Most worthless spells


Pathfinder First Edition General Discussion

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Arachnofiend wrote:
Mirror Polish. Spend a 1st level slot to do only one of the things Prestidigitation already does. Yay?

It does seem a bit specialized, but I wouldn't assume prestidigitation could make a mirror out of any substantial metal surface area. Cleaning something isn't the same as giving it a mirror-worthy polish.

Scarab Sages

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Ooze licker wrote:
Wall of Fire - utterly crap damage, just walk through it and a CLW pot will sort you out.

On it's own, perhaps, but a Dazing Wall of Fire is one of the best control spells in the game.


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Rodinia wrote:

The Enlarge Person spell, which the Original Poster clearly doesn't understand, is most useful for the extra attacks it gives from having increased reach, not for the piddling extra damage. Note that Haste is generally considered a great buff spell because it gives one extra attack with the Full Attack action. Enlarge Person can give multiple extra attacks, no Full Attack action required.

This is a common misunderstanding: there's a published Paizo adventure where you fight druids with the Plant (Growth) subdomain swift action Enlarge Person power, yet who lack the tactical smarts to effectively use their primary ability. I.e. the druids only use Enlarge Person to slightly boost their damage and hinder their Armor Class, rather than using it to get extra attacks. If these druids had a better tactical understanding of how to use Enlarge Person they could probably crush the PCs.

Also note that Enlarge Person can increase average damage per hit by +6 HP, not just +1 HP or +3 HP, if it's used intelligently. That's still trivial compared to multiple extra attacks. Note that the +6 HP damage will apply to those multiple extra attacks. Seems like Enlarge Person is a bit overpowered, and perhaps ought to be a higher level spell.

I'm not sure I follow. How does extra reach equal extra attacks?

(The only way I can think of is if you have Combat Reflexes: You threaten many more squares, which increases the chance you'll be able to take more AOOs. But that's pretty situational.)

Scarab Sages

Haladir wrote:
Rodinia wrote:

The Enlarge Person spell, which the Original Poster clearly doesn't understand, is most useful for the extra attacks it gives from having increased reach, not for the piddling extra damage. Note that Haste is generally considered a great buff spell because it gives one extra attack with the Full Attack action. Enlarge Person can give multiple extra attacks, no Full Attack action required.

This is a common misunderstanding: there's a published Paizo adventure where you fight druids with the Plant (Growth) subdomain swift action Enlarge Person power, yet who lack the tactical smarts to effectively use their primary ability. I.e. the druids only use Enlarge Person to slightly boost their damage and hinder their Armor Class, rather than using it to get extra attacks. If these druids had a better tactical understanding of how to use Enlarge Person they could probably crush the PCs.

Also note that Enlarge Person can increase average damage per hit by +6 HP, not just +1 HP or +3 HP, if it's used intelligently. That's still trivial compared to multiple extra attacks. Note that the +6 HP damage will apply to those multiple extra attacks. Seems like Enlarge Person is a bit overpowered, and perhaps ought to be a higher level spell.

Um... not to burst your bubble, but how does extra reach equal extra attacks?

(The only way I can think of is if you have Combat Reflexes: You threaten many more squares, which increases the chance you'll be able to take more AOOs. But that's pretty situational.)

Even without combat reflexes, more threatened area means more chances for you to actually take your one AoO.

Sovereign Court

LazarX wrote:
The Human Diversion wrote:

Useless for the level?

Polar Ray. 1d6/level damage and 1d4 dex drain at a single target.

it's one of my favorite spells as an Arcane Trickster with sneak attack.

it's not 1d6 capped at 10th level, it's 1d6 with no level cap and no saving throw.

So it's a good spell if you're an Arcane Trickster with at least 12 levels of spellcaster.

It's still one of the worst spells for its level for any "pure" wizards or sorcerers. There are better ways of doing lots more damage, save or not.


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Have said it before, will say it again:

Ghostbane Dirge

1 - allows a save (targeting what is usually the good save)
2 - allows spell resistance
3 - only has a 50% chance of affecting any incorporeal target due to incorporeal rules

As it stands now, its almost never helpful to cast it, and is a waste of a spell slot.

