The Most Powerful (Overpowered?) Spells in Pathfinder


Pathfinder First Edition General Discussion

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Shadow Lodge

Hexcaliber wrote:

The most powerful spell in the game is Dispel Magic, because it deals with the powerful thing in the game, magic!

Greater Dispel Magic is better... and probably Mage's Disjunction! ;)


With respect to Treantmonk's gift for unvarnished analysis...

Planar binding is definitely one of those spells that is balanced by GM arbitration. I know, I know, a rule that relies on GM arbitration is usually a cop-out. But still, this is a deal-with-the-devil arrangement, quite literally. The summoned creature is an NPC, and a GM who is even conscious when this spell is cast should see opportunities for game balance everywhere.

Yes, taken in a vacuum, the spell could be considered broken. Yes there are many places where the presence of a GM is not enough to say that it's not a rules design problem. I really think Planar binding is the exception to that principle.

The fact that 'monk had that bone devil acting as a slave at length (and learning all his weaknesses to report to the real boss about a very powerful mortal) and there was no greater consequence just tells me he was very lucky to have the GM he did. The situation invites consequence.

The Exchange

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Something I've been trying to get across in my posts since the entire Beta game development so many years ago is that wht others think of as broken I merely think of as roleplay and world development potential.

If you try to close ALL the possible big spells off, then you actually close off large amounts of potential for game and world development.

Rules as RAW are great for tournament play or one offs with folks you've never met before. It gives a base line, but then I wouldn't try those types of games with higher level play as the complexities of play at that level make that type of game difficult.

When you play a campaign, then you're existing in a dynamic world where both the players and the other protagonists are going to respond to what's going on. People keep calling DM roleplaying balance into situations as cheesy. I call it world development and realisitic response to a dynamic that has most likely been around far longer than the characters in your game world.

Time Stop - let em use it, the more they do the more they mess with the flow of time in their world. There are ...things... that notice that type of event. They start waiting for the next one then track whose upsetting their world.

Binding - Let em I say, just have others come along and target them. Better yet, have an extra planar creature hear about the big heros on the material plane and bond them in the same way on their home plane to fight the marauding horde of demons ("But you fight demons on your world all the time, why won't you help me beat the Pit Fiend tearing mny city apart as we speak?"

Don't look at these as overpowered or broken, think of ways to make your players think of the most powerful spells as risky. This doesn't stope them using them, which is a good thing. However it sure makes them think twice about over abusing it.


It's kinda funny reading this list. I'm currently playing in a campaign with a 5th level sorcerer and I'm looking through this list thinking - yeah, I have that one, or - yeah, that's on my list. As an infernal sorcerer (primarily for the diplomacy) I have:

1 - silent image, color spray, charm person, protection from good, grease
2 - glitterdust, web, scorching ray

Even though we're regularly fighting enemies who are blind, stunned, or have just slipped to the floor the vast majority of the party is regularly grumbling about my lack of blast spells, and look at me like I'm nuts when I say I'm not taking fireball first when I hit 6th (I think stinking cloud but maybe slow - can't decide).

One of the challenges is that we don't have any great damage dealers in the group, so it still takes them some time to trim down the blind, prone, stunned, or grappled enemies. But heck, direct damage spells will only compound that problem.

Hmmm, maybe I shuld have them read this thread.


The Planar Binding series certainly requires careful handling by the DM. It could probably be the subject of several threads on its own.

Anyhow, I feel like Black Tentacles should offer a Reflex save kind of like Entangle does. I've seen BT be quite disruptive in several 3.5 games, and with PF lowering the size bonuses to grapple you probably can't count on big creatures being able to get out of it. It isn't that there aren't creatures the DM can use against a sorcerer with BT. It is that being forced to use certain types of creatures isn't much fun. Neither is everybody sitting around waiting for BT to very slowly crush the bad guys to death.

I also kind of dislike SoD/SoL spells since they can set the caster up in a race with the HP Damage team to see who can drop the monster first. It seems like working together with buffs, debuffs, and a little direct damage is often more satisfying. That's just a matter of taste though I suppose.


Treantmonk wrote:
All the Planar Binding spells are seriously broken. The problem (which existed in previous incarnations of the rules, and would have been an easy fix btw) is that there is no minimum offer stipulated.

They do say, however, "Impossible demands or unreasonable commands are never agreed to.". This is IMO a very important sentence in the spell description.

For example, would you go to work for someone for free for a week? No, that's unreasonable. Short term services are more reasonable because you're stuck in the circle for 24 hours regardless. Use a common spell-like ability for the summoner? Fine, get it over with, go home. Carry his luggage for two weeks? Screw it, wait for your 3 chances a day to break free (and wreak terrible, terrible vengeance).

