Good uses for bad spells


Pathfinder First Edition General Discussion


Hello all.
i've been hanging out on a couple of the guide threads recently, and i noticed that many of the spellcasters had a large hunk of sub-optimal choices which, on first glance, seemed to be a waste of spellbook pages.

that got me wondering. with our vast, combined and geeky (not to mention shenanigan loving!) intelects, surely we can think of some inovative uses for these spells.

format goes: spell name, source (if known), brief description, alternate use.

i'll start.
Hypnotism. core rulebook.

facinates 2d4 hd creatures, allows implanted suggestion, and those that fail their save don't remember getting hit by it.

this spell is generally inferior to charm person, but the victim not remembering he got hit with it leaves it open to a lot of fun. for use on the party fighter if you're bored, or to bypass a group of warehouse guards if you insist on being practical. as there's no time limit on the implanted suggestion, you can use this as a cheap failsafe against dominate by setting up safe-words at low levels (when you hear Ye-ting-iddle-i-po, stop attacking. gives them an extra save against that particular order, at least).

be creative, be crazy, be ludicrously specific in circumstancialnesnes. begin!


FuelDrop wrote:

Hello all.

i've been hanging out on a couple of the guide threads recently, and i noticed that many of the spellcasters had a large hunk of sub-optimal choices which, on first glance, seemed to be a waste of spellbook pages.

that got me wondering. with our vast, combined and geeky (not to mention shenanigan loving!) intelects, surely we can think of some inovative uses for these spells.

format goes: spell name, source (if known), brief description, alternate use.

i'll start.
Hypnotism. core rulebook.

facinates 2d4 hd creatures, allows implanted suggestion, and those that fail their save don't remember getting hit by it.

this spell is generally inferior to charm person, but the victim not remembering he got hit with it leaves it open to a lot of fun. for use on the party fighter if you're bored, or to bypass a group of warehouse guards if you insist on being practical. as there's no time limit on the implanted suggestion, you can use this as a cheap failsafe against dominate by setting up safe-words at low levels (when you hear Ye-ting-iddle-i-po, stop attacking. gives them an extra save against that particular order, at least).

be creative, be crazy, be ludicrously specific in circumstancialnesnes. begin!

this topic would have been more fun in earlier editions, when weird uses for common spells (like levitating an enemy monster/fighter type) were awesome and unintended uses of spells. I think most of those loopholes have been plugged over the years/editions.


*sigh* ah yes, the good old days. still, if munchkins can find exploits to overpower their characters then surely there's still some ways to have fun with boring spells.


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Prestigiditation. Nuf said.


FuelDrop wrote:

Hello all.

i've been hanging out on a couple of the guide threads recently, and i noticed that many of the spellcasters had a large hunk of sub-optimal choices which, on first glance, seemed to be a waste of spellbook pages.

that got me wondering. with our vast, combined and geeky (not to mention shenanigan loving!) intelects, surely we can think of some inovative uses for these spells.

format goes: spell name, source (if known), brief description, alternate use.

i'll start.
Hypnotism. core rulebook.

facinates 2d4 hd creatures, allows implanted suggestion, and those that fail their save don't remember getting hit by it.

this spell is generally inferior to charm person, but the victim not remembering he got hit with it leaves it open to a lot of fun. for use on the party fighter if you're bored, or to bypass a group of warehouse guards if you insist on being practical. as there's no time limit on the implanted suggestion, you can use this as a cheap failsafe against dominate by setting up safe-words at low levels (when you hear Ye-ting-iddle-i-po, stop attacking. gives them an extra save against that particular order, at least).

be creative, be crazy, be ludicrously specific in circumstancialnesnes. begin!