This spell really needs to be given the force descriptor (to negate item 3 above) to make it at least have a chance of doing what its designed for.


Imbicatus wrote:
Haladir wrote:
Rodinia wrote:

The Enlarge Person spell, which the Original Poster clearly doesn't understand, is most useful for the extra attacks it gives from having increased reach, not for the piddling extra damage. Note that Haste is generally considered a great buff spell because it gives one extra attack with the Full Attack action. Enlarge Person can give multiple extra attacks, no Full Attack action required.

This is a common misunderstanding: there's a published Paizo adventure where you fight druids with the Plant (Growth) subdomain swift action Enlarge Person power, yet who lack the tactical smarts to effectively use their primary ability. I.e. the druids only use Enlarge Person to slightly boost their damage and hinder their Armor Class, rather than using it to get extra attacks. If these druids had a better tactical understanding of how to use Enlarge Person they could probably crush the PCs.

Also note that Enlarge Person can increase average damage per hit by +6 HP, not just +1 HP or +3 HP, if it's used intelligently. That's still trivial compared to multiple extra attacks. Note that the +6 HP damage will apply to those multiple extra attacks. Seems like Enlarge Person is a bit overpowered, and perhaps ought to be a higher level spell.

Um... not to burst your bubble, but how does extra reach equal extra attacks?

(The only way I can think of is if you have Combat Reflexes: You threaten many more squares, which increases the chance you'll be able to take more AOOs. But that's pretty situational.)

Even without combat reflexes, more threatened area means more chances for you to actually take your one AoO.

I'm actually inclined to agree that on it's own, Enlarge Person is not the best of spells. You really do need something to go with it, whether it be Combat Reflexes or favorable terrain or something similar, to really get the most out of it. I don't know that I would quite call it useless, even on it's own, but it can become that in the wrong circumstances. For a full round casting, it doesn't by itself bring that much to the table.

Sovereign Court

EvilMinion wrote:

Have said it before, will say it again:

Ghostbane Dirge

1 - allows a save (targeting what is usually the good save)
2 - allows spell resistance
3 - only has a 50% chance of affecting any incorporeal target due to incorporeal rules

As it stands now, its almost never helpful to cast it, and is a waste of a spell slot.

This spell really needs to be given the force descriptor (to negate item 3 above) to make it at least have a chance of doing what its designed for.

Agreed. You might as well slot a spiritual weapon in your 2nd level spell slot if you're a cleric/oracle - as a force attack it does full damage and incorporeals rarely have high ACs.


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"Devil's Advocate" wrote:

Zone of Truth!!! Worst spell ever.

In the best case scenario, (target fails save) it leaves you exactly where you would have been otherwise; unsure if the target is actually telling you the real truth or finding a way to lie without literally lying or telling you what they think and having it be false. Worst case, they know you are using magic that affects their mind, but are not bound in anyway to tell the truth, again, leaving you exactly where you would be had you not cast a 2nd level spell at all, minus the sense of false security this spell offers.

Abadar's Truthtelling is MUCH better because you (and everyone else around you) absolutely knows what's going on.


Ooze licker wrote:
Wall of Fire - utterly crap damage, just walk through it and a CLW pot will sort you out.

May just be another thing that just happens to be better for NPCs than PCs. I've seen it directly contribute to a tpk. Sure the damage may not be high but when a party is verging on being knocked out and the only way out of melee is through a wall of fire that 10 or 15 points of damage becomes pretty meaningful.


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Phantom Trap:

School illusion (glamer); Level sorcerer/wizard 2

Casting Time 1 standard action

Components V, S, M (special dust worth 50 gp)

Range touch

Target object touched

Duration permanent (D)

Saving Throw none; Spell Resistance no

This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time.

If another phantom trap is active within 50 feet when the spell is cast, the casting fails.

50 gp and a second level spell to make a fake trap on a small mechanism. I would not want to use such a spell as a DM or as a player. I can't imagine wanting to cast it as a wizard or someone willing to pay a spellcaster.

Its been a ridiculous oddball core spell since 1e.