Planar Binding is really only as broken as your GM allows it to be. I mean, when the spell description EXPLICITLY describes it as "a dangerous act", that's a pretty clear indication that a caster should be careful, reasonable and sane in his use of the spell.

If I was going to cast Planar Binding on a creature, I'd try to use Summon Monster to conjure one first and ask if it wouldn't mind being called and negotiated with (getting its name in the process). This basically guarantees a proper setting for negotiation (though with evil outsiders, you still take your chances).


Trample wrote:

Even though we're regularly fighting enemies who are blind, stunned, or have just slipped to the floor the vast majority of the party is regularly grumbling about my lack of blast spells, and look at me like I'm nuts when I say I'm not taking fireball first when I hit 6th (I think stinking cloud but maybe slow - can't decide).

Slow's a great one, although Haste will have your fellow players seeing the wisdom of your ways.


The other thing with planar binding is that minted coins are basically worthless to devils and celestials. The only thing of value to them are magic items, favors and souls. If you wrote that in the spell description, its (ab)use would shoot WAY down.


Alright, I think we've all beaten the horse to death on this one. Planar Binding is broken, period. Not because of the power level per se, but because it forces the GM to create the cost for the spell. He/she must determine what is fair and balanced for the spell and that is inherantly wrong to do to any GM. I would be very disappointed in any of my players if they sprung this on me out of the blue. As such all we can do is deal with it as is and hope for an errata.

As far as other spells are concerned I'd be interested in seeing what the must haves are for each spell level and why. It's one thing if a spell is simply useful most of the time or if it really outshines all the rest. I had a player shut down half of a derro kidnap squad with a single Greater Command. Talk about frustrating! Sadly there are no hit points for the mind like for the body.

In Magic the gathering there's a term called mising. It's sort of like topdecking where you have the right answer at the right time, but is more similar to the save or suck/die effects where you have a chance of pulling it off and sometimes you just do, mising. SoD means you either rock the house or twiddle your thumbs for a round. This is what I dislike about these spells. They're swingy, and I often wonder if the game better off with them or not. GM's often complain about SoD spells alot (and I would clump color spray in here too) as being too good, but I've had more npc's make their saves than fail them. Maybe people need to put things into perspective.


Hexcaliber wrote:
...Planar Binding is broken, period. Not because of the power level per se, but because it forces the GM to create the cost for the spell. He/she must determine what is fair and balanced for the spell and that is inherantly wrong to do to any GM....

What? If someone isn't comfortable determining what is "fair and balanced" at their own table, then he or she isn't ready to be a DM. And no amount of Paizo errata is going to change that.


Hexcaliber wrote:
As such all we can do is deal with it as is and hope for an errata.

I'm not hoping for any erratum. I don't think the spell is broken. In so many words, I disagree.


"sigh"

The point is that the spell makes demands of the GM. If there was a fighter feat the required GM adjucation everytime it got used would you feel the same way? It's broken if the GM let's it be broken, which inherantly makes the spell broken. Not every GM would, could or should be ready to handle a spell like this. My players wouldn't even cast this spell. They've even admitted to being scared of me, which makes them too cautious sometimes, but it is what it is.

To say the spell isn't broken is to say you agree with its usage as is, which is something I disagree with. This game isn't just played by veterans. Sometimes people need the rules to back them up.

RPG Superstar 2015 Top 8

0gre wrote:
kyrt-ryder wrote:
My opinion is that enslaving is forcing it to do your bidding when that goes against what the creature stands for. For example forcing the Archon to kill innocents. That's enslavement. That's how I see it any

Any spell that forces a creature to do your will if it fails a save is a form of enslavement. As a player I have to question whether it is appropriate for good character to use this spell at all. I wouldn't impose this viewpoint on a player but I personally have strong viewpoints about forcing someone to do your will.

It can't be any worse to dominate/suggest a creature into submission than to blast them to cinders with a fireball, crush them to death with black tentacles, or to paralyze them and slit their throats. In fact, dominate/suggestion seems a more compassionate spell choice as it is more capable of creating a non-violent solution to a conflict.

The Exchange

I'm thinking these threads about the powerful spells are a must read for DMs when designing encounters. Know your players, know their spells and gain an understanding how they might use them.

These spells are only overpowered if the situations allow them to be.
And sometimes it's good to let the players feel powerful. Use them to make your game a richer world. Make them risky in some way, based on your game worlds physics or magic or whatever you can think of.

If you know the players have something like the greater commnad situation above, have more guys in the squad or Have them attack in waves or attack in a far more dispersed fashion. In any one round, make it difficult for that caster to drop too many critters. (No offense to you Hex, just using yours as the closest example to this post - I have no idea of the setup for that scenario so this is in no means an attack on you)

And for the love of all that's holy, at high levels people need to understand that one badguy is just a one round combat ending in the making. Multiple opponents from multiple fronts, and don't always make it obvious who the BBEG is.

