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


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Shadow Lodge

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?

Lantern Lodge

Aqueous Orb has been great. Lots of scenarios take place on ships. Place BBEG is Orb and launch over the side of the ship (holding him there so you can get his stuff), kill his pals, kill him and fish him out. The Pit spells are also quite effective. They are quite hard to get out of.

We have a cleric in our group who constantly readies silence spells for nasty spellcasters (casting it at their feet; no save and ruining the spell they were getting ready to cast).

Paizo Employee Contributor

Liberating command, useful to break grapples, can be prepared by just about any spellcaster.

Cacophonous call is good, as is any similar spell which incapacitates a target for multiple rounds with no save (it puts the save-or-suck back into the game that initially took a lot of save-or-suck out).

Shadow Lodge

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I was kind of hoping for a combination of suggestions (for everyone in general) and a sort of unofficial Spellcaster 101 like article.

I like to cast Silence as well for just that reason. I have found Comprehend Languages to be somewhat useful at times, but not really a must have.

As a Cleric, Command has been very useful for low level play, preventing an enemy from getting something off, or forcing an enemy to run the gauntlet for a lot of AoO's from a well positioned party.

I have played with a lot of lower level players, so a Shield Other or two has really been a life saver a few times, as well as helps to maximize Channel healing.

Calm Emotions can either stop a fight from being a combat, or in a few scenarios rob some monsters of their Rage or similar emotion-based powers, reducing their level of threat significantly. It can also, (uncommonly) be used as a sort of back-up don't turn on us and kill the party against a small number of charm or madness-like effects.

Bless is an ok mass party buff useful until around 3rd level spells, but still remains a decent fall-back spell, and is simple enought for everyone to remember in their calculations. Bane on the other hand tends to be a poorr choice for players. It allows a save, but targets basically all enemies. This means a lot more work for DM's for a very minor debuff.

Enhanced Diplomacy (Taldor, 0 Level spell) lasts for 1 min, and boosts Diplomacy and Intimidate is also a great choice for an otherwise lackluster spell level, can either selfbuff or replace the chance of failure for an aid another on a critical skill.

Magic Vestment and Greater Magic Weapon last long enough that you can essentually cast before the scenario and keep it the whole time, but also can help to save you much needed monies.

Prayer is another great option along the lines of Bless. It combines Bless and Bane, but unlike Bane, doesn't allow a save that can really slow down play and cause the GM all kinds of issues.

Stoneshape can finally allow you to start pulling of some truely magical game altering coolness, open up a passage that the party's lack of a Rogue can't bypass, or open an emergency escape when luck isn't rolling your way.

I've noticed a lot of PFS scnarios force circumstances to pump up encounters. Wind Wall can be a life saver against enemies on the other side of a pit nailing you with ranged attacks. Even in a regular encounter, this spell can be useful. At the least, very worthy of grabbing a scroll, just in case.

In my opinion, Cleric's really get the short end of the stick when new books offer new options all around, and even new spells is no exception. This is even more true for PFS play, so I just do not think there are too many good otptions outside the core. Enhanced Diplomacy (above) is an exception. Weapon Wand could be another. I'm on the fence. If it lasted longer, it would be worth it, but the short duration for such a heavy resource expenditure, (not to mention the item Wrist Sheath) makes it an iffy spell. With the amount of scenarios that take place on or near water, Air Bubble can be either a life saver or a TPK avoider. Effortless Armor can also be nice, either to keep your heavier armored self relivant in a game that half the time might want to keep you out of the action. Would be amazing if it lasted longer, but still a nice option when you must make Climb/Jump/Acrobatics checks to be able to act in a fight and can't take an hour to take off and put back on your plates. The other side of that is PFS tends to love to through poisons around, and a Str penulized tank can really hate life sometimes. Chain of Perdition can make for some interesting rabbit-out-of-the-hat BBEG shutdowns, kind of a combination of Spiritual Weapons FORCE effect and a Hold Creature not restricted by race. Its also got a visual flavor that sets the standard for cool magic tricks.