I could see a possible use as a DM setting a few of these up so that thieves discover the repeated illusions and start ignoring them, then have a real trap mixed in to hit them, but that is a lot of expense for a truly marginal set up which as a DM you would not want to do as more than a once off thing.


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I struggle to come up with a good use for hallucinatory terrain as well.

Spoiler:
Hallucinatory Terrain

School illusion (glamer); Level bard 4, sorcerer/wizard 4

Casting Time 10 minutes

Components V, S, M (a stone, a twig, and a green leaf)

Range long (400 ft. + 40 ft./level)

Area one 30-ft. cube/level (S)

Duration 2 hours/level (D)

Saving Throw Will disbelief (if interacted with); Spell Resistance no

You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.

Make a swamp look like a forest so people get stuck in the mud by surprise? Make the woods you are hiding in look like an impenetrable swamp or cliff so the horsemen trying to track you give up?

Silver Crusade

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Ooze licker wrote:
Wall of Fire - utterly crap damage, just walk through it and a CLW pot will sort you out.

Roy Greenhilt disagrees with you [OOTS - most awesome Wall of Fire ever]. Note that some foes do walk right through it, and that's actually for the best.

Shadow Lodge

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sunshadow21 wrote:
I'm actually inclined to agree that on it's own, Enlarge Person is not the best of spells. You really do need something to go with it, whether it be Combat Reflexes or favorable terrain or something similar, to really get the most out of it. I don't know that I would quite call it useless, even on it's own, but it can become that in the wrong circumstances. For a full round casting, it doesn't by itself bring that much to the table.

It takes a bit of thought to get the most use out of it, but most strength-based combatants will find Enlarge Person at least occasionally useful and sometimes very powerful; the party fighter used it to great effect two sessions ago to hold a 10ft corridor.

I do think the 1 round casting time is unnecessary and a bit much. I also find it a little inconvenient to keep track of all the adjustments, especially on top of rage.

Rynjin wrote:
The only downside is a -2 AC...which is insignificant compared to the benefits, and not a huge deal in the first place.

The -2 Dex has a few other downsides, including -1 to Reflex saves, initiative if pre-buffing, skills, and if you're using Combat Reflexes, reduces your AoO by 1. Increased space can also be a mixed blessing.


Voadam wrote:
I struggle to come up with a good use for hallucinatory terrain as well.

It’s a glamor, which means it can create the illusion of absence, you can place multiple features (most figments creates an illusion of only one object, creature or force) and it lasts a long time. It’s a great spell for setting up ambushes or hidey-holes.

Place hallucinatory crevasses to screw up enemy movement, hallucinatory trees to hide behind, hallucinatory hills to conceal your campsite, and hallucinatory streams or sulphur vents to throw off tracking by scent. Turn wide-open underground caverns into cave tunnel mazes that those in the know can see right through. Make lava look like a lake, or vice versa.

Like most illusion spells, it’s quite powerful if you use it in a way that amuses or impresses your GM.

Sovereign Court

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Ooze licker wrote:
Wall of Fire - utterly crap damage, just walk through it and a CLW pot will sort you out.

It's great in combination with Wall of Stone. Have the cleric hold an action until after the wizard casts. Have the wizard cast Wall of Fire in an inward aimed ring around a foe, and then the cleric casts Wall of Stone in a dome over both the foe and the fire.

At level 12 - there's no save, and they take an average of 17 fire damage a round indefinitely until they can break through a 3 inch stone wall. (8 hardness & 45hp) If they're a two-handed fighter they can break out (not for a couple rounds unless they have adamantine) - but good luck to a caster.

And if you do it to a vampire/lich/mummy etc - they take double damage!


I tried something like this thread last summer. It mostly fizzled. Instead of linking it I'll re-post the "best of" here:

True Strike (1st level) - possibly useful as an item (like bow or better yet, gloves).

Haste (3rd level) - when compared to Expeditious Retreat (1st level)

Crushing Hand (9th) - I'll take Wish thank you (or even Limited Wish 7th) over this any day.

Charlie Bell wrote:
There's a ton of weird enchantments out there that compel you to do some strange thing that falls short of Hold person's total helplessness or charm/dominate

Mostly the candidate spells are problems do to their level and/or cost; including the "cost" of casting time.

