies of demons, fly up with them (on a flying boat), then drop them to their deaths.


Cast Fire Trap on a flask of alchemist fire or a marker dye arrow. A minor burglar alarm spell has just become a strong attack spell!

Cast Glyph of Warding on your arrows. The glyph is violated when you are struck by the arrow.

I'm almost afraid to share my Fabricate idea...

Liberty's Edge RPG Superstar 2013 Top 16

There are a myriad of uses for unseen servant. Besides using it to snatch disarmed things out of the enemy's reach, you can use it to pick up and hand you things you've dropped or had disarmed from you. Unlike mage hand, it can pick up magic things just fine. You can even use it like an extra hand, to hold things that you aren't using so you can draw and use something else (I suppose this could even work for two pistol reloading cheese, but I'd really rather not go there). One of my favorite uses for unseen servant is to give it a cure potion and have it follow the party around and administer it to anyone who goes down.


Deylinarr wrote:
Stone Shield is pretty great considering casting time.

Stone shield is Oread only, right?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Another use I like for true strike is combined with a heavy crossbow (or really any projectile weapon) to take shots at 5-10 range increments, long before your enemy can strike back. It's situational for when you actually have line of sight that far, but in wilderness settings, it's not that hard to come up.

I'm also a big fan of resilient sphere, though more often than not as a force field bubble of protection rather than offensively against an enemy. If you use it strategically, it can also block a door or corridor. From the safety of the sphere, you can buff up, turn invisible, and then dimension door out and foes won't even know when you really left.

Rainbow pattern is great also, it not only neutralizes foes, but sends them out of the way so your pesky allies don't go breaking their enthrallment with the pretty lights.


Resilient Sphere is an excellent offensive spell against big stupid fighter types, clerics and druids. Keep them out of the encounter while you clean up anything else then deal with them on their own.

Scarab Sages

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andreww wrote:
Resilient Sphere is an excellent offensive spell against big stupid fighter types, clerics and druids. Keep them out of the encounter while you clean up anything else then deal with them on their own.

Just to add to resilient sphere: the sphere does not move with a ship if you cast it on a ship. The big dumb fighter type is going for a swim when it expires.


I'm sure it's used often but Touch of Idiocy taken with the Reach Metamagic. Since it's a touch attack (or ranged touch attack) it can Crit and do 2d6 damage to Int/Wis/Cha. This does on average 3.5/7 stat damage each on a cast. If you Empower your average damage is going to be right around 5.25/10.5. If you Maximize it then you're looking at 6/12 respectively. Not quite Feeblemind but there is NO save allowed.

Against any casting class it effectively negates high level casting abilities for duration of 10min/level. Perfect way to wreck that Paladin or Monk with bad ass saves when they're dependent on Wis or Cha for a bonus to other stats.

Scarab Sages

CLufaS wrote:

I'm sure it's used often but Touch of Idiocy taken with the Reach Metamagic. Since it's a touch attack (or ranged touch attack) it can Crit and do 2d6 damage to Int/Wis/Cha. This does on average 3.5/7 stat damage each on a cast. If you Empower your average damage is going to be right around 5.25/10.5. If you Maximize it then you're looking at 6/12 respectively. Not quite Feeblemind but there is NO save allowed.

Against any casting class it effectively negates high level casting abilities for duration of 10min/level. Perfect way to wreck that Paladin or Monk with bad ass saves when they're dependent on Wis or Cha for a bonus to other stats.

It's nice, but a Monk typically has the best Touch AC in the game. Paladin can be even higher if they have an Oracale Dip and are either an Enlightened Paladin or a worshiper of Arshea.


Ah yes, the unseen servant post reminded me of another game. I've seen Unseen Servant and Gravity Bow used to ridiculous effect with a heavy crossbow. Caster casts G. Bow, has Servant reload the bow for him. Every round, the caster kept firing insanely devastating shots with a heavy crossbow.

Simply put, Gravity Bow + Unseen Servant turns squishy casters into killer snipers at 1st level.


Imbicatus wrote:
It's nice, but a Monk typically has the best Touch AC in the game. Paladin can be even higher if they have an Oracale Dip and are either an Enlightened Paladin or a worshiper of Arshea.

I tend to build Dex heavy casters especially if they're going to ever see someone within 10ft of them so Ranged Touch isn't too bad usually. However when something absolutely must hit a True strike is the spell to go with, even against a high Touch AC it's probably getting through.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Touch of Gracelessness is great if paired with Spectral Hand, or Metamagic Reach (My casters buy a minimum of a lesser Rod of Reach as soon as they can.