Also, remember that there are rules built into the game that allow you and the players to design their own magic items at appropriate costs. Many of these spells could become available to non casters through wondrous type items they design themselves, assuming they're able to pay the cost. Some of them not so much, but others sure. (eg a helm with coulour spray built into it - imagine your parties surprise when the hobgoblin bodyguard they engaged drops that on them instead of the caster at the back: - A crystal shard with a stored black tentacle that any one can throw on the ground to shatter: - an hourglass of time with a one shot time stop spell that the carrier gets to use by inverting, very useful for a fighter to stop everything and get to the BBEG at the back of a horde of minions say)

Many of these don't need fixing, they just need creative ways to make them useful to more people, or far more risky to use than the standard text would let you believe. If we keep trying to "fix" this stuff, I firmly believe its killing off entire avenues of game design and creativity.

Cheers


Abraham spalding wrote:

This is something I try and cover often -- why did you show up when I managed to one hit the boss? Everything else we did on the way in. I couldn't have handled those giants, the three traps, the horde of orcs, the long climb up pass the wyverns on my own and still have been in any shape to take out the boss with that spell -- the team effort to get here allowed me to provide the team with an easy go this one time.

Their contributions is what made the chance of that spell even being cast happen --

I'm sorry, but for players of non-casters, this is like the Academy awards, where the famous person thanks all their mooks and family members for their efforts in making them famous. Indeed, without their contributions, their famousness would never happen.

There's a reason why QBs get their offensive lineman extremely expensive XMas gifts. The wizard that doesn't follow up their use of the most powerful spells in the game with Haste on the Fighter is just asking for a power-hug from the other side's monk.


I'm concerned by allowing shield as a potion.
That's part of the reason they reamed some campaigns at the conventions. You should just say it doesn't stack with an actual shield so fighters don't just take 1 level of Wizard for that spell.
Can you create a buckler that has shield permantly on it? I know my goblin chieftans will own one if possible. Not pack leaders, because that would be Montee Haul.
BTW, I had a gnome sorcerer who carried a licorice root and a dagger and would cast haste as soon as he entered a room with anything threatening in it. Yes, he cast invisability before he entered.


Goth Guru wrote:

I'm concerned by allowing shield as a potion.

That's part of the reason they reamed some campaigns at the conventions. You should just say it doesn't stack with an actual shield so fighters don't just take 1 level of Wizard for that spell.
Can you create a buckler that has shield permantly on it? I know my goblin chieftans will own one if possible. Not pack leaders, because that would be Montee Haul.
BTW, I had a gnome sorcerer who carried a licorice root and a dagger and would cast haste as soon as he entered a room with anything threatening in it. Yes, he cast invisability before he entered.

It doesn't stack with an actual shield. They are both shield bonuses.


roguerouge wrote:
Abraham spalding wrote:

This is something I try and cover often -- why did you show up when I managed to one hit the boss? Everything else we did on the way in. I couldn't have handled those giants, the three traps, the horde of orcs, the long climb up pass the wyverns on my own and still have been in any shape to take out the boss with that spell -- the team effort to get here allowed me to provide the team with an easy go this one time.

Their contributions is what made the chance of that spell even being cast happen --

I'm sorry, but for players of non-casters, this is like the Academy awards, where the famous person thanks all their mooks and family members for their efforts in making them famous. Indeed, without their contributions, their famousness would never happen.

There's a reason why QBs get their offensive lineman extremely expensive XMas gifts. The wizard that doesn't follow up their use of the most powerful spells in the game with Haste on the Fighter is just asking for a power-hug from the other side's monk.

Complete agreement -- in those earlier fights the wizard had better be using other (lower level probably) spells to make the others shine too.

Haste, some rays of exhaustion or rays of enfeeblement stuff that makes things easier/better for the rest of the party -- they get to shine then. When he opens up and shoots out a death spell that's the wizards time -- but the rest of the time he needs to be working with the party -- it saves his big spells in the long run (so he can shine) and lets the party know he knows why he is where is is and he appreciates what they do.

Team action really -- but like any team action you want the team to know you are there for them and visa versa.

RPG Superstar 2015 Top 8

Fergie wrote:

E

1. Dominate Person
2. Hold Person
3. Protection from Evil
4. Blindness/(but not deafness)
5. Feeblemind
6. Haste
7. Invisibility, Greater

These are good spells, but they are not uber-powerful.

Dominate Person, Hold Person, and Feeblemind all only work on things that are not immune to mind affecting effects. So, they do not work on plants, constructs, undead, oozes. Also, they all allow spell resistance. Finally, hold person and dominate person only work on humanoids. *If* you know that you are going up against a humanoid spell caster, feeblemind is a good spell to pick, but it does target will, which is the good save of most spell casters. Baleful polymorth, which targets fortitude, might actually be a better pick, especially because it is more flexible in that it can effect oozes, undead, and such.

