What are some of the more useful spells to have prepped for PFS play


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Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
nosig wrote:

To build a bit on what LazarX said (or part of it I think), is look at spells in a non-standard way.

Some examples:
Everyone knows what Invisibility does... my wifes' caster uses it on doors sometimes, before we open them. (cast on an object) To see what's in the room, and trigger ambushes (the BBE chargs into the invisible door).

Keep in mind that the folks on the other side of that door get a Perception check to notice that their door just "disappeared". After all it's just as invisible to them as it is now to you.

Liberty's Edge 5/5

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Fun, useful, and weird spells I love to use:

Liberating Command -- There's no substitute. If you are a full caster, you should know this spell. No other spell I've used has saved more characters or parties.

Freedom of Movement -- If you can cast it, do so. Not being able to be grappled or entangled means you can cast that Liberating Command. It also means you won't get swallowed whole.

Life Bubble -- Who can't use a spacesuit?

Illusionary Calm -- Cast spells, throw bombs, javelins, and tanglefoot bags without provoking attacks of opportunity? Yes please!

Beguiling Gift -- Has to typically be cast defensively, but well worth it. Masterwork manacles are just begging to be put on. There's nothing better than watching the reaction on an opponent's face as they realize they just disarmed and locked themselves up in manacles.

Blistering Invective -- When up against tough opponents, try starting things out by scaring them (and lighting them on fire). Shaken reduces saving throws, making it easier to stick all the other save or suck stuff.

Pilfering Hand -- Nice sword! I'll take it!

Tongues -- Nobody can do what you tell them if they don't understand what you say.

Dragon's Breath -- Unsure which damage type you will need or what area will work best for your purposes? Why compromise? This spell will give you options.

The Exchange 5/5

LazarX wrote:
nosig wrote:

To build a bit on what LazarX said (or part of it I think), is look at spells in a non-standard way.

Some examples:
Everyone knows what Invisibility does... my wifes' caster uses it on doors sometimes, before we open them. (cast on an object) To see what's in the room, and trigger ambushes (the BBE chargs into the invisible door).

Keep in mind that the folks on the other side of that door get a Perception check to notice that their door just "disappeared". After all it's just as invisible to them as it is now to you.

LOL! LazarX, the point is for them to notice the "missing" door. It usually goes something like this:

I've had a rogue in the front of the party listening at a door when my wife slides her Sorcerer forward and says "be sure to act surprised!" casts invisibility on the door and says to the judge "Our light shines into the room, while we look surpised, what do we see? do we have to make a bluff roll?" ....

The best result so far is the Mook that charged the "squisy" in the doorway. When he ran into the (invisible) door, my wifes comment was something like "Ouch! that's gonna leave a mark!". We never did ask her if she ment on the Mook or the door.

The Exchange 5/5

some comments on some of the spells on Wills great list (all very true):

Will Johnson wrote:

Fun, useful, and weird spells I love to use:

...snipping some great ones....
Beguiling Gift -- Has to typically be cast defensively, but well worth it. Masterwork manacles are just begging to be put on. There's nothing better than watching the reaction on an opponent's face as they realize they just disarmed and locked themselves up in manacles.

a year or two ago I started a thread titled "give a Druid a steel shield" or something like that - over three hundred posts later, after being labeled " cheating druid hating bigot" I decided to drop this spell from my Bard and never used it again. Mostly, judges are great with it, but about 25% of them just went ... well, they didn't like it. Just the suggestion of it's use got some judges to say they would target my PC if I played at their table. SO I dropped it in PFS and advised my wife to drop it from her witch. very much YMMV. (when I pointed out the manacles use you discribe, several judges stated that the target would except the manacles and put them on MY PC. or on their belt. wow.)

Will Johnson wrote:


Blistering Invective -- When up against tough opponents, try starting things out by scaring them (and lighting them on fire). Shaken reduces saving throws, making it easier to stick all the other save or suck stuff.

....snipping some other great ones....

I love this spell. My Alchemist has been adventureing with an Intimidating Fighter type, and will prep it as an infusion to had to the Fighter (with the outlandish Intimidate).

