APG spells- faves


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I love the concept of create pit and enter image.

Other spells that are really cool (IMO): deflection, gallant inspiration, instant enemy*, and unwilling shield.
* However, I’d change the target line of this spell to merely “one creature”, and ignore the “that is not your favored enemy” part. If a ranger has Whatever +8 and Aberrations +2, it’d be a lot sucky if the BBEG turns out to be the latter and he can't use the top bonus.

I also think it’s great that there are some new spells that benefit only good characters; ie. tough doodas to neutral PCs.

The Exchange

I love "Gravity Bow". Especially for my Arcane Archer.

Grand Lodge

I love Fire Snake... damage applied intelligently!


I love Snake Staff - the old 'Sticks to Snakes' spell has come back, but better :D !!!


I love the overall good presence of elemental spells.

And Tsunami came back. WHOOOO!


I think Vomit Swarm and Swarm Skin are pretty nifty.


I'm enjoying all of the interrogation spells the inquisitor gets as well as their "Damage to shackles" spell, that allows for some great jailbreaks!


Calcific touch could be an interesting spell for eldritch knights to focus on.

Hydraulic push promises to be alot of fun with true strike. I feel like rolling up a sorcerer or wizard now. XD

Euphoric tranquility-in my opinion, superior to the old favourite that was irresistible dance.

But most of all...ENEMY HAMMER. No other spell is so much of a b$!$&-slap to an enemy than picking him up and using him to smack his ally. Again. And again. Every. Single. Round. XD


FiddlersGreen wrote:

Calcific touch could be an interesting spell for eldritch knights to focus on.

Hydraulic push promises to be alot of fun with true strike. I feel like rolling up a sorcerer or wizard now. XD

Euphoric tranquility-in my opinion, superior to the old favourite that was irresistible dance.

But most of all...ENEMY HAMMER. No other spell is so much of a b*@@@-slap to an enemy than picking him up and using him to smack his ally. Again. And again. Every. Single. Round. XD

I have yet to try it myself, but I really like the idea of Calcific Touch and Reach Spell, whether by rod or feat. A single spell that you can use throughout the battle seems cool.


One of my favorites: Enter Image – for flavor and atmosphere.

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Shieldknight wrote:
I love "Gravity Bow". Especially for my Arcane Archer.

I love this spell too. As does my player and her arcane archer.


Haven't had a chance to try any yet, but the ones that especially made me say "Cool" out loud were the Aspect spells (Bear, Stag, and Wolf), Eagle eye, Enter image, Grove of respite, Seek thoughts, and Share senses. The one that lets an oracle inflict her curse on another was pretty cool, too. I love the spells that let you do cool stuff outside of combat, and these are all just neat.

Edit: Oh! And Swarm skin! And Vomit swarm. Both of those are cool, too.

The Exchange

I like blasting, so Contagious Flame seems like it could be a lot of fun. It's a blast that keeps on blasting!


Nap Stack and Weapon of Awe are pretty good.


I like the concept of the finale line of Bard spells (end your current performance to get some effect), but the actual effects are frequently lackluster. Still, saving finale and stunning finale are quite good.

Sovereign Court

I can't believe nobody posted yet the newest must cast/always have available spell for clerics - Blessing of Fervor. I really think that spell is a bit broken. It basically just became a mandatory 4th lvl spell for clerics. If your group has no arcane of any type it certainly is a new absolute cleric spell load. Not a fan, wish I could nerf it in PFS play. I just don't like catch-all spells and "must cast every fight" or "big fight" spells.


Beguiling Gift. Lots of fun, and a very strong combat spell if you get creative.

Shadow Lodge

oynaz wrote:
Beguiling Gift. Lots of fun, and a very strong combat spell if you get creative.

I want to carry around a pouch of fish just for this spell.


Paladin's Sacrifice is a hugely powerful spell.

As an immediate action it represents tremendous battlefield control.

S

Dark Archive

I was drawn to the Pit spells when I read through the spell section in the APG. I finally got to use them a few nights ago in a PFS scenario. I used Create Pit and Spiked Pit and they were devastating. Especially Spiked Pit.

Aqueous Orb was incredibly powerful and fun too. Rolling the ball around and then dropping a Spiked Pit beneath it was a combat ender.