Protection from Evil is a good defensive spell. But it does provide most of its benefits against just evil. A smart conjurer will conjure neutral, chaotic, good, etc. critters just to mess with this. Also, as has been mentioned, it allows for spell resistance. It can provide a deflection and resistance bonus, but these don't stack with rings of protection, shield of faith, or cloaks of resistance-- all very common.

Blindness can take out a sighted creature, but it is only 2nd level and is a fort save and allows spell resistance. It is also only 1 creature. Its good, but not as good as glitterdust, which is the same level, does not allow spell resistance, is vs. will but not mind affecting, an targets multiple creatures.

Haste is a great spell. You will always want someone to cast it when you are in a fight.

Greater Invisibility is a good spell, but there are so many things that can dispel it in one way or another, or have blindsight, tremor sense, or the like. It lasts only 1 round/level (1 fight max). And its 4th level. Most wizards will have taken it once, because there are many other really good 4th level spells to take: dimension-door, black tentacles, etc.. If I was to take one 4th level spell, it would be d-door, not greater invisibility.


Lathiira wrote:
The Otyugh wrote:
I can't believe how powerful silence is against a caster. If you are in a dungeon my players would always cast it on an object to negate any saves and leave the spell caster in serious trouble!
And then your caster either A) picked up the object (move action) and threw it back (standard action) or B) moved away (move action) and then cast a spell (standard action), right? A 20' radius isn't that hard to get out of, and even if the caster has no idea what object got enchanted, as soon as the sound goes off, he knows that a straight line move of 20' should put him outside the area of effect.
Lathiira wrote:
Anti-magic is a nuisance, until you realize that whoever casts that spell just rendered magic around himself unable to use magic. Not only that, but unable to receive magic. Sure, some fighter with a high UMD could get a scroll of it and use it...and get beaten down by a monster that doesn't use magic. The spellcaster who uses it just said 'sorry, not in the mood to cast spells just now'.

This. I like you.

About the only way Silence is effective against a caster is if you're all low level, and you cast Silence on a Tanglefoot Bag which is then thrown. Otherwise it delays them for 0 rounds.

Someone who uses anti magic is saying that they would like for you to target them with Conjuration (creation) effects.

And the whole Planar Binding thing? If I were playing a good aligned Wizard, summoning a Celestial here is what I would do.

Cast Planar Binding, summon creature.
Immediately break the containment circle once it's there. Yes, you heard me right. Break the circle.
Apologize to the celestial for the inconvenience, but as Wizards do not learn Planar Ally it was the only way he could summon help from on high.
Explain the situation, being sure to emphasize the vileness of the foes, and the justness of the cause. If it is unwilling to help, bid them a good day and make no attempt to stop them from leaving. Chances are it would be happy to fight evil, since it would do so willingly anyways.

Worst case scenario you waste the spell. But the celestial should not be angry for you about this as you made no attempt to coerce or force it to serve you.


Mistah Green wrote:

And the whole Planar Binding thing? If I were playing a good aligned Wizard, summoning a Celestial here is what I would do.

Cast Planar Binding, summon creature.
Immediately break the containment circle once it's there. Yes, you heard me right. Break the circle.
Apologize to the celestial for the inconvenience, but as Wizards do not learn Planar Ally it was the only way he could summon help from on high.
Explain the situation, being sure to emphasize the vileness of the foes, and the justness of the cause. If it is unwilling to help, bid them a good day and make no attempt to stop them from leaving. Chances are it would be happy to fight evil, since it would do so willingly anyways.

Worst case scenario you waste the spell. But the celestial should not be angry for you about this as you made no attempt to coerce or force it to serve you.

Nice! Actually, scratch that. Very nice! :-)


Hexcaliber wrote:
The most powerful spell in the game is Dispel Magic, because it deals with the powerful thing in the game, magic!
Heavily nerfed Dispel wrote:

You can use dispel magic to end one ongoing spell that has

been cast on a creature or object, to temporarily suppress
the magical abilities of a magic item, or to counter another
spellcaster’s spell.
Heavily nerfed Greater Dispel wrote:

This spell functions like dispel magic, except that it can end

more than one spell on a target and it can be used to target
multiple creatures.

Targeted Dispel: This functions as a targeted dispel magic, but it
can dispel one spell for every four caster levels you possess, starting
with the highest level spells and proceeding to lower level spells.

So instead of 'you buff up, and walk around like gods but have to be careful of Dispel as it will give you a swift kick to the head' it's more like 'buff up, blast through everything, even Dispels won't bother you much'.

The power of casters is that if one trick doesn't work they try something else. If an enemy has protection from good or what have you just don't use enchantments. They have alternatives. Or be a TN enchanter.

