Uncommon Yet Effective Spells


Advice

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Scarab Sages

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Deadmanwalking wrote:


Keep Calm and Carrion wrote:
And honestly, rage cycling is pretty easy to achieve. I’m interested to hear what unbalancing combos you see with this spell that can’t be easily acheived with a minor magic item.
Having it at 2nd or 3rd level leaps immediately to mind...

A Heart of the Fields Human can do it at level 1.


Truestrike is also great for one-in-a-million attacks. Like dropping an anvil on a very mobile enemy, or throwing a bomb down an enemies' throat. Pretty much one shot kills that you need a 20 to make are now very easy to do if you have true strike. Like prestidigitation, I think true strike is dependent on how creative the player is.

Scarab Sages

Domestichauscat wrote:
Truestrike is also great for one-in-a-million attacks. Like dropping an anvil on a very mobile enemy, or throwing a bomb down an enemies' throat. Pretty much one shot kills that you need a 20 to make are now very easy to do if you have true strike. Like prestidigitation, I think true strike is dependent on how creative the player is.

Yeah, Truestrike is more effective when you are firing a Siege Engine than a Shuriken.


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snobi wrote:
Lavode de'Morcaine wrote:
Even if it is only useful in a special niche build, I'd still like to know about.

Shadow Sorcerer

Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own...

Protective Penumbra: This spell keeps the target slightly in shadow...

In that vein...

Sleet Storm and Boreal Sorcerers.

"Snow Shroud (Su): At 9th level, you ignore concealment and Perception penalties in natural or magical snow, ice, fog, and similar weather conditions."


Gregory Connolly wrote:

Aqueous Orb is awesome, I didn't mention it for the same reason I didn't mention Create Pit, everyone uses them around here.

I would be careful with any strategy of riding in an Aqueous Orb. The biggest limitations of the spell are the orb only having a 10 foot diameter and not being able to fly. At 5th level when you get it the Orb wrecks everyone's face. The first time you fight something Huge or bigger you are gonna wish you memorized Lightning Bolt or Call Lightning instead.

EDIT: Of course after I hit post I get that at high level it is a way to prevent anyone from using slashing or bludgeoning weapons against you, rather than offense. Do'h!

Heh, I never even considered using it defensively. That is an awesome idea.

At mid levels the Orb is a great target for dazing spell. Even if it cannot engulf huge or bigger targets it still deals damage which forces the save. Given you can move it every round you can just sweep it back and forth across the battlefield to force many saves.


I've seen a lot of my favorite spells have already been mentioned (mad monkeys, levitate, grease, but there are a few I haven't noticed in the lists:
-- Message. A simple cantrip, but it's great for allowing the party to confer and deliberate without giving up the game. Essential if you're trying to be stealthy and need to communicate. It's a daily prep for my wizard.
-- Charm Person. Even at the higher levels, it's a great intelligence spell (so long as you're facing humanoids). If we're invading some place new, the first thing I'm looking for is a bad guy to charm and pump for information. Hit him with an ill omen spell (I carry a wand for this purpose) to make it more likely he'll miss the save.
-- Hold Portal. I never prep this in a slot, but I always make sure I have a scroll of it on hand. You never know when you need to slow down reinforcements, and this usually gives you the couple rounds you need to finish off the fight you're in the middle of before you take on the next batch.
-- Obscuring Mist. Great utility spell. You can use it to enable a stealthy strategy, to confuse enemies, or to cover an escape. Or, if you're fighting creatures that can see in darkness while you lack darkvision, cast this and even the score a bit. And if you can get a goz mask (or other way of seeing through mist/fog), this essentially becomes a greater invisibility spell that only uses a 1st level slot.
-- And it's been mentioned, but regarding Shadow Conjuration: My wizard is an air elementalist, so a lot of the best low-level conjuration spells (grease, glitterdust, and the pit spells) are opposition spells for him. But if I cast shadow conjuration, it's like getting normal access to all of those spells with one prep, and essentially heightened too, since they count as a 4th level spell. Yes, the targets get more opportunities to save, but usually with those spells you're hoping to only get a few of the possible targets anyway. I find it works pretty darn well. I one-shotted 3 out of 4 ogrekin a while back by opening a shadow spiked pit under them. Worked like a charm.


My vote: Marionette Possession, want to be a bird for scouting? No problem buy one as a pet and possess it. Charm your enemy and borrow their bodies for an early Magic Jar. Want to be king? Wait till he sleeps (unconscious targets are always considered willing).
It has a few drawbacks, mostly that you must know the name of the target and they must be willing, but I have been able to put it to very good use in a variety of situations.