Are these spells online yet for perusal?


Sure, PDF is available right here.

Shadow Lodge

Harkaelian wrote:
I can't believe nobody posted yet the newest must cast/always have available spell for clerics - Blessing of Fervor. I really think that spell is a bit broken. It basically just became a mandatory 4th lvl spell for clerics. If your group has no arcane of any type it certainly is a new absolute cleric spell load. Not a fan, wish I could nerf it in PFS play. I just don't like catch-all spells and "must cast every fight" or "big fight" spells.

Our group is contemplating on whether to have the spell or not. Truthfully, my cleric/cavalier/radiant servant of Sarenrae could use some more 4th lvl spells, since that level is like a stepping stone on the way to glorious 5th lvl spells. However, it's almost like Haste, except WAY BETTER. The only setback is the level it's gained, but a smattering of situational boni plus extra attack with your full BAB AND you can change your choice every turn?

It's a tough one. Especially since our only arcane caster is a scout/transmuter multiclass, only now getting to 3rd lvl spells.

Shadow Lodge

Arcane Concordance
(Awesome Arcane caster buff)

Hero's Defiance
(Immediate action heal that can save your Paladin from death)

Bow Spirit
(Doubles the offensive power of a ranger)

Instant Enemy
(Hey you Hound of Tindalos you are now considered a dragon for my max favored enemy bonus)

Lead Blades
Just like Gravity Bow except for melee weapons)

Timely inspiration
(No that disarm trap roll you failed by one had a +3 competence bonus really)


i also love blasting and there isnt enough of that in the higher levels, but they put in stormbolts and i love it.


The pits - love 'em. Especially create pit, which has great bang for your buck at 2nd level.

Liberty's Edge

Vanish, is pretty good. 1st level invisibility, yay!

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
overdark wrote:
Vanish, is pretty good. 1st level invisibility, yay!

What's not to like about invisibility at first level


overdark wrote:
Vanish, is pretty good. 1st level invisibility, yay!

I love it as a utility use invis since most times when I go invis I only do so in order to get a good position in combat. Also this spell alone makes major magic rogues worth it.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Haven't really had a chance to peruse all of them yet but,my favs so far:
For Wizards:
Break
Touch of Gracelessness (with Reach spell or Spectral hand = nasty)
Fire Breath
Stone Call
Pain Strike

For Clerics:
Grace
Sacred Bond

RPG Superstar 2009 Top 16, 2012 Top 32

For me, enter image called up fond memories of the villain, Hecataeus, from RPG Superstar 2009.


My party has been having lots of fun with create pit. i think that stone call is just ....wow....no save no SR, good range(med), massive area(40ft radius is spectacular at this level) and it leaves a lasting patch of difficult terrain...oh did i mention its a cylinder effect? no cover no hiding just splat here is a dump-truck full of rocks for ya...damage is pretty good(2d6) considering the no save, and no to hit roll. seeing as how the 40ft radius will probably be able to get most if not all of your enemies in one shot. the biggest problem i foresee is trying to not hit allies. if the enemies are mostly melee based this is awesome. if they aren't its still top tier.


I will note that Shadow Projection (4th level) appears very, very broken... Nothing stops your projected shadow from casting spells. You can't die as a projected Shadow, jumping back to your body at -1 HP if the shadow is toasted. No range limit and long duration (1 hr/lvl) means you can go adventuring as a spellcasting shadow, and pick up loot afterwards. You also get a major bunch of utility and defenses (flight, incorporeal [and associated CHA bonus to AC], undead type [immunity to sneak attacks, mind affecting effects, death effects, poison, etc...]. Find something/someone loyal to protect your body (and fix you up if the shadow is toasted/wake you up using dispel magic if neccesary)and go have a party.

Shadow Lodge

1 person marked this as FAQ candidate.

Shadow projection is a bit vague. Can you handle material components when you are incorporeal? Wands? What exactly can you do? Do you still benefit from magic items on your material body like the cloak of resistance?

You can be turned or affected as undead, can an evil cleric control you if you fail your will save?

