Favorite Spell, and why?


Lost Omens Campaign Setting General Discussion

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Dark Archive

Everyone has different ideas about what spells are awesome and why they are awesome. I figure a thread specifically for explaining why a specific spell should be considered awesome might help people think of new ways to use existing spells. I want to limit this to anything allowed in Organized Play as I think that would be of most benefit to the people playing Pathfinder. I know a lot of people who don't allow 3.5 splat books and the like in their campaigns. If you are choosing a spell not in the the Player's Handbook specify what PF material it comes from or link to it on the pfsrd site.

My current choice is Emergency Force Sphere. It is from the Cheliax companion book.

http://www.d20pfsrd.com/magic/spells-of-golarion/emergency-force-sphere

The only problem with the pfsrd description is that casting time is 1 immediate action, not 1 standard action( as per the Cheliax companion book, unless that has been errata'd ). I really like the spell because it can be used for protection even when it isn't your turn. If Archers suddenly appear from the forest on round 2 of combat you can pop up the shield and pretty much guarantee your safety. You can also use it to trap someone next to you. Like segregating the enemy cleric from his friends and locking him inside with the fighter and rogue... Since it is an immediate action it can be cast along with another spell that round. It's like a quickened spell without the increase in caster level.

Lantern Lodge

haste. if one of my spellcasters has haste on thier spell list, i will always pick it up. makes an awesome 1st round buff. that effectively does more than a fireball. even better if you have a half orc cleric of gorum (war and strength domains) in your party and 32 point buy (3.5). really awesome once said half orc can cast righteous might. haste is always my opening turn spell.

Grand Lodge

Assay Spell Resistance

Spell Compendium
4th level
Swift Actiction
Gives you +10 on your Spell Penetration for 10 rounds.


Grease.
Good to get the mind going on how to use it in interesting ways.


Charm person for the babes

Grand Lodge

I don't like Charm Person because the DC is so low and it takes an act of god (read: broken Character Build) to make it higher. Same with Charm Creature at higher levels.

Dark Archive

W E Ray wrote:

I don't like Charm Person because the DC is so low and it takes an act of god (read: broken Character Build) to make it higher. Same with Charm Creature at higher levels.

Not really the point of the thread... If there is a rules problem with the idea, go ahead and point it out, but let's try to keep the thread positive( i.e. don't tell people why their idea, in your opinion, sucks ).

Grand Lodge

Yikes -- I didn't say anything sucks. I said I didn't like the spell; it's not one of my favorites cuz it never seems to have a chance to work.

If anyone took it as offensive, sorry.

Next spell, please?


Ghost Sound, especially in the PF system, where you can use it at will if known or readied... It can be used in a fun way again and again...

And grease


W E Ray wrote:
Assay Spell Resistance

Spoiler:
I'm not crazy about spells that are designed solely to avoid an irritating rules mechanic; I'd rather not have irritating rules mechanics in the first place.

My favorite spell: Sleep. Accept no substitutes! (At least until you reach level 3.) It's performed admirably for me on more occasions than I can remember.

Liberty's Edge

At low levels, I am a big fan of Sleep ...

Dark Archive

W E Ray wrote:

Yikes -- I didn't say anything sucks. I said I didn't like the spell; it's not one of my favorites cuz it never seems to have a chance to work.

If anyone took it as offensive, sorry.

Next spell, please?

It's cool.

I was going by worst case scenario. Some people tend to get defensive when their choice is questioned. I just don't want anyone to not post for fear of getting into a long debate about it. :)


Black tentacles is my all time favorite. Basically, it turns hard encounters into trivial ones. This spell is not for single monster encounters, more for large groups of enemies.

A close second is haste. This spell almost always does 2-3 times the damage of fireball and it's all targeted damage. It is always useful, all the way through 20th level.

I'll also second Grease as a first level choice. Amazing spell.

Sovereign Court

W E Ray wrote:

I don't like Charm Person because the DC is so low and it takes an act of god (read: broken Character Build) to make it higher. Same with Charm Creature at higher levels.

It's not hard at all: Heighten Spell.

Spell Focus and Greater Spell Focus Enchantment don't hurt either. While usually better in the hands of a high-Charisma bard, it's not that bad.

