What are the spells you cannot live without?


Advice


I have found (unless DM/GM pulls punches/mothers you) sooner or later lesser restoration and restoration are necessary and no build gets round that.

Silver Crusade

Either Cure Light Wounds or Infernal Healing.


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Dispel Magic.
A party without at least a couple of dispels prepared is just a sacrificial offering to the dice gods.


Deathward is generally more important to me the restoration spells. I think it had a different name back then, but it has always been a critical spell for me dating all the way back to AD&D 2nd ed. Most times the restoration spells would be necessary are if you don't get Deathward up first.


Restorations, Remove curse/disease/poison are pretty important in a pinch too. And in terms of party DPS/combat ability nothing quite replaces Haste or a Haste-esque spell.


Stone to Flesh, Break Enchantment, or other means of de-petrifying a party member.

Anything that returns to life the party member who was just Disintegrated into a pile of dust. Preferably a quickly (not necessarily Quickened) cast spell, so said party member can continue to contribute in combat.


Mending and Light.

Silver Crusade

Plane shift can get pretty critical if you somehow end up off plane


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Shiftybob wrote:

Dispel Magic.

A party without at least a couple of dispels prepared is just a sacrificial offering to the dice gods.

Do we actually have to have that spell prepared?

After all, it's one of my sorceress's known spells...

*ducks for cover*

Sczarni

Mage Armor. I love it so hard D:

Scarab Sages

Protection from Evil is pretty critical if you are around a gate spell.


Pathfinder Adventure Path Subscriber

Cure Blindness.
Cure Disease.
Neutralize Poison.
Regeneration.
Remove Curse.
Restoration (and Lesser)
Tongues. (if your game actually uses different spoken languages when you travel)

Alternatively, Limited Wish makes a good spell choice because of it's universal spell ability.

Dark Archive

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Feather Fall. Enough said.


Imbicatus wrote:
Protection from Evil is pretty critical if you are around a gate spell.

Does Protection from Evil work vs Gate since gated creatures are called rather than summoned?

edit: on topic, I second Dispel Magic, great offensive and defensive spell

Scarab Sages

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Raziel747 wrote:
Imbicatus wrote:
Protection from Evil is pretty critical if you are around a gate spell.

Does Protection from Evil work vs Gate since gated creatures are called rather than summoned?

Sorry for the confusion, I was specifically thinking of previous games where if you didn't have a Protection From Evil effect active you would be attacked by whatever came through. That's what I get for replaying Baldur's Gate.


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Mad Monkeys. Especially if you cast the spell in a barrel.


I don't think any spell really can not be missed, but I think some variety of curing spells are assumed in the system, other spells are optional.


Fly and Teleport.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Herosim. It makes everybody better at everything. Versatile. Long lasting.


Something to detect invisible combatants. See invisibility, invisibility purge, glitterdust, faerie fire, true seeing, whatever.

A way to deal with magical darkness. Daylight. An everburning torch heightened to level 4 if your GM allows it.


Tongues.
Mending.
Purify/create food and water.
Make whole.
Prestidigitation if you don't want to stink all the time.

These are more important to me than any combat or healing spell.

Then dispel magic.

After that, cure light wounds, but usually in item form.


Detect Magic is one of the most frequently used spells i think, along with cure light wounds (wand or not).


In order for a mage to survive Magic missile is pretty needed, as well as dispel magic. Invisibility is highly usefull as well as detect invisibilty.
For clerics it's easyer as they get all spells anyway. It's more a selection based on what the environment needs that day. If you expext undead (lesser/greater)restoration may be needed and Healing can usually be free cast or channeled. Getting selective channeling makes channelling much more usefull in a pitched battle.
Rangers may use damage enhancing spells as lead blades and the like.
And the paladin who get's lesser restoration as a first level spell rocks.


I pretty much agree with Rerednaw's list.

Not Tongues, though. In Golarion there aren't that many languages you need. The elemental languages and undercommon and orc and giant and draconic and sylvan and maybe the lore language appropriate to your region (eg. ancient thassilonian or ancient ossiriani). A witch and a magus can cover everything with a few points of linguistics each.

Besides, it's a level 3 wizard spell and so's Summon Monster III. In an emergency you can summon a Lantern Archon to interpret for you with truespeech.


Depends on the nature of the campaign. Minimally there are none I couldn't due without particularly in a very grim and gritty campaign where magic is low level and very rare.

The more and higher the magic and the less rare it becomes, the more a party or character will want (need?) access to it.

Starting with the basics Read Magic (accompanied by ranks in Spellcraft preferred). Considered so "necessary" all wizards innately have the ability to prepare Read Magic from memory and do not need a spellbook to do so.