Treasure stitching is a great way to haul lots af treasure easily.

The Pit spells are also really good.

Grand Lodge RPG Superstar 2012 Top 32

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Kalvit wrote:
Making a Necklace of Adaptation? Life Bubble is the component spell.

Actually, the necklace is Core while LB was printed later. Consequently...

Necklace of Adaptation wrote:
Requirements Craft Wondrous Item, alter self;
Kalvit wrote:
It's the all terrain spell, and it's an area effect.
Life Bubble wrote:

Range touch

Target creatures touched, up to one/level

I think your GM made some houserules without telling you.

Even so, even the printed version of life bubble is pretty sweet.


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Aboleths Lung. 2nd level spell that can split duration give the party waterbreathing (and only waterbreathing and is nondissmissable but can't have everything) and works as a particularly cruel save or die.


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If you can manage to control the terrain so it is a 5 ft corridor, so maybe more for GMs than players on this one, Eldritch Conduit on the melee character at the front of the line is great for line and cone effects.

Also a bit situational, Vengeful Comets is a good spell against enemy casters.


Jiggy wrote:
Kalvit wrote:
Making a Necklace of Adaptation? Life Bubble is the component spell.

Actually, the necklace is Core while LB was printed later. Consequently...

Necklace of Adaptation wrote:
Requirements Craft Wondrous Item, alter self;
Kalvit wrote:
It's the all terrain spell, and it's an area effect.
Life Bubble wrote:

Range touch

Target creatures touched, up to one/level

I think your GM made some houserules without telling you.

Even so, even the printed version of life bubble is pretty sweet.

More like I misremembered some things. Not like the guy who put it in his spellbook actually bothered to ever cast it. We just realized how incredible it is when it comes to the last parts of Rise of the Runelords. Circumventing entire swaths of Fort saves with a single spell.


Not sure if it is common or not-Murderous Command- 1st level cleric spell that only lasts 1 round but makes your enemies fight each other- have used it several times in RotRL sneaking up on baddies- forcing them to fight each other using up their attacks and hopefully hurting each other as well- could work against dumb opponents tricking them into fighting each other if they don't trust each other or are prone to betrayal

Someone also mentioned Burst of Radiance- been using this like crazy in RotRL- if its not popular now it will be soon- blind or at least dazzled plus no save damage (for most baddies) is really good for 2nd level spell


From the rival guide. Never used it but it looks fun:

Sheet lightning

The Exchange

Lavode de'Morcaine wrote:
Even if it is only useful in a special niche build, I'd still like to know about.

Shadow Sorcerer

Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own...

Protective Penumbra: This spell keeps the target slightly in shadow...


Telekinesis : dead body, left over armor ( or shrinked) and you have a " golem " on the run (no save to disbelief or waste an action from the evil cleric as it try to command undead). Need something to do whit giant weapon, big boulder, ect. Throw them all in a single burst. Get ur familiar to grapple at safe distance. Moove a party member in/out of something. My own "dwarven thrower" LotR wise.

Liberty's Edge

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Keep Calm and Carrion wrote:
Deadmanwalking wrote:
Emmit Svenson wrote:
The 1st level bard spell Invigorate is a much better option for rage cycling, removing all penalties for fatigue and exhaustion for 10 min/level.
That doesn't work either (though it's still nice for Barbarians to remove the penalties). It removes the penalties, not the condition, and that means they still can't Rage while fatigued.
So your position is that not being able to rage while fatigued isn't a penalty? Do you consider it a benefit?

In a colloquial sense, sure. But rules-wise, penalty has a specific meaning, and not being able to Rage isn't a function of the Fatigued condition, but of the Rage class feature...making it not a penalty of Fatigued per se, just a consequence.

There's no game-rule involving Fatigued that says you can't enter Rages while under it's effects (that'd be a penalty) there's a downside/penalty of the Rage Class feature that you can't Rage while Fatigued. It's a penalty of Rage, not a penalty of the Fatigued condition, and thus not ignored by the spell.

To put it another way: You would need something that effects the Rage class feature to Rage while Fatigued, not something that effects, but does not remove, the Fatigued condition. Now, removing the Fatigued condition entirely works, but that's a whole different kettle of fish.

And all that aside, in terms of balance, Rage Cycling should be harder to manage than a 1st level spell. So the very precise RAW and game balance are both against this working.