Grand Lodge

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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
nosig wrote:

some comments on some of the spells on Wills great list (all very true):

Will Johnson wrote:

Fun, useful, and weird spells I love to use:

...snipping some great ones....
Beguiling Gift -- Has to typically be cast defensively, but well worth it. Masterwork manacles are just begging to be put on. There's nothing better than watching the reaction on an opponent's face as they realize they just disarmed and locked themselves up in manacles.

a year or two ago I started a thread titled "give a Druid a steel shield" or something like that - over three hundred posts later, after being labeled " cheating druid hating bigot" I decided to drop this spell from my Bard and never used it again. Mostly, judges are great with it, but about 25% of them just went ... well, they didn't like it. Just the suggestion of it's use got some judges to say they would target my PC if I played at their table. SO I dropped it in PFS and advised my wife to drop it from her witch. very much YMMV. (when I pointed out the manacles use you discribe, several judges stated that the target would except the manacles and put them on MY PC. or on their belt. wow.)

I remember that discussion, and I also remember a telling point that I should have brought up with it if I had thought about it then.

Let's say the item you used Beguiling Gift on was a dagger that you gave to said druid. While one could say that the Druid would use the dagger, it would be a major stretch to argue that the Druid would use the dagger to slit her own throat. She would use it for either combat, or eating or whatever the appropriate use would be. And if the hilt happpened to be poisoned, ce le vei. The problem with the steel shield is that for the Druid there is no appropriate use for that item. You can't argue that Beguilng Gift would force the recipient to use an item in an activity that would deliberately harm themselves.

You can use Beguiling Gift to make Snow White eat a poisoned apple, because the poison isn't obvious and she happens to be hungry at the moment. What you can't do is force her to bash her own skull with it. And that is what you were trying to argue for with your use of the spell.

The Exchange 5/5

LazarX wrote:
nosig wrote:

some comments on some of the spells on Wills great list (all very true):

Will Johnson wrote:

Fun, useful, and weird spells I love to use:

...snipping some great ones....
Beguiling Gift -- Has to typically be cast defensively, but well worth it. Masterwork manacles are just begging to be put on. There's nothing better than watching the reaction on an opponent's face as they realize they just disarmed and locked themselves up in manacles.

a year or two ago I started a thread titled "give a Druid a steel shield" or something like that - over three hundred posts later, after being labeled " cheating druid hating bigot" I decided to drop this spell from my Bard and never used it again. Mostly, judges are great with it, but about 25% of them just went ... well, they didn't like it. Just the suggestion of it's use got some judges to say they would target my PC if I played at their table. SO I dropped it in PFS and advised my wife to drop it from her witch. very much YMMV. (when I pointed out the manacles use you discribe, several judges stated that the target would except the manacles and put them on MY PC. or on their belt. wow.)

I remember that discussion, and I also remember a telling point that I should have brought up with it if I had thought about it then.

Let's say the item you used Beguiling Gift on was a dagger that you gave to said druid. While one could say that the Druid would use the dagger, it would be a major stretch to argue that the Druid would use the dagger to slit her own throat. She would use it for either combat, or eating or whatever the appropriate use would be. And if the hilt happpened to be poisoned, ce le vei. The problem with the steel shield is that for the Druid there is no appropriate use for that item. You can't argue that Beguilng Gift would force the recipient to use an item in an activity that would deliberately harm themselves.

You can use Beguiling Gift to make Snow White eat a poisoned apple, because the poison...

and thus we see the reason I advise against trying to use this spell in PFS.

(No, I am not going to be drawn back into 300+ posts of people flaming me for mearly suggesting that you might be able to give a druid a shield, that happened to be metal....dang! almost missed my will save - good thing I had a re-roll!).

Liberty's Edge 5/5

Yup, I definitely don't want to get that thread started again. However, for me the key term is in the Druid write up when RAW specifically mentions uses a prohibited shield versus wears a prohibited shield.

Barring manacles and metal armor for druids, it is still a very useful spell exactly as written: Offer an "I'm with Stupid" t-shirt to a sword and board fighter and they will drop their sword, accept the shirt, and remove their shield in order to put it on. They will likely drop it next round and spend a move action grabbing for a weapon, but you will have burned a round or two and lowered their AC. If they grab for the sword they dropped, they will provoke attacks of opportunity.