If run up and hit it stops working whole swaths of classes are made to go cry in the corner.

One more thing. Someone mentioned that Hold Person was less deadly because of its shorter duration. No it isn't. It's more deadly.

When you throw a Hold spell, and you know they aren't going anywhere for at least 10 minutes you are almost certainly going to turn your attention to the non held party members. Mr. Held sits out of a combat, but he'll be fine unless everyone else dies or gets detained by some long term means. And if those means are non lethal (more Hold spells, say) then you, the DM can get out of killing the party off. Of course most means of doing this are actually worse than killing them, but let's ignore that.

When you throw a Hold spell, and it could fizzle 6 seconds later anyone else on the field is going to attack that Held creature and kill them quickly with either auto crits or CdGs.

Something that is a death sentence is more deadly than something that will merely detain you for a while while they deal with others.

Liberty's Edge

Why has nobody mentioned Freedom of Movement? Freedom of Movement is one of the best spells available to any spell caster. It's a blanket 'get out of suck free' card, and it works in many, many, many situations. This is one of the reasons that clerics of freedom are way powerful.


Way to resurrect this thread. I R pleased.

After playing with the APG since it came out I must say, the pit spells are the bomb!

They are a must have for casters and makes bullrush amazing! They can used against the party, nor can they be dismissed, but that doesn't really discourage their use.

Any other spells from the APG you think are good?

Liberty's Edge

MicMan wrote:

Most of the spells on your list are too limited to be really overpowered as in earth shaking! Color Spray may be nice at first level but really doesn't change the gaming environment a lot.

I consider three spells downright overpowered to the point I forbid them:

3rd place
** spoiler omitted **

2nd place
** spoiler omitted **

1st place
** spoiler omitted **

Heh. Control Wind got our Druid into tons of trouble when he employed it to nerf some flying sorcerers ambushing us... in the streets of Absalom. Thankfully it was on the border of the Precipice neighborhood so property damage & loss of life was less than it could have been. It was kinda fun seeing their sorcerers flung around, bashed into buildings and generally unable to cast much in response, though.

Surprised to see Blindness/Deafness on the OP's list... at low levels, maybe, but in a campaign where we started at 5th I must've seen the party cleric cast it 20 or 30 times and not once get the target to fail their save. It got to the point where you could sarcastically say 'Oh no, are you gonna strike me blind and/or deaf?' when she was mad at you. :)


ikarinokami wrote:
*snip*

I've been familiar with planar binding and its kin (lesser and greater) for a long time, on both sides of the screen, and it's a very strong spell. You can determine what sort of outsider you wish to call, and with a properly prepared area you can do so easily (magic circle + dimensional anchor, etc).

Once inside the circle, the charisma check is merely a formality. Why? Because it's amazingly easy to buff yourself and debuff your opponent. Summon a succubus, cast gaes on her, and tell her to retrieve a metal spoon across the room. She can't, so she starts suffering horrible penalties. Come back, curse her (-4 to all checks), curse her again (-6 to charisma), cast Eagle's Splendor on yourself, cause her to become shaken (-2 to all checks), and have your party ready to jump the fiend if you botch your charisma check.

At some point during this, a less than forgiving wizard pretty much has the option to write his or her own check. "Impossible or unreasonable demands" is a weak argument (I say this as a GM) to try and avoid players using it. Impossible or unreasonable would likely be like "destroy the world" or "preform this suicide bombing", but "Serve me unquestioningly for X amount of time" is far from impossible or unreasonable (the wizard could just kill you after all).

That being said, I love planar binding as both a player and a GM. There is a reason spellcasters have a reputation and/or habit of calling outsiders to serve them. It's darn effective, and it's cheap. There are also tricks and methods for keeping them active longer, or pretty much indefinitely. If you're an evil paranoid type, you can kill them prior to the end of their service.

Personally, I tend to be more altruistic when it comes to planar bindings, as I generally prefer not to be cruel and treat my minions with dignity and respect - so much so that in the few games I got to play a summoner in, several of my planar bound minions actually opted to stay in my character's company after their binding expired.


I would add Silence to the original list. It is the ultimate dispel, it has numerous uses for sneaking, and it generally shuts down casters - especially those pesky verbal spells like D-Door, Teleport, and anything language dependent. You are still free to use spell like abilities, which is mostly good for monsters. It may be only a 20' radius, but that is often enough, and since it is only second level, you could just cast it again.

I would also add Glitterdust to the list. Great spell for the same reasons as Blindness, but area, Will instead of Fort, and no SR!

Stinking Cloud and Cloudkill were close, but because they are non-dismissible, they could end up being more trouble then they are worth is some encounters. Great in specific cases though.