A list of spells you want to have as scrolls as well as prepared is really useful. Spells like the above mentioned wind wall really don't come up every session, but when they do can make encounters significantly easier.

Haste (3rd level) is a spell that I'd suggest anyone have, if they can get it.

Fireball (3rd level) is often underwhelming, but if you can spare a slot for it, it has its moments of glory. Don't expect it to be useful every fight, but it is one of the best mook killers of its level. Also, Long range (400+40/level) Minimum 600'. Ever had a boss fleeing the scene? Here's your solution to put the last 20 point of damage on him. How about all those ship battles? Fireball may not kill the captain, but it's a 40' Explosion of fire in their rigging. 1 spell and they're dead in the water, with a burning ship.

Fly (3rd level) is an awesome spell. Difficult terrain means nothing to the subject of this spell, whether its yourself, the fighter in full plate, or that rogue/ranger who just wants to get in position. Also, great for ranged attackers & killing flying opponents.

Glitter Dust (2nd level) Once you can get it, do so. It's a 10' explosion will save vs blindness. Wont last long, but everyone who makes attack rolls will love you if it works, the rogue may even kiss you.
Also: once it is cast all invisibility within the radius is ruined, and any stealth checks take a -40. Solves a whole mess of problems

Invisibility Spells (1st-4th) These spells are game changers. Most of them require you to remain at most indirectly violent, but they allow free movement, and at least once much enhanced attack. Rogues may love you for this spell, but I find that a passive cleric/oracle/wizard is the best target. If they spend their time healing & summoning then they can now do this all fight long without being targeted.

Phantom steed (3rd level) Ever had mobility problems on your wizard? Ever thought you might? Think again with this spell!

Arcane sight (3rd level) See Magical auras at up to 120'. Make a spell craft check on any active spell you see, spend a standard action to tell is someone can cast spells, or is the simple old beggar they appear to be. Someone Invisible/stealthed? If they have a magical effect on them, they are now glowing (Note: Full concealment will still apply for invisible creatures!)
Also identifies magical items as per a detect magic.

Create pit Spells (2nd-5th?)
Save or be removed from combat, higher level spells are harder to escape from, and cause more pain. Note: These spells also create a 5' ring around them. Ending your turn on the edge of a pit, you must save or fall in. (With a +2 bonus.)

Grease (1st) Never gets old. Save of fall prone (major melee advantage), makes difficult, movement hampering space. Or cast on an item for reflex save or drop it. (Note: Clerics suck at ref saves, and need their holy symbols) Or cast on someone's armor / clothing to get a +10 CMD vs grapples and a +10 to escape grapples.

Magic Missile (1st) Direct Damage, with very little to be done about it. best uses: Wand of magic missile with your 1st 2 PA, now your wizard can always do something, and saves your spell slots for interesting spells.
Note: also a great spell to ready vs another spell caster. they cast a spell, you magic missile, assuming they don't have shield up, chances are they just lost their spell. Worst case, you delt them damage anyway.

Scorching Ray (2nd) If you want Direct Damage that scales well, scorching ray is a good call. Will loose usefulness later on, but for a 2nd level spell, being able to shoot 4/8/12d6 of fire on a touch attack, no save, isn't a bad thing to have around. especially in the mid levels.

Summon monster/nature's ally (1st-9th) WIN. Such epic win. No save, No SR (though protection/circle vs alignment can protect a creature) The early levels of these spells are underwhelming, but at spell level 3+, they can really shine. You get a Miniature Paladin, it takes hits for you, takes up space to help you control the battle field, it attacks for you, and can smite. Every time an enemy attacks it instead of an ally, they spell was worth it.

These are personal favorites, and mostly Arcane caster focused. Hope it helps!

A good rule of thumb: Any spell you pick should either have multiple uses, be especially good at what it does, or have fewer chances to fail (eg. Attack rolls, Save negates, spell resistance, energy resistance, creature type immunities. etc)


Honeyed tongue is awesome.

I have a character that abuses color spray(still dropping monsters for a minute at level 8).

murderous command/command are both awesome.

