Wish List for Spells


Product Discussion


Here are spells and spell ideas I would like to see.

The polymorph spells for fey, constructs, oozes, and non-elemental based outsiders.

More light based spells such as damage dealing ones, ones that create solid light constructs, control light both natural and magical, etc.

A spell that reflects/deflects rays.

A high level spell that makes you immune to non-magical bullets and other projectiles and take half damage from magical ranged weapons and ranged siege weapons.

A spell that reflects gaze attacks.

A protection spell against dangerous aura effects.

More spells related to time such as magical aging, time travel, protection against aging effects, slowing time, changing the seasons, limited time travel were you view past/future events but can't interact/be seen or heard.

More force based spells especially damage dealing ones.

More gravity based spells including damage dealing ones.

More healing/curative spells such spells that grant fast healing, healing aura, remove the effects of alcohol and drugs, cures a target of addiction, a lesser regenerate spell around 4th level, etc.


I really want a druid list mage armor type spell, except it's all like vines and roots and the like. Plant Armor.


You mean a druid spell that grants an armor bonus, sounds cool to me.

I would love arcane spell that grants a deflection bonus to AC like the clerics get.

I would love an arcane spell that works like raise dead.

In fact I would love a lot more positive energy based necromancy spells so we can have good aligned necromancers.

I would love some more alignment based, light, and positive energy damage dealing spells for clerics.


A spell that controls creatures of the vermin type.

A higher level version of remove disease that automatically succeeds.

A cold based damage dealing area effect 3rd level spell for arcane casters that is basically like fireball or lightning bolt.

A polymorph spell that turns creatures into food/candy. Maybe grants different spell effects based on creature type/subtype when eaten.

A spell that turns constructs in gems(value based on CR).

A spell that petrifies undead and only undead plus even on a failed save they are slowed. A single target version and an area effect/mass version of the spell.

A spell that grants dodge bonuses to AC, untyped bonuses to saves, skill checks, and ability checks vs one creature type(subtype for humanoids/outsiders) of your choosing.

Dark Archive

Spells that work hand in hand with powers granted by spell casting classes such as bloodline powers, school power, domain powers, ect....

example 1 -- when casting X spell - use one use of channel energy for X effect

example 2 -- when casting X spell - use two uses of wizards school ability for X effect

More alignment spells... spells that offer something extra if you are of a certain alignment.

"Magic Item Mastery Spells"

The Exchange

More spells without somatic components for wizards. We have some good options and maybe I missed a few (haven't done a search in a while).


Souphen, you mean spells specifically designed to enhance class abilities in some way? Examples would be increased save DCs, empowered, maximized, add on abilities, bonus to hit, etc.

I agree we could use more spells without the somatic component.

We could use more swift spells as well.

Also a swift spell that helps the user escape a grapple would be awesome.

Dark Archive

Dragon78, An example would be chord of shards
But more universal...
An example would be a spell that makes an ability that does hit point damage into an area effect with the use of that ability.
Or a buff would have an area effect or last longer.
But it uses some of the level-1 class abilities that do not see much use at higher levels


I wish...they would stop printing new spells entirely, to be honest. Or at least make new ones much less frequently. There are already far too many, most of which are so niche as to be largely useless, with the occasional spell that is just bonkers powerful.

They take up large chunks of nearly every released book, which could be used for other, better things IMO.


While I agree that there are way to many spells and lot of them are not that interesting to me or are only really useful to NPCs or just villains in general. I am still waiting for spells I would like to see and maybe one day I will.


Greater enlarge, reduce, and haste.


What exactly would a greater haste spell do?


Doggan wrote:
I really want a druid list mage armor type spell, except it's all like vines and roots and the like. Plant Armor.

You mean Barkskin?

Dragon78 wrote:
I would love an arcane spell that works like raise dead.

You mean like Witches have already?

No offense, but many of the spells I'm seeing suggested here are just too powerful and not things Paizo should add to the game, or you're simply wanting to poach spells from another classes spell list because you want their power.

New spells should have very specific niche uses, not be strict upgrades in power.

Dark Archive

The Spell compendium for 3.5 has some cool spells in it that are not in pathfinder..yet that would be a good place to start if you want more / "new" spells.


Dragon78 wrote:

What exactly would a greater haste spell do?

At 6th spell level it would give you another full round of action instead of a tiny, restricted, sliver of a round.


That would be too powerful as a NINTH level spell.


It would be a 6th level spell just to let one person get another full round action.


Dragon78 wrote:
It would be a 6th level spell just to let one person get another full round action.

