What are your favorite SoS or SoD spells?


Advice


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Just as the title says, what are your favorite save or suck or save or die spells by level? Looking to make a caster focused on them and I am looking for some input.

Shadow Lodge

blindness/deafness at 2nd level


Hit one of my players with Blindness/Deafness (he was the tank with all of the crowd control) and without a cleric he was hosed the rest of the module.


Slow, Ghoul's Touch (favorite, not 'best'), Glitterdust, Ray of Exhaustion, Calcific Touch (favorit, not 'best'), enervation, energy drain.


Confusion. If a band of giants wanders across our camp, we call it the floor show.


Slow favourite
Stone to flesh (persistant with focus etc) best

imo.


Add my vote to Glitterdust, and currently playing a Boreal bloodline sorcerer, I heartily endorse Stinking Cloud.


I love SoD's like Maze. haha.

Weak one:(


1- Color Spray
2- Glitterdust
3- Slow
4- Bestow Curse
5- Telekinesis (you can disarm a fighter with that spell, throwing ALL his weapons far away with a single casting of the spell, in a single round)
6- Flesh to Stone


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Anything with Rime spell added. actually, that normally works even if they make the save... so would that just be a 'suck' spell?
Chill touch v Undead is another good SoL spell, can hit multiple targets and take them out of the fight no problem. also a half-decent hold-out spell against the living at low levels.


Egoish wrote:

Slow favourite

Stone to flesh (persistant with focus etc) best

imo.

Did you mean Flesh to Stone?


Madak wrote:
Egoish wrote:

Slow favourite

Stone to flesh (persistant with focus etc) best

imo.

Did you mean Flesh to Stone?

Maybe, or maybe i like killing people with falling masses of inert flesh...


FuelDrop wrote:

Anything with Rime spell added. actually, that normally works even if they make the save... so would that just be a 'suck' spell?

Chill touch v Undead is another good SoL spell, can hit multiple targets and take them out of the fight no problem. also a half-decent hold-out spell against the living at low levels.

Ice Storm + Rime Spell will do pitiful damage for a 5th-level spell, but it will reduce your opponents speed to 1/4 of their normal speed with no save. Can be useful against melee opponents. ;)


I like Resilient Sphere. It has so many uses. It's amazing how handy it is to be able to cast it.


1) Ray of Enfeeblement: Remains good through all levels and works even if they make the save.
2) Blindness/Deafness: If it works, it can really suck for the caster or fighter.
3) Ray of Exhaustion: Even if they make it, it still works and works through all levels.
4)Confusion: Little bit of chaos never hurt anyone... well too much.
5) Hold monster of Feebleming: I like these spells depending on a caster or martial character.
6) Flesh to Stone: When it works, well it's a game changer.
7) Insanity or Finger of Death: Again, depends on the target.
8) Trap the Soul or Temporal Stasis
9) There's too man good one to choose just one.


Are there other feats that make these type of spells better, persistent spell, reach spell, highten spell(probably more for a sorcerer), looks like rime spell for cold spells, spell focus and greater, am I missing anything?

Sczarni

Choant wrote:
Are there other feats that make these type of spells better, persistent spell, reach spell, highten spell(probably more for a sorcerer), looks like rime spell for cold spells, spell focus and greater, am I missing anything?

The only other one I notice is Bouncing Spell.


So what class would do this the best, sorcerer wizard or witch, the only issue with witch is it doesn't get all of these spells or are dependent on patron, so mostly looking to compare sorcerer and wizard. What I see here is as a sorcerer going to cast these spells over and over as opposed to a wizard getting these 1-2 times and either not filling the rest of the slots or taking something else, however having more versatility, advice on class at this point?


Pernicious poison, many many ways to incorporate party members with poisoned weapons, summoning, spells with the poison descriptor (cloudkill) and a great spell, fleshworm infestation.


2) Glitterdust
3) Stinking Cloud
4) Acid Pit
5) Baleful Polymorph

and the Witch Hex Slumber.


Are there any summons with spells that can SoS or SoD? I think just the dretch?

Dark Archive

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Choant wrote:
Are there any summons with spells that can SoS or SoD? I think just the dretch?