OK this one I've done it in a Shadowrun game (wiki if you dont know what it is) but it's working in Pathfinder too

Power of the elements (or how to kill with non combat spells)

Shape earth (create a hole so that the ennemy falls in)
+
Create water (fill the hole)
+
Shape earth (close the hole)

Have fun

P.s. I dont know if its working that good with Pathfinder rules, but at least you must admit its funny


Foxdie13 wrote:
FuelDrop wrote:

Hello all.

i've been hanging out on a couple of the guide threads recently, and i noticed that many of the spellcasters had a large hunk of sub-optimal choices which, on first glance, seemed to be a waste of spellbook pages.

that got me wondering. with our vast, combined and geeky (not to mention shenanigan loving!) intelects, surely we can think of some inovative uses for these spells.

format goes: spell name, source (if known), brief description, alternate use.

i'll start.
Hypnotism. core rulebook.

facinates 2d4 hd creatures, allows implanted suggestion, and those that fail their save don't remember getting hit by it.

this spell is generally inferior to charm person, but the victim not remembering he got hit with it leaves it open to a lot of fun. for use on the party fighter if you're bored, or to bypass a group of warehouse guards if you insist on being practical. as there's no time limit on the implanted suggestion, you can use this as a cheap failsafe against dominate by setting up safe-words at low levels (when you hear Ye-ting-iddle-i-po, stop attacking. gives them an extra save against that particular order, at least).

be creative, be crazy, be ludicrously specific in circumstancialnesnes. begin!

OK this one I've done it in a Shadowrun game (wiki if you dont know what it is) but it's working in Pathfinder too

Power of the elements (or how to kill with non combat spells)

Shape earth (create a hole so that the ennemy falls in)
+
Create water (fill the hole)
+
Shape earth (close the hole)

Have fun

P.s. I dont know if its working that good with Pathfinder rules, but at least you must admit its funny

This reminds me of the "create pit, wall of stone over pit, dismiss pit" chain. XD


And THAT'S what i'm talking about! creativity and flexibility are what seperate pathfinder from D&D 4th edition. one time i tried to weaponise the mount spell, on the principle that a heavy horse dropping on you fron the limit of the spell's range has gotta hurt. never really got it to work right, as our dm has uncanny luck with his reflex saves, but i'm sure if you used reach spell to put it up high enough...


1 person marked this as a favorite.

There was a spell combo of pure shenanigans in 3.5 involving a Transmuter and a Necromancer. Find a dead squirrel. Polymorph said squirrel into a dragon, animate dragon.


A CR20 Seagull wrote:
There was a spell combo of pure shenanigans in 3.5 involving a Transmuter and a Necromancer. Find a dead squirrel. Polymorph said squirrel into a dragon, animate dragon.

always wanted to try that one out, though i was going to go for a skeletal hydra. are there any rules against polymorphing already animated skeletons in pathfinder?


I LIEK SHINANIGANS.

Anyway, what my play group tends to do is cast summon monster II - Celestial Monkey. I think. Then said monkey opens trapped doors, climbs trees to tie ropes, flings poo at guards... The possibilities are extensive. We also use prestidigitation to turn our bsf's armor pink, followed by casting light on it. GIANT PINK LIGHTBULB. Create stone wall, townspeople wake up to see a giant stone phal...I MEAN TOWER.

More serious though, unseen servant seems highly under used. So handy. It's like an invisible version of the monkey from above, but more combat useful due to invisibility. Pyrotechnics is amazing when the source of the flame is an enemy guards torch or a nearby wall sconce. Know there are some nasty bad guys guarding some loot? lure them into another room, hold portal and trap them. Make whole is awesome for destroyed bridges, wagons, and doors. Create pit, cover with wall spell, lead enemies over pit, ?????, Profit! Tree shape - good hiding spot, good to climb, funny to mess with npcs when they have a tree that keeps moving...

I know I'm missing a ton...

Grand Lodge

Patterson wrote:
Prestigiditation. Nuf said.

No one in their right mind ever called it a "bad spell".


Unseen servant is brilliantly evil if used right. Fire Seeds + Unseen servant slipping them into some poor buggers pocket = boom


Shatter, CRB, 1d6 points of damage (per CL) to a non-magical object, or a 5 ft radius burst of small, unattended and light porcelain or crystal objects.

Love this spell sometimes prepare it more than once. Use it to wreck spell component pouches, powder horns, that one annoying guy's belt at a party, the possibilities are endless.

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