Scarab Sages

andreww wrote:
Gregory Connolly wrote:

Aqueous Orb is awesome, I didn't mention it for the same reason I didn't mention Create Pit, everyone uses them around here.

I would be careful with any strategy of riding in an Aqueous Orb. The biggest limitations of the spell are the orb only having a 10 foot diameter and not being able to fly. At 5th level when you get it the Orb wrecks everyone's face. The first time you fight something Huge or bigger you are gonna wish you memorized Lightning Bolt or Call Lightning instead.

EDIT: Of course after I hit post I get that at high level it is a way to prevent anyone from using slashing or bludgeoning weapons against you, rather than offense. Do'h!

Heh, I never even considered using it defensively. That is an awesome idea.

At mid levels the Orb is a great target for dazing spell. Even if it cannot engulf huge or bigger targets it still deals damage which forces the save. Given you can move it every round you can just sweep it back and forth across the battlefield to force many saves.

You would still take 2d6 non-lethal damage each round you remained in the sphere, and are entangled which makes further action or spell casting difficult. I think if you are a high enough level to survive using it defensively, you have better options.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Imbicatus wrote:
Domestichauscat wrote:
Truestrike is also great for one-in-a-million attacks. Like dropping an anvil on a very mobile enemy, or throwing a bomb down an enemies' throat. Pretty much one shot kills that you need a 20 to make are now very easy to do if you have true strike. Like prestidigitation, I think true strike is dependent on how creative the player is.
Yeah, Truestrike is more effective when you are firing a Siege Engine than a Shuriken.

I've seen two flying wizards taken down by heavy catapult crits thanks to true strike. I've also seen a vampire cleric on a flying lifeboat shot through the heart with a ballista bolt fired from the deck of the crashing airship he had just wrecked.

Amazing kills all.

MichaelCullen wrote:

My vote: Marionette Possession, want to be a bird for scouting? No problem buy one as a pet and possess it. Charm your enemy and borrow their bodies for an early Magic Jar. Want to be king? Wait till he sleeps (unconscious targets are always considered willing).

It has a few drawbacks, mostly that you must know the name of the target and they must be willing, but I have been able to put it to very good use in a variety of situations.

Willing doesn't mean they give up their save if there is one.


Gregory Connolly wrote:
Sure, you can use Mnemonic Enhancer to get back a spell you already cast of up to 3rd level 10 minutes later. Or you can just leave a 4th level spell slot open and get any spell in your spellbook of up to 4th level 15 minutes later, without wasting a 4th level spell known or buying a 50 gp focus. If you can cast Mnemonic Enhancer you can take the arcane discovery Fast Study and only have it take 1 minute to fill that unfilled 4th level slot. Sure it uses a feat but having all of your out of combat utility spells 1 minute away rather than 15 minutes away makes it a lot more tempting to leave slots open.

Glad Im not the only one that didnt understand the excitement or draw to Mnemonic Enhancer.

Liberty's Edge

Imbicatus wrote:
Deadmanwalking wrote:


Keep Calm and Carrion wrote:
And honestly, rage cycling is pretty easy to achieve. I’m interested to hear what unbalancing combos you see with this spell that can’t be easily acheived with a minor magic item.
Having it at 2nd or 3rd level leaps immediately to mind...
A Heart of the Fields Human can do it at level 1.

Once a day. That's a bit different from 'as often as you like if willing to spend a little gold'.


Debilitating Portent can have devastating effects versus players or monsters that tend to do burst damage. Debilitating portent cuts the damage dealt in half. It gets even worse when used by a witch in conjunction with misfortune and cackle where he has to save with rolling twice.

Sczarni

Retribution may have the [evil] descriptor, but more immediately troubling is that it can only target enemies that have attacked you personally. If your target of choice isn't already attacking you, you can rectify that by moving through its threatened area, taking an AoO from it, and then casting it after moving, like an ersatz Spring Attack.

This tactic is a great way for an evil Inquisitor to prove he's a team player, as you've not only debuffed the guy that was attacking your melee, you've also coaxed out his AoO, meaning unless he has Combat Reflexes, it's now safe for others to move around him, cast spells near him, etc.

Grand Lodge

Imbicatus wrote:
andreww wrote:
Gregory Connolly wrote:

Aqueous Orb is awesome, I didn't mention it for the same reason I didn't mention Create Pit, everyone uses them around here.

