Top Arcane Spell Combinations


Pathfinder First Edition General Discussion

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Dotted for use when I am prepping for my game. Here comes the pain.


I like Grease+ Bungle. It nearly guaranties a prone enemy plus it makes me laugh. Now only if grease was flammable...

Liberty's Edge

Mynameisjake wrote:
Gravefiller613 wrote:


Sleep + any Summon 50' above target.

Pretty sure that one isn't a valid combo.

I didn't realise they errated verticle distance on the 50 foot range.

I used to use summon monster as an early Foe Hammer

Liberty's Edge

Tiny Coffee Golem wrote:
Gravefiller613 wrote:
Telekinetic Sphere + Create Water

Perhaps I'm slow, but can you explain this one to me?

Edit: actually I think I get it and it's pretty nasty assuming you don't need line of effect (which I don't think you do). however if you're just trying to drown someone you could use resilient sphere. Also Create water is divine, but that's easy enough to get around.

Resilient sphere works great, but telekinetic sphere allows you to to hamper combat with said drowning foe. Drown the barbarian then bullrush the wizard with his trap. As far as creat water goes, yeah it's easy, two worlds magic as a trait. Though that's a combo of my Mystic Thuerges. For some reason I feel spell combos work better with them, propbably because is you do it right you can caste some greate combos.

Been playing with the magus and Druid lists.


Gravefiller613 wrote:
Tiny Coffee Golem wrote:
Gravefiller613 wrote:
Telekinetic Sphere + Create Water

Perhaps I'm slow, but can you explain this one to me?

Edit: actually I think I get it and it's pretty nasty assuming you don't need line of effect (which I don't think you do). however if you're just trying to drown someone you could use resilient sphere. Also Create water is divine, but that's easy enough to get around.

Resilient sphere works great, but telekinetic sphere allows you to to hamper combat with said drowning foe. Drown the barbarian then bullrush the wizard with his trap. As far as creat water goes, yeah it's easy, two worlds magic as a trait. Though that's a combo of my Mystic Thuerges. For some reason I feel spell combos work better with them, propbably because is you do it right you can caste some greate combos.

Been playing with the magus and Druid lists.

Though you are entirely correct I'm not sure I'd want to use an 8th level spell to accomplish most of what a 4th level spell could. Of course if you wanted to move said trapped enemy, say over a cliff, than that's a different story.

Liberty's Edge

Tiny Coffee Golem wrote:
Gravefiller613 wrote:
Tiny Coffee Golem wrote:
Gravefiller613 wrote:
Telekinetic Sphere + Create Water

Perhaps I'm slow, but can you explain this one to me?

Edit: actually I think I get it and it's pretty nasty assuming you don't need line of effect (which I don't think you do). however if you're just trying to drown someone you could use resilient sphere. Also Create water is divine, but that's easy enough to get around.

Resilient sphere works great, but telekinetic sphere allows you to to hamper combat with said drowning foe. Drown the barbarian then bullrush the wizard with his trap. As far as creat water goes, yeah it's easy, two worlds magic as a trait. Though that's a combo of my Mystic Thuerges. For some reason I feel spell combos work better with them, propbably because is you do it right you can caste some greate combos.

Been playing with the magus and Druid lists.

Though you are entirely correct I'm not sure I'd want to use an 8th level spell to accomplish most of what a 4th level spell could. Of course if you wanted to move said trapped enemy, say over a cliff, than that's a different story.

Over a cliff, over an opposing wizard, into an ooze. Telekinetic sphere is just one of those fun spells you don't get to use enough.

Shadow Lodge

DrowVampyre wrote:

I don't know if it's been said already, but I love the Wizard's Satchel Charge (lots and lots of Explosive Runes-inscribed papers wrapped around/bundled in something, tossed at the enemy, and hit with a wand of cheap Dispel so you fail on most of the checks).

Even better is the Wizard's Cruise Missile (as above, but strips of Explosive Runes paper glued around an arrow/bolt/spear/etc. and fired into the target by your friendly full-BAB character before Dispel).

you gave me an awesome character concept WOOT!!!!

also i love rope trick and arcane lock you'll never have a better nights sleep before level 10


Treantmonk wrote:

I read a lot of *insert spell that makes you immobile* + Cloudkill.

Please note that while the victim may not move, the cloudkill does move.

Now if you get an Alchemist who can throw a cloudkill bomb, then it's different.

What happens when the Cloudkill reaches the end of the enclosed space? Does it then sit still there, or does it scrunch up against the wall until its area of effect is practically non-existent?

I find Cloudkill to be fantastic as a mook-killer, but relatively sub-optimal against CR appropriate combatants.

