Your best magic tricks


Pathfinder First Edition General Discussion


I love magic. Let me repeat that. I LOVE magic. In the 3.5 campaign I am currently playing in I have an 8th level caster who has access to all clerical, druidic and (as I find or buy them) wizard spells of 1st- 3rd level. (Bragging rights awarded to the first person who knows how I did this using only Wotc 3.5 material)

She will very soon have access to all 4th level spellls of the above, with 5th level spells looming very close as well. My request is thus, share some of your favorite spell tricks/combos or create some with access to all spells up to 5th level. I am looking for things that are greater than the sum of their parts, or just fun tricks as well.

Example: I thought of this one the other day after reading a thread here. Take a 15' by 15' area, casting explosive ruins in every 5' square but the center.(Maybe on little metal plates attached to the floor, or carve them into the stone?) In the center square place a chest warded with a glyph of warding that triggers an area effect dispel magic- 20'R. (Yes I know the glyph description says any harmful spell of 3rd or less, so maybe some spell research would have to be done to create a dispel glyph) The dispel magic is set at minimum caster level so that it will fail against the explosive ruins, thus detonating them for a total of 48d6 force damage to anyone in the AoE.

I look forward to reading some of your favorite tactics/combos! Have fun!


Bump!


Mystic Theurge


Nope, but a good guess nonetheless.


Society of the sensate prestige class?

There are a few spell combo threads around here somewhere. Probably what you're looking for.


Example #2- this is a minor one, but been a standby escape for me for awhile. Stuck in an un-winnable situation and your a wee spellcaster? I always keep obscurement handy for the distraction, then follow up with rope trick (which is cheap on scroll if nothing else). Your assailants arent likely to figure out where you went, and you can survey the area from safety.


Obscuring mist + invisibility + expedious retreat. Basically, Hide + run away

Create pit + Flaming sphere = Torch whatever is in the pit. Works well with zombies.


Telikinesis (or ring therof) + Shrink item on a boulder of the exact weight you can throw around = Lots of damage


Oh nice, TCG. And ty for the thread suggestion. No, this is a 3.5 DnD character. Not a gestalt either, I should point out. And she has access to all arcane/divine magic of up to 3rd level spells. She gains all 4th level spells at 10th, all 5th level spells at 12th. Guessing my class(es) was just a side note, truthfully I was just curious because I have never seen anyone else do the combo I did.( Last hint, I currently have 2 classes and one prestige class. Also, I have a free feat every day that I can choose as I like as long as I have the pre-reqs. Means I have access to almost all magic item crafting feats and a heck of alot of meta magic feats)


Summon Monster 1-9
Range - Close (25ft+5ft/2LV)

OK. so whats the largest thing we can summon. I'm personally a big fan of the Bison, pretty heavy creature for a low spell level.

Anywhere you can see with he close range. Requires some math.

A2 + B2 = C2

Figure out the hypontnus of a triange and you can drop BISON or any creature you'd like on people. Use them as ombs, anchors, meat shields.

Summoned cretures have no soul, they don't mind.

Our DM argued that I had to summon them beside me, and I couldn't cast them in mid air anymore.

Air Walk baby. Argue that.


g0atsticks wrote:

Summon Monster 1-9

Range - Close (25ft+5ft/2LV)

OK. so whats the largest thing we can summon. I'm personally a big fan of the Bison, pretty heavy creature for a low spell level.

Anywhere you can see with he close range. Requires some math.

A2 + B2 = C2

Figure out the hypontnus of a triange and you can drop BISON or any creature you'd like on people. Use them as ombs, anchors, meat shields.

Summoned cretures have no soul, they don't mind.

Our DM argued that I had to summon them beside me, and I couldn't cast them in mid air anymore.

Air Walk baby. Argue that.

Most Bison can't fly. Note the bold.

Summon Monster I
School: conjuration (summoning) [see text]
Level: bard 1, cleric 1, sorcerer/wizard 1, summoner 1, witch 1, antipaladin 1
Casting Time: 1 round
Components: V, S, F/DF (a tiny bag and a small candle)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one summoned creature
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: no
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10-1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10-1 marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment.

Summoning these creatures makes the summoning spell's type match your alignment.


Mount or communal version used as a meat sheild/trap finder.

Summon a small pony and use it for cover, send it down a trapped hallway,etc.

It's not a real creature so it shouldnt be a problem.

Also,

Tiny hut is great to use for cover against archers or other ranged. Especially if you have ranged yourself. Remeber you can see out, but they can't see in.

Further,

The other camping spells that create small houses are great for battlefield control. Got an army of orcs chasing you through a ravine? *Poof* There is now a house between you and them. I'd recommend climbing on top of the house then out of the ravine. Then dismissing it so the orcs cant follow.


Tiny Coffee Golem wrote:

Mount or communal version used as a meat sheild/trap finder.

Summon a small pony and use it for cover, send it down a trapped hallway,etc.

It's not a real creature so it shouldnt be a problem.

Also,

Tiny hut is great to use for cover against archers or other ranged. Especially if you have ranged yourself. Remeber you can see out, but they can't see in.

Further,

The other camping spells that create small houses are great for battlefield control. Got an army of orcs chasing you through a ravine? *Poof* There is now a house between you and them. I'd recommend climbing on top of the house then out of the ravine. Then dismissing it so the orcs cant follow.