Shadow Lodge

Produce Flame and Flame Blade. Nothing say burn like a 3rd level druid.

Silver Crusade

I have found Greese to be a good spell. Also i have found color spray excellent

Dark Archive

I can't take credit for it but our high level PFS Summoner has a series of spells that he builds up to what he calls "Wall of Rhino".

Me, I'm a grognard so good old Quickened Black Tentacles followed by Spell Focus and Greater Spell Focus, Empowered Fireball (with Maximized Wand).

Would you like fries with that ?

Edit: In 1st ed, NOTHING beat Shapechange. Shapechage up to 10 times in the same round.

'Six 8 + 8 (hit die + hit point) balors you say ? I shapechange to a Banshee and wail (save vs death please), I then shapechange to a greater bassilisk as they look to see what attacked them and look at them (save vs petrification please), and finally shape change to a Iron Golem as they come towards me, I need thier fire to heal me from the earlier encounter of me beating up the Tarrasque. Yep all in the same round please.


I don't really have a favorite spell but:

Disintegrate: Even though I consider the spell to be far from optimal I just like the idea of disintegrating people.

I like fog cloud, and cloud kill from a PC point of view.


W E Ray wrote:

I don't like Charm Person because the DC is so low and it takes an act of god (read: broken Character Build) to make it higher. Same with Charm Creature at higher levels.

Heighten Spell?


Pathfinder Rulebook Subscriber

There are so many great spells.

Wizard/Sorceror Spells: Low Levels: Color Spray and Silent Image, those two spells will pay the bills until the cows come home.. or you reach level 6. High Levels: Telekinisis and Wall of Force. Telekinsis has a lot of versatility and Wall of Force speaks for itself.

Cleric/Druid: Freedom of Movement. Nothing get the job done better then that. Divine Favor, horrible duration but man... makes a cleric better then a fighter. Heal, it really can turn the tide of any battle.

My all time favorite though has to be Charm Monster. I have used to to do some of the most awesome things I have ever seen in adventure. Ever wanted to ride a Roc? =)

Every spell has some great uses. You just have to find the right time and place.

The Exchange

Glitterdust. For extra fun a sculpted glitterdust is awesome to behold (and frustrating as a DM if the player has been working on his DCs for it), of course sculpted is 3.5 but if allowed in PRPG it's brutal.


I know all of the reasons blasting is unfashionable, but man, you gotta love a fireball from an optimized evoker. I mean like 3.0 red wizard "no way in hell you are making that save" evoker. It's a pity they nerfed even that... but I had some good times playing a very selfish and arrogant wizard while it lasted.

Liberty's Edge

The most fun spell is Confusion. Especially in a large group setting. In a tavern/barroom full of people, or in a temple during midday worship.

Paizo had some fun with this in their Shackled City Campaign when the umber hulk crashes into the city.

As DM, I had a blast with this encounter; the PCs had as much trouble if not more with the locals going confusion crazy on the street, street vendors, customers, people strolling by, children playing in the street, and of course the city guard - all standing idle, chattering mindlessly or drooling on each other and of course attacking one another!!!

Elemental Body is quickly becoming one of my all time favorite spells.

My least favorite to contend with by far is Enervation. Too easy to hit, no save and a couple lucky d4 rolls or couple of empowered uses could pretty much kill a 10th level warrior without much effort.

Robert

Liberty's Edge

I was duly impressed by the Color Spray a sorcerer friend of mine casts left and right.

However, my favorite is Chill Touch, to get past all this armor, and DR too. It opens the way for your sneak attack damage again and again and again.

And Acid Splash is nice too for these pesky SR-heavy creatures. If you're an Elemental Bloodline Sorcerer (other than Earth and Fire, that is), you even get to hurt the Tarrasque.

Liberty's Edge

Dennis da Ogre wrote:


Black tentacles is my all time favorite. Basically, it turns hard encounters into trivial ones. This spell is not for single monster encounters, more for large groups of enemies.

Part of the O.P. comments at the top of the thread seems to solicit new inventive ways in which spells have been used:

One of the most iconic moments in my gaming group's history that we still talk about was when as DM, the PCs were on a ocean voyage and were attacked by a pirate vessel armed with a conjurer. He summoned a water elemental that attacked the PCs ship, and as it was sinking and the PCs were all floating in the water, the sorcerer cast Evard's Black Tentacles using the sinking ship as the solid surface from which they sprung. The ship and tentacles took down two PCs with it as it sunk.