Yeah, sounds pretty awesome on the surface but you do give up quite a bit


the incorporeal bit would interfere with material components at least. i'm not sure if shadows are capable of making noise either. definitely rules out using any of your equipment that doesn't have the ghost touch ability. turned or affected...i would be concerned with the affected part as in controlled by evil cleric or wizard with command undead. i think i would have to make gloves(or gauntlets) with the ghost touch special ability, that would be about 8502ish or 4251ish if you make them yourself with 9th level min assuming you used mithral just in case there would be an issue of arcane spell failure.even a whole suit of mithral chain including gauntlets only gives 20% spell failure, i think though just wearing the gauntlets is like using a weapon since they fall under the weapon rules, and weapons don't have spell failure numbers. that would pretty much kill all the disadvantages of incorporeal while leaving the good. it has potential, i'm still not clear on the verbal ability of shadows..ill have to see if there is any precedent.


0gre wrote:

Shadow projection is a bit vague. Can you handle material components when you are incorporeal? Wands? What exactly can you do? Do you still benefit from magic items on your material body like the cloak of resistance?

You can be turned or affected as undead, can an evil cleric control you if you fail your will save?

Yeah, sounds pretty awesome on the surface but you do give up quite a bit

A sorcerer would have no trouble with non-costly material components though.


FiddlersGreen wrote:
0gre wrote:

Shadow projection is a bit vague. Can you handle material components when you are incorporeal? Wands? What exactly can you do? Do you still benefit from magic items on your material body like the cloak of resistance?

You can be turned or affected as undead, can an evil cleric control you if you fail your will save?

Yeah, sounds pretty awesome on the surface but you do give up quite a bit

A sorcerer would have no trouble with non-costly material components though.

Yep, eschew materials works. So do spells without material components (baleful polymorph, telekinesis, scorching ray, all shadow conjurations/evocations...). Also mage hand and prestigidation as cantrips. There was a 3.5 alchemical item that was effectively Ghosttouch oil besides.

The Exchange Contributor, RPG Superstar 2008 Top 6

oynaz wrote:
Beguiling Gift. Lots of fun, and a very strong combat spell if you get creative.

Build on the logic that if you fail a Will save, you could be screwed many other ways anyway :)


Timely Inspiration and Gallant Inspiration sound really useful. To bad you can't use them for saving throws but that would probably make them way too good for the level.
Versatile Weapon sounds good, too, though it's a shame that Inquisitors don't get it.
Bard's escape sounds like it could grant a BIG tactical advantage.
I like the idea of Borrow Fortune, but the drawback seems a bit too much for me. Still has its uses.
Treasure Stitching could be great for infiltration. Just take your weapons along in your cape.
Vanish, as mentioned, is great for use in combat.

Shadow Lodge

FiddlersGreen wrote:
0gre wrote:

Shadow projection is a bit vague. Can you handle material components when you are incorporeal? Wands? What exactly can you do? Do you still benefit from magic items on your material body like the cloak of resistance?

You can be turned or affected as undead, can an evil cleric control you if you fail your will save?

Yeah, sounds pretty awesome on the surface but you do give up quite a bit

A sorcerer would have no trouble with non-costly material components though.

Indeed. It's just a whole slew of things to deal with that are sort of bypassed in the spell. For example if you used the ghost touch gauntlets where do you keep your component pouch? Unseen servant?

I suspect the intent here was that your shadow could not cast spells. It's not very clear if that is the case.


0gre wrote:
FiddlersGreen wrote:
0gre wrote:

Shadow projection is a bit vague. Can you handle material components when you are incorporeal? Wands? What exactly can you do? Do you still benefit from magic items on your material body like the cloak of resistance?

You can be turned or affected as undead, can an evil cleric control you if you fail your will save?

Yeah, sounds pretty awesome on the surface but you do give up quite a bit

A sorcerer would have no trouble with non-costly material components though.

Indeed. It's just a whole slew of things to deal with that are sort of bypassed in the spell. For example if you used the ghost touch gauntlets where do you keep your component pouch? Unseen servant?

I suspect the intent here was that your shadow could not cast spells. It's not very clear if that is the case.

This could well warrant a thread of its own.

Shadow Lodge

FiddlersGreen wrote:
0gre wrote:
FiddlersGreen wrote:
0gre wrote:

Shadow projection is a bit vague. Can you handle material components when you are incorporeal? Wands? What exactly can you do? Do you still benefit from magic items on your material body like the cloak of resistance?