That's almost (maybe more) as powerful as time stop. That's definitely a 9th level spell.

I mean during time stop you can't directly attack anyone, and time stop can't be cast on others.


It could be a swift spell that last one round.


So not only does it give you an ENTIRE FULL ROUND'S worth of extra actions, it can be cast as a Swift?


Amaneunsis or however it it spelled.

It may be a waste for gaming on the power spectrum, but as a 0 level spell it is absolutely vital to every character I have played. The information copied can help aid the party at any time, handle research, etc. It would be nice to have a variable pages/minute so as a higher level spellcaster you can use it for say 10 minutes (half level), but can copy 20 pages a minute (level)


Give it a 300-700GP component cost.


Greatest haste would be 10th level epic and give you a full extra round of actions.

Greater Haste would give you any standard action at 6th spell level. Thus you could cast another standard action spell. You could use a magic item again if it requires a standard action.

Now are you happy?


A psychic blasting spell that is a cone effect and does force or bludgeoning damage plus pushes enemies back.

A psychic spell that makes a target feel the pain and suffering of anyone they attack or there past victims' pain/suffering.


A genre of spells that I would like to see are the ones that first made an entrance in D&D 3.5 in its finals days (probably around 2006, 2007). Specifically, the "dual school" spells that were showcased in the PHB2 and Dragon Magic hardcover books. Dragon Magazine #347 had a few as well. Kelgore's Grave Mists was probably the most popular spell of this archetype ... as it was of both the Conjuration and Necromancy schools.

Those specific spells had a small uptick in power performance and multi-utility due to the difficulty of wizard specialists having to have both schools legal to be cast. Granted, PF doesn't deny wizard specialist those schools. They just make it more resource-intensive (extra spell slots).

These spells also had some unique dynamics to them. For example, you can access another unique feature of the spell (something dramatic & potent), but it would then entail ending the spell immediately.

Complexities as such made for more cerebral usages of the types of spells. I'd love to see Paizo "Pathfinderize" dual-school spells and do something similar yet even more fun with them.

Silver Crusade

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Crai wrote:

A genre of spells that I would like to see are the ones that first made an entrance in D&D 3.5 in its finals days (probably around 2006, 2007). Specifically, the "dual school" spells that were showcased in the PHB2 and Dragon Magic hardcover books. Dragon Magazine #347 had a few as well. Kelgore's Grave Mists was probably the most popular spell of this archetype ... as it was of both the Conjuration and Necromancy schools.

Those specific spells had a small uptick in power performance and multi-utility due to the difficulty of wizard specialists having to have both schools legal to be cast. Granted, PF doesn't deny wizard specialist those schools. They just make it more resource-intensive (extra spell slots).

These spells also had some unique dynamics to them. For example, you can access another unique feature of the spell (something dramatic & potent), but it would then entail ending the spell immediately.

Complexities as such made for more cerebral usages of the types of spells. I'd love to see Paizo "Pathfinderize" dual-school spells and do something similar yet even more fun with them.

Yeah, dual school spells were sick! (The entire PHB2 was sick, but dual spells were hype)

I'd love to see more things like that.


N. Jolly wrote:
Crai wrote:

A genre of spells that I would like to see are the ones that first made an entrance in D&D 3.5 in its finals days (probably around 2006, 2007). Specifically, the "dual school" spells that were showcased in the PHB2 and Dragon Magic hardcover books. Dragon Magazine #347 had a few as well. Kelgore's Grave Mists was probably the most popular spell of this archetype ... as it was of both the Conjuration and Necromancy schools.

Those specific spells had a small uptick in power performance and multi-utility due to the difficulty of wizard specialists having to have both schools legal to be cast. Granted, PF doesn't deny wizard specialist those schools. They just make it more resource-intensive (extra spell slots).

These spells also had some unique dynamics to them. For example, you can access another unique feature of the spell (something dramatic & potent), but it would then entail ending the spell immediately.

Complexities as such made for more cerebral usages of the types of spells. I'd love to see Paizo "Pathfinderize" dual-school spells and do something similar yet even more fun with them.

Yeah, dual school spells were sick! (The entire PHB2 was sick, but dual spells were hype)

I'd love to see more things like that.

Yeah, I'm surprised that no 3PP company hasn't picked up this idea and done something with it. I have a huge collection of PF 3PP spell compendiums and I have yet to see any attempt at publishing dual-school spells.

I've homebrewed a few custom ones myself and modified some existing Paizo/WotC spells into dual-schoolers. It gives the player some fun resource management and rules-consideration for their given character's Vancian spellcasting framework.

