Spells That Are Surprisingly Your Favorites


Advice

51 to 100 of 241 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Silver Crusade

Gobo Horde wrote:
Kydeem de'Morcaine wrote:
Capricornus wrote:

Vomit Swarm always makes me giggle. My Witch characters always take it when they get the chance. Also, it has no verbal component. It'd be pretty hilarious Stilled too.

"I have you grappled, Witch! What will you do now? Hahaha... wait, why are you smiling? AAAAAAH SPIDERS!" ...

I like eruptive pustules for similar reasons of ick.

Touch injection and eruptive pustules. COOTIES!!!

@VRMH Mending requires all the pieces to be present. Sadly no fixed sammach for you :(

Speaking of vomit...


Umbranus wrote:
Tiny Coffee Golem wrote:
My 3.5 favorite spell was Servant Horde. Basically 3rd level wiz spell to summon 2d6+ CL unseen servants. Max of +10 I think. I would SO want that IRL. It'd take about 10 minutes to clean my house.
That's true. But IRL most people would choose other spells than as an adventuring pc, I guess.

It wasn't my only spell. Just a favorite. It's a utility spell after all.


For sheer 'put the dm on the spot and see what they come up with'? It has to be Unnatural Lust - So, what does that Wizard do when his fighter bodyguard tries to snog him? What is the chance of two random monsters finding each other attractive... Best to warn the DM in advance you intend to use this one!

Also Touch of Idiocy is an excellent anti-caster spell. Pity about the range.

I also have a soft spot for Lesser and Greater Geas.

Lantern Lodge

Unnatural Lust.

BBEG fails save, is irresistibly attracted to a PC, and provokes attacks of opportunity as he attempts to reach that PC on his next turn.

At low levels, this has trivialized encounters to the amusement of all.


1 person marked this as a favorite.
Gobo Horde wrote:
Kydeem de'Morcaine wrote:
Capricornus wrote:

Vomit Swarm always makes me giggle. My Witch characters always take it when they get the chance. Also, it has no verbal component. It'd be pretty hilarious Stilled too.

"I have you grappled, Witch! What will you do now? Hahaha... wait, why are you smiling? AAAAAAH SPIDERS!" ...

I like eruptive pustules for similar reasons of ick.

Touch injection and eruptive pustules. COOTIES!!!

@VRMH Mending requires all the pieces to be present. Sadly no fixed sammach for you :(

Though "regenerate sandwich" is definitely a spell that needs to be researched.

Silver Crusade

strayshift wrote:

For sheer 'put the dm on the spot and see what they come up with'? It has to be Unnatural Lust - So, what does that Wizard do when his fighter bodyguard tries to snog him? What is the chance of two random monsters finding each other attractive... Best to warn the DM in advance you intend to use this one!

A friend of mine came up with a great use for this once. His witch had a fox familiar, and we had to save an innocent human from a pack of wolves. He cast Unnatural Lust on one of the wolves to make it attracted to his fox, which flew away. Because the wolf had to follow the fox through a relatively enclosed area, it took AoOs from 3 members of the party and went down before it could even get close to the familiar. Luckily, the fox was flying, so the wolf couldn't have caught it, even if we hadn't killed it.

Besides being hilarious, this was great from the perspective of action economy - we killed the wolf on its turn, which let us focus on the rest of the wolf pack on our own turns. This shortened the battle, allowing us to successfully save the pack's innocent human target.


1 person marked this as a favorite.
Fromper wrote:
His witch had a fox familiar, and we had to save an innocent human from a pack of wolves. He cast Unnatural Lust on one of the wolves to make it attracted to his fox

How much chicken did it take to coax the fox to return?


Let's just say you have to feel sorry for a certain adventuring Paladin who still shudders at the very thought of fighting a female Ogre...

Liberty's Edge

Tiny Coffee Golem wrote:
Gobo Horde wrote:
Kydeem de'Morcaine wrote:
Capricornus wrote:

Vomit Swarm always makes me giggle. My Witch characters always take it when they get the chance. Also, it has no verbal component. It'd be pretty hilarious Stilled too.