The Exchange 5/5

Will Johnson wrote:

Yup, I definitely don't want to get that thread started again. However, for me the key term is in the Druid write up when RAW specifically mentions uses a prohibited shield versus wears a prohibited shield.

Barring manacles and metal armor for druids, it is still a very useful spell exactly as written: Offer an "I'm with Stupid" t-shirt to a sword and board fighter and they will drop their sword, accept the shirt, and remove their shield in order to put it on. They will likely drop it next round and spend a move action grabbing for a weapon, but you will have burned a round or two and lowered their AC. If they grab for the sword they dropped, they will provoke attacks of opportunity.

Very dependant on the judge (YMMV). Please, let us not go down this road. Just don't take the spell, or if you feel you must, discuss it with your judge before trying to use it.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

My Eldritch Knight has communal resist energy in his spellbook. Used to think of it as a situational spell, a candidate for bonded item casting. But then it seemed like I was casting it every session, so I started devoting a slot to it. I don't think I've finished a session yet where that prepped slot went to waste.

Grand Lodge 4/5

Jiggy wrote:
My Eldritch Knight has communal resist energy in his spellbook. Used to think of it as a situational spell, a candidate for bonded item casting. But then it seemed like I was casting it every session, so I started devoting a slot to it. I don't think I've finished a session yet where that prepped slot went to waste.

Oddbal question - Can you Ready to cast communal resist energy, determining the type of energy from a Spellcraft check, and set the Ready to also touch as many allies, including yourself, as possible?

Obviously, if the Spellcraft fails to identify the spell being cast, you are out of luck. If the caster is one of the folks who can substitute energy types, even then, you are probably still out of luck.

But, otherwise, would that be possible? The allies, obviously, would have to be within a single 5' step of you when you are casting...

Silver Crusade 5/5

This may have been mentioned up thread and if it has I apologize.

I guess for me Dark vision, See Invisibility, Day light, Glitterdust invisibility purge.....are some very useful spells. I try to make sure all of my characters have access to a means of dealing with darkness and detecting invisibility.

I think i can count on one hand, the number of scenarios where the opponents did not employ either invisibility, darkness, or fog clouds as a tactic.

In the vast majority of the scenarios written you will run across an opponent who can either drop a darkness spell, an invisibility spell or some sort of fog cloud spell.

I hope this helps.


kinevon wrote:
Jiggy wrote:
My Eldritch Knight has communal resist energy in his spellbook. Used to think of it as a situational spell, a candidate for bonded item casting. But then it seemed like I was casting it every session, so I started devoting a slot to it. I don't think I've finished a session yet where that prepped slot went to waste.

Oddbal question - Can you Ready to cast communal resist energy, determining the type of energy from a Spellcraft check, and set the Ready to also touch as many allies, including yourself, as possible?

Obviously, if the Spellcraft fails to identify the spell being cast, you are out of luck. If the caster is one of the folks who can substitute energy types, even then, you are probably still out of luck.

But, otherwise, would that be possible? The allies, obviously, would have to be within a single 5' step of you when you are casting...

I dont see why you couldnt.

Shadow Lodge 4/5

LazarX wrote:
"Devil's Advocate" wrote:
In your experience, what are some of the better spells (I don't want to say best) for a Cleric and Wizard to have online. Which are the ones you find good enough to prep more than one of, or regardless of your build or what the Class Guides say, have saved your bacon?

Quite frankly, I've more often gone against than with the class guides and it's worked out pretty well. Not to say that the Guides are wrong, but they tend to focus a bit on the trees and ignore the forest. Or in short, they aren't the only means to success with a class.

The other major issue with your question is that it's asked in a vacuum. The "best" spell is tremendously variable depending on who the other characters are in your merry band, and the group's basic approach to challenges. Not to mention variances caused by the variety of challenges themselves.

The key thing I can say is study what your spells do, and then pick a set which synergises with what the rest of your group does. Groups are highly idiosyncratic and you're going to find that each different group will have it's own set of correct answers for your question.