Shadow Lodge

Anti-Neutral Spells! Suckit, Fence Sitters.

Divine Fire
School evocation [light]; Level cleric 4
Casting Time 1 standard action
Components V, S
Range touch
Target object touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell acts like Continual Flame, except that any spell that lowers the light level or has the Darkness descriptor whose radius is brought into the Divine Fire's area is automatically countered and dispelled as if it had been targeted by a Dispel Magic, (no check required), and as if it had targeted the object radiating the darkness effect, even if it is outside of the Divine Fire's area. The light level in the area of the Divine Flame is not altered or reduced. Any further books that attempt to introduce further methods of overriding Light producing spells, even if the new text says otherwise, is still affected by Divine Fire's Targeted Dispel Magic and does not function. Period.

Cometfall from 3.5

A divine spell similar to Animate Dead/Create Undead that allows you to call on the souls of fallen allies and ancestors to return and fight for you. Essentially it creates non-Evil Undead, even if it's temporary that are not powered by Evil or Negative Energy.

Some more Positive and Negative Energy Spells that improve on the Cure/Inflict line.

Improved versions of:
Spiritual Weapon
Soundburst
Flamestrike
Searing Light

Two spells from Ult Intrigue really jumped out at me as "This would be so much more amazing as a Good spell".

False Resurrection (and the Greater version). "Appear to resurrect someone but instead allow a shadow demon to possess the corpse." Alright. Cool story. Both iconic enough and story/plot relevant enough you wonder why it hadn't really been done yet, though it seems like it would fit so much better in Horror Adventures. Now, just imagine the awesome of binding an Angel or Archon to a corpse and faking a resurrection.


DM Beckett wrote:

Anti-Neutral Spells! Suckit, Fence Sitters.

Divine Fire
School evocation [light]; Level cleric 4
Casting Time 1 standard action
Components V, S
Range touch
Target object touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell acts like Continual Flame, except that any spell that lowers the light level or has the Darkness descriptor whose radius is brought into the Divine Fire's area is automatically countered and dispelled as if it had been targeted by a Dispel Magic, (no check required), and as if it had targeted the object radiating the darkness effect, even if it is outside of the Divine Fire's area. The light level in the area of the Divine Flame is not altered or reduced. Any further books that attempt to introduce further methods of overriding Light producing spells, even if the new text says otherwise, is still affected by Divine Fire's Targeted Dispel Magic and does not function. Period.
I think it might get changed to auto dispels darkness based spells 3rd level or lower. 4th or higher mutually dispel.

Cometfall from 3.5

A divine spell similar to Animate Dead/Create Undead that allows you to call on the souls of fallen allies and ancestors to return and fight for you. Essentially it creates non-Evil Undead, even if it's temporary that are not powered by Evil or Negative Energy.

Probably one level higher than animate dead. Either that or one creature is animated for 10 minutes per level.

Some more Positive and Negative Energy Spells that improve on the Cure/Inflict line.

Improved versions of:
Spiritual Weapon
Soundburst
Flamestrike
Searing Light

Two spells from Ult Intrigue really jumped out at me as "This would be so much more amazing as a Good spell".

False Resurrection (and the Greater version). "Appear to resurrect someone but instead allow a shadow demon to possess the corpse." Alright. Cool story. Both iconic enough and story/plot relevant enough you wonder why it hadn't really been done yet, though it seems like it would fit so much better in Horror Adventures. Now, just imagine the awesome of binding an Angel or Archon to a corpse and faking a resurrection.

You would have to rename the curing spells to expand the line.


The art based spells would be nice like wall of paint, wall of pottery, portrait passage/door, living portrait, etc.


Check out the details of these 2 spells:

1. Blessings of Fervor (Cleric 4 - PF/APG Book)
2. Ruby Ray of Reversal (Sorc/Wiz 6 - 3.5/SpC Book)

These 2 extremely useful middle-level spells are noted not for their crazy-high firepower ... but instead for offering the spellcaster a plentiful menu of smaller scale Swiss Knife utility options.

I would love to see more spells with "menu options" like these 2. Especially for classes like sorcerers who have a limited number of spells-known slots yet would like more versatility. Also, they work well for the style of spellcasters who are more "Mr. Fix-It" types than those who wanna blast or control.


DM Beckett wrote:

Anti-Neutral Spells! Suckit, Fence Sitters.

Ardor's Onslaught, Dispel Balance, Arbitrament, and Counterbalancing Aura aren't good enough for you?


A druid spell that allows limited Entangle without plants around, like Web Bolt.