"I have you grappled, Witch! What will you do now? Hahaha... wait, why are you smiling? AAAAAAH SPIDERS!" ...

I like eruptive pustules for similar reasons of ick.

Touch injection and eruptive pustules. COOTIES!!!

@VRMH Mending requires all the pieces to be present. Sadly no fixed sammach for you :(

Though "regenerate sandwich" is definitely a spell that needs to be researched.

Nah, just have unseen servant handy.

'Make me ANOTHER sammich!'

Grand Lodge

Irresistible Dance and Hideous Laughter.

Nothing quite as satisfying forcing the enemy to dance, or laugh, like a fool.

Also, Flesh to Ooze and Vomit Twin are just fun.


1 person marked this as a favorite.

I have to wonder if there is a "bodily function" sorcerer bloodline out there somewhere ... talk about an "ick factor" theme for spells known...


Turin the Mad wrote:
I have to wonder if there is a "bodily function" sorcerer bloodline out there somewhere ... talk about an "ick factor" theme for spells known...

Yet strangely popular with Canines...


Proley wrote:
the rogue can't get sneak attack on it since it's clearly a construct,
just popping in to say: rogues can sneak attack constructs in PF:
Quote:

Precision-Based Damage (like Sneak Attack)

The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):

Elemental (subtype): "<An elemental...> does not take additional damage from precision-based attacks (such as sneak attack.)"
Incorporeal (subtype): "An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."
Ooze (Type): "<An ooze is...> does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)


1 person marked this as a favorite.

Hypnotism.

At first glance, it has a HD limit, a heinous casting time, and a lot of drawbacks.

On deeper inspection, it has an über-suggestion built in with basically no expiration, and it's a perfect synergy with Spellsong.

One of the other PCs in my current campaign was actually hypnotized to defend me. Once. That's how he came to be in the party. :)


Secure shelter and magnificent mansion are my personal favorites.


Haunted Fey Aspect. You appear as a crazy fey. Use it while intimidating, pretending someone else has possessed you or your actions are otherwise not your own, become a god of backwoods people who don't know any better, and add weight to your prophecies (whether they're true or not). Best used with a DM willing to work with the illusion aspect of it and think beyond the DR 1/cold iron.


3 people marked this as a favorite.

While it is already considered one of the most useful spell, I found myself thinking that prestidigitation would be the perfect tool for a serial killer. This spell is meant to take care of a lot of the small details that were too insignificant to bother making their own spells, but in murder and assassination, those can be the biggest pitfalls. Without rather high level magic to find out the truth, you will be particularly hard to find in the setting.

Besides obviously cleaning up the blood, you could also bloody someone else's weapon to frame them. You can disguise the taste of a drink or food so that you can use less subtle poisons. You can color your clothes in order to make a quick disguise and confuse pursuers. The 'cool or warm 1 pound of nonliving matter' bit can get a bit gruesome if you try to throw off time of death with a warm 'present.' The fact that you can make tiny objects as a calling card is just icing on the cake.

This can be particularly good since you can acquire prestidigitation as a spell like ability through the Trifler trait. Spell like abilities lack verbal and somatic components, which make them akin to a silent/still spell. You could theoretically pull off your tampering even when someone else is in the room. It only has 3 uses per day, but that is three hours to work with, which is often more than enough time.


1 person marked this as a favorite.
blackbloodtroll wrote:

Irresistible Dance and Hideous Laughter.

Nothing quite as satisfying forcing the enemy to dance, or laugh, like a fool.

Also, Flesh to Ooze and Vomit Twin are just fun.

Oh sweet! Thanks for showing me vomit twin! Those goblin only things are just great and I now have an idea of using this with an alchemist with the eternal potion. Have your puke buddy named Barf all the time! and you can switch places with it every turn if you want. It dies, its a simple standard to create a new one!


Create water. Need an oncoming canoe to sink? Need to put out that signal fire? Need to see how deep a hole is? Need to not die in the desert? Need to distract someone? Need to make the ground slippery before an ambush? Need to flood an underground room (takes time but so worth it)? And that's just off the top of my head.

Fromper wrote:

Doesn't work. From the Summon Monster spell description in the Core Rulebook:

Quote:
Creatures cannot be summoned into an environment that cannot support them.