In short, don't ask to be spoonfed an answer, learn your building blocks and put together your own. And some of those building blocks are your fellow party members.

You seem to have completely misread/understood what I was asking while at the same time fully agreeing and repeating it. :)

Also note that I was the one that put out the large list of spells that made the list in my opinion up front, not asking to be spoon fed anything, just other peoples opinions, and specifically asked to avoid ideas that worked off of a specific build. :)

A second note is that it is very specifically not in a vacum, as I asked, based on common issues one encounters in PFS scenario play, what spells work very well. Not what are the best spells. Rather what are some of the better spell options to have ready based on playing PFS that are useful advice for newer PFS players.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

kinevon wrote:
Jiggy wrote:
My Eldritch Knight has communal resist energy in his spellbook. Used to think of it as a situational spell, a candidate for bonded item casting. But then it seemed like I was casting it every session, so I started devoting a slot to it. I don't think I've finished a session yet where that prepped slot went to waste.

Oddbal question - Can you Ready to cast communal resist energy, determining the type of energy from a Spellcraft check, and set the Ready to also touch as many allies, including yourself, as possible?

Obviously, if the Spellcraft fails to identify the spell being cast, you are out of luck. If the caster is one of the folks who can substitute energy types, even then, you are probably still out of luck.

But, otherwise, would that be possible? The allies, obviously, would have to be within a single 5' step of you when you are casting...

Well, let's check the relevant rules:

Core Rulebook: Magic chapter: Spell Descriptions heading: Range subheading wrote:
Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell.
Communal resist energy wrote:
This spell functions like resist energy...
Resist energy wrote:
Casting Time 1 standard action
Core Rulebook: Combat chapter: Actions In Combat heading: Standard Actions subheading: Ready subheading: Readying an Action wrote:
You can ready a standard action...

Looks like it to me.

5/5 5/55/55/5

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1) Some way of dealing with swarms- Alchemists fire will deal with little first level swarms, but some of the higher level swarms need a good fireballing. Burning hands or Flaming sphere are good choices for doing enough damage without burning out your higher level spell slots.

2) Some way of dealing with invisible/hiding creatures: I can't remember the last scenario i played in above 5th level without one. Glitterdust or faerie fire let the whole group in on the fun, while see invisibility is easier to target (since it works on. Scenario authors are very enamored with this tactic, and for good reason. If you don't know they're there they can't attack.

3) Stabilize: If this is on your list, put it there. Sometimes people go down out of range of healing, you run out of channels, or can't selectively channel around all the bad guys. No muss no fuss no heal check: your fellow character stabalizes. Can also be useful on NPCs when you either need them alive to question or you just don't feel like living up to the pathfinder reputation as murderous hobos. More important than in most parties because pathfinder groups have all the coordination of a herd of cats. Bob may expect the guy on his right to charge in behind him and share the damage because thats what his home group does, while Jim may expect someone to be smart enough not to leeroy jenkins, because thats what his home group does.

4) Comp. Languages/tongues. Its pretty rare that SOMEONE in the party won't have a faction mission to translate some thingamajig. Worth keeping around on a scroll at least.

5) Daylight: Darkness + creature immune to darkness is the "new" swarm. You can't read scrolls in the dark. Have some way of turning the lights on. Running into a cleric that will cast Continual light, or even better someone with heighten spell and continual light, also works.

6) Protection from evil: If your mind controlling foe is evil (most of them are) this acts as a temporary shut off: long enough for the fight to finish anyway. If you think having to fight a balanced Big bad at end of dungeon that's undergone play testing, wait till the thing attacking you is the min maxed party barbarian

7) Automatic damage of some sort: Whether its something that hurts a little on a reflex save or a magic missle, have SOMETHING you can use to reliably interrupt a spell-caster. Concentration checks are pretty hard for the higher level spells, and since the bad guy only has to survive one fight, guess what they're throwing at you? Some of those higher level summons are almost as bad as the things you're fighting.