Sczarni

Mnemonic Enhancer has been one of my go to spells once it finally dawned on me how to actually use it.

Spectral Hand is flat out my favorite spell given how nasty most of the Wizard touch spells tend to be. Most people shy away from it given how it's usually considered a waste of a round and the optimizers hate wasted rounds, but those I've encountered tend to swallow their words when my wizards drop the BBEG with a single Intensified Shocking Grasp from sniper range.

Sculpt Corpse can be incredibly useful when your party needs to hide the fact you killed someone of importance and the authorities are soon to arrive. Decompose Corpse is also rather effective in evidence removal. Skeletons weigh a whole lot less and take up far less space than entire corpses. Likewise Restore Corpse can be invaluable when trying to identify bodies in whodunit's and mystery heavy adventures.

Arcane Mark is rather useful for marking your path in a dungeon and or labyrinth - far more so than chalk and a fair bit more durable.

I once played a rather unscrupulous caster who would use a combination of Profession: Horse Trader, Diplomacy, Disguise Self and the Mount spell to swindle people out of their gold by selling them horses they didn't realize would disappear in a few hours. Granted, he could only pull this off a few times at best per city depending on the city size but it was a fun scam.

I've seen Mudball used to surprising effect in conjunction with a Rogue using readied actions to sneak attack blinded foes. It loses effectiveness later on but at low levels was pretty impressive.

Limp Lash is just... euw. Provided you have some martials keeping the target off you while this spell does it's job, the effects can drop a BBEG fast. Pair this with True Strike.


Looking up some of these divine spells, a number of them are listed as "cleric," among other classes on the d20pfsrd site.

Anyone know if these are explicitly meant to be excluded from being options for oracles?

There are a couple of spells that I know were meant to be available for clerics but not oracles, and vice versa.

So how do you know when Paizo (or d20pfsrd, I couldn't possibly buy all these books to check) made a listing mistake, or the actual intent is to exclude it from being available to oracles?

Because I'm not really sure what the point of making Marid's Mastery to clerics, and not to oracles is.

Liberty's Edge

sunbeam wrote:

Looking up some of these divine spells, a number of them are listed as "cleric," among other classes on the d20pfsrd site.

Anyone know if these are explicitly meant to be excluded from being options for oracles?

There are a couple of spells that I know were meant to be available for clerics but not oracles, and vice versa.

So how do you know when Paizo (or d20pfsrd, I couldn't possibly buy all these books to check) made a listing mistake, or the actual intent is to exclude it from being available to oracles?

Because I'm not really sure what the point of making Marid's Mastery to clerics, and not to oracles is.

Uh...there is no Oracle list. You will literally never se a spell listed as an Oracle spell (the closest you get is a Cleric spell that notes 'Available to Oracles only').

Oracles cast from the Cleric list and may grab any spell they like from it. It'd be called the Cleric/Oracle list if the Oracle had been in the corebook, but they weren't, so it's not, and the only difference is terminology, not anything meaningful.


I believe there are 1 or 2 each that are "Cleric only" or "Oracle only".

Oracles Burden is one. I don't remember the others.

They are listed that way in the books. I don't know what d20pfsrd does to identify them.

Liberty's Edge

Lavode de'Morcaine wrote:

I believe there are 1 or 2 each that are "Cleric only" or "Oracle only".

Oracles Burden is one. I don't remember the others.

Right, I even mentioned those, but all (even the Oracle only ones) are listed as Cleric Spells under the level and spell list sections.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Although not on your list currently, I hesitate to call these uncommon spells -

Color Spray - At low levels, you can shut down a lot of combats with this (usually against low will save, living beings).

Rope Trick - Ultimate camping spell, and responsible for the 5 minute work day for wizards. A must have if you will be days or weeks in a dungeon.

Glitterdust - Sounds silly, yet paints any invisible target and potentially blinds opponents. No Spell resistance makes it awesome. Lets the rest of the group target invisible (and maybe blinded) opponents, so somewhat better than see invisible.

Death Ward - A niche spell, yet if you are up against evil clerics and undead, it's a lifesaver.


Ipslore the Red wrote:
Umbranus wrote:
Call the void: It does a lot of things, some of which work without a save. My best usage of it has been to keep a demi-lich from casting anything meaningful by following him around and staying adjacent to him.

Call the void is a nice spell, but I'm sorry to say that usage doesn't work at all.