I would be careful with any strategy of riding in an Aqueous Orb. The biggest limitations of the spell are the orb only having a 10 foot diameter and not being able to fly. At 5th level when you get it the Orb wrecks everyone's face. The first time you fight something Huge or bigger you are gonna wish you memorized Lightning Bolt or Call Lightning instead.

EDIT: Of course after I hit post I get that at high level it is a way to prevent anyone from using slashing or bludgeoning weapons against you, rather than offense. Do'h!

Heh, I never even considered using it defensively. That is an awesome idea.

At mid levels the Orb is a great target for dazing spell. Even if it cannot engulf huge or bigger targets it still deals damage which forces the save. Given you can move it every round you can just sweep it back and forth across the battlefield to force many saves.

You would still take 2d6 non-lethal damage each round you remained in the sphere, and are entangled which makes further action or spell casting difficult. I think if you are a high enough level to survive using it defensively, you have better options.

You need Freedom of movement to use it defencesively, which I mentioned. But the water would properly get dirty quickly and make it difficult to navigate from the inside.

Still it would be cool in combination with Hydrophobia.


.

Grand Lodge

Throwing in my suggestions For a Dot on this article.

Grace, Chains of Perdition, Endure Elements, Death Knell, Speak with Dead, Life Bubble, Elemental Assessor, Rain of Frogs (I like this one a lot), Acid Arrow (I like Dazing), Pyrotechnics, Explosive Runes (Sir I have a warrant for your arrest.), Ash Storm, Wind Wall, Siphon Magic

Sczarni

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Slacker2010 wrote:
Gregory Connolly wrote:
Sure, you can use Mnemonic Enhancer to get back a spell you already cast of up to 3rd level 10 minutes later. Or you can just leave a 4th level spell slot open and get any spell in your spellbook of up to 4th level 15 minutes later, without wasting a 4th level spell known or buying a 50 gp focus. If you can cast Mnemonic Enhancer you can take the arcane discovery Fast Study and only have it take 1 minute to fill that unfilled 4th level slot. Sure it uses a feat but having all of your out of combat utility spells 1 minute away rather than 15 minutes away makes it a lot more tempting to leave slots open.
Glad Im not the only one that didnt understand the excitement or draw to Mnemonic Enhancer.

Actually, the real way to use Mnemonic Enhancer is to get phantom spell slots. It all hinges on the most overlooked aspect of the spell; the 24 hour duration of 3 levels of phantom spell slots per casting of ME.

Here's how it works. You need a day of in game prep time. You memorize ME in all your Level 4 slots then cast them to get more spell slots and prepare as many spells as you can in those slots at the end of the day as close to the point you go to sleep as you can.

Rest 8 hours.

Wake and prepare all your normal slots and refreshed Level 4 slots, in addition to retaining the spells you prepared in the phantom slots at the end of the previous day. These bonus slots should last for at least 13 or so hours.

Having any of the feats which reduce your spell prep time as well as a Ring Of Sustenance give you even more working time with the phantom slots.

I think I should give seminars on the proper use of this spell, I've had to explain it so many times now.


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Jiggy wrote:

I haven't seen anyone mention burst of radiance from Champions of Purity. Amazing spell.

1d4/level (max 5d4) untyped damage in an AoE, with no save against the damage. Downside is it only deals the damage to evil creatures.

Additionally, against creatures of any alignment, they have to make a Reflex save or be blinded for 1d4 rounds. So much for clerics and druids always making their saves against glitterdust, eh?

I love that spell... My Oracle always referred to it as 'Detect Evil' >.>

And another +1 to truestrike too. It is a beautiful spell for when you really really really need an attack to hit. Long ago, I had a sorc/barb/DD who had it, he was getting close to the injured BBEG, cast truestrike, the BBEG made to escape, and was too far/fast to catch up to. So, next round, Thrown Greatsword from 100ft. Dropped im. lol.

Sovereign Court

@MrRetsej: that's pretty cool, I never thought of it that way.

It doesn't say so explicitly, but I'm assuming that the extra spells prepared should be from the same class as the one you're using to cast Mnemonic Enhancer, right? Or could a MT use it to prepare more cleric spells?


andreww wrote:
Gregory Connolly wrote:


EDIT: Of course after I hit post I get that at high level it is a way to prevent anyone from using slashing or bludgeoning weapons against you, rather than offense. Do'h!

Heh, I never even considered using it defensively. That is an awesome idea.

I've used it as moveable cover against ranged attacks but personally I would have a hard time