Top Arcane Spell Combinations


Pathfinder First Edition General Discussion

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andreww wrote:
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.

Evil...


andreww wrote:

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.

Huh? Starting and finishing a Full Round Action are valid standard actions. So, they's be pushing through the wall within 2 rounds...


Bah, I had forgotten about that. Still slows you down to one check every two rounds.


insaneogeddon wrote:
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 ...

For the various reasons you mention, I think contingency + breath of life would be my choice, since heal will do nothing for you if you are already dead rather than dying. Your party can probably manage raise dead after the fact, but you'll wish you had used breath of life at the time, thanks to all those negative effects of raise dead.

I might do multiples of this combo, building it like "contingency B fires if I am dead and contingency A is gone" and then "contingency C fires if I am dead and contingency B is gone", etc.


You can only have one contingency


Here's one that my alchemist found:
Draconic Reservoir + Detonate

First spell absorbs and stores energy damage, second spell deals half the damage you cause as backlash, first spell absorbs that damage and first spell allows you to send it back.

No energy is wated here :)


Invisibility + Ventriloquism. Great "voice in the middle of nowhere" effect. Throw your voice from different locations as you move around.


andreww wrote:
You can only have one contingency

Drat.

Yeah, I was thinking of contingent spells from 3.5 - you can have a bunch of those. They don't exist in PF though.


Sleet Storm + Summon Monster IV or higher.

You can't see, it's freezing, every time you try to move you slip on the ice, and now you can hear ice elementals closing in on you.

Liberty's Edge

Haste on party, fire shield on caster, 1 spell(contingency)

Shadow Lodge

flanking rogues+dominate monster. Just tell it to, as a full round action, lie down slowly, provoking attacks of opportunity. Then the rogues get attacks of opportunity and you get bad guy spaghetti. Kensai works to.

Also, instead of wall of thorns+slow, try wall of thorns+fireball. Then watch them burn to death


This was from OD&D, as is it wouldn't work now, and I haven't done an exhaustive search to find a good way.

First caster: Wall of Iron with increased area, cast horizontaly
Second caster: Levitate, release Levitate

The two spells were cast at once so that the levitate was supporting the WoI as it was cast.


ArmouredMonk13 wrote:
Also, instead of wall of thorns+slow, try wall of thorns+fireball. Then watch them burn to death

It takes too long. However Wall of Thorns plus Wall of Fire is death to anyone who cannot force their way out or teleport out. Wall of Fire plus Wall of Force to trap enemies in a burning room is nice as well. Given the length of Wall of Fire it's not hard to make it fill up whole areas and leave people with little or no room to avoid standing in the wall for full damage.


Not sure if this has been posted already, but....

Any 'Cloud' type spell + Wall of Ice (Hemisphere version) = Creatures and cloud aren't going anywhere.

Immobilization or Sleep effect + Pit spell = Monster go down da hoooole.

Oh, and since I love pit spells..

any pit spell + Sirrocco = Fatigued, Exhausted, and stuck in a hole.


Time Stop + Delayed Blast Fireball. That one is usually a classic.

Touch of Idiocy + Maze. Find your way out now, dummy!


Pilfering Hand + Shrink Item + Item of choice (acid, fire, etc.)


Heightened, Persistent Bungle + Any Save-Or-Suck?


Artemis Moonstar wrote:

Not sure if this has been posted already, but....

Any 'Cloud' type spell + Wall of Ice (Hemisphere version) = Creatures and cloud aren't going anywhere.

Immobilization or Sleep effect + Pit spell = Monster go down da hoooole.

Oh, and since I love pit spells..

any pit spell + Sirrocco = Fatigued, Exhausted, and stuck in a hole.

I like Hungry Pit combined with Aqueous Orb. The Orb is exactly the same size as the hole and so even if they save to escape there is nowhere to go and they end up trapped again. It will pretty much murder anything that cannot climb, fly or teleport.

I also quite like Hungry Pit combined with the Moon Bridge power from Heavens Oracle. Anything that cannot teleport is trapped taking 4d6 damage per round every round with no way of escape.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I've always liked sirocco + tar pool = Fatigued, Exhausted, burned three times over, and completely stuck in muck that gives you additional penalties for being prone. Some great synergy there.

Sovereign Court

It takes a while to get there, but get enough levels of wizard to cast antimagic field, and then 2 levels of Arcane Archer to imbue arrow.

Quickened True Strike + Antimagic Field imbued arrow = no save, no SR antimagic field on the target of your choice within bow range.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
The Human Diversion wrote:

It takes a while to get there, but get enough levels of wizard to cast antimagic field, and then 2 levels of Arcane Archer to imbue arrow.