It was not summoned underwater or in space so the environment can infact support it. Similarly, orcas are air breathers. You need to enforce the on a surface/in water to keep PCs from raining animals on their enemies.

Also, on monsters, Imma call bs on dolphin stats, they have way more CHA than 6.

Silver Crusade

Journ-O-LST-3 wrote:


Fromper wrote:

Doesn't work. From the Summon Monster spell description in the Core Rulebook:

Quote:
Creatures cannot be summoned into an environment that cannot support them.

It was not summoned underwater or in space so the environment can infact support it. Similarly, orcas are air breathers. You need to enforce the on a surface/in water to keep PCs from raining animals on their enemies.

If the summoned critter fell, then its weight obviously wasn't supported. See also: dictionary.com.


Fromper wrote:
Journ-O-LST-3 wrote:


Fromper wrote:

Doesn't work. From the Summon Monster spell description in the Core Rulebook:

Quote:
Creatures cannot be summoned into an environment that cannot support them.

It was not summoned underwater or in space so the environment can infact support it. Similarly, orcas are air breathers. You need to enforce the on a surface/in water to keep PCs from raining animals on their enemies.

If the summoned critter fell, then its weight obviously wasn't supported. See also: dictionary.com.

dictionary.com wrote:
to sustain (a person, the mind, spirits, courage, etc.) under trial or affliction: They supported him throughout his ordeal.

That does clear it up. Clearly being summoned from wherever would be stressful for a creature, without someone around to make handle animal checks to calm it, the spell cannot be cast? Is that why you pointed me at a dictionary? To educate me on making sure that an environment could sustain the a summon through the ordeal of being called to another place?

Silver Crusade

dictionary.com wrote:


1. to bear or hold up (a load, mass, structure, part, etc.); serve as a foundation for.
2. to sustain or withstand (weight, pressure, strain, etc.) without giving way; serve as a prop for.


Journ-O-LST-3 wrote:
Fromper wrote:
Journ-O-LST-3 wrote:


Fromper wrote:

Doesn't work. From the Summon Monster spell description in the Core Rulebook:

Quote:
Creatures cannot be summoned into an environment that cannot support them.

It was not summoned underwater or in space so the environment can infact support it. Similarly, orcas are air breathers. You need to enforce the on a surface/in water to keep PCs from raining animals on their enemies.

If the summoned critter fell, then its weight obviously wasn't supported. See also: dictionary.com.

dictionary.com wrote:
to sustain (a person, the mind, spirits, courage, etc.) under trial or affliction: They supported him throughout his ordeal.
That does clear it up. Clearly being summoned from wherever would be stressful for a creature, without someone around to make handle animal checks to calm it, the spell cannot be cast? Is that why you pointed me at a dictionary? To educate me on making sure that an environment could sustain the a summon through the ordeal of being called to another place?

Try again.

support[ suh-pawrt, -pohrt ]
verb (used with object)
1. to bear or hold up (a load, mass, structure, part, etc.); serve as a foundation for.
2. to sustain or withstand (weight, pressure, strain, etc.) without giving way; serve as a prop for.
3. to undergo or endure, especially with patience or submission; tolerate.

Edit: ninja'd


Statue.

It's great for hiding or just gaining hardness at the end of your turn. Also you don't age or grow hungry while being stone. For a sorcerer with still and silent spell it is a way to wait a very long time.


2 people marked this as a favorite.

Oh god I hope all the dictionary referencing is facetious.


Except if you move beyond random definitions for the word and see the usage, it says "into" which is not "on top of."

Most talk about environments supporting things has to do with available food and such. For example, a kiddie pool, even full of sea water cannot support an orca. "Falling" is not a specific environment, the surroundings are. So as we are looking at a horribly technical reading of the spell, while an orca cannot be summoned on Venus (the air is acid, and too hot, and it sucks, environment cannot support it) it can be summoned a mile up because it will not start dying due to a hostile atmosphere.

Even taking the second definition, in space the orca cannot withstand the pressure and cannot be summoned but a mile above ground it's doing okay, until it lands on something, then it isn't. But that's not the environment.

