Uncommon Buff Spells


Advice


Ok, I am considering a new caster. I want to primarily buff others in the group. But I really want them to be spells that are just not seen in play all that often.

Yeah, sure bard's inspiration, Haste, and Circle of Pro Evil are wonderful, but they are almost standard. I want this guys magic to be non-standard. Yes, I know that won't be quite as powerful as going with the 'standard' spells. I don't care for this character. He doesn't have to be the ultimate in bad-ashery. But I do want him to still help the rest of the group do better in and out of combat.

Things like Liberating Command, Moment of Greatness, Adoration, Contingent Action, Iron Beard, Shield of Fortification, etc... I never see any of these being used. But it sure seems like some of them could be pretty decent at least some of the time.

So, what are some decent buff spells that you have used or seen used successfully yet aren't all that common?

Note: This character is to strengthen others. So I'm not looking for 'personal' range spells.

Grand Lodge

Brown fur transmuter.

Give out those self only polymorph spells. Undead anatomy is amazing on fighters who have terrible will saves.

This also allows for you to take a few standard buffs as well.


I know you already have it listed, but I'll chime in on the effectiveness (albeit situational) of Moment of Greatness. The skald that I'm playing pulled it off to rather great effect his last session - Together with the trait Wrecking Wrath and Amplified Rage he pretty much just one-shot a CR of equal level to himself, while continuing to sing orcish war songs (hitting at L4 at +17 / (2d8+34) felt really fun).
With Raging Song granting morale bonuses, it becomes relevant to the entire group as well.

As for non-standard spells, I'll leave Monstrous Extremities. Gives the target natural attacks that lasts for hours/level by reshaping their limbs for 10 minutes.


Marionette Possession. It's like the Brown Fur Transmuter, except nearly any spellcaster can do it. Cast this, hop into your buddy, and then start casting minutes-per-level buff spells on him.

Amazing your friends by Monstrous Physique I-ing your Fighter at level 5! :)

I've ever seen two of my buddies team up in one scenario, with the Mystic Theurge riding around in the Fighter's body while his own body was tucked away invisibly, and casting spells like Divine Power and Greater Angelic Aspect on his body at the beginning of combat, then dismissing the possession.

Monstrous Extremities is awesome, I saw that recently and thought I'd want to use it on a dedicated buffing spellcaster!


Fruian Thistlefoot wrote:
Undead anatomy is amazing on fighters who have terrible will saves.

I did not know this spell helped with will saves! Sadly the level for alchemist and magus is too high for PFS play, that could've helped a couple of my characters. My only spell caster capable of casting the spell in PFS has a great Wisdom score and channels positive energy...

Grand Lodge

Yes most undead are immune to mind effecting things and it also says it gives major bonuses to things that fall under will saves.

Brown fur can even use the possession trick as well prior to 9th level.

You can samsarian in spells from the bard list. Good hope is an amazing buff spell. Jesters jaunt is another good choice. Not a buff but a teleport fighter.


Here's a good one: Blood Rage. Cast this, then wade into the fray with a Vicious weapon and watch your STR rise every turn.

Or, better yet, run into the middle of a swarm of foes and yell to the Evoker "Hit me with your best Fireball!" This is what the Bloodrager Blood Foundation ability was made for! Great for multiclassed Bloodrager/Skalds at higher levels.

You can even combine it with Moment of Greatness for a staggering +20 morale bonus to STR, albeit with some pretty severe drawbacks.

Silver Crusade

Featherstep. Extra credit if you create difficult terrain and entangle foes.

Somewhat to my surprise, it's worked out really well to buff allies with Featherstep. It gives one's team an action economy advantage. The suggestions people offered in that thread have worked out. Ben owns 3 pairs of Featherstep Slippers and a wand, which is sufficient for everyone who cares about difficult terrain. Featherstep often winds up being really helpful to the party on a routine basis, even without PC action to create difficult terrain. When Ben does make difficult terrain and entangles foes, Featherstep is the icing on the cake. This helps a very non-optimal 3/3 caster pull his own weight in a level 6 party.


I must admit, possessing someone to give them personal only buffs, never occurred to me. I love it. I will have to remember that for when I get the 3rd level spells.

Yes, I definitely need Featherstep on the list.

I like the idea of Blood Rage, but it probably won't do much if the combats don't tend to drag out. But if it does, that could be great. I will see if the new group tends to have long combats with taking a fair amount of damage.