8) Mobility/flight/overcomming difficult terrain The most damaging spell you can get as a caster is usually something that puts the melee in the fight one round faster and pathfinder scenarios are VERY fond of difficult terrain. Feather step, spider climb, fly, telekinetic charge, air walk can get your meat shields over the river and through the woods ASAP.

9) Some way of putting out fire. Create water, aqueous orb, quench, or pyrotechnics. Hopefully it should be rare enough to put on a scroll, but pathfinders get a reputation as pyromaniac murderous hobos... and that was before we had goblins.

10) Some way of doing subdual damage. You don't want to kill the faction mission that you don't want to kill. 1 or two good taps should keep the person from keeling over dead when Hacky the barbarian gets to them. Frost bite, Aqueous orb, River of Wind, and Painstrike

Silver Crusade 2/5 *

" cheating druid hating bigot"

Don't worry, I'm with you here. I maintain whenever a druid gets hosed or killed, a GM gets their 5th star somewhere. I hate these guys in general, except the ones that have the guts to give up the broken-for-PFS-play pet.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

BigNorseWolf wrote:


3) Stabilize: If this is on your list, put it there. Sometimes people go down out of range of healing, you run out of channels, or can't selectively channel around all the bad guys. No muss no fuss no heal check: your fellow character stabalizes. Can also be useful on NPCs when you either need them alive to question or you just don't feel like living up to the pathfinder reputation as murderous hobos. More important than in most parties because pathfinder groups have all the coordination of a herd of cats. Bob may expect the guy on his right to charge in behind him and share the damage because thats what his home group does, while Jim may expect someone to be smart enough not to leeroy jenkins, because thats what his home group does.

Dexios (my Inquisitor) carries a wand of this for just that reason. It freaks out people when he takes the time to stabalize foes.

Of course he is Silver Crusade...

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Stabilize is also a fantastic tool for a non-"healer" cleric to teach his/her comrades about the evils of prejudice and stereotyping. ;)

The Exchange 5/5

David Bowles wrote:

" cheating druid hating bigot"

Don't worry, I'm with you here. I maintain whenever a druid gets hosed or killed, a GM gets their 5th star somewhere. I hate these guys in general, except the ones that have the guts to give up the broken-for-PFS-play pet.

LOL! no-no-no! I wasn't accused of hating Druid PCs, but rather hating Evil Druid BBE NPCs. 'Cause I said my PC had switched from a wooden hvy shield to a steel shield, so that I could begailing gift the shield to the next Druid BBE I encountered. and a number of judges responded that "not at MY table!", etc.

I like druids! Really! My Bard has a druid for a brother...
(now I'm going to be back on "the druid hit list" again)

Silver Crusade 2/5 *

Aha. I get it now. I'd let it ride at my table. But I hate druids. Put me on the hit list.

The Exchange 1/5

Quickened chain lightning, followed by another chain lightning. Usually works for whatever situation you're in.

Dark Archive 4/5

Chernobyl wrote:
Quickened chain lightning, followed by another chain lightning. Usually works for whatever situation you're in.

How do you even do that in normal PFS levels?

Grand Lodge 4/5

ZomB wrote:
Chernobyl wrote:
Quickened chain lightning, followed by another chain lightning. Usually works for whatever situation you're in.
How do you even do that in normal PFS levels?

Well, it would be possible, but not cheap, for a Wizard to possibly be able to do it as early as 11th level, assuming he has two 6th level spell slots. And a Rod of Metamagic: Quicken.

11th level Wizard gets 1 6th level spell slot base.
Headband of Vast Intelligance +2 for 4,000 gp, and since a 22 Int is all that is needed for a bonus 6th level spell, may be optional.
75,500 gp for the rod.

WbL for 11th level is 82,000 gp, so, barely, possible by 11th level.

Sorta front loaded for a specific purpose, but still...

2/5

I know the character he's referring to, I believe it's 15th level. The PC has the feat that allows you to add a metamagic feat to a spell (and only that spell) at no (or little) level increase (which I think you need Spellcraft 15 for). So, yeah, 30d6 electric (105 ave) in surprise round.
Come out of major fight with minimal resource use.