Sovereign Court

How about maze followed by a dimensional lock in the area that the person previously occupied? Refresh the lock every 20 days or so...that would be a pretty efficient way to rid the world of, say, the Tarrasque...


Resist Energy VS Fire Shrink Item and Molten Lava.
Throw it as a lump or lay it down as a rug. Have your rogue slip it into a foes padding for armor. glue it to a celing.
Combind with Magic Aura it will apper mundane.
TK blast globs of lava.


I don't know if that's legal due to the nature of the object in question... but would Arcane Cannon + Reloading Hands (both from Ultimate Combat) be viable ? With Reloading Hands, you don't have to spend a round reloading the Arcane Cannon and thus can fire the Cannon every round.

Furthermore, if possible, Arcane Cannon could be enhanced with spells like Energy Shot and Ricochet Shot. However, I'm not sure because I don't know if these spells can be applied to the Arcane Cannon.


Force cage and the cloud spell of your choice.

Burning hands and grease (if the GM rules grease is flammable, some do and some don't).

Aqueous orb and lightning bolt.

It's not really a combo, but a wizard I used to play would inscribe explosive runes into lurid or bawdy images.

Sovereign glue and anything. A one-ounce vial of sovereign glue and shrink item. Sovereign glue applied to an opponent via telekinesis or stealth, and unnatural lust. A flaming sphere with an unseen servant following it reapplying sovereign glue every round (wizard katamari damacy!). Sovereign glue on a rope trick. Grease and sovereign glue on a prone opponent. [I've been banned from ever having sovereign glue in games in which I PC.]

Teleportation circle on the ceiling and reverse gravity.


Snap Dragon Fireworks and Pyrotechnics as early as 3rd lvl.

Cast SDF and shoot your little spark. Next round, shoot your little spark and cast the blinding pyrotechnics on it once it hits it's target. Next round shoot your last spark and cast pyrotechnics again with the smoke version for good measure.

Viola! 3rd level light artillery wizard out to 520ft.


I got good use out of Black Tentacles and Wall of Fire (or Ice) conjured in a circle around the tentacles.


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Got another one, a very practical one for jail wardens:

Flesh to Stone + Stone Shape

Flesh to Stone on the convict, then Stone Shape on whatever your heart desires, like multiple stone discs, cubes, slabs and such.

I said jail wardens, but a rather insane caster who built his mansion with bricks made from Stone Shapen petrified victims could be a macabre surprise for the player.

"Hey, where are the villagers ?"
"Oh, they're here, all around us."


Gravefiller613 wrote:

Telekinetic Sphere + Create Water

I belive this combo goes against RAW. Resiliant Sphere, Telekinetic Sphere, etc. All function as Wall of Force, which " spells cannot pass through a wall of force in either direction, although dimension door, teleport, and similar effects can bypass the barrier".


howling agony + rime spell frost fall (or better but higher level: rime spell ice storm)

Best if someone else can take advantage of the massively lowered ref save.
But nice in itself, too.

Sovereign Court

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Stinking Cloud or Black Tentacles, combined with Lightning Elementals summoned with Summon Monster II+

The Lightning Elementals bull rush at +14 to push metal-carrying enemies into the danger zone.


This is fantastic stuff guys. Keep 'em coming.


Gravefiller613 wrote:
Mynameisjake wrote:
Gravefiller613 wrote:


Sleep + any Summon 50' above target.

Pretty sure that one isn't a valid combo.

I didn't realise they errated verticle distance on the 50 foot range.

I used to use summon monster as an early Foe Hammer

The restriction has been in place since 3.5 at least :D


Shifting Sand + Grease ~

Liberty's Edge

Wish + Wish. Works every time. :D


DeathSpot wrote:
Wish + Wish. Works every time. :D

Not that I've ever seen.


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Can't Sleep, Clowns will eat me:
Touch of Idiocy + Phantasmal Killer

Dark Archive

Any Create Pit spell + any Create Pit spell. Aim the second spell at the bottom of the first spell. Dismiss first pit. Baddies are buried alive under a lot earth or stone. Let second pit expire, or dismiss it. Now they are crushed.

Also works for hiding corpses or treasure.

Wayfinders

Grease + Spark


Mr_Nevada wrote:
Grease + Spark

Only works if DM declared Grease to be flamable. Considering the material component is a pat of butter, i'm in the "not flamable" school of thought.


thewhiteone wrote:

Any Create Pit spell + any Create Pit spell. Aim the second spell at the bottom of the first spell. Dismiss first pit. Baddies are buried alive under a lot earth or stone. Let second pit expire, or dismiss it. Now they are crushed.

Also works for hiding corpses or treasure.