Robert


Invisibility : Because of the multiple advantages you get. Especially the naughty ones.

Teleport : Because getting where you want with a snap of fingers is the ultimate coolness.


Color Spray at low levels it is great and even at high levels it is effective.

Avasculate and Avascular Mass are just nasty.

Mass Heal while combating the undead is very effective.

Reciprocal Gyre especially against PC's.

Earthquake especially at opponents who are inside a building.

There are just sooo many great spells out there I know I am missing a few of my favorites.

Liberty's Edge

An unexpected advantage of Entangle is that it deprives a druid in its area of effect from his immunity to damage caused by thorns.

Spoiler:
As the Goblin druid near the end of Burnt Offerings discovered the fatal way.

Paizo Employee Creative Director

Quench. Because GMs love using fire stuff and they're never prepared for how bad-ass quench is against fire stuff.

Liberty's Edge

In 2nd edition, I had a real love for Nahl's Reckless Dweomer (Wild Mage spell from Tome of Magic).

Wild Mages, Ravenloft, and Planescape were the only things I was fond of in 2nd edition. The rest of it was a waste of my money.

I was so glad 3rd edition saved my Roleplaying days, I loved 1st ed, but no one I knew was still playing, and I couldn't stand 2nd edition, and 3rd was a great change that I fully embraced.

Robert

Dark Archive

Robert Brambley wrote:
Dennis da Ogre wrote:


Black tentacles is my all time favorite. Basically, it turns hard encounters into trivial ones. This spell is not for single monster encounters, more for large groups of enemies.

Part of the O.P. comments at the top of the thread seems to solicit new inventive ways in which spells have been used:

One of the most iconic moments in my gaming group's history that we still talk about was when as DM, the PCs were on a ocean voyage and were attacked by a pirate vessel armed with a conjurer. He summoned a water elemental that attacked the PCs ship, and as it was sinking and the PCs were all floating in the water, the sorcerer cast Evard's Black Tentacles using the sinking ship as the solid surface from which they sprung. The ship and tentacles took down two PCs with it as it sunk.

Robert

Correct! And that was just mean!

Great choices people :) And it helps get some of the lesser used spells back into peoples minds!

Contributor

1st: Reckless Dweomer. Nothing says fun like a xaositect wild mage. :D

2nd: Magic Jar. I abused this spell so much as a player, and as a DM.


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Melf's Minute Meteors (1st edition Unearthed Arcana). Not super powerful, but it's a long-duration direct damage spell - you just keep whacking your target.


W E Ray wrote:

Assay Spell Resistance

Spell Compendium
4th level
Swift Actiction
Gives you +10 on your Spell Penetration for 10 rounds.

Hey, look! One of the reasons I banned the Spell Compendium!


Draeke Raefel wrote:
Correct! And that was just mean!

Didn't quite cast the bit about new/ unique uses...

I have to go back to grease then... it has tons of uses. One thing my GM let me pull was grease on stairs makes the stairs pretty much impassable.

Another spell I like to keep handy is unseen servant.

I cast grease on an area and the crossbowman falls. I ask the GM "did he drop his crossbow when he fell? GM rolls, yes. Ok then my unseen servant drags the crossbow into the woods.

These little buggers are essentially remote controlled anything. Open/ close doors for you (saving a move action) carry the torch for you, pick up dropped items, retrieve thrown items, you name it.


I would have to go with Shrink Item. Lets just see what this wizard can pull out of his hat!

Sovereign Court

Whirling Blade ... who thought a wizard with a greatsword could be just freaking vicious ...

Dark Archive

I have a couple, and I'll expound on each if that's ok.

Blade Barrier - Mostly for the look on my wife's face during an extreme combat with lots of opponents. "That's 10d6 damage, go go ginsu Dwarf!"

Bull's Strength - Making disgustingly strong characters more disgusting since 3.x.

Color Spray - Making Illusionists terrifying at low levels.