I think, as well as those with overwhelming damage, the best spells for PFS (specifically) are those that cancel out hazards and tricks. There are lots of 'neat' bad guys and 'neat' settings and 'neat' puzzles that are tricky (because that's more fun than 'powerful' vs. a random mix of PCs). Spells that defeat the tricks are very useful, (i.e. invisibility, flight, true seeing, darkvision, telekinesis, feather step, dim door, etc.)

Also, spells that gather information are really good.
And spells that hurt creatures not easily hurt (i.e. swarms/oozes/etc.), though hopefully the non-casters are prepped for those as well.

Pro. Evil has shut down more than one major encounter I've seen.
And Silence...
Yes, it's one round casting (can't use to counter), but so many BBEGs are spellcasters, it's ridiculous how powerful this spell is. It lasts long enough you could store it (on a rock) in an extradimensional space until needed.
Same for Anti-Magic at higher levels, though that can backfire too. :)

Dark Archive 4/5

kinevon wrote:

WbL for 11th level is 82,000 gp, so, barely, possible by 11th level.

Sorta front loaded for a specific purpose, but still...

And 58 Fame, which means he got 2 prestige every single scenario to get this as as his very last scenario before 12th level.

So this only applies to Seekers who have gone well beyond 12th level.

Sczarni

Since we're talking PFS-specific, we have to take into account the fact that you don't know who else will be in your party.

Cat's Grace is a decent buff spell that everyone's familiar with, and it's hard to imagine a group without at least ONE person who cares about Dex. Bull's Strength is a good choice too, as you'll either have a big dumb fighter who'll love you for casting this, or you won't have a big dumb fighter and you'll NEED to cast this just so somebody can handle melee... and then EVERYONE will love you for casting it.

For Wizards, False Life is a great spell to add to your book in case you end up in a healing-light team. You wouldn't prepare it if a Cleric shows up, but knowing you can will put your mind at ease.

If you end up with no ranged fighters, then a Wizard should be able to use damaging cantrips to pick up the slack, but Returning Weapon will also be a boon. Even for a Wizard, who can cast it on a dagger and then give the dagger to the Barbarian, who can now add his full Strength bonus. Surely every group will have at least one dagger between them? Though again, this is a spell you want to be ABLE to prepare, not necessarily one you'd prepare every day.

*

I am a fan of bless for lower level clerics, but if the party has a bard it becomes the first CLW needed.

The cat's grace/bear's strength are only useful to a point, once the PC has gear it doesn't stack. My estimate is about level 3 when this happens more often than not.

On a related question. How often do you get a chance to choose your spells AFTER you see the party make-up? In many scenerios (set in Absalom) you meet the party and are on your way. A few others (Throaty Mermaid), you travel for some time. What is the mix up of those two extremes?

The Exchange 5/5

I normally leave one spell slot "open" at each level - to be prepped later. 15 minutes can often be found.

Dark Archive 4/5

Yes, open slots are probably the best recommendation, possibly with the Fast Study feat to guarantee you can find time.

I prefer to take Bear's Endurance as a pseudo healing spell if there is no channeller.

Vanish and Eagle's Splendor are good faction mission helpers.

Protection from evil as a standby anti-charm spell.

The Exchange 1/5

Castilliano wrote:

I know the character he's referring to, I believe it's 15th level. The PC has the feat that allows you to add a metamagic feat to a spell (and only that spell) at no (or little) level increase (which I think you need Spellcraft 15 for). So, yeah, 30d6 electric (105 ave) in surprise round.

Come out of major fight with minimal resource use.

I think, as well as those with overwhelming damage, the best spells for PFS (specifically) are those that cancel out hazards and tricks. There are lots of 'neat' bad guys and 'neat' settings and 'neat' puzzles that are tricky (because that's more fun than 'powerful' vs. a random mix of PCs). Spells that defeat the tricks are very useful, (i.e. invisibility, flight, true seeing, darkvision, telekinesis, feather step, dim door, etc.)

Also, spells that gather information are really good.
And spells that hurt creatures not easily hurt (i.e. swarms/oozes/etc.), though hopefully the non-casters are prepped for those as well.