Any control spell really is over powered. If you can take an enemy out of the fight for a moment it puts the encounter on easy mode.

scorching ray is great scroll item for spell castors to but with 2PP.

Invisibility/vanish has allowed me to complete many faction missions.

Haste/Blessing of Fervor at higher levels.

Black tentacles.

The Exchange

I haven't seen Detect Magic mentioned yet - though I might have missed it.


Gaseous form (3rd level) Almost useless as far as combat stats go, but I keep a potion on my rogue anyway (2PA), cause who knows? Maybe I'll get cornered, and need an unconventional escape, or perhaps I want to sneak up on an enemy position using the flight aspect, or the part where I can now seep through door cracks, arrow slits, broken windows, etc. to get in position before the fighter charges in.

As far as control spells go:
Suggestion is my fave (2nd level for bards, 3rd for wizards) Suggestion is a save negates spell, and only useful against certain creatures. All this said, it is the Swiss Army Knife of low level enchantment. All you need is for the thing to have a mind, and a shared language. Beyond that just make your suggestion sound reasonable. (It doesn't have to make sense, just seem to.)
"You can't win, so you should run away." (Cause fear with no HD limit, phrased right you can make them run 1 hour/level)

"Everything's quiet tonight, why don't you take a nap?" (Sleep)

"I am your best friend, we go way back and you totally owe me." (Charm Person)

"These are not the droids you are looking for."

"You should go home and rethink your life."

"Your boss says you should give me that [insert magic item here]."

"I've cast a spell that makes you think you're a fish!"

"Here, Drink this free sample of whiskey/healing potion." [Hands NPC a vial of poison, or worse Acid](Cause what does 1d6 of chemical burns do to the inside of your throat?)

"You want to kill us with your bare fists." (Rage, case on anyone, but especially that wizard in the back, and watch him wade into melee)

"You should kill our big stupid fighter first, he's the most dangerous." (Taunt type effect for the fighter)

"Your partner's totally about to betray you. You should betray him first." (Murderous command)

"Kneel before me! I am a great and powerful Wizard!" (Ego boost & disable 1 enemy)

Basically, as long as you can get your GM to buy it, the uses are pretty widely varied.


The murderous command usage I would not allow because you are going ot be obviously harmed back when he defends himself.

The charm person I would negate as well since it does not describe a course of action.

Although I do like casting this on heavily armored foes. That armor is heavy, take it off.


Bear in mind silence takes a full round to cast.
My favourites:
Arcane
1st: colour spray - even at high levels if you can tag 3-4 enemies with it and 2 fail their save that's a win on acction economy.
2nd: Glitterdust- stupidly overpowered fixes everything(I am not kidding you will get bored of this spell before it's stops being useful)
3rd: Haste: HASTE! the most damaging spell in the game
Heroism(2nd for bards) + 2 to most d20 rolls for 10min/lvl is quite a nice long term buff, cast it on skill monkey/two weapon fighters/archers.
4th
Dimension door: Fighters delay, mage teleports them into full attacks.

Divine:
1st
bless, murderous command
2nd: sound burst
3rd: prayer. magic circle vs evil
4th: blessing of fervor

Grand Lodge

Create Water can be stupidly useful at times. If you ever get caught in a swamp/marsh chase scene, it can be a lifesaver. It can be used to assist in detecting some secret compartments or such. It is useful if you have to deal with a fire. It can even be helpful in determining where that invisible creature is, if it stays on the ground.

Bless

Abundant Ammunition (if you travel often with archers/crossbowmen/slingers/gunslingers)

Gravity Bow (if you are an archer)

Lead Blades (if you are the melee combatant)

Enlarge Person, if you have a Str-based meleer in the party.

Haste, Blessing of Fervor

Liberating Command

Black Tentacles

Color Spray
Glitterdust

Magic Missile

Snowball (see the discussion in the Balance thread)

Cause Blindness/Deafness

Obscuring Mist

Scroll or wand spells:
Comprehend Languages
Endure Elements
Magic Missile (wand for low levels)
Protection from Evil (Fighter Dominated? Hit him with PfE!)

