The new top arcane spell combos....


Advice


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this is just too restart the thread with
cgdlanterns post too start...for the tried and true...

also too keep this thread going so many great jaw dropping thoughts....so let us continue.....

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Lady Evgenya Zunaida
Well here are the combos I read while we went through, that most people seemed to think would work.

Please, if you are just getting on the page, read the whole list, the descriptions of these combos really do them more justice than just reading them as a list.

Web/Cloudkill

Black Tentacles/Stinking Cloud

protection from arrows/ levitate

Haste + Rage

Maze + anything else

Cloudkill/Forcecage

Aqueas Orb + Hideous Laughter

Flaming Sphere + Pyrotechnics

Enemy Hammer + any Create Pit spell

Quickened Ill Omen / Hold Monster

Glitterdust + Fog Cloud

Pit spell + illusory wall = Nobody saw it coming

Blindness/Deafness (blind) + Blindness/Deafness (deafen) + bestow curse (make mute) = Poor sap

Silent Image/Create Pit

Spark + Pyrotechnic

Wall of Stone + Meld into Stone

What about flesh to stone followed up by a transmute rock to mud?

web + burning hands

Invisibility + Summon Monster

rainbow pattern + acid pit.

Create Pit + Hydraulic Push

Beast Shape I and Geas/Quest. = "A talking bird just told me that I'm the chosen one!"

Fear + Crushing Despair

Create pit + Summon swarm.

Use Gust of Wind to blow tiny critters into Blade Barrier

Use Telekinesis to toss enemies into Black Tentacles'

Irresistible Dance on a target within a greased area

Mage's Magnificent Mansion + Fabricate = Infinitely shapeable dungeon of doom in which to lure your enemies.

Shrink Item + Mage Hand

Shrink Item + Telekinesis

quicken Cloud kill placed on back wall where enemies are + wall of force to wall them in

Feeblemind + Ray of Stupidity

black tentacles followed by a quickened stinking cloud

Flesh to Stone + Stone Shape + Stone to Flesh

Moment of prescience already casted + prismatic wall + quickened telekinesis

Unseen Servent + Grease

Summon Monster VI to summon a succubus and suggestion to tell victim "She told me she wants you, go hit her so
hard her daughter is born pregnant."

Dimension Door, Feather Fall, and a nearby, unattended 250' rock

Mind blank + invisibility/greater invisibility

Web + Summon Swarm (spiders)

quickened cause fear + create pit
Grease + Blade Barrier

Black Tentacles on floor followed by Black Tentacles on roof ten feet above.

Any Wall spell coupled with Stinking Cloud, Cloudkill, Acid Fog or Incendiary Cloud.

Wall of Force + Acid Fog

Aqueous Orb coupled with Cone of Cold or another Cold-dealing spell to trap the target within the now-solid ice Aqueous Orb.

Telekinetic orb + implosion

Magic Jar + Binding (Minimus Containment),

Hypnotism + Ventriloquism

Continual Flame + Sepia Snake Sigil, preferably both cast as Shadow Conjuration/Evocation to keep the costs down

Animal Messenger + Delay Poison

True Strike + hydraulic push + Create Pit

Unseen Servant + Grease

Trap the soul + Tarrasque. Turn it into your phylactery when you become a lich. No one wants to kill you because it
would release the Tarrasque.

Reverse gravity + telekinesis

Flesh to Stone + Shatter

Running Enemy + Grease + any Pit spell.

Quickened True Strike + Telekinesis

Spectral Hand + Stone Shape that stone floor the BBEG was standing on? It's now his air-tight, not-allowing-for-
any-movement tomb. No save.

Charm Person + Modify Memory

Aqueous Orb + Freezing Sphere

Create Pit/Move Earth/Stone Shape (any earth-moving-type spell, really) + Cloudkill

Explosive ruins and Dispel magic

Explosive Ruins: 8th or 9th level illusion spell

Animal Messenger + Magic Mouth

Wild Shape/Elemental Shape into Large Air Elemental + Call Lightning.

2 Summon monsters I's for Stirge + Centipede

Darkness + summon monster for a dog (scent)

Illusion of wall of fire + Prismatic Wall

Dust of dryness + a barrel of holy water

now my own favorite

Aqueous orb + ball lightning.....aka the bug zapper....


aqueous orb+ ball lightning.

flavor...or explanation....

its at a minimum 7 round combo, that lasts longer, after the first two rounds its fire and forget till a) target escapes
b) target is dead

step 1..cast ball lightning direct where you will minimum 2 of em and you just took up 2 5ft squares...pretty nifty squares...
step 2 cast aqueous orb, failed save straight into one of your orbs...
he is entangled,drowning (can you hold your breath while being electrocuted) and now being electrocuted if being metal armor is a neg 4 too your save , what is being emmersed inside a 10' ball of water........and you just took a baddie out of the fight, move action your ball lightning right into the aqueous orb......rinse and repeat as necessary....


darkness+create pit.....very usefull for a teleporting conjuration wizard right at his own feet vs a charging foe....

darkness+grease...same play slightly different outcome...swift teleport and no fall...

darkness centered self...summon something nasty right next too you, then teleport out....