For druids, I would also add Spike Growth, Spike Stones, and Wall of Thorns.
Wall of Thorns is one of those spells with everything going for it,- medium range, good area, shapeable, great duration, dismissible, no save, no SR. This can be an encounter winning spell, and you only have to be a 9th level caster. Loading this into a Spellstaff is about the best ability any character can have at the mid-high levels.


It's kinda easy to call a 9th level spell "overpowered". But, being a 9th level spell, it shouldn't shock and amaze anyone that it's powerful.
The truly "overpowered" spells are on the other end of the spectrum. Look at first level spells and cantrips.
Other than some really creative uses of cantrip, I think the most powerful is "charm person".
It is -far- more versatile than color spray and it is one of the best defensive spells in the book.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Xpltvdeleted wrote:
Time Stop + Summon Monster __x_ + Dimensional Door out

The moment you DD out of range, all your summoned monsters are going to disappear.

Abraham spalding wrote:

Oh Noes! Not the hold person! Nevermind I could get a bigger effect out of stinking cloud and hit multiple people with it!

If hold person is bad then Ghoul Touch must be worse since it's lower level -- and don't even think about protection from evil on that one!

Dominate person? Yeah anyone with half of an imagination is going to have fun with that one -- after all you *literally* open all commands *literally* -- "Hit that guy" Ok the character pulls back his fist and hits him... for no damage -- didn't tell me to hurt him just to hit him. "Carry this for me" ok but you didn't tell me to move. Not going to sleep until commanded either so you could easily end up with an exhausted creature -- who might not hear you tell him to wake up. Do you even speak its language?

Deafness is a permanent 20% spell failure for a spell caster -- much worse than "I simply can't see you." Blindness a bad spell? Bah go look at pryotechnics same level but can get a hold group instead of just one person.

I don't think "overpowered" means what you think it does -- or at least you are looking in the wrong places for it.

Anti magic field is one of my favorite spells for an eldritch knight.

Doesn't dominate person specifically state that you telepathically control the target, thereby obviating any attempts by the target to be subversive?


Ravingdork wrote:
Xpltvdeleted wrote:
Time Stop + Summon Monster __x_ + Dimensional Door out
The moment you DD out of range, all your summoned monsters are going to disappear.
PRD wrote:
The creature or object must appear within the spell's range, but it does not have to remain within the range.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Zurai wrote:
Ravingdork wrote:
Xpltvdeleted wrote:
Time Stop + Summon Monster __x_ + Dimensional Door out
The moment you DD out of range, all your summoned monsters are going to disappear.
PRD wrote:
The creature or object must appear within the spell's range, but it does not have to remain within the range.

My mistake.


I'm not certain anyone here has actually read Planar Binding.

At no point in the spell description does it say "this spell removes all the creatures abilities and powers". In fact, it goes out of it's way to state that they retain their abilities, including dimensional travel.

This means, yes, you could call up a creature and contain it, and bind it with dimensional anchor. And if it casts spells, you can bet it will start buffing the hell out of itself and casting it's protections.

There is no actual cost - except if you do not offer rewards and bribery there is no bonus allowed to your charisma check. Any extraplanar creature will have a fairly high charisma check, which means wizards are not going to do as well at this as sorcerers will. Face it, when the lowest creatures have 15-20 charisma, Eagle's Splendor or even a powerful headband isn't that big a boost. The most useful one that lesser planar binding can call is a Djinni, who will look at the wizard, make himself a comfortable couch, conjure some wine and food, settle down, and wait for an offer it might be interested in. The only creature with a charisma lower than 15 is a Bearded Devil, which is pure combat material, and not worth summoning at all.

This discrepancy gets worse at higher levels. You summon up things that have actual buff spells, and while it cannot attack or do anything outside the circle, you can bet if that circle fails you'll have a real monster on your hands. Their charisma will also be higher, so unless a wizard is willing to part with some real wealth he's still not going to be able to force the check without a bit of lucky rolling. Some of these things won't ever be able to be trapped without some real effort and specific knowledge - a Shaitan genie summoned onto anywhere with a stone floor is going to look down, transmute rock to mud, splash mud all over your diagrams, and then use quickened glitterdust and stone curse you.

You want a really powerful creature? A Greater Planar Binding used to summon a Planetar is going to get met with immediate use of Righteous Might and Eagle's Splendor (Cha now 28) and you'll be told to release them or you will be considered to be a force for evil for the binding of a being without it's consent - and that's just a typical threat made by a good being trapped against it's will, not a GM call. Better have some REALLY good bribes for that. A Trumpet Archon only has a 17 charisma, meaning a high level wizard will probably be able to cope with it, but it's only a CR 14 creature, for the cost of an 8th level spell, meaning that your average 15 and 16th level characters are going to pretty much slaughter it one on one. Some deific being is going to be pissed that you got one of it's servants killed. A Horned Devil has a Cha 23, and even a high level wizard is going to have serious trouble with that. A sorcerer has a good chance, but then again, the devil in question would LOVE to discuss terms with a sorcerer. A Marilith? Immediate Unholy Aura, and a Cha of 25 means your typical wizard is out of luck, while a sorcerer might get a curious and cautious listening to.