Some are situationally great but generally useless.

One thing I was hoping to see, and didn't, is creative uses for otherwise meh spells.

Scarab Sages

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Voadam wrote:

I struggle to come up with a good use for hallucinatory terrain as well.

** spoiler omitted **

Make a swamp look like a forest so people get stuck in the mud by surprise? Make the woods you are hiding in look like an impenetrable swamp or cliff so the horsemen trying to track you give up?

Provide Total cover/concealment that you are able to shoot through.

Make a 300 foot cliff look like firm ground.
Make an inhabited village look abandoned and overgrown.
Make a small island look like the surrounding ocean.

It can be incredibly useful, but like all illusions, requires thought.

Sovereign Court

Create Pit. Not useless, but banned in my games.


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Quark Blast wrote:
Haste (3rd level) - when compared to Expeditious Retreat (1st level)

You're joking.

I'm not asking, I'm telling you. You're joking. It's not funny.

Sovereign Court

Quark Blast wrote:


Haste (3rd level) - when compared to Expeditious Retreat (1st level)

Wait, wait? Haste? It's an fantastic buff spell. I'm confused.

Scarab Sages

Quark Blast wrote:


True Strike (1st level) - possibly useful as an item (like bow or better yet, gloves).

Haste (3rd level) - when compared to Expeditious Retreat (1st level)

Seriously? These are two of the best spells of their level.

True Strike ignores concealment, and grants a massive bonus to any attack roll. Including maneuvers, spells, and anything else that is an attack roll.

Haste is the best spell of it's level for the extra attacks. The movement increase is a side effect that can be ignored.


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Weirdo wrote:
sunshadow21 wrote:
I'm actually inclined to agree that on it's own, Enlarge Person is not the best of spells. You really do need something to go with it, whether it be Combat Reflexes or favorable terrain or something similar, to really get the most out of it. I don't know that I would quite call it useless, even on it's own, but it can become that in the wrong circumstances. For a full round casting, it doesn't by itself bring that much to the table.

It takes a bit of thought to get the most use out of it, but most strength-based combatants will find Enlarge Person at least occasionally useful and sometimes very powerful; the party fighter used it to great effect two sessions ago to hold a 10ft corridor.

I do think the 1 round casting time is unnecessary and a bit much. I also find it a little inconvenient to keep track of all the adjustments, especially on top of rage.

Rynjin wrote:
The only downside is a -2 AC...which is insignificant compared to the benefits, and not a huge deal in the first place.
The -2 Dex has a few other downsides, including -1 to Reflex saves, initiative if pre-buffing, skills, and if you're using Combat Reflexes, reduces your AoO by 1. Increased space can also be a mixed blessing.

Honestly, the full round casting time is the only part that really bugs me. Cut it down to a standard action and you get solid results for what you spent. With a full round casting time though, it often becomes more of a headache than it's worth. The caster is basically pinned down that entire round, the recipient gets some decent bonuses, but calculating all the new numbers on the fly can be difficult and annoying, and there are some real downsides to the spell as well that recipient has to be prepared to deal with. I wouldn't quite call it entirely useless, but it's definitely one that if you're reading and implementing it properly, can lose it's luster real fast if you're using it on a routine basis. It's much better as an occasional casting than a routine one.


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sunshadow21 wrote:
Weirdo wrote:
sunshadow21 wrote:
I'm actually inclined to agree that on it's own, Enlarge Person is not the best of spells. You really do need something to go with it, whether it be Combat Reflexes or favorable terrain or something similar, to really get the most out of it. I don't know that I would quite call it useless, even on it's own, but it can become that in the wrong circumstances. For a full round casting, it doesn't by itself bring that much to the table.

It takes a bit of thought to get the most use out of it, but most strength-based combatants will find Enlarge Person at least occasionally useful and sometimes very powerful; the party fighter used it to great effect two sessions ago to hold a 10ft corridor.

I do think the 1 round casting time is unnecessary and a bit much. I also find it a little inconvenient to keep track of all the adjustments, especially on top of rage.