To stay on topic:
Air Bubble is pretty awesome once you have a few levels to give you enough time to move around. It provides a place to hide, or to stash things in a mildly heavy box.


They do mean physically support though. Major creation has the same wording and nothing you make with that is alive. It prevent Major creation from being a comment strike that topples castles (adamantine ball drop)

There are work arounds. Like creating/summoning on a platform your flying fighter is holding.


strayshift wrote:

Also Touch of Idiocy is an excellent anti-caster spell. Pity about the range.

For what it's worth, I used Touch of Idiocy with Spectral Hand against my players recently:

Spectral Hand wrote:

Spectral Hand

School necromancy; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect one spectral hand
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.

The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.


Ansel Krulwich wrote:

Another vote for Mad Monkeys. I love that spell so much that I made 2-inch square color printouts of the Bestiary 2 artwork. Actually, I made six of them because I love casting that spell so much.

It's "the swarm understands and obeys your commands" part of the spell that makes PFS GMs cry and shake their heads after they ask to see proof that I own Ultimate Magic.

I can agree with this. I had a group of players fighting a necromancer with a few bodyguards who was a boss. No one could do a damn thing between his cloudkill, his servants and his readied spells. Until our parties sorc cast Mad Monkeys. They immediately stole his spell component pouch, then his staff full of spells and all his wands. Within five turns the necromancer was essentially a commoner. I was actually really annoyed to see him trivialized so easily.

Silver Crusade

Quintessentially Me wrote:
strayshift wrote:

Also Touch of Idiocy is an excellent anti-caster spell. Pity about the range.

For what it's worth, I used Touch of Idiocy with Spectral Hand against my players recently:

Actually, I'd put Spectral Hand on the list of great spells before Touch of Idiocy, for exactly this reason. It makes good spells into great spells. These two definitely combine well.

Or you could just use a Reach metamagic rod, but that costs 3000 gp.


Journ-O-LST-3 wrote:

Except if you move beyond random definitions for the word and see the usage, it says "into" which is not "on top of."

Most talk about environments supporting things has to do with available food and such.

I'm sorry, but this is hogwash. a supporting environment is more than just what food you eat. It involves everything you need to survive on your own. In the case of Orca's, that's water. Land based creatures can't fly and require land under their feet.

A simpler solution is to look at that creatures natural habitat. Which is why you don't see Orca's fly and Horses at the bottom of the ocean.

--------------
As far as favorite spells go. Dragon's Breath. While it's more dangerous to pull off because you need to be closer to the target, the fact that you can change energy types without going the admixture route as well as choose between cones and lines makes this one of my favorite damage spells. (Besides, being in the fray of combat makes it more exciting)


Ryuko wrote:
Ansel Krulwich wrote:

Another vote for Mad Monkeys. I love that spell so much that I made 2-inch square color printouts of the Bestiary 2 artwork. Actually, I made six of them because I love casting that spell so much.

It's "the swarm understands and obeys your commands" part of the spell that makes PFS GMs cry and shake their heads after they ask to see proof that I own Ultimate Magic.

I can agree with this. I had a group of players fighting a necromancer with a few bodyguards who was a boss. No one could do a damn thing between his cloudkill, his servants and his readied spells. Until our parties sorc cast Mad Monkeys. They immediately stole his spell component pouch, then his staff full of spells and all his wands. Within five turns the necromancer was essentially a commoner. I was actually really annoyed to see him trivialized so easily.

I got to use this against the pc battle cleric as a "And this is why you need to learn strategy" from a druid mentor type. First they stole his holy symbol, then his component pouch, then the swarm went up a wall out of his reach. Said druid was wildshaped into an earth elemental and leaning out of said wall as well. No damage done except to his pride, that got a critical hit.

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

Silent Image
I know in this community considers it to be one of the best wizard spells, but my friends never consider this good unless I'm using it. It's so much fun and has so many uses. I recently used it to conjure Lamashtu to distract a bunch of stoned out gnolls.

Disguise Self is underrated, in my opinion, as you can turn yourself into any humanoid. Why charm the guard when you can disguise yourself as a guard?