Realistically, the Planar Bindings look like the incredible overpowered spell, but they aren't really any good for most of what people say they would be used for in these arguments.


Also, don't forget this important line: "The creature can escape from the trap by successfully pitting its spell resistance against your caster level check." It can do this once per day (in addition to it's own Cha check and dimensional travel, if possible, to escape).

Liberty's Edge

Planar Bindings are very powerful, if your GM will let them be powerful. Most spells have few GM intervention points, and the Planar Binding spell has many, so if you cast it around an unfamiliar GM you might get some crazy results.

But if you get things aligned juuust right, it can be very powerful. If you've got a pretty good diplomacy check, and your needs align well with the creature's needs, you can get a powerful friend for a few days. If you do make friends with such a creature, you can even call it back the next time you need some backup.

And if you want to just go head-to-head (charisma check-wise) with a creature, then elementals are the way to go. Even the Elder elementals have a charisma bonus of +0. They're not as powerful as angels, demons, and devils, but much more tractable.


Lyrax wrote:

Planar Bindings are very powerful, if your GM will let them be powerful. Most spells have few GM intervention points, and the Planar Binding spell has many, so if you cast it around an unfamiliar GM you might get some crazy results.

But if you get things aligned juuust right, it can be very powerful. If you've got a pretty good diplomacy check, and your needs align well with the creature's needs, you can get a powerful friend for a few days. If you do make friends with such a creature, you can even call it back the next time you need some backup.

And if you want to just go head-to-head (charisma check-wise) with a creature, then elementals are the way to go. Even the Elder elementals have a charisma bonus of +0. They're not as powerful as angels, demons, and devils, but much more tractable.

There is no diplomacy check, unless the GM allows for one. It's a straight charisma check - and most wizards are going to consider it a dump stat in favor of Int, Con, and Dex.

It's only as powerful as the GM allows it to be; elementals are great, for elemental specific things or for fighting, but really a fighter is a better cost-to-effect ratio than an elemental. For that matter, a monk is a better cost-to-effect ratio than using PB on an elemental, just on sheer versatility - the elementals won't sacrifice their lives for you, where a PC might. Unlike a summons, the binding has the elemental present and accounted for, meaning it can potentially die. It will flee combat far before that happens. Planar binding does not force it to fight to the death - that's one of those "automatic refusal" situations.

The Exchange Contributor, RPG Superstar 2008 Top 6

Kind of a relief to not see a bunch of APG spells in this thread.


Russ Taylor wrote:
Kind of a relief to not see a bunch of APG spells in this thread.

Glad to see it. No power creep.

And, maybe it's simply too early :D

Sovereign Court

Mnemaxa wrote:
snip

Mistah Green outlined a way for good characters to use Planar Binding that deals with most of your concerns.


GeraintElberion wrote:
Mnemaxa wrote:
snip
Mistah Green outlined a way for good characters to use Planar Binding that deals with most of your concerns.

Yes, good aligned monsters are easily worked with by good aligned characters.

If you or it isn't good aligned then curse/curse/geas/water.


Mnemaxa wrote:
Lyrax wrote:

Planar Bindings are very powerful, if your GM will let them be powerful. Most spells have few GM intervention points, and the Planar Binding spell has many, so if you cast it around an unfamiliar GM you might get some crazy results.

But if you get things aligned juuust right, it can be very powerful. If you've got a pretty good diplomacy check, and your needs align well with the creature's needs, you can get a powerful friend for a few days. If you do make friends with such a creature, you can even call it back the next time you need some backup.

And if you want to just go head-to-head (charisma check-wise) with a creature, then elementals are the way to go. Even the Elder elementals have a charisma bonus of +0. They're not as powerful as angels, demons, and devils, but much more tractable.

There is no diplomacy check, unless the GM allows for one. It's a straight charisma check - and most wizards are going to consider it a dump stat in favor of Int, Con, and Dex.

It's only as powerful as the GM allows it to be; elementals are great, for elemental specific things or for fighting, but really a fighter is a better cost-to-effect ratio than an elemental. For that matter, a monk is a better cost-to-effect ratio than using PB on an elemental, just on sheer versatility - the elementals won't sacrifice their lives for you, where a PC might. Unlike a summons, the binding has the elemental present and accounted for, meaning it can potentially die. It will flee combat far before that happens. Planar binding does not force it to fight to the death - that's one of those "automatic refusal" situations.