Call the Void wrote:
Spell Resistance yes
Demilich wrote:

Immunity to Magic (Su)

A demilich is immune to any spell or spell-like ability that allows spell resistance.

Also, many of the demilich's abilities don't require it to speak.

Perhaps I mixed something up. It was a weaker form of lich and I thought that it was called demilich.

The spell states that you can't speak or use verbal components. Not that you can't do that if you have to breathe.


MrRetsej wrote:
Mnemonic Enhancer has been one of my go to spells once it finally dawned on me how to actually use it.

How do you utilize this spell?


Slacker2010 wrote:
Loathsome Veil - 3rd level spell (get as 5th level wizard) and can nauseated creatures up to 8 HD. That is a brutal condition for an AE. This spell can also end fights in one shot. HA, take that 4th level Black Tentacles.

5th level Wizard - or 5th level Heavens Oracle/1st level Veiled Illusionist.


JoelF847 wrote:

Another use I like for true strike is combined with a heavy crossbow (or really any projectile weapon) to take shots at 5-10 range increments, long before your enemy can strike back. It's situational for when you actually have line of sight that far, but in wilderness settings, it's not that hard to come up.

I'm also a big fan of resilient sphere, though more often than not as a force field bubble of protection rather than offensively against an enemy. If you use it strategically, it can also block a door or corridor. From the safety of the sphere, you can buff up, turn invisible, and then dimension door out and foes won't even know when you really left.

Rainbow pattern is great also, it not only neutralizes foes, but sends them out of the way so your pesky allies don't go breaking their enthrallment with the pretty lights.

True strike, combined with a greater arrow of slaying against an appropriate foe at a distance. Same thing I like using my arrowmaster's bracers for. A delivery system for special effect arrows that you just don't want to waste.


Mnemonic Enhancer essencially works as a second Arcane Bond. It's really useful.


Deadmanwalking wrote:
Lavode de'Morcaine wrote:

I believe there are 1 or 2 each that are "Cleric only" or "Oracle only".

Oracles Burden is one. I don't remember the others.

Right, I even mentioned those, but all (even the Oracle only ones) are listed as Cleric Spells under the level and spell list sections.

In fairness, if we're talking about d20pfsrd.com then I think there used to be a section dedicated to the spells that only Oracles can get. I was never very long but it was a terrible tool to have.

Liberty's Edge

Larkos wrote:
Deadmanwalking wrote:
Lavode de'Morcaine wrote:

I believe there are 1 or 2 each that are "Cleric only" or "Oracle only".

Oracles Burden is one. I don't remember the others.

Right, I even mentioned those, but all (even the Oracle only ones) are listed as Cleric Spells under the level and spell list sections.
In fairness, if we're talking about d20pfsrd.com then I think there used to be a section dedicated to the spells that only Oracles can get. I was never very long but it was a terrible tool to have.

Sure...but d20pfsrd's organizational structure is utterly and completely unofficial. In the actual books or the PRD, all there is is a note.


shadowkras wrote:
Mnemonic Enhancer essencially works as a second Arcane Bond. It's really useful.

Its a 10 min cast time. At that point you can just leave the spell slot open and mem a spell you need.


Deadmanwalking wrote:
Sure...but d20pfsrd's organizational structure is utterly and completely unofficial. In the actual books or the PRD, all there is is a note.

Yeah I know they're unofficial but it's still a pretty handy tool for players who can't afford every book or just need to look up a spell real quick.

Sunbeam wrote:

Looking up some of these divine spells, a number of them are listed as "cleric," among other classes on the d20pfsrd site.

So how do you know when Paizo (or d20pfsrd, I couldn't possibly buy all these books to check) made a listing mistake, or the actual intent is to exclude it from being available to oracles?

It's also the site he was talking about.


Quote:
Its a 10 min cast time. At that point you can just leave the spell slot open and mem a spell you need.

Except you can use on expended spell slots.


I have always been partial to Grease. It has so many uses, and very little is funnier than watching Ride By guy's armored horse fail the Acrobatics check when trying to charge you.


Sure, you can use Mnemonic Enhancer to get back a spell you already cast of up to 3rd level 10 minutes later. Or you can just leave a 4th level spell slot open and get any spell in your spellbook of up to 4th level 15 minutes later, without wasting a 4th level spell known or buying a 50 gp focus. If you can cast Mnemonic Enhancer you can take the arcane discovery Fast Study and only have it take 1 minute to fill that unfilled 4th level slot. Sure it uses a feat but having all of your out of combat utility spells 1 minute away rather than 15 minutes away makes it a lot more tempting to leave slots open.