Rynjin wrote:
The only downside is a -2 AC...which is insignificant compared to the benefits, and not a huge deal in the first place.
The -2 Dex has a few other downsides, including -1 to Reflex saves, initiative if pre-buffing, skills, and if you're using Combat Reflexes, reduces your AoO by 1. Increased space can also be a mixed blessing.
Honestly, the full round casting time is the only part that really bugs me. Cut it down to a standard action and you get solid results for what you spent. With a full round casting time though, it often becomes more of a headache than it's worth. The caster is basically pinned down that entire round, the recipient gets some decent bonuses, but calculating all the new numbers on the fly can be difficult and annoying, and there are some real downsides to the spell as well that recipient has to be prepared to deal with. I wouldn't quite call it entirely useless, but it's definitely one that if you're reading and implementing it properly, can lose it's luster real fast if you're using it on a routine basis. It's much better as an occasional casting than a...

That's why Growth Subdomain is so awesome.


Imbicatus wrote:
Make an inhabited village look abandoned and overgrown.

An inhabited village probably shouldn’t count as “natural terrain”, and “Structures, equipment, and creatures within the area are not hidden or changed in appearance.” But a small enough village could be surrounded by 30’ high bluffs to conceal it.

Scarab Sages

Emmit Svenson wrote:
Imbicatus wrote:


Make an inhabited village look abandoned and overgrown.
An inhabited village probably shouldn’t count as “natural terrain”, and “Structures, equipment, and creatures within the area are not hidden or changed in appearance.” But a small enough village could be surrounded by 30’ high bluffs to conceal it.

The buildings wouldn't, but dirt roads and fields would. Having 30 year trees blocking the streets and seemingly abandoned buildings would go a long way.


Voadam wrote:

I struggle to come up with a good use for hallucinatory terrain as well.

** spoiler omitted **

Make a swamp look like a forest so people get stuck in the mud by surprise? Make the woods you are hiding in look like an impenetrable swamp or cliff so the horsemen trying to track you give up?

Yes, it's one of those spells where you could find a couple great uses - *IF* it was lower level, say 2nd. It's a Legacy spell, a hold over from early days.

The Statue spell is another- I could think of some fun uses- but it's 7th level. Huh? Maybe it should be 5th or even 4th?

Repulsion sounds good until you realize that Will negates and so does SR. And thus a 6th level slot is useless.

Least taken spells (Could be useful, but rarely) include: Erase, Ventriloquism, Shatter, & Illusory wall (4th level- really???).

Sovereign Court

DrDeth wrote:
Voadam wrote:

Least taken spells (Could be useful, but rarely) include: Erase, Ventriloquism, Shatter, & Illusory wall (4th level- really???).

Shatter would be great on a scroll ... if you could get a higher level caster for said scroll.

Sovereign Court

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DrDeth wrote:
Illusory wall (4th level- really???).

I think it's because it's permanent. It's totally worthless as a combat spell. Silent image can do the same thing (though requires concentration). But it's pretty sweet as a 7th level wizard to make your stronghold into a permanent illusionary maze which only you can see through. It'd just take a week or two of castings to do it justice. (Think of the traps/ambushes of anyone foolish enough to invade!)


Quark Blast wrote:
Haste (3rd level) - when compared to Expeditious Retreat (1st level)

I ran a search for the original context of that claim - it's based on the idea that Expeditious Retreat speeds you up as much or more and is a first level spell. (Which somewhat misses the point that ER only speeds up the caster, while Haste can double the damage output of a Level 5 party.)


Emmit Svenson wrote:
Voadam wrote:
I struggle to come up with a good use for hallucinatory terrain as well.

It’s a glamor, which means it can create the illusion of absence, you can place multiple features (most figments creates an illusion of only one object, creature or force) and it lasts a long time. It’s a great spell for setting up ambushes or hidey-holes.

Place hallucinatory crevasses to screw up enemy movement, hallucinatory trees to hide behind, hallucinatory hills to conceal your campsite, and hallucinatory streams or sulphur vents to throw off tracking by scent. Turn wide-open underground caverns into cave tunnel mazes that those in the know can see right through. Make lava look like a lake, or vice versa.

Like most illusion spells, it’s quite powerful if you use it in a way that amuses or impresses your GM.