More animals and monsters on Summon spell lists.

Shadow Lodge

Sundakan wrote:
DM Beckett wrote:

Anti-Neutral Spells! Suckit, Fence Sitters.

Ardor's Onslaught, Dispel Balance, Arbitrament, and Counterbalancing Aura aren't good enough for you?

No, they really are not. It bugs me that, mechanically speaking at least Neutral is the best (strongest) alignment, outright bypassing things like Protection from Evil (and Magic Circle), and then taking minimum effect and damage from other spells like Holy Smite.

Ardor's Onslaught is a step in the right direction, but a Protection from Not-Evil Mind control and Summoned creatures would be spot on.


Darn neutrals, at least with evil you know were you stand;) Joking aside, I agree, neutral does have some advantages.


Some minor healing/curative spells added to the psychic's spell list. maybe a spell(or group of spells) that grants fast healing, non-combat spells that let you meditate to heal, etc.. Also more force spells especially for psychics and spiritualist.


Benign Transposition and Malign Transposition from 3.5. Both were very fun tactical spells that required some thinking: Benign was switching places for two allies while Malign was switching an ally and an enemy.


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A higher level disrupt undead that deals exponentially more damage.

Disrupt undead effect in a 20' spread with similar damage to a fireball


Yeah, I would like higher level versions of disrupt undead as well. In fact I would like to see a lot more positive energy based necromancy spells in general.

RPG Superstar Season 9 Top 16

A comprehensive amount of polymorph spells. It's messed up that I can only polymorph an orc into an elf for a few minutes at the same level I can permanently polymorph a dragon into a chicken and brainwash them into thinking they've always been a chicken.


Some more polymorph spells would be cool. I believe we are getting some fey and ooze polymorph spells in Ultimate Wilderness.

Dark Archive

Dragon78 wrote:
Yeah, I would like higher level versions of disrupt undead as well. In fact I would like to see a lot more positive energy based necromancy spells in general.

It would make sense that the front-liners of Nex would have the great undead-smiting wizard spells. Like fireball, but using positive energy for the wizards and arcanists, and some positive energy-infused 'bombs' for the alchemists.

Rolling cloudbursts of holy water, for the goodly clerical sorts in Lastwall, holding the line against any stirrings from Tar-Baphon's resting place. An alchemist who works for the church could come up with holy oils, that act like both holy water and alchemist's fire, clinging to the undead and scourging them from this world.

Then again, Gebbite necromancers might have some dandy undead-smiting necromancy options themselves, since many of the Blood Lords are still among the living, and surrounded by hungry undead rivals. (And even the hungry undead rivals have *other* hungry undead rivals they might be quite happy to smite...)


As far as I know, there's still no druid spell that conjures plants (not plant creatures) where none exist. That would be nice.


It would make sense to have druid spells that summon/conjure/create plants both mundane and magical.


Spells that detect curses, so lycanthropy isn't an annoying crapshoot until the levels where it entirely ceases to matter.


Detect curses would be useful along with a detect/know enchantment.

Would love some more powerful versions of magic missile.

Dark Archive

Dragon78 wrote:
Would love some more powerful versions of magic missile.

Back in 1st or 2nd edition, some guy I gamed with had used spell research to make a 2nd level version that created 1 missile per level, instead of 1 missile per 2 levels. Then he researched a third level version that created 3 missiles every 2 levels, and was shooting for a 4th level version that created 2 missiles / level...

I think he would have had every single spell prepared be some version of magic missile, if the DM had allowed it!

Elementally-infused magic missiles that do normal force damage, and then explode and release their payload of acid, cold, electricity or fire could be a neat twist, or missiles that just explode and do force damage in a 'splash effect,' which, combined with toppling spell, could be freaky fun at knocking groups into disarray.

Magic missiles that bull rush the targets they hit, sort of like a ring of the ram effect, could also fit the theme.

I feel like most of these ideas (bull rushing missiles, explosive missiles, elementally-infused missiles) could work as spells to research *or* as feats to modify standard magic missile spells.


Set, I also like the sound of those ideas for more powerful magic missile type spells.


Would love some more specialized summoning spells such as ones based on type/subtype like dragons, fey, elementals, plants, etc. Some that summon a specific creature like a dragon horse, griffon, unicorn, etc. Also ones that summon a lot of weaker creatures like goblins, gremlins, kobolds, etc.


Now that we finally have polymorph spells for fey and oozes, I can't wait for constructs and outsiders. I would also like a more powerful version of alterself that grants more options from the various 0HD races.

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