Pro. Evil has shut down more than one major encounter I've seen.
And Silence...
Yes, it's one round casting (can't use to counter), but so many BBEGs are spellcasters, it's ridiculous how powerful this spell is. It lasts long enough you could store it (on a rock) in an extradimensional space until needed.
Same for Anti-Magic at higher levels, though that can backfire too. :)

Our high level PFS characters are 17th level now, and we have Witchwar Legacy planned for later this month, putting us at 18th level :)

After that we'll play either the Runelords or Shattered Star final chapter adaption, and top out at 19th level.

Sovereign Court 3/5

Speaking as a 14th level Fey bloodline sorcerer:

Any of the shadow evocation and shadow conjuration spells are fantastic, just out of sheer versatility.

I use resilient sphere amazingly often. I can rescue NPCs, isolate bad guys for later, trap incorporeal beings (I had half a dozen specters imprisoned, once), create a buffing-shell for myself, and so on. You could even block a passage with it. Just immensely useful.

Telekinesis is awesome. A +27 grapple check at 200+ feet solves a lot of problems (and with buffs like haste and inspire courage it can go even higher). If I really, really need to grab something, I'll cast a quickened true strike first, so I'm hitting with a +47 or so grapple check. I've grappled huge dire ape liches, advanced retrievers, you name it; I could potentially grapple the tarrasque using that combo (CMD 66).

Dominate Person: I just can't tell you how useful this has been. Good fun dominating a 12 level druid early in a sanctioned multi-day module, so they can buff the party daily, commune with nature each morning to advise the party, and so on. Goes very well with persistent spell.

Slow versus haste? I find slow more useful.

I love hold monster because it allows time to do a full "you're mine" workup on an enemy: bestow curse, dominate person, etc.

Here's how to get maximum utility from an NPC: dominate them, use them for awhile until you tire of them, magic jar into them and use their body to fuel a rough casting of blood money (maybe for a free limited wish), then hold them or put them in deep slumber, and coup d'grace with vampiric touch for 14d6 temp hit points. Waste not, want not!

Finally, I now always have a bound outsider; a sorcerer with a +12 charisma modifier can absolutely rock planar binding. Since 12th level I've been served by a huge air elemental (great), an erinyes (didn't work out so well), a kolyarut inevitable (great, if difficult and hilarious), and a movanic deva (how cool is having a bound angel as a servitor?) "Never be alone" is the binder's motto.

Overall, though, if I had to choose just two spells for sheer versatility: resilient sphere and telekinesis.

4/5

Disclaimer - mainly I play Diviner Wizards.
I have found a few spells handy and that should be in every wizards book;

Zero: Detect Magic (what did we find!), Dancing Lights (light at a distance), Acid Splash(not quite pathetic atk & dmg).

First: Sleep(drop couple of bad guys), Color Spray(drop to stun couple of bad guys), Obscuring Mist(stop pesky long range combat or multiple sneak attacks), Vanish(run away!), Infernal Heal(where's that cleric!), Protection from Evil(better AC vs so much evil), Mage Armor(like breathing), Shield(AC for 1 combat), True Strike(for that unbelievable CMD move), Ear Piercing Scream, Snapdragon Fireworks.

Second: Bear Endurance(more survive-ability), Glitterdust(blind a couple of guys), Invis(for your Rogue), Mirror Image(couple attacks miss), Blind/Deafness, Frigid Touch, Stonecall, Resist Energy.

Third: Haste(all your friends get extra attacks), Blink(multiuse & hard to hit), Seek Thoughts(who wants to harm us?), Ray of Exhaustion, Ablative Barrier(reduce lethal dmg), Fireball, Phantom Steed.

Fourth: Black Tentacles(grab'em boys), Dimension Door(run away w/friends), Resilient Sphere(timeout in battle), Shadow Projection(hours of sneaking at night), Firefall.

Fifth: Feeblemind(anti-smart guy), Magic Jar(your toys are my toys), Fabricate(so many uses), Cone of Cold, Bestow Curse, Firesnake.

Sovereign Court 3/5

A dazing firesnake would be fantastic.

3/5

I like pyrotechnics and create pit for 2nd level spells. Those can be game changers.