A favorite combo of mine is Stinking Cloud + Acid Pit (or Hungry Pit).

Much like your combo with Black Tentacles, all the spells involved are of the Conjuration school, so they all benefit from Spell Focus Conjuration for + to save DC, and none allow SR. The Acid/Hungry Pit stops enemies from moving out of the Stinking Cloud and deals damage every round. The Stinking Cloud keeps the enemy nauseated, or at least unable to see. Since Stinking Cloud is 3rd level, it can be enhanced with a Lesser Metamagic Rod, which is the kind I like to have around for Quicken Spell & Dazing Spell as soon as I can afford them.


Grease + Staggering Fall is a punishing combo that a 3rd-level wizard can pump out in a single round.


conjurations specialist shift ability+ wreath of blades thanks eliminster in myth drannor.


new one

wind blades....then summon a medium+ air elemental and whirl wind....


Can someone explain magic jar +binding (minimus containment) to me?


Hostile Juxtaposition+ Contagious Flame

target first round with contagious flame all rays
then hostile juxtaposition ...contagious flame towards you.

Swap places as the rays mow down your opponent.

first attack
4d6 points of fire damage x3 or 4d6/4d6/4d6 (can you say maximized later on)

Hostile juxtaposition "pop" as your contagious flame comes back at you aka first ray. hitting it again with another 4d6/4d6/4d6

3rd round as a conjuration specialist either cast another hostile jux, or let it radiate outward...great for use when nearly surrounded.

Shadow Lodge

Shrink Item+ max cap. of molten lead+small canon ball sized steel sphere with small chamber at center and several hole drilled into center.

Cloth of molten lead is compacted into center chamber. Ball is thrown at enemy and command word is yelled. Molten lead spewing missile.


how too kidnap someone, hostile juxtaposition + spectral hand.....

Or of course hostile jux + a cantrip. even prestigation...

Hostile juztaposition You create a dimensional link to the target creature. When attacked or the subject of a spell that deals damage to you, you can spend an immediate action to cause yourself and the target creature to teleport and switch places.

Spectral hand 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

If you can light a pipe with prestigation you can do damage via a spell too yourself,

other ways...blood money which is ironic....


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You missed Tar Pool + Sirocco.

Sirocco knocks flying creatures out of the air, deals relatively significant ongoing damage, automatically debuffs everyone with fatigue (and then exhaustion on round 2), and can knock people prone...in the tar...the tar that keeps them from escaping the area, deals ongoing damage, and also debuffs everyone with entanglement. In short, the two spells have GREAT synergy and ensure that victims will be caught in and suffer the full effects of both spells for their entire durations.


Knocks creatures out of the air unless they make a fly check dc 15, which is absurdly trivial.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Not every spellcaster who flies invests in Fly ranks. It's also great on especially clumsy creatures (like certain dragons). It's also pretty much free, so it makes the spell better, even if only marginally so.


Ravingdork wrote:
Not every spellcaster who flies invests in Fly ranks. It's also great on especially clumsy creatures (like certain dragons). It's also pretty much free, so it makes the spell better, even if only marginally so.

Skimming briefly through the Bestiary 1 suggests that most dragons have invested ranks in Fly and casters flying with spells get a significant boost to their Fly checks. Both are likely to pass DC15 pretty trivially.

Tar Pool would have been a great spell at lower levels when enemies who don't Fly or Teleport are much more common but by level 11 it is distinctly lacklustre.

My suggestion is Emergency Force Sphere. You don't need to add anything to it although it does keep you safe while you summon monsters (provided they can fit in there with you, Lantern Archons are a good idea).

For Wizards consider combining it with Preferred Spell for amazing defensive options.


=> Disintegrate + Gust of Wind, let's see you bring that back to life without True Resurrection.


Wall of sound and grease in a long and narrow corridor with many enemies running through it towards you. Start with the wall, then start spamming the slip and slide.


A telekinetic charge + quickened telekinetic charge is a great method of launching two martials into flanking position. Each martial gets to make a free attack (as an immediate action) upon landing, and then, on their turn, they get to make their full attacks. A standard + swift that could potentially end fights vs many enemies.


Kayerloth wrote:

=> Disintegrate + Gust of Wind, let's see you bring that back to life without True Resurrection.

Pfft, you don't need to wait until 11th level to eliminate the possibility of a non-true resurrection,

just put the body in a bag of holding, and fill it up overcapacity (or destroy it). There, no more body.

Shadow Lodge

I have one, but there may be an errata about it

Blood Money+Wish


Tiny Coffee Golem wrote:
Can someone explain magic jar +binding (minimus containment) to me?

The Binding spell puts your body safely inside a very small gemstone. And since Magic Jar requires no line of effect, you can now go possess others without ever aging.

Essentially, it's a way to live forever.


Blood Money + Ray of Enfeeblement on yourself.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Azten wrote:
Blood Money + Ray of Enfeeblement on yourself.

Because ray of enfeeblement means your Strength score can't drop below 1?

I don't think it works the way you think.