In the more typical high fantasy, highly magic campaign environment I'd still be loath to say I needed any one particular spell. I'd be more prone to thinking along the same lines as Mystically Inclined above:
- Some means to recover hit points in a rapid, timely fashion (rounds and minutes vs days and weeks).
- Some way to deal with ability damage and drain (either by preventing or recovering from in a timely fashion).
- A timely method for dealing with condition removal in general.
- A method of dealing with level drain.
- A method for dealing with death.
- Some way to dispel or suppress magic/magical effects.
- Methods for movement beyond the earth's surface (Flight and Underwater specifically). Or even more precisely the ability to deal with foes with those abilities.
- Methods for planar travel/movement.
- Ways of dealing with or employing stealth and concealment whether its invisibility, shadows and darkness, fog, smoke, heavy brush/foliage ...

The list is definitely starting to stray into desired rather than "needed" territory so I'm just going to stop.

Lantern Lodge

Lip Stitch.

Also, Heightened Lip Stitch, Quickened Lip Stitch, or if you're one of them Good-types, Merciful Lip Stitch.

Dark Archive

Blink. Blink. Moar Blink.

Liberty's Edge RPG Superstar 2013 Top 16

When they become available:

Haste, good hope, cure light wounds, resist energy.
The restorations.
Invisibility, greater invisibility, and their counters.
Fly, air walk, overland flight, or mass fly.
Teleport, shadow walk, or wind walk.
Dispel magic and greater dispel magic.

There's very little else I couldn't do without.


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DETECT MAGIC! Most used spell in my games by a factor of 10.

Shadow Lodge

Mind Blank.


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Jacob Saltband wrote:
Mind Blank.

It's ok, take your time to think.

My draconic sorc couldn't live without fireball.

Shadow Lodge

Master of the Dark Triad wrote:
Jacob Saltband wrote:
Mind Blank.

It's ok, take your time to think.

Yes its a high level spell but once you can cast it I believe its a must.


At early levels, Ear Piercing Scream and Mirror Image are two spells I always take.

Shadow Lodge

I don't think there is such a thing as a true must-have across all groups.

I've run a 5-13 campaign that never required most of the spells mentioned, including flight methods, fast travel (teleport etc), and invisibility. The party also lacked a healer and did just fine with a few emergency potions and access to an NPC for Restoration between adventures. Poison and maybe disease came up but they were dealt with using antitoxin and the Heal skill.

Buffs like Heroism and Good Hope are great, but you can survive without +2 to everything. Haste is usually super, but I was in a group once that consisted of my caster bard, a ranger with a vital strike build, and a cavalier (another one-big-hit class) and Haste was close to useless. The same campaign was extremely low on energy attacks, so we never missed Resist Energy.


Shocking grasp. For interrogations.

Dark Archive

The animate and create undead spells; I'd also toss in meteor swarm, fireball and cone of cold as spells I'd hate to not have access to.


It depends on my caster level and my role in the party.


If I'm a spontaneous spell caster, paragon surge. Changes the game on a fundamental level for you.

RPG Superstar Season 9 Top 16

Protection from Daylight.

Dark Archive

Blood money! I can't believe nobody has put it up yet. Blood money is a wonderful spell; this is especially true if you frequently cast spells of any notable expense level.


I'd like to echo what bfobar said and say detect magic. It's the one spell every single caster should probably have. Beyond that, it depends on the character. My arcane trickster/sorcerer loves scorching ray and invisibility, but my storm druid loves obscuring mist (since he's the only one that can see in it and it's effectively a no save blindness effect for everyone else).


Casey Hudak wrote:
If I'm a spontaneous spell caster, paragon surge. Changes the game on a fundamental level for you.

It does it for prepared casters too.

For defence Emergecy Force Sphere is easily one of my first picks as soon as I can cast level 4 spells.


I've yet to witness a game session were these spells where available but not used:

Message
Detect Magic
Light
Protection from evil
Cure Light Wound
Invisibility (Well Vanish now in fact)
Glitterdust
Fly
Haste (I could live without it, I just don't want to)
Contingency for prepared casters

RPG Superstar Season 9 Top 16

Shiftybob wrote:

Dispel Magic.

A party without at least a couple of dispels prepared is just a sacrificial offering to the dice gods.

But you have to make caster level checks, so it's still a random chance of failure.

Liberty's Edge

Resurrection. Duh.


The Beard wrote:
The animate and create undead spells; I'd also toss in meteor swarm, fireball and cone of cold as spells I'd hate to not have access to.

We often dont get high enough to hate not having meteor swarm:)

And i can live without spells.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Cap. Darling wrote:


And i can live without spells.

In a standard Pathfinder game, no adventurer can live for long without spells. It's too much part of the mechanical balance in the system. Even fighters must eventually come to rely on magical items and hired healing.

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