Call Lightning - When you just absolutely, positively have to make sure it's fried. (Most recently used by my Druid to level a city's corrupted well)

Ventriloquism - Possibly the most useful cantrip I've ever used. Uses I've found: Intimidation/Creepy factor (having a Kitsune use it to scare someone spitless when talking in a distinctly alien tongue); Relay information to a fellow combatants while remaining invisible; Create an awesome bardic backup band

Dimension Door - When you just can't take 20 on a Disable Device roll and you HAVE to be on the other side of the locked door.

Lantern Lodge

I am a huge fan of the spell from last year's paizocon. I can't remember the details, but it involved the target vomiting xdx gold pieces and taking damage as they came up and out.


Summon Monster V+ -- I love me having stuff that a wizard isn't supposed to do and doing it anyways. Either that or a boat load of lantern archons for an instant gun squad. It simply works for me.
Planar Binding -- Ditto as above only better in it's own ways.

The emergency force shelter or a quickened resilient sphere have always been two of my favorites too.

Scarab Sages

Ray of Exhaustion - So much fun, so abusable, do it twice and your rays of enfeeblement cry! It makes for an even better spell when used with the Twin Spell metamagic feat for that guaranteed exhaustion effect (unless you cant beat SR!)

Dismissal/Banishment - Must haves for upper tier clerics. Insane scaling Save DC makes fights a lot easier.


Reverse Gravity.

Tad high level, true, but lots of fun hijinks to be had with it.

-S


Bestow Curse (Players Handbook) and Greater Bestow Curse (Book of Vile Darkness) for personal-devastating effects on people you 'really' hate.

Combined with the old arch mages 'reach spell' ability means you can point and curse at your leisure.

Eternity of Torture (Book of Vile Darkness): because sometimes death is not enough punishment for a person/thing’s crimes.

Apocalypse from the Sky: the hands down most destructive spell in existence, for when you MUST kill every sorry elf on the continent.


remove disease, cures me of any diseases induced by wrestling cthulu.

predestigitation. cleans the sticky substance off of your clothes. or the mud off your boot.

assay spell resistance (+10 to overcome spell resisitance)

Acidic splatter (technically a reserve feat) something about trollkiller power.

Invisibility Sneak easier

favorite magic item

Yukata of mage armor + shield + expiditious retreat 8000 gold piece goody. +30 foot speed, +4 shield bonus +4 armor bonus and magic missle immunity. and it's got no max dex. and no weight. nor arcane failure.

also panties of disentigration; never take another bathroom break

and ring of sustenance; never eat nor sleep again

Liberty's Edge

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Familicide ?

Spoiler:
Of OOTS fame ;-P

Dark Archive

Slashing Darkness

Searing light, but darkness. Heals undead rather than harms.

Dark Archive Bella Sara Charter Superscriber

Fake Healer wrote:

Glitterdust. For extra fun a sculpted glitterdust is awesome to behold (and frustrating as a DM if the player has been working on his DCs for it), of course sculpted is 3.5 but if allowed in PRPG it's brutal.

I thought for sure you'd say create water...

;-)

Shadow Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Polymorph any object, we had a use of this spell that was a stroke of genius and also out of the box thinking. The party was at the end of the Legacy of Fire campaign fighting the last boss. He was getting injured pretty heavily and had decided to leave the next round. So he started smacking the 2 opponents in melee with him then cast his quickenned invisibility to get ready to leave. No one in the party could see him at this point and it came back around to the sorcerer to do something about it with the rest of the party holding their actions. He used the spell to transmute air into flour! Although there are a lot of other spells at lower level that could have done this he didn't have them but he did have this 8th level monster. It wasn't a direct attack and really was used as a nerfed 2nd level spell (Glitterdust) but that versatility is why he took it. needless to say the fighter and rogue finished him off and that was that. I also have a soft spot for the most aptly named spell ever, defenestrating sphere! I love the additional tossing out of the window effect.


No matter how high of a level I get to, my mages' favorite spells are always prestidigitation and unseen servant. Flavor and utility FTW.

If I were able to cast spells in real life, though, I'd probably pick speak with animals ('cause I'm an animal nut), detect thoughts, telepathic bond, and telekinesis(because I secretly want to be Jean Grey), invisibility (which I'd use to GUARD the locker room!), and teleport and/or disintegrate(because I hate rush hour...). Strangely, I don't care for very many high-level spells; while powerful, few of them are versatile enough for my tastes.

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