Bralani (SMIV) can charm, Erinyes (SMV) can fear, various Mephits (SMIII) have stinking cloud, glitterdust and pyrotechnics. An air elemental whirlwind is pretty sucky for those that get sucked into one and carried away at 100 ft. per round, taking damage the whole time. Lilendi (SMVI) tend to have charm monster, hold person, sound burst, suggestion, charm person and sleep memorized, all of which have potential. Shadow demons (SMVI) have at will fear and telekinesis, and can duplicate any low level conjuration (like grease or glitterdust or stinking cloud or create pit) with shadow conjuration, plus magic jar.

Worshippers of the right dieties get extra options, like the Grig (SMII) with 3/day entangle and pyrotechnics, in addition to their Fiddle attack, or the Nosoi psychopomp (SMIII) with sound burst and Haunting Melody.

You might think that summon nature's ally might have some cool fey options, but, not so much.


Yeah this edition SNA is flat out worse every time it appears to me.


Choant wrote:
Yeah this edition SNA is flat out worse every time it appears to me.

This is correct. In 3.5, SNA was generally mechanically better, if a hair less versatile. In PF, SNA is generally mechanically inferior, unless you really want a wide variety of beatstick summons.

Grand Lodge

Instant Suffocation is awesome. If you do not die, you still are damaged and possibly addicted to drugs.


Disintegrate. I know it is not the best spell, and it is better for utility, but a player seeing me roll all those dice after a failed save is priceless. I just hope to crit with it before my gaming days are done.


wraithstrike wrote:
Disintegrate. I know it is not the best spell, and it is better for utility, but a player seeing me roll all those dice after a failed save is priceless. I just hope to crit with it before my gaming days are done.

I missed a confirm not too long ago. I almost cried :(


I feel your pain. I got a nat 20 a few years ago and followed it with a nat 1. :(


Area spells with the Daze metamagic feat are quite beautiful SoS, as well.


I remember when another PC stole from me my(evil necromancer) character enervated him until he gave my item back, quite funny to hear his reaction since we were playing with him over skype... What?? No save?? LMAO!!!


Don't forget the enchantment school - charm can solve problems before the weapons come out.

More important than any one spell is to have a variety of them targeting different saves, so you can stun the fighter and blind the wizard and bind the cleric.


Well more realistically, blind the fighter(crappy will save), turn the wizard to stone(crappy fortitude save), Black tentacles against the cleric since most of these type spells they will have a decent save chance against.

Liberty's Edge

Against any non-fliers, I confess that I love the Pit line of spells and aqueous orb. They're so much fun.


Entry: Color Spray
Makes the Wizard a "god" right at first level.

Favorite: Stinking Cloud
This thing is so all round. Blocks vision even if you pass your save.

Funniest: "Pit"-Spells
Aaaaah, thuddd. Need I say more. get yourself a Wand of Create Pit and cover the battleground with annoying holes.

Best: Flesh to Stone
Stack your save increasers and there is no spell that is better for single target CC. The first 9th Level spell I would research would be a mass version of it.


Since AD&D Colour Spray!
Gotta get spell at 1st.

Ray of Enfeblement/Touch of Idiocy are fun for Nerfium.

Blindness is cool.

Maze is my personal favorite.
Energy Drain is the best IMO. (BBEG are spellcasters and characters HATE this spell)

Enervation is pretty cool.

I'll echo the coolness of Dazing Spell.


Choant wrote:
So what class would do this the best, sorcerer wizard or witch, the only issue with witch is it doesn't get all of these spells or are dependent on patron, so mostly looking to compare sorcerer and wizard. What I see here is as a sorcerer going to cast these spells over and over as opposed to a wizard getting these 1-2 times and either not filling the rest of the slots or taking something else, however having more versatility, advice on class at this point?

I like sorcerers if you want to make SoS/SoD spells your focus, since several bloodlines give bonuses to those spells' DCs:

-Fey bloodline increases the DC of your compulsion spells by 2. Many SoS spells are compulsions (Hideous Laughter, Hold Person/Monster, Confusion, Feeblemind).
-Arcane bloodline eventually gives you a +2 bonus to the DCs of spells from a school of your choice, and also increases the DC of any spell altered by a metamagic feat by 1.


Xexyz wrote:


-Arcane bloodline eventually gives you a +2 bonus to the DCs of spells from a school of your choice, and also increases the DC of any spell altered by a metamagic feat by 1.

And of course the familiar that goes with the arcane bloodline.

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