Any spell which has little change for higher caster levels, but which, in a limited duration, can still be of benefit
Endure Elements is the poster child for this
Bless (even if the combat goes over 1 minute, you can just zap it out from the wand again, and how often does a combat go over 5 rounds?)
Cure Light Wounds (1d8+1 is usually fine at lower levels, and 1d8+5 is not much better, since you will have 3d8+5 or more available at higher levels)
Infernal Healing (another spell, like Endure Elements, where a higher caster level is only useful if someone tries to dispel it)


@ Finlanderboy:
but that's the beauty of it, the spell is limited by your creativity, and what your GM will allow, making it a potentially highly useful spell.

I do like the armor removing use, though. That's exactly what I'm talking about. ^_^


I agree suggestion is very powerful. I had a barbarian getting owned by two imps. So he put bless oil on his sword provoking while he did it. They went invisible suggested him to clean his sword and then continued the beating.


One of my new favorite spells is burning disarm, especially at low levels. It is a great lose-lose spell since even if the target makes their save to avoid the damage, they drop the targeted weapon and likely have to spend a move action to draw a backup or pick up their original weapon, also provoking an AoO.

At low levels, that extra AoO you effectively give a front-liner can turn the tide of a fight.

Grand Lodge

Oh, for Wizards, one of the best "spells" to prep? Leave an open slot. If you find something you really need to cast, and it is in your spellbook, it takes 15 minutes to learn it.

Not as quick as an arcane bonded item, but great in conjunction with one, or a familiar.

Not sure if Pathfinder has the feat, I don't think it was OGL, but in 3.5 it was called something like Alacritous Cogitation, which reduced the time to fill that open slot to one minute.

Liberty's Edge

kinevon wrote:
Not sure if Pathfinder has the feat, I don't think it was OGL, but in 3.5 it was called something like Alacritous Cogitation, which reduced the time to fill that open slot to one minute.

PFRPG has the Fast Study arcane discovery.

Grand Lodge

As a 1st level spell caster I enjoy taking the Metamagic Feat: Rime Spell, which entangles the subject damaged by your cold spells for 1 round / level of the spell caster. Then you take the Metamagic Master Trait and have it apply to the a First level spell. I enjoy using Icicle Dagger. This trait allows you to -1 from a certain spell's metamagic level usage.

So at first level I have a spell that on a melee touch attack deals 1d4 points and entangles the target if you even deal 1 damage to them.

I was curious about whether the conjuration considered the dagger to actually be a real dagger, or a spell. Upon looking up the conjuration school in the Players Handbook it says that if it has a duration it's still considered a spell and is held there solely by magic. Therefore the Rime Spell would still actively affect it each round? Below are the terms to make up your own mind. DM discretion I suppose

Icicle Dagger
School conjuration (creation) [cold]; Level sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect one icicle
Duration 1 minute/level
Saving Throw none; Spell Resistance no
You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away and reforming in your hand just before your next turn.

Rime Spell (Metamagic)
Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.
This feat only affects spells with the cold descriptor.
Level Increase: +1 (a rime spell uses up a spell slot one level higher than the spell's actual level.)

Conjuration Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.


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Guidance
Guidance
Guidance


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Lesous wrote:

As a 1st level spell caster I enjoy taking the Metamagic Feat: Rime Spell, which entangles the subject damaged by your cold spells for 1 round / level of the spell caster. Then you take the Metamagic Master Trait and have it apply to the a First level spell. I enjoy using Icicle Dagger. This trait allows you to -1 from a certain spell's metamagic level usage.

So at first level I have a spell that on a melee touch attack deals 1d4 points and entangles the target if you even deal 1 damage to them.

I was curious about whether the conjuration considered the dagger to actually be a real dagger, or a spell. Upon looking up the conjuration school in the Players Handbook it says that if it has a duration it's still considered a spell and is held there solely by magic. Therefore the Rime Spell would still actively affect it each round? Below are the terms to make up your own mind. DM discretion I suppose

Icicle Dagger
School conjuration (creation) [cold]; Level sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect one icicle
Duration 1 minute/level
Saving Throw none; Spell Resistance no
You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away and reforming in your hand just before your next turn.

