| Rerednaw |
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.
Imbicatus
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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.
| Snowleopard |
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.
| Atarlost |
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.
| Kayerloth |
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.
Charlie Bell
RPG Superstar 2013 Top 16
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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.
Weirdo
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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.
| Cassidius |
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).
| Ravingdork |
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.