Ravingdork wrote:

You missed Tar Pool + Sirocco.

Sirocco knocks flying creatures out of the air, deals relatively significant ongoing damage, automatically debuffs everyone with fatigue (and then exhaustion on round 2), and can knock people prone...in the tar...the tar that keeps them from escaping the area, deals ongoing damage, and also debuffs everyone with entanglement. In short, the two spells have GREAT synergy and ensure that victims will be caught in and suffer the full effects of both spells for their entire durations.

There's the additional issue that they both deal fire damage. Fire resistance/immunity is annoyingly common.


Ravingdork wrote:
Azten wrote:
Blood Money + Ray of Enfeeblement on yourself.

Because ray of enfeeblement means your Strength score can't drop below 1?

I don't think it works the way you think.

I would even hazard a guess that once you get to Strength Score 1, you can't use Blood Money anymore because 'creatures who are immune to strength damage can't use this spell'. Not RAW, of course, but if someone wanted to try that at my table, that's how I'd run it. I'm perfectly fine with letting people use Blood Money, because they are willingly weakening themselves for power. Having a Cleric use up his slots to heal you just makes all things better.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, if you don't/can't pay the full cost, you don't get the benefit. Pretty sure that combo has been discussed before.


For clerics - blade barrier + command, greater

If you can have a full circle between you and the enemies, all the better as they will have to run though the barrier twice to get to you.


Thread necro... because I can :)

Jotun's Grip (Deep Magic; 3rd) + Storm of Blades (People of the Sands; Paizo) = the ability to enlarge a Medium Greatsword to Colossal size, dealing 8d6 points of damage initially, followed by the ability to fling that size sword plus 4 duplicates into a hapless victim. The result? 8d6 x 5 = 40d6 of slashing damage.

If you want ammunition of this combo, take a bunch of Greatswords, shrink down to, say, Tiny, or dagger-sized, for easy carrying. If you cast Jotun's Grip, the shrunken Greatsword still goes to Colossal size, so...

Why carrying? Because Storm of Blades' drawback is the fact that it consumes the weapon after casting. If you used a +2 adamantine flaming burst greatsword... it gets vaporized right after. Yeah... a Masterwork Greatsword is relatively cheap, at the very least.


For my 4- lvl wizard i use web+ flaming sphere.

Dark Archive

My winter witch likes rime spelled frostfalls. When he can it will be rime spelled ice storms.


Defensive BBEG prep when alerted that the party is about to charge the main gate/entrance/corridor/whatever chokepoint you can identify: Any fog plus Blade Barrier followed by Shout. While Blade Barrier doesn't explicitly state that there's a noise component, this keeps the late initiative party members from hearing the screams as the early martials/members rush in.

The Shout trick also works well with any other concealment + trap combo above.


plant growth - thorny entanglement
+4 entangle DC, 5 - 10 foot move at half move and 2d6 dmg a round

Dark Archive

Stinking cloud+ Wall of ice. Bonus points if you can drop the hemisphere over enemies. But placing the wall and the cloud in such a way as to force enemies to pass through one or the other or stay put is still pretty sweet.


Hostile juxtaposition and creat pit, if you can fly.


Eldritch Conduit + Anti Magic field.

You lay it on THEM, and control whether it can be dispelled. Send into your fighter (Or if you were a battle cleric/Eldritch knight, go in yourself.


.


Reckless Infatuation on one target ... Unadulterated Loathing on the other.


pennywit wrote:
Reckless Infatuation on one target ... Unadulterated Loathing on the other.

That should play out like an old Pepe Le Pew cartoon!


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Confusion + Spiritual Weapon is one I heard about recently. You hit them with Confusion then your buddy hits them with Spiritual Weapon so they don't roll on the chart but instead attack something they can't kill for rounds/level.


CASTS THREAD RESURECTION

Issac Daneil wrote:

Eldritch Conduit + Anti Magic field.

You lay it on THEM, and control whether it can be dispelled. Send into your fighter (Or if you were a battle cleric/Eldritch knight, go in yourself.

Doesn't work, sadly.

Only works on certain spell areas, but Emanation isnt one of them and antimagic field is an emanation.

Edit: However, Magic Jar + Anti magic field should work. I believe this will effectively kick the magic-jarer out of the body, but the antimagic field should stay.

---Eldritch Conduit---
School transmutation; Level sorcerer/wizard 2, witch 2

DESCRIPTION
If the target of this spell fails to resist its effects with a Will save, he becomes outlined in faint radiance, as if via faerie fire. At any time before the eldritch conduit expires, you may cast another spell with an area effect of cone, cylinder, line, or sphere and use the subject of the eldritch conduit as the point of origin for that spell. Doing so ends the spell immediately. The target must be within close range (25 feet + 5 feet/2 levels) in order for you to use the conduit—if the target moves out of range, the eldritch conduit effect persists but cannot be utilized by you until you get back within range.

---ANTIMAGIC FIELD---
School abjuration; Level cleric 8, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M/DF (pinch of powdered iron or iron filings)
Range 10 ft.
Area 10-ft.-radius emanation, centered on you

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