One of my players loves Comprehend Languages. In my campaign, the party frequently encountered creatures and undead speaking ancient dialects.

I someday want to make a wizard with polymorphing spells. They're so much fun. I'd like to play a short pervy wizard that baleful polymorphs his enemies into attractive and exotic ladies. Instead of killing people and dooming them to an after life of Hell and Abyss, he rather give them another chance at life as kind and attractive young women.

Silver Crusade

2 people marked this as a favorite.

I play a lot of Pathfinder Society, and every spellcaster I play has scrolls of Comprehend Languages. We're constantly trying to read runes and ancient texts on Pathfinder missions.

Spiritual Weapon is a great cleric spell.


Cyrad wrote:
Disguise Self is underrated, in my opinion, as you can turn yourself into any humanoid. Why charm the guard when you can disguise yourself as a guard?

Disguise Self reminded me of another surprising favorite of mine: Alter Self. It changes you into another creature, and depending on the creature, you now have darkvision, low-light, scent or even a swim speed... I found it quite handy when we needed to explore an underwater section of a cave.


Dr Grecko wrote:
Disguise Self reminded me of another surprising favorite of mine: Alter Self. It changes you into another creature, and depending on the creature, you now have darkvision, low-light, scent or even a swim speed... I found it quite handy when we needed to explore an underwater section of a cave.

Ooh, ditto Alter Self. That swim speed and darkvision is huge for a low-level caster, in addition to all the potential disguise utility.


Dr Grecko wrote:
Journ-O-LST-3 wrote:

Except if you move beyond random definitions for the word and see the usage, it says "into" which is not "on top of."

Most talk about environments supporting things has to do with available food and such.

I'm sorry, but this is hogwash. a supporting environment is more than just what food you eat. It involves everything you need to survive on your own. In the case of Orca's, that's water. Land based creatures can't fly and require land under their feet.

A simpler solution is to look at that creatures natural habitat. Which is why you don't see Orca's fly and Horses at the bottom of the ocean.

These creatures don't need land to survive on their own.

"Land, sea, and air" are not environments. Birds don't live in the "air" environment. They may live in a jungle, or forest, or tundra and then fly THROUGH the air to get around, but their environment is not "in the air".

A Rhinoceros needs a few things for an environment to support him. Since generally he's only going to be around for a minute or two at most, the only one of these that immediately comes into play is air to breathe.

Can you summon him underwater? No. He can't breathe and would suffocate.

Can you summon him in space? No. Ditto.

Can you bring him into the Plane of Fire, Earth, Water, etc.? No, each of those environments would probably immediately start to kill him.

Can you summon him in mid-air to drop on some poor bastard? Yes. The environment supports him. The material does not.


Wasn't there an FAQ on the "animal bombing" summoning?


Burning hands because I really hate swarms.


for my Cleric (in PFS play) among his favorite spells even at high tiers (he's currently 10th level, nearly 11th level) is Compassionate Ally.

Quote:
At the sight of an injured ally, the target immediately disengages from its current course of action and rushes to provide aid. If the target possesses curative spells or magic items, it utilizes them to help the injured ally. If not, the target provides aid by performing a Heal check. The target remains with the injured ally to assure her safety and refuses to leave the ally’s side until her wounds are fully treated or the spell ends, but can otherwise defend itself and make attacks.

Sure it is a 2nd level spell so the Will save DC isn't great (but with my Cleric's WIS it isn't half bad either) but unlike the somewhat similar Hold Person this spell doesn't allow for re-saves each round.

Instead if the target fails the initial save they are going to be spending the rest of combat (most likely) tending to their wounded allies - which means not spending actions attacking my allies. Yes it says they can defend themselves (as a DM I'd rule that they can take attacks of opportunity - if they retain a weapon in hand while attempting to also provide healing, but they are likely going to be focusing on spending actions healing their ally)

The potent part of this is that it turns around the usual adage about in-combat healing - that it typically doesn't work as well as damage output - so most likely my party will be able to keep that injured ally injured even after healing - and more than likely will be able to deal with the distracted target as well.