The enviroment can support them. This could be argued.


Summoning a bison on top of a cliff or few yards away where the beast will fall is no different when it comes to "an environment that support them". Thing is, summoning a creature in a position that will ultimately kill it can be considered sadist and may affect alignment :)

Also these might be the threads you where refering to :
- first
- second


g0atsticks wrote:
Tiny Coffee Golem wrote:

Mount or communal version used as a meat sheild/trap finder.

Summon a small pony and use it for cover, send it down a trapped hallway,etc.

It's not a real creature so it shouldnt be a problem.

Also,

Tiny hut is great to use for cover against archers or other ranged. Especially if you have ranged yourself. Remeber you can see out, but they can't see in.

Further,

The other camping spells that create small houses are great for battlefield control. Got an army of orcs chasing you through a ravine? *Poof* There is now a house between you and them. I'd recommend climbing on top of the house then out of the ravine. Then dismissing it so the orcs cant follow.

The enviroment can support them. This could be argued.

There is no ground under them. As soon as they arrive they fall. How is that not the textbook definition of "not supported?"


Quote:
As soon as they arrive they fall

This by itself won't kill the bison. You can cast feather fall on it the round it appears.


Highglander wrote:
Quote:
As soon as they arrive they fall
This by itself won't kill the bison. You can cast feather fall on it the round it appears.

Feather fall is not a factor of environment. Nor does "ability to support" have to do with instant death.

You (presumable human), for example, can temporarily survive in a high methane environment, but not for long. So you could be summond into a high methane environment, but not 100 feet up because you are not supported.

Weather bison or Blaleen whale neither of them can fly, so summoning them mid-air means they are not supported.


I want them to fall, using their weight to crush whatever is below them. I have no real need for BISON or an ORCA. I just need it to crush whatever is below it.


g0atsticks wrote:
I want them to fall, using their weight to crush whatever is below them. I have no real need for BISON or an ORCA. I just need it to crush whatever is below it.

Also irrelevant. They cannot support themselves in mid air. Hence they are unsupported. No dropping bison on people that way. Now if you summoned it at the top of a cliff then push it that'd be fine.


My precedent post goal was to point that falling is not lethal by itself, it is the impact with the ground that is.
Thus where do you put the limit ?
In real world
Jumping from 10 feet above the ground won't kill you (you may end crippled). Add in some meatbag on the ground and it may even mitigate the wounds.
20 feet is most likely lethal, but the subject has a chance to survive, and moreover if above water.

Now in pathfinder terms :
I summon a bison 30 feet above a troll. The troll is hit by the bison (reflex for half, I didn't throw the bison).
Large not dense object falling from 30 feet high deals 2d6 damage (7 average, max 12, reflex for half).
Falling from 30 feet high deals 3d6 damage (10-11 average, max 18).
The bison takes a maximum of 18 damage off a total of 42 HP, is still alive, and can go on with his life for the remaining duration of the spell.
Heck, summoning a bison in a catapult is as deadly for it as summoning it 30 feet high.
I can even summon a bison mid-air in a reverse gravity area, it is no different.

PS : Notice how falling in pathfinder is as deadly as standing in a fire :)


I believe this is what you are looking for, from the conjuration school description.

Conjuration

Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

The creature or object must appear within the spell's range, but it does not have to remain within the range.


I should remember to double check the general rules of each school
Thanks for that one :)


"on a surface capable of supporting it"
Doesn't that mean Orcas and such can only be summoned on the bottom of the sea?

"cannot appear inside another creature or object"
Is a caste an object? Is a mountain?


curse you and your.........rules.

Scarab Sages

VRMH wrote:


"cannot appear inside another creature or object"
Is a castle an object? Is a mountain?

Depends on your ontology


Tiny Coffee Golem wrote:
g0atsticks wrote:
I want them to fall, using their weight to crush whatever is below them. I have no real need for BISON or an ORCA. I just need it to crush whatever is below it.
Also irrelevant. They cannot support themselves in mid air. Hence they are unsupported. No dropping bison on people that way. Now if you summoned it at the top of a cliff then push it that'd be fine.

lol

I dont think they mean supported as in being held up by. They mean it as in life support...IE: an environment in which they are capable of breathing the air, drinking the water etc.

For example you cant summon a water elemental on the plane of Fire...cant summon a whale in the desert.


Dominigo wrote:

I believe this is what you are looking for, from the conjuration school description.

Conjuration

Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

The creature or object must appear within the spell's range, but it does not have to remain within the range.

This I agree means what you think it does...but I dont think that is what they meant in the spell description.


You have access to all the spell types you described because you're playing an Archivist from Tome of Horrors, I'd wager... presuming I'm remembering the name of the class right.


Lazurin Arborlon wrote:
Dominigo wrote:

I believe this is what you are looking for, from the conjuration school description.

Conjuration

Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

The creature or object must appear within the spell's range, but it does not have to remain within the range.

This I agree means what you think it does...but I dont think that is what they meant in the spell description.

This is what I meant, but naturally someone else said it better. ;-)


Spiritual weapon + Widened Silence = Mage-seeking missile that shuts down down any caster with less than 40ft of move speed.

Shadow Lodge

As a Magus, Weapon Wand a wand of True Strike into your weapon. Simple and somewhat action draining, but effective for a 1st level spell and wand.

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