Quickened True Strike + Antimagic Field imbued arrow = no save, no SR antimagic field on the target of your choice within bow range.

Unless your GM rules that the arrow is destroyed, thus dispelling the enchantment imbued upon it.

I could see it being something like the following:
Generous GM following RAW = If you don't choose a particular target, you only have a 50% chance of it being destroyed.

Strict GM following RAW = Even if you target an object or area, successfully hitting it destroys your arrow.

GM fiat regardless of RAW = Sure, stick the enemy with your antimagic arrows, rule of cool and all that.

Vengeful GM who enjoys player suffering = What's good for the goose is good for the gander. Your stunt is cancelled out by the volley of antimagic arrows raining down on your head.

Sovereign Court

Ravingdork wrote:

Unless your GM rules that the arrow is destroyed, thus dispelling the enchantment imbued upon it.

I could see it being something like the following:
Generous GM following RAW = If you don't choose a particular target, you only have a 50% chance of it being destroyed.

Strict GM following RAW = Even if you target an object or area, successfully hitting it destroys your arrow.

GM fiat regardless of RAW = Sure, stick the enemy with your antimagic arrows, rule of cool and all that.

Vengeful GM who enjoys player suffering = What's good for the goose is good for the gander. Your stunt is cancelled out by the volley of antimagic arrows raining down on your head.

Read the wording on "Imbue Arrow" again - it says nothing about being contingent on the arrow staying in 1 piece. It says "the spell is considered cast where the arrow lands"


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I've always liked the look on my DMs face when I pulled a Feeble Mind followed by a Maze spell.


Just a fun one as I'm reading through d20pfsrd.com's spell list... If you're near water, this one is particularly mean.

Aboleth's Lung + Hydrophobia = They live only if they go into the water... But they cannot, because they are afraid... Hehehe...

Edit: Okay, so, it's not broke... But it is certainly evil and mean....

Blood Boil + Transmute Blood to Acid = Not particularly broken.. But highly thematic for one of my Bloat Mage NPC Villains to use. Can we say 'ouch'?


Geas + Geas

Where the first order is to do X and the second order is to not do X. Congratulations, you just paralyzed someone with a permanent decision loop to do/not do something and just nuked their stats. (I have yet to see any rules saying you can't use a geas on a geased person, but it's so cheesy DMs might rule against it anyways).

Wall of Fire + Wall of Stone/Iron

If they aren't fire resistant they burn to death, a lot of burning to death.

Create Pit + Wall of Stone

What happens when Create Pit expires with someone in it and...well, there's a ceiling?

Kersplat.

Silent Image + Message

Have a conversation with someone, but they don't even know that they don't know where you actually are. Best of all no save as long as you don't let them touch the image.

Fly + Enlarge Person

Congratulations, you can now kill anything and they can't touch you without spells or a bow. Get a reach weapon for extra shenanigans.


Disintegrate + Gust of Wind, pretty much insures you will need a True Resurrection to bring that one back.

Gaming story:
- My wizard managed to Disintegrate a very nasty BBEG fighter type our newbie GM had lovingly created, the Rogue then managed, in the same round at a later initiative, to UMD a Wand of Wonder which proceeded to duplicate a Gust of Wind ... the look on our DM's face was priceless as we all lost it and broke into "Dust in the Wind" tangents)

Disintegrate cube out of flooring beneath a foe(s). Place Forcecage (barred version) over created hole (ideally Quicken either Disintegrate or Forcecage). Proceed to drop whatever spells you like on (hopefully) trapped target.


Waylorn wrote:
qlawdat wrote:
Dirty Rat wrote:
Aqueas Orb + Hideous Laughter
+1. Very clever.
Agreed.. This could get interesting!

Das Jus Crule (to the monster of course, You can laugh all day).


Spellbane + Project Image

Originate spells on your banned list (like Maze or Feeblemind) from the image which is outside the 10' radius of spellbane.


Wall of Thorns + Wilderness Warriors

Getting grappled by a Wall of Thorns shouldn't be very fun...

Liberty's Edge

A good classic, spectal hand + shocking grasp


Spectral hand plus inprisonment.


Adhesive Blood + Blood Blaze feels like it ought to be a solid low level combo, but is GM dependant on how well it actually works.

Stinking Cloud + Communal Delay Poison isn't a bad combo.

Sticking with the pit theme, how about Hostile Juxtaposition + Acid Pit, then jump into your own pit?


I'm surprised how many times this can be raised. Isn't there a limit of only 1 undead per corpse?


Curse of burning sleep + deep slumber. It manages to make the awesome spell that is curse of burning sleep actually mildly useful

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