Rime Spell (Metamagic)
Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.
This feat only affects spells with the cold descriptor.
Level Increase: +1 (a rime spell uses up a spell slot one level higher than the spell's actual level.)

Conjuration Creation: A creation spell manipulates matter...

The spell isn't doing damage though. The spell conjures a dagger and the dagger is doing the damage in the same way that a Summon Monster spell doesn't do damage, but rather the creature it summons does damage. So you can't do persistent metamagic summon monster and have all the spell-like abilities of the creature be modified by the persistent metamagic.


Quote:
The spell isn't doing damage though. The spell conjures a dagger and the dagger is doing the damage in the same way that a Summon Monster spell doesn't do damage, but rather the creature it summons does damage. So you can't do persistent metamagic summon monster and have all the spell-like abilities of the creature be modified by the persistent metamagic.

I would have to concur. Good point.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Personal favourite? snapdragon fireworks at low levels, good for swarms. At higher levels, if you're not moving it gives you one more method of minor damage/possible condition imparement. Heck, Talyn carries a wand of it, and he's a fighter. (albiet with a high UMD)

Edit: It might not be an 'always have' prime spell, but it's a good 'secondary' spell.


i love snapdragon :D standard setup and an attack for a move? :]

and I'd hate to say, but it kinda depends on your character and ideal, and expected adventures...

(assuming its PFS legal...) Burning Disarm can be a rather useful spell, as could a few of the cantrip/orisons. virtue, acid splash, mage hand, ghost sound.

(heh, play many more arcane than divine...)

Shadow Lodge

At high levels, I'm a big fan of Death Ward. PFS has plenty of undead, and a well-placed Death Ward can shut down some of those encounters hard. Also Prestidigitation, Create Water, Vanish, Daylight, and Silent Image.


Matthew Morris wrote:

Personal favourite? snapdragon fireworks at low levels, good for swarms. At higher levels, if you're not moving it gives you one more method of minor damage/possible condition imparement Heck, Talyn carries a wand of it, and he's a fighter. (albiet with a high UMD)

I hope all the other fighters snigger at him behind his back ;-)

Grand Lodge

Some thoughts on how to use metamagic (feats or rods) to supplment spells is helpful.

I play an admixture wizard, who uses a Lesser Rime Metamagic Rod (saving up to move up to a regular rod) and have looked over the spells. Please keep in mind my character can change the elemental effects of her evocations 11 times a day, so results might vary.

-Rime Spells are great for entangling.
-Burning Spells I'm still on the fence about. 2 level bump to keep burning a target for (spell) rounds? Meh
-Thundering Spell, looks good for defeaning casters.. particularly if you put in on a spell like magic missile (no save vs spell = fort save vs deafness..which is a weak wizard save usually)
-Toppling spell. This looked good at first.. but I got a BUNCH of force spells that knock down folks or more.. but I figure it's a 'results may vary' feat.
-Elemental Spell. What a lot of folks seem to forget is that while yes you can switch out the elemental effect of the spell ENTIRELY. You can also make it a 50/50 split. (great for mixed groups of resistances)
-Selective/Widen/Reach Spell all benefit the spells if planned out right.
-Piercing/Penetrating Spell for those anticipated hard bonuses/SR targets.
-Still/Silent/Quicken Spell are 'gimmes' and I won't go into their uses/perks.
-Merciful Spell is okay.. but remember if you toss a 10 or 15d6 spell at someone.. Nonlethal damage can and will kill them (granted it takes a LOT more)
-Maximize/Empowered/Intensified are all good feats to help damage.
-Extend Spell is another 'by spell/use' feat. Some spells are AWESOME with a 1 level bumb

Some of my favorite spells right now are:

-Burning Disarm AND Burning Arc (it's like a lesser version of Selective Fireball)
-Chain of Perdition
-Bullet Shield (I see more arrows than swords come at my wizard)
-Hydraulic Push/Torrent
-Aqueous Orb
-Batterng Blast
-Any and ALL Communal Spells I can cast (I'm up to Communal Prot from Energy, mix with an admixture wizard's elemental manipulation aura makes it very nice indeed if you can't plan out the sort of pain the enemy is going to throw) I have used communal versions of Prot from Arrows and Resist Energy

IF my wizard had access to it.. I'd add spells like
-Enhanced Diplomacy: A long term face man skill buff? As a cantrip?
-Murderous Command. Sure it lasts a turn.. but.. wow.. it's soooo nasty in breaking fight up..
-Moment of Greatness. Fun note. Barbarian Rage bonuses are morale bonuses.
-Tap Inner Beauty add it's +2 insight bonus to Enhanced Diplomacy's +2 COMPETENCE bonus for those really needed rolls (remember Enhanced Dip a 1 roll spell. Between the two of them.. they would have made up for my tiefling's 10 cha and non-class skill status. )


Bards: Hideous Laughter
Wizards: Grease, True Strike
Clerics: Guidance, Bless

Shadow Lodge

It would be helpful in general if in additin to naming spells, give reasons why they are good choices, specifically for PFS play. Do they help with a common issue or threat in PFS, for example. Also, please do not include spells or ideas that are dependant on a magic item or Metamagic Feats. I didn't really mean this as a Char Opt sort of thing as much as helpful suggestions for new players to spellcasters or players that are less experienced with PFS scenarios.

Grand Lodge

Pathfinder Roleplaying Game Subscriber

Wait, I feel I missed something. You can kill with nonlethal?


Nuku wrote:
Wait, I feel I missed something. You can kill with nonlethal?

Nonlethal Damage: "If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage."


yea, nonlethal after you've taken max HP nonlethal turns deadly, in most cases.

similar question:
in 3.5 you used to be able to not kill with the killing stroke (nonlethal instead) is that still in pf or a houserule?

Grand Lodge

Nuku wrote:
Wait, I feel I missed something. You can kill with nonlethal?

Yeah.. I didn't realize it till a friend told me of his wizard unleashing a 15d6 intensified fireball with a 'merciful rod' shaker and the GM pointed out a 70 point fireball, non-lethal or not, was like almost 10 times the average commoner's hit points and yes..they are all dead.

(They were under some very nasty charm spell and he thought it would take care of the mob without killing them)


well... it took care of the mob? *cough* though, finding the bodies to bury might be problematic...

Grand Lodge

IejirIsk wrote:
well... it took care of the mob? *cough* though, finding the bodies to bury might be problematic...

Actually not.. 'They are all there in the crater..only really small.'

:-D

Grand Lodge

Suppress charms and compulsions

Liberty's Edge

Calm animals, communal stoneskin, wall spells....

Liberty's Edge

As a high level finesse fighter, I try and carry the following in potion or scroll form to either drink, UMD, or hand to the appropriate caster to cast: Protection from Evil, Stoneskin (be sure to stock up on diamond dust), and Freedom of Movement.


Wall Spells are indeed Awesome. Battlefield control effects can cut off groups of enemies, or get a squishy character out of harms way. (Readied actions to cast walls spells can be really effective, making an opponent waste an attack. Even a Red Dragon's Breath Weapon can't burn through a wall of force, and you might have just saved your party from 200+ collective damage)

I know you want to keep this focused on spells, but a not for Clerics:

Often I find it annoying trying to get the healing where it needs to go as a Cleric, combat can get muddled, so I like to bring along Reaching Spell. Since Cure spells are spontaneous for clerics, you can take a full round casting to put a meta-magic effect on it. Reaching spell will make your touch spells close ranged for the cost of one spell level (often 1d8 of healing) & you still have use of the feat for things like communal spells. (Normally touch range, but with Reaching spell you can communal resist energy, delay poison etc mid fight)

Okay, back to spells!

Grand Lodge

Some of my favorites that I don't think I've seen yet.

message
slow
aura of the unremarkable


I am not famalair with the aura spll, but I find haste usually trumps slow.