Shadow Lodge 4/5 5/55/55/55/5 ****

Lipstitch is a new favorite of mine - great against opposed casters.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

Read magic.

Played Saturday and we had a bard and some captured scrolls.

Bard: What are they?
GM: Do you have read magic?
Bard: Of course I have re... I don't have read magic.
Me: *catches ioun torch, stuffs in wayfinder* I do, 10 minutes a day.

Silver Crusade 2/5 *

I'm going to spellblend in see invis for my magus. Although I must admit PFS is not very invis-happy. At least not in the ones I've played in. I will sit down and make a more comprehensive entry for this this weekend.

3/5

If you have a decnet spellcraft couldn't you take 20 on deciphering those scrolls?

Silver Crusade 2/5 *

See invis is not on my spell list.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Finlanderboy wrote:
If you have a decnet spellcraft couldn't you take 20 on deciphering those scrolls?
Spellcraft wrote:
When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.

1/5 Venture-Captain, Germany–Hannover

Mudball is a funny 1 level spell. Disrupt undead especially for sorcerers in an undead heavy environment, ranged touch attack for 1d6 at will. Too bad one can´t use holy water as power component.

And of course magical lineage toppling magic missile. Do some damage and trip, either disturbing enemy casters more or giving your melee guy a free AoO.

1/5

Hayato Ken wrote:

Mudball is a funny 1 level spell. Disrupt undead especially for sorcerers in an undead heavy environment, ranged touch attack for 1d6 at will. Too bad one can´t use holy water as power component.

And of course magical lineage toppling magic missile. Do some damage and trip, either disturbing enemy casters more or giving your melee guy a free AoO.

I wish I could make a goblin so I could learn mud ball :(

The Exchange 5/5

Jiggy wrote:
Finlanderboy wrote:
If you have a decnet spellcraft couldn't you take 20 on deciphering those scrolls?
Spellcraft wrote:
When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.

so, yes, you can take 20 on deciphering those scrolls, but it would take 20 days.

1/5 Venture-Captain, Germany–Hannover

You can have mudball on a scroll or wand i guess.

3/5

To decipher an arcane magical writing (such as a single spell in another's spellbook or on a scroll), a character must make a Spellcraft check (DC 20 + the spell's level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.

Since you can fail not take 20

5/5

River of Wind:

RIVER OF WIND

School evocation [air]; Level druid 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range 120 ft.
Area 120-ft. line
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
Summoning up the power of the tempest, you direct a current of forceful winds where you please. This spell creates a 5-foot-diameter line of wind—the direction of the wind is away from your location when you cast the spell, and remains constant in that direction for the spell duration. Creatures caught in a river of wind take 4d6 nonlethal damage and are knocked prone. A successful Fortitude save halves the damage and prevents being knocked prone.

A creature that begins its turn wholly or partially within a river of wind must make a Fortitude save or be pushed 20 feet in the wind's direction of flow, take 2d6 nonlethal damage, and be knocked prone—a successful Fortitude save means the creature merely takes 1d6 nonlethal damage. Creatures under the effect of freedom of movement and creatures with the air subtype are unaffected by a river of wind.

My Sorc, loves it.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Hayato Ken wrote:
You can have mudball on a scroll or wand i guess.

No only Goblins can Buy Scrolls/Wands of Mudball.

Even if you have a Goblin Wizard in the group and they have Mudball in their spellbook you can't learn it from them.

1/5

I like Daze, Snowball, Create Pit, Haste, Black Tentacles, Magic Jar, Contingency best at each level. Mind Summon Monster N is always on my list for N>=3.

4/5

Dragnmoon wrote:
Hayato Ken wrote:
You can have mudball on a scroll or wand i guess.

No only Goblins can Buy Scrolls/Wands of Mudball.

Even if you have a Goblin Wizard in the group and they have Mudball in their spellbook you can't learn it from them.

what if you Magic Jarred the goblin, then learned the spell while in the goblin's body. You could probably still only memorize and cast it while in his body, but it would be a way... twisty are the ways of magic... though they may not be all that efficient...

1/5 Venture-Captain, Germany–Hannover

What if you put it (the mudball spell, not the goblin) on a page of spell knowledge?

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