Grand Lodge

I am playing an aquatic sorcerer starting to use Slipstream alot. Combine it with levitate and tumble for some great stunts! And total cover when you drop down under the water.
Later i'm going for Hydrophobia as a mob repellent while surfing around. Or perhaps grabing Freedom of movement (some how) to drive around inside my own Aqueous Orb could be amasing.
Khan


Aqueous Orb is awesome, I didn't mention it for the same reason I didn't mention Create Pit, everyone uses them around here.

I would be careful with any strategy of riding in an Aqueous Orb. The biggest limitations of the spell are the orb only having a 10 foot diameter and not being able to fly. At 5th level when you get it the Orb wrecks everyone's face. The first time you fight something Huge or bigger you are gonna wish you memorized Lightning Bolt or Call Lightning instead.

EDIT: Of course after I hit post I get that at high level it is a way to prevent anyone from using slashing or bludgeoning weapons against you, rather than offense. Do'h!


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Deadmanwalking wrote:
Emmit Svenson wrote:
The 1st level bard spell Invigorate is a much better option for rage cycling, removing all penalties for fatigue and exhaustion for 10 min/level.

...rules-wise, penalty has a specific meaning, and not being able to Rage isn't a function of the Fatigued condition, but of the Rage class feature...making it not a penalty of Fatigued per se, just a consequence.

There's no game-rule involving Fatigued that says you can't enter Rages while under it's effects (that'd be a penalty) there's a downside/penalty of the Rage Class feature that you can't Rage while Fatigued. It's a penalty of Rage, not a penalty of the Fatigued condition, and thus not ignored by the spell.

To put it another way: You would need something that effects the Rage class feature to Rage while Fatigued, not something that effects, but does not remove, the Fatigued condition. Now, removing the Fatigued condition entirely works, but that's a whole different kettle of fish.

And all that aside, in terms of balance, Rage Cycling should be harder to manage than a 1st level spell. So the very precise RAW and game balance are both against this working.

So you are arguing that the fatigued and/or exhausted conditions are still present during the duration of Invigorate? That, for example, a character who is fatigued and under the effects of the Invigorate spell can neither run nor charge, because that restriction isn’t a penalty by a strict reading of the rules?

An interesting interpretation. A close reading of Invigorate calls it into question. The spell reads, “When the spell ends, the subject takes 1d6 points of nonlethal damage, along with the return of the original condition(s).” (Emphasis mine)

That implies that during Invigorate, the subjects do not have the fatigued or exhausted conditions. In order for the conditions return at the end of the spell, they must be gone during it. RAW better supports my interpretation.

And honestly, rage cycling is pretty easy to achieve. I’m interested to hear what unbalancing combos you see with this spell that can’t be easily acheived with a minor magic item.

Liberty's Edge

Solid Fog will completely shut down enemy ranged weapons, up to and including boulders hurled by giants. It also works as a "safety net" by lessening falling damage.

Liberty's Edge

Keep Calm and Carrion wrote:
So you are arguing that the fatigued and/or exhausted conditions are still present during the duration of Invigorate? That, for example, a character who is fatigued and under the effects of the Invigorate spell can neither run nor charge, because that restriction isn’t a penalty by a strict reading of the rules?

No, those are listed effects of fatigued, so they're absolutely alleviated. Not being able to Rage? Not in that description, and thus not an effect alleviated.

Keep Calm and Carrion wrote:

An interesting interpretation. A close reading of Invigorate calls it into question. The spell reads, “When the spell ends, the subject takes 1d6 points of nonlethal damage, along with the return of the original condition(s).” (Emphasis mine)

That implies that during Invigorate, the subjects do not have the fatigued or exhausted conditions. In order for the conditions return at the end of the spell, they must be gone during it. RAW better supports my interpretation.

It being an illusion [figment] spell strongly argues against that, however. And the text of "For the duration, the subject takes no penalties from the fatigued or exhausted conditions. The effect of invigorate is merely an illusion, however, not a substitute for actual rest or respite." pretty clearly states that it doesn't actually remove the condition.

Keep Calm and Carrion wrote:
And honestly, rage cycling is pretty easy to achieve. I’m interested to hear what unbalancing combos you see with this spell that can’t be easily acheived with a minor magic item.

Having it at 2nd or 3rd level leaps immediately to mind...

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