I've long gone against the commonly held belief that Wizards are more powerful than Sorcerers and this is one of the many reasons. Compared to Wizards, Sorcerers rule when it comes to Planar Binding. Who cares if you got limited options of spells to cast when you can get someone/something else to cast spells for you? Who cares that you have fewer skills than a Wizard when you can charm someone to use their skills for you?


Because codependency is a sign of weakness, and so is relying on Planar Binding too much?

Curse/curse/geas/water.


Mistah Green wrote:

Because codependency is a sign of weakness, and so is relying on Planar Binding too much?

Curse/curse/geas/water.

I wonder if General Patton would have shared your opinion that making use of available resources is a sign of weakness. In fact, I wonder if any great general from history would have shared your opinion.

I doubt it, but you know I could be wrong.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
MicMan wrote:

Control Winds: At caster level 15 Level a widened version of this can flatten entire cities or armies. On a large scale this is the deadliest spell in all existance. Power Word: Nuke!

Area of effect: 40 ft./level radius cylinder 40 ft. hig

Even at high caster level, it'd have to be a pretty small city.

It's a powerful spell but not out of league for a 5th level spell. Note that this is one spell in which Fighter types are pretty good at saving against.


I don't know if this has been mentioned or not, but Black Tentacles has always seemed a little too effective to me.

Sovereign Court

You left off the best spell of all.... "Stick pointy end of sword into enemy". I can use it at will, sometimes multiple times on my initiative, and even as an immediate action when people move by me. :)


LazarX wrote:
MicMan wrote:

Control Winds: At caster level 15 Level a widened version of this can flatten entire cities or armies. On a large scale this is the deadliest spell in all existance. Power Word: Nuke!

Area of effect: 40 ft./level radius cylinder 40 ft. hig

Even at high caster level, it'd have to be a pretty small city.

It's a powerful spell but not out of league for a 5th level spell. Note that this is one spell in which Fighter types are pretty good at saving against.

Yes, it really is overpowered for a 5th level spell. Go and look up what tornado force winds do. Actually, here, I'll just quote it:

PRD wrote:

All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply).

...

A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.

And that's at 40 feet radius (so 80 feet diameter) per caster level, with a single standard action to cast it. The winds do not have a "wind up" time; they instantly go to full force. Control winds is THE single most powerful anti-army spell in the entire game. It's not needed, but adding wall of fire, wall of thorns, or other similar durational area damage effects just makes it even more brutal. And remember, you have to save every round, and unless you're Gargantuan you have to save to be able to move under your own power. If you're Large or smaller, you have to save in order to even stay still.

EDIT: A widened control winds at caster level 15 is a 2,400 foot diameter tornado. Think about that for a second. That's nearly half a mile wide.


Galahad0430 wrote:
You left off the best spell of all.... "Stick pointy end of sword into enemy". I can use it at will, sometimes multiple times on my initiative, and even as an immediate action when people move by me. :)

Which feat changes your HP from 'expires in two rounds' to 'infinite'?


Mistah Green wrote:
Galahad0430 wrote:
You left off the best spell of all.... "Stick pointy end of sword into enemy". I can use it at will, sometimes multiple times on my initiative, and even as an immediate action when people move by me. :)
Which feat changes your HP from 'expires in two rounds' to 'infinite'?

Couldn't we all agree to stop beating this dead horse for just one day?


Zurai wrote:
EDIT: A widened control winds at caster level 15 is a 2,400 foot diameter tornado. Think about that for a second. That's nearly half a mile wide.

I certainly am not looking forward to the party Druid in my group getting this one. Entangle is bad enough right now.. LOL


Zurai wrote:
LazarX wrote:
MicMan wrote:

Control Winds: At caster level 15 Level a widened version of this can flatten entire cities or armies. On a large scale this is the deadliest spell in all existance. Power Word: Nuke!

Area of effect: 40 ft./level radius cylinder 40 ft. hig

Even at high caster level, it'd have to be a pretty small city.

It's a powerful spell but not out of league for a 5th level spell. Note that this is one spell in which Fighter types are pretty good at saving against.

Yes, it really is overpowered for a 5th level spell. Go and look up what tornado force winds do. Actually, here, I'll just quote it:

PRD wrote:

All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply).

...

A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.

And that's at 40 feet radius (so 80 feet diameter) per caster level, with a single standard action to cast it. The winds do not have a "wind up" time; they instantly go to full force. Control winds is THE single most powerful anti-army spell in the entire game. It's not needed, but adding wall of fire, wall of thorns, or other similar durational area damage effects just makes it even more brutal. And remember, you have to save every round, and unless you're Gargantuan you have to save to be able to move under your own power. If you're Large or smaller, you have to save in order to even stay still.

EDIT: A widened control winds at caster level 15 is a 2,400 foot diameter tornado. Think about that for a second. That's...

As a former player of a 12th level druid, this post makes cackle with glee >:)

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