Message I am not a fan of.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Funky Badger wrote:
Matthew Morris wrote:

Personal favourite? snapdragon fireworks at low levels, good for swarms. At higher levels, if you're not moving it gives you one more method of minor damage/possible condition imparement Heck, Talyn carries a wand of it, and he's a fighter. (albiet with a high UMD)

I hope all the other fighters snigger at him behind his back ;-)

They stopped sniggering after the first time we ran into multiple swarms. :-)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Oh and don't forget stone call Or as I call it Rey's minor tactical nuke. The wide AoE combined with the difficult terrain makes for much fun in shutting down charges, 5' steps, pugwampies, etc.

While it kept me up WAAAAAYYYYY to late last night, there was a perverse amusement in watching the GM start to move bad guys only to be reminded that they were in difficult terrain.


And since stone rain is no saving throw and doesnt change damage, it is like the ultimate scroll spell.

My Magus actually memorizes at least one merciful stone rain each day so that she can put a little non lethal damage on all the enemies for a greater chance they don't get accidentally killed.

The Exchange

Finlanderboy wrote:

I am not famalair with the aura spll, but I find haste usually trumps slow.

Message I am not a fan of.

Haste vs. Slow....

each good in thier own way, and depending on the party, one is often better than the other.
Sometimes you want a good Buff spell
Sometimes you want a good de-buff, and being able to allmost shut down a creature that normally gets multiple attacks? Something as simple as a ghoul, 3 attacks that can paralyze?

And message? Being able to communicate to everyone in the party... in groups I play in we call the caster with message the "combat coordinator". And the RP ability to order a beer across a crowded bar - and with just whisper in the barmaids ear? priceless!

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
"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.

The Exchange

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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).

spider climb... to ride on the bottom of a flying carpet, while someone else uses the top.

Unseen servant... to pick up weapons that are dropped in combat and bring them to you. (combined with grease or a "disarming" character)

Vanish... to let your prone friend stand up and get away from the monster.

Light... used to signal timing on something. "Here's a light spell on a stone. Wait till it goes out, then..." and when you are ready for him to do "it", cast the light again, and the first one goes out.

Look for things you can do with spells - that are not common usages.


Any version of sleep. Additionally, if cast successfully on most in medium or heavy armor, they are fatigued if some buzzkill wokes them up.

Dark Archive

My favorites, and I think this is a standard must have (and I play a sorcerer)

1st) Mage Armor
2nd) False Life
3rd) Blink
4th) Shadow Projection

The Exchange

ZenithTN wrote:
Any version of sleep. Additionally, if cast successfully on most in medium or heavy armor, they are fatigued if some buzzkill wokes them up.

huh?!!

wow... I have to look into this. and give it some thought.

Contributor

nosig wrote:
ZenithTN wrote:
Any version of sleep. Additionally, if cast successfully on most in medium or heavy armor, they are fatigued if some buzzkill wokes them up.

huh?!!

wow... I have to look into this. and give it some thought.

Hmmmm, that seems a little excessive. The relevant rule from p. 150 of the Core Rulebook reads: "Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Strength and Dexterity and can’t charge or run. Sleeping in light armor does not cause fatigue."

It seems to me that the implication is that they had to have slept for six or eight hours or whatever, but I acknowledge it doesn't actually say that. And "the next day" can probably be jumped on by folks as well. Is that for 24 hours from waking? Until the next time the character sleeps?

I'll tell you how I'm going to rule it unless I see some spectacularly well-reasoned posts to the contrary. A character gains the fatigued condition if she sleeps in medium or heavy armor long enough to be considered well-rested normally, and remains fatigued until she sleeps (not wearing the armor) long enough to be considered well-rested.

Now to go look and see if there's anything about how long one has to sleep to be considered well-rested!

Contributor

Hmmm. Closest I can come is the eight hours it takes for a wizard to get ready to prepare spells for the day or to get back one hit point. So eight hours seems to be the default amount of time for "a night's rest" in Pathfinder.

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