You can be turned or affected as undead, can an evil cleric control you if you fail your will save?

Yeah, sounds pretty awesome on the surface but you do give up quite a bit

A sorcerer would have no trouble with non-costly material components though.

Indeed. It's just a whole slew of things to deal with that are sort of bypassed in the spell. For example if you used the ghost touch gauntlets where do you keep your component pouch? Unseen servant?

I suspect the intent here was that your shadow could not cast spells. It's not very clear if that is the case.

This could well warrant a thread of its own.

*shrug* Threads like that inevitably wind up in flames. I'll add a clarification to my house rules.

An all day incorporeal form you can cast spells from is a bit much for a 4th level spell. Seems more like a 7th or 8th level spell. Taking shadow form without casting, that seems about right as a fourth level spell.


0gre wrote:

An all day incorporeal form you can cast spells from is a bit much for a 4th level spell. Seems more like a 7th or 8th level spell. Taking shadow form without casting, that seems about right as a fourth level spell.

It's much more broken than that... It's an all day incorporeal form that you can't DIE in... As well as cast spells. There's good reason I labelled it broken.

Shadow Lodge

pad300 wrote:
0gre wrote:

An all day incorporeal form you can cast spells from is a bit much for a 4th level spell. Seems more like a 7th or 8th level spell. Taking shadow form without casting, that seems about right as a fourth level spell.

It's much more broken than that... It's an all day incorporeal form that you can't DIE in... As well as cast spells. There's good reason I labelled it broken.

*shrug* I just don't really think it's meant to work that way. It's a projection, not your actual presence. Think arcane eye for an appropriate comparison.

My guess is the author just assumed that people would 'get' that casting in that form wasn't part of the spell. Obviously it wasn't as clear as that.


0gre wrote:
pad300 wrote:
0gre wrote:

An all day incorporeal form you can cast spells from is a bit much for a 4th level spell. Seems more like a 7th or 8th level spell. Taking shadow form without casting, that seems about right as a fourth level spell.

It's much more broken than that... It's an all day incorporeal form that you can't DIE in... As well as cast spells. There's good reason I labelled it broken.

*shrug* I just don't really think it's meant to work that way. It's a projection, not your actual presence. Think arcane eye for an appropriate comparison.

My guess is the author just assumed that people would 'get' that casting in that form wasn't part of the spell. Obviously it wasn't as clear as that.

I'd like to think that it was a "scouting" spell, but they left the strength draining attacks. Which is bad enough; a lair full of trolls or hill giants very likely can't hurt you (assuming none are carrying magic weapons). They can't run faster than your flying (and untiring - Undead form remember) movement. I think they just didn't think this one through at all.

Shadow Lodge

pad300 wrote:
I'd like to think that it was a "scouting" spell, but they left the strength draining attacks. Which is bad enough; a lair full of trolls or hill giants very likely can't hurt you (assuming none are carrying magic weapons). They can't run faster than your flying (and untiring - Undead form remember) movement. I think they just didn't think this one through at all.

Yes. Even without casting it's pretty damned good. You can solo creatures that can't hit incorporeal which is a significant number.

A UMD rogue with a wand would be particularly nasty with this. Sneak around and scout, kill or weaken where he can and duck into a wall when things get too hot.

Hmm...

Sovereign Court

'ant haul' is a nice low level spell to have on one's list... so is dancing lantern...

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Purple Dragon Knight wrote:
'ant haul' is a nice low level spell to have on one's list... so is dancing lantern...

There is an NPC I'm writing for an upcoming project who is already very big and very strong... and also has the ant haul spell, just for fun. :)

Shadow Lodge

Jason Nelson wrote:
Purple Dragon Knight wrote:
'ant haul' is a nice low level spell to have on one's list... so is dancing lantern...
There is an NPC I'm writing for an upcoming project who is already very big and very strong... and also has the ant haul spell, just for fun. :)

We figured out my wife's eidolon could haul over 5000lbs with ant haul. I guess her 35 lbs summoner would sit on top of the pile.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Did she name her Eidolon, Nodwick?

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