"Structures, equipment, and creatures within the area are not hidden or changed in appearance."

It specifically can not be used to hide creatures.


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Voadam wrote:
Emmit Svenson wrote:
Voadam wrote:
I struggle to come up with a good use for hallucinatory terrain as well.
Place ...hallucinatory hills to conceal your campsite...

"Structures, equipment, and creatures within the area are not hidden or changed in appearance."

It specifically can not be used to hide creatures.

You could not affect creatures with this spell to make them invisible or appear to be trees, correct. Hallucinatory terrain features should still block vision, however. It would be a strange interpretation of the spell to say that people on one side of a hallucinatory hill can look through it to see a duck waddling around on the other side.

I guess if you interpret the spell to mean that insects buzzing around make the illusion become selectively transparent so that they remain in full view of all onlookers, it would be a pretty awful spell. Hopefully we all have more common sense than that.


DrDeth wrote:

Least taken spells (Could be useful, but rarely) include: Erase, Ventriloquism, Shatter, & Illusory wall (4th level- really???).

Illusory wall I've used.

In a dungeon we knew an illithid's strike team was trying to break into a warded room and had left to get more resources after their last failed attempt to break in. We knew they'd return to try for the locked away items of power soon but not when. I set up an illusory wall and we camped out behind it with the whole party focusing until they could see through it. When our watch guy silently alerted us the team had returned we got a hugely successful ambush on them. Focus fire with paladin smites and a lightning bolt allowed us to take out the illithid before it could mind blast us into mental paste. Its minions were then easy to mop up.

Shatter got used in my past campaign by a bunch of quicklings and the wizard used it on a bad guy's weapon once or twice.

Ventriloquism I've only seen used through ghost sound in 4e as an at will power for comedy purposes (having dead opponents agree with me when the party is discussing what to do).


Context people - context!

Haste as compared to Expeditious Retreat.

To use Haste as anything other than an offensive party buff is useless when compared to Expeditious Retreat. For running away, Expeditious Retreat is twice the spell at 1/3 the level.

True Strike - I've never seen it used usefully except in the most staged of setups. I even know of one weekly 3.5 campaign that lasted about five years where, according to the GM, the spell was never used by anyone; PC or NPC/Monster. Just say'n - YMMV of course.


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Quark Blast wrote:

Context people - context!

Haste as compared to Expeditious Retreat.

To use Haste as anything other than an offensive party buff is useless when compared to Expeditious Retreat. For running away, Expeditious Retreat is twice the spell at 1/3 the level.

The problem with you saying that is that everyone uses it as a combat buff. It's an incredibly useful spell, and this is a thread for useless spells, spells that don't have a context for usefulness.


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Quark Blast wrote:

Context people - context!

Haste as compared to Expeditious Retreat.

To use Haste as anything other than an offensive party buff is useless when compared to Expeditious Retreat. For running away, Expeditious Retreat is twice the spell at 1/3 the level.

For purposes of running away, expeditious retreat is lower level and lasts 1 minute/level instead of 1 round/level. However, expeditious retreat is only a personal spell that adds 30 feet to your land movement. Haste adds 30 feet to all the movement types of up to 1 creature/caster level and gives them a +1 dodge bonus to AC and reflex saves (useful when running away) as well.

Getting the whole party to successfully run away does not seem useless in comparison to getting one caster to run away.


Quark Blast wrote:

Context people - context!

Haste as compared to Expeditious Retreat.

To use Haste as anything other than an offensive party buff is useless when compared to Expeditious Retreat. For running away, Expeditious Retreat is twice the spell at 1/3 the level.

ER can be cast on you & you alone. So it's 1/4 the spell for just running away.

Silver Crusade

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Magda uses Truestrike frequently. Usually the Swift Action version, but sometimes the Standard Action version. There's no better way to ensure that your first attack lands. Especially good combined with a trip. Note that Magda uses reach tactics, so it's easier to fit in a Standard Action spell and still attack, which makes Truestrike a lot more useful.


DrDeth wrote:
Quark Blast wrote:

Context people - context!

Haste as compared to Expeditious Retreat.