I've used this to fantastic effect on enemy necromancers (forcing them to channel negative to heal their undead allies vs to harm my party and a bunch of innocent bystanders) and it has turned around entire combats on more than one occasion.

Plus as my Cleric is healing focused it is quite in keeping with his ethos to force the enemy to heal vs attack - especially useful in taking enemy spell casters out of the combat - but equally useful in removing physical threats by forcing them to waste actions on Heal skill checks or on pulling out and administering potions (plus enemy melee types likely have lower Will saves than say enemy casters will...)

Silver Crusade

Rycaut wrote:

for my Cleric (in PFS play) among his favorite spells even at high tiers (he's currently 10th level, nearly 11th level) is Compassionate Ally.

Quote:
At the sight of an injured ally, the target immediately disengages from its current course of action and rushes to provide aid. If the target possesses curative spells or magic items, it utilizes them to help the injured ally. If not, the target provides aid by performing a Heal check. The target remains with the injured ally to assure her safety and refuses to leave the ally’s side until her wounds are fully treated or the spell ends, but can otherwise defend itself and make attacks.

Sure it is a 2nd level spell so the Will save DC isn't great (but with my Cleric's WIS it isn't half bad either) but unlike the somewhat similar Hold Person this spell doesn't allow for re-saves each round.

Instead if the target fails the initial save they are going to be spending the rest of combat (most likely) tending to their wounded allies - which means not spending actions attacking my allies. Yes it says they can defend themselves (as a DM I'd rule that they can take attacks of opportunity - if they retain a weapon in hand while attempting to also provide healing, but they are likely going to be focusing on spending actions healing their ally)

The potent part of this is that it turns around the usual adage about in-combat healing - that it typically doesn't work as well as damage output - so most likely my party will be able to keep that injured ally injured even after healing - and more than likely will be able to deal with the distracted target as well.

I've used this to fantastic effect on enemy necromancers (forcing them to channel negative to heal their undead allies vs to harm my party and a bunch of innocent bystanders) and it has turned around entire combats on more than one occasion.

Plus as my Cleric is healing focused it is quite in keeping with his ethos to force the enemy to heal vs attack - especially useful in taking enemy spell...

I never noticed that one before. What book is that from?


Given that I've already offered a few enchantment options (and observe that not one person yet has said magic missile or fireball...) I'll have to add Suggestion. Well put simply, if you can talk to them, the world is your oyster.


I like casting Alter Self on my familiar for an instant halfling buddy


Compassionate Ally is from Ultimate Magic. It is subject to a little bit of interpretation (like many things from Ultimate Magic it probably could stand some editing/errata clarifications) but generally it is a fantastic way to remove someone from combat without outright killing them - and while it is a double-edged tool (if the person you hit with it actually can heal really effectively you may be prolonging combat) it makes for a nice 2nd level spell slot option

(it doesn't work well at all against a solo foe and it doesn't work as an opening act in combat (since it requires an injured ally of your target to be most effective - but assuming your party do their part that "injured ally" requirement should quickly be met - so not a universally useful spell but at least in PFS play the true solo foe is relatively rare - and frequently is someone with a means of creating allies - i.e. animate dead, summon monsters etc)


Haste+shield (not surprising tough).


I haven't used it yet... but I'm itching to cast ghoul hunger.

Morain wrote:
Haste+shield (not surprising tough).

That was about the best opening move in 3.0 (+11 AC!)


Glitterdust and grease are not surpisingly good. Everyone knows they are good.

Open/close is awesome. Opena door from afar. This often stops traps and ambushes.

Silent image is awesome and I never seen it used other than by me.

no you can not summon a monster to drop on someone..

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.


I never saw the appeal of Open/close. I can do 90% of the same things with magehand.


Most doors will weigh more than 5 pounds.


Finlanderboy wrote:
Most doors will weigh more than 5 pounds.

You're not lifting the door. You're just pulling the handle. I've seen very few doors that required more than one hand with no effort to open.

Now anything that's not designed to be easily opened will be a problem, but that same problem exists for the open cantrip.

1 to 50 of 241 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Spells That Are Surprisingly Your Favorites All Messageboards

Want to post a reply? Sign in.