Wrecking Wrath is a Rovagug only trait and won't work for me.

I can't find the Monstrous Extremities on the PRD, but I thought it was a personal only spell.


There are a couple of interesting channel feats out there that turn your channels into buffs. I'm mainly thinking of Fateful Channel, but Beacon of Hope can be solid on a Life Oracle teamed with high Charisma.


A couple more questions.

2) Since I like Moment of Greatness, what are some other wiz buffs that give a morale bonus that MoG will double? I admit, haven't searched through all of them, but few of them seem to fit. Divine has several, but I'm not finding them on the wiz list.

3) We'll have a large group of players. So, I'd rather small party buffs rather than bigger single target buffs. The only 2 on the Wiz list that immediately come to mind are haste and communal protection from evil. What are some other decent group buffs on the wiz list?
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Corvino wrote:
There are a couple of interesting channel feats out there that turn your channels into buffs. I'm mainly thinking of Fateful Channel, but Beacon of Hope can be solid on a Life Oracle teamed with high Charisma.

I don't know of any groups interested in playing mythic rules. But it's good to get it on the list if someone is interested.


I use communal resist energy a lot. Sometimes not useful, but when you need it, you NEED it

Fly, of course, for those melee fighters

At higher levels, true seeing.

And don't overlook the fun to be had with spell storing weapons and rings.


there are some very simple low level spells that are surprisingly useful (and long duration):

- ant haul is great fun (useful on more than just PC's actually) - my Gnome Dragon Disciple buffs himself with it routinely and thus becomes the gnome who can pick up the dead trolls singlehandedly and move them around (which is just a fun image) - I think his max drag becomes something like 4500lbs or something truly crazy and his max lift is like 1800lbs

(for more typical casters Ant Haul is useful to cast on stronger party members to perform crazy acts of lifting or on party pack animals to help carry out every last bit of loot....

- Liberating Command (and other immediate action spells) get much much better as you go up in level - and are spells I tend to use frequently whenever I'm playing a class that can get them. Getting out of grapples is a really really big deal and until your party can all have Freedom of Movement Liberating Command is quite potent but watch that you pay attention to how immediate actions work.

- if you are divine caster I personally think that communal air walk is even better than Fly as a party buff. Sure a bit less maneuverable than Fly but a MUCH longer duration - and your barbarians and heavy armor wearing sorts will appreciate being able to charge and fight in the air without the complexity of Fly checks or hover checks (I think it may be strongest on characters who really appreciate full attacks where the fly rules can complicate things) Of course Overland Flight is also pretty strong at even higher levels.

- Darkvision is another relatively low level spell but really helpful to many parties (especially if you have many characters who already have dark vision so you can become an entire party that doesn't need light sources....

also for divine casters I'm a huge fan of Blessings of Fervor (though it can slow down gameplay as every player needs to choose which blessing to get at the beginning of every round - but the flexibility it offers is pretty astonishing and the many rounds of free metamagic is amazing in a party that has multiple casters capable of buffing others or themselves - cast it and then make sure that everyone buffs with their low level spells...

Scarab Sages

Not a buff spell by itself, but for prepared spellcasters, it does wonders.

Channel the Gift

If you use it yourself, the next 3rd-Level spell or lower, before the end of your next turn, is free.

If you use it on another prepared spellcaster, until the end of their turn, the next 3rd-Level spell or lower is free.

You can choose to cast it (not recommended), or have it on a wand to use (highly recommended).

Your druid friend wants to buff the party with Barkskin, Bull's Strength, and Bear's Endurance, but only have enough for all three on a single teammate? Use charges for the whole party.

Your blaster caster wizard wants to create a field of ash and fire? Tap her every round so that single preparation of fireball can be a blockbuster bombardment every six seconds.

You are the wizard? Have an imp familiar stay invisible and tap it on you so you can do this all day:

"HASTE! HEROISM! COMMUNAL RESIST ENERGY! KEEN EDGE!"

Prep it once, can use it basically all day if you have the charges on the wand.

If you are in a home campaign, better yet, craft it yourself with Craft Wand.


Hunter's Blessing from Inner Sea Gods. 5th level but it lasts all day on the entire party. Gives a +2 sacred bonus, which is rare.


Wow, Hunter's Blessing is *really* good if you know what sort of enemy you'll be fighting. That can be a pretty common occurrence, too. Sacred bonuses are indeed rare as hen's teeth.

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