Can you open an extradimensional space inside another extradimensional space? I think their is a rule somewhere against that, but I'm not sure off the top of my head.

I like where your mind is at though. ;-)

Liberty's Edge

1 person marked this as a favorite.
Tiny Coffee Golem wrote:
thewhiteone wrote:

Any Create Pit spell + any Create Pit spell. Aim the second spell at the bottom of the first spell. Dismiss first pit. Baddies are buried alive under a lot earth or stone. Let second pit expire, or dismiss it. Now they are crushed.

Also works for hiding corpses or treasure.

Can you open an extradimensional space inside another extradimensional space? I think their is a rule somewhere against that, but I'm not sure off the top of my head.

I like where your mind is at though. ;-)

It's a great idea, except for the bit about 'creatures within the hole rise up with the bottom of the pit' (emphasis mine). So dismissing the top pit would just cause the bottom pit to rise up to ground level. Also, what TCG said.

Liberty's Edge

Tiny Coffee Golem wrote:
DeathSpot wrote:
Wish + Wish. Works every time. :D
Not that I've ever seen.

Yeah, me neither. :( Way back in 1e, I once used two wishes back-to-back, but all I managed to accomplish was to get the party healed and escape from the devils. We sure as hell (get it?) didn't win that fight.


Fallen_Mage wrote:
qlawdat wrote:
wesF wrote:
qlawdat wrote:
Trap the soul + Tarrasque. Turn it into your phylactery when you become a lich. No one wants to kill you because it would release the Tarrasque.
I read that Dragon magazine too. ;-)

Yup that was a good one. Because of that issues my players will always assume all fire breathing dragons will be guarded by iron golems.

Reverse gravity + telekinesis. Make em fly up and hit the ceiling and then push them out of the reversed gravity.

Then pull them back into the AoE and repeat. Let the Hilarity ensue.

Anyway, here's one: Flesh to Stone + Shatter

Hasta la vista, baby.

Most epic combinations ever.


Aqueous Orb+ ball lightning...continues shocking drowning death (who can hold there breath while being electrocuted...

start with ball lightning...too get a good position then cast aqueous orb directing straight at your ball lightning's then move both too stay adjacent too it....


Well I'm not the first to Thread Necro here, so i suppose thanks to Garvdart lol...

Well since you weren't a fan of the Create Pit + Create Pit idea, what if you Stone Shaped first and then Create Pit inside your newly "Stone Shaped Pit" on the bottom. Sure they are down there and then you can Stone Shape again to cover the Create Pit with the earth that was there. It avoids the Extra-dimensional possible hang ups and then they can get out of the pit and into a layer of stone that will trap and suffocate them.

Or better yet, cast Maze...
While enemy is wandering, set up a fire (Actual fire bigger the better, say roll some tar covered logs out of a bag of holding and set them ablaze), Now Stone Shape around the area that the Maze will send the person back to. I'm not sure how long the GM will deem that the oxygen has burned out of the enclosed stone coffin, but they aren't returning into solid material so they should appear into a burnt out oxygen deprived area. Cast spells and good luck seeing your way out of that one, with your one unprepared lungful of air!

So I say Maze + Stone Shape is efficient for not allowing any save. (Not always easy to make a DC 20 Intelligence check, and who prepares Plane Shift on a regular basis?)


cdglantern wrote:

I wanted to make a list of spell combinations. I thought maybe we could do a poll. (I know) So the rules are:

1. Only 2 spell combos are allowed

2. Please copy and past the former list and edit/add our own vote.
If you have a new option as being the best most useful spell combo,
add it, if you agree with one of the other combo's already listed,
then add an X to the right of it.

3. For This Tread only arcane spells

Pretty easy. Keep the list clean, add your reasoning for your addition under the list and we will be set. If it gets to be a popular thread and we get to 100 posts, then we will perhaps close it and determine a top 10 cool/useful combos list. Which brings us to the fourth and final rule

Please do not post/vote more than 3 times.

I will begin with one just for show, I'll count it as a vote.

Web/Cloudkill

silent image + ventriloquism = create a person or thing and have it talk

Scarab Sages

1. Pit spell + Summon Swarm

2. Sleet Storm + Mad Monkeys

The first creates a pit of death opponents can be knocked into. The second is simply amusing.


Wall of Force + Gate(to inside a volcano)


pyro da great wrote:
cdglantern wrote:

I wanted to make a list of spell combinations. I thought maybe we could do a poll. (I know) So the rules are:

1. Only 2 spell combos are allowed

2. Please copy and past the former list and edit/add our own vote.
If you have a new option as being the best most useful spell combo,
add it, if you agree with one of the other combo's already listed,
then add an X to the right of it.