To use Haste as anything other than an offensive party buff is useless when compared to Expeditious Retreat. For running away, Expeditious Retreat is twice the spell at 1/3 the level.

ER can be cast on you & you alone. So it's 1/4 the spell for just running away.

See? Context makes it all better. :)

Full disclosure - this context assumes a party of CL 6 or greater. And if only a CL 6, that the Haste slot wasn't used on some other spell.

Scarab Sages

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But the context is you are misusing the spell. Saying Haste is useless when compared to ER because ER lets your run away faster and for longer is like saying Fly is useless for getting down a cliff because feather fall is better at descending. While technically true, it misses the entire point of the spell.


If your goal is to get the rest of your party killed while you run away Expeditious Retreat may be better than Haste, but if you go into a cooperative social game with the intention of getting everyone else killed there's something wrong with you.


Imbicatus wrote:
But the context is you are misusing the spell. Saying Haste is useless when compared to ER because ER lets your run away faster and for longer is like saying Fly is useless for getting down a cliff because feather fall is better at descending. While technically true, it misses the entire point of the spell.

Sure, fine. But I'll take the ER spell in any sub-CL 6 situation.

But the OP is asking for the Most Worthless spells and we all know that there can only be one that is "most worthless" and for that I'll stick with Crushing Hand (9th).


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"Devil's Advocate" wrote:
Instant Armor is so close to being cool on many levels, but too many stipulations make it garbage. 1 Min/Level. It's a Force Armor, but it replaces your existing armor, and if you are a Cleric that's likely to cast this, that's probably an overall downgrade most of the time. Needs to either be 10 Mins/1 Hr per level or just a straight up Force Armor Bonus to AC that increases by level (+5 from 1st-5th, +6 from 6th-8th, etc. . .)

Instant armor is best for when you're not wearing armor and need it suddenly. For instance, when you're sleeping and camp is attacked in the night. Or when you're on a ship or in a situation where you need to make swim or climb checks and a monster pops up on the other side.


Quark Blast wrote:
True Strike - I've never seen it used usefully except in the most staged of setups. I even know of one weekly 3.5 campaign that lasted about five years where, according to the GM, the spell was never used by anyone; PC or NPC/Monster. Just say'n - YMMV of course.

For most magic users I would probably never bother with this spell, but for a Magus. Invaluable IMO. So I would say this is definitely not worthy of this list.


I've used it a number of times with my archer being the recipient. You combine it with some trick shot abilities and it can be very useful to stop a fleeing opponent dead in its tracks.

Sovereign Court

TheHairyAvenger wrote:
Quark Blast wrote:
True Strike - I've never seen it used usefully except in the most staged of setups. I even know of one weekly 3.5 campaign that lasted about five years where, according to the GM, the spell was never used by anyone; PC or NPC/Monster. Just say'n - YMMV of course.
For most magic users I would probably never bother with this spell, but for a Magus. Invaluable IMO. So I would say this is definitely not worthy of this list.

Or any other gish for that matter. Eldrich Knight/Dragon Disciple etc.

Scarab Sages

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Anything that can cast this as a quickened spell or via spell combat is golden. Especially for maneuvers. Want to trip a giant spider? No problem. Want to bull rush something 20 feet? No problem.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Arachnofiend wrote:
Mirror Polish. Spend a 1st level slot to do only one of the things Prestidigitation already does. Yay?

Damn. Beat me to it.

Sovereign Court

Ravingdork wrote:
Arachnofiend wrote:
Mirror Polish. Spend a 1st level slot to do only one of the things Prestidigitation already does. Yay?
Damn. Beat me to it.

Prestidigitation is one hour, not permanent like Mirror Polish. Plus it's debatable Prestidigitation can even provide such a level of reflection...


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Purple Dragon Knight wrote:
Prestidigitation is one hour, not permanent like Mirror Polish. Plus it's debatable Prestidigitation can even provide such a level of reflection...

Actually, making something dirty or clean by prestidigitation is pretty much permanent (pending getting cleaned up or dirtied again). But I agree that cleaning isn't the same as putting a mirror shine on a bit of metal.

Mirror Polish is probably still too specialized to really be a useful spell for most adventuring characters, though.

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