3. For This Tread only arcane spells

Pretty easy. Keep the list clean, add your reasoning for your addition under the list and we will be set. If it gets to be a popular thread and we get to 100 posts, then we will perhaps close it and determine a top 10 cool/useful combos list. Which brings us to the fourth and final rule

Please do not post/vote more than 3 times.

I will begin with one just for show, I'll count it as a vote.

Web/Cloudkill

silent image + ventriloquism = create a person or thing and have it talk

explosive ruins + summon monster that can read = suicide attacker with no save


Contingency+raise dead/resurrection/true resurrection etc ect


Enhance Water + a still + profession (moonshiner) + Shrink Item

They're not on a single spell list, but a Samsaran wizard can get Enhance Water off the bard list or the wizard can cooperate with the cleric.

Enhance Water turns water into low proof alcohol. Profesion (moonshiner) turns low proof alcohol into high proof alcohol. Shrink Item makes large amounts of high proof alcohol easily portable.

From there you can either throw a wild party (profession (bartender) comes in handy here for turning it into those fru fru drinks that don't taste nearly as alcoholic as they actually are) or use it whenever you need a flammable liquid and don't have ready access to naptha.


Reverse Gravity + Gate

Plane shift without a save.


Marthkus wrote:

Reverse Gravity + Gate

Plane shift without a save.

When the target pass to the other plane the gravity back to normal and he will fall? and then he will enter the reverse gravity and will up again? hehehehe

if we put a Blade Barrier in the middle? XD


Pathfinder Adventure Path Subscriber

I prefer lower-level spell combos. Here's a few.

Level 1 spell combos
====================
Ill Omen plus any save or suck (Sleep, Color spray, Murderous Intent)

Grease plus Mage Hand/Unseen Servant.
"Disarm the weapon/wand/etc and then take away the unattended object."
Most Pathfinder foes (or for that matter player characters) do not have significant or equivalent backup weapons/wands. This can easily cripple an encounter and give you many dirty looks.

Level 2 spell combos
====================
Hideous Laughter/Create Pit plus any of (continual damage or status effect):
Summon Swarm, Flaming Sphere, etc.

Obscuring Mist/Silent Image plus Create Pit. Silent image of solid ground or actual fog over the pit.

Web+Summon Swarm(spiders). Swarms cannot be grappled...but anyone else...

Create Pit+Web.

Create Pit+Grease. Easier to fall in, harder to climb out.

Level 3 spell combos
=====================
Beguiling Gift plus Explosive Runes. "Here's a gift for you!"

Glitterdust/Web+Stinking Cloud (classic lockdown combo).


Black tentacles + Wall of Fire. Fun for all the family. Drop a cloud on them as well for extra movement reduction.

Shadow Lodge

Don't think anyone mentioned create pit+wall of stone. if so +1 if not then create pit +wall of stone.

also, create pit +maximized delayed blast fireball

Liberty's Edge

It's not exciting, but I have often used See Invisibility and Glitterdust. An invisible enemy can be a royal pain.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Tar Pool + Sirocco = A bunch of foes face down in a hot mess.

It's essentially a potent area control effect that comes with multiple nice debuffs and automatic damage. A powerful one-two punch against anything not immune to fire.


Swivl wrote:
For the high levels, prismatic sphere/reverse gravity.

Its an old one but has always been a lie :

Indigo - Stops all spells.

Violet Energy field destroys all objects and effects.*


Bender is great wrote:
Contingency+raise dead/resurrection/true resurrection etc ect

Assuming it has not been dispelled in the combat

"The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level)."

That limits you to raise dead ...

"Coming back from the dead is an ordeal. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

A raised creature has a number of hit points equal to its current HD."

Thats a great way to get double dead coming back with about 10 HPs, 50% less spells, 2 neg energy levels = -2 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks.

Heal is now the best bet for this spell if your 18th+ level as it now has to be "must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level)."


Personally I like

Beguiling Gift + MW manacles (assuming your DM rules they use them on themselves and not on you as I would).

Create Pitt + Shrink object or Feather Token (tree) at the very least it blocks the top, even better wave your fighter jump in with them (feather fall of course) - let them battle man to man in an area they cannot teleport or d.door out of (extra planar) - if there is a cleric cast a silence on the fighter for good measure.

Ideally have a shrunk item made from a glassteele scroll you found in the last mythical chariot of sustare so you can stand above and take bets on the death match ...


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I rather like Wall of Throns combined with Slow. Its a full round action to push through the Wall. Slow limits you to a standard or a move meaning you are completely immobile until the slow wears off unless you can teleport. Drop a Wall of Fire on them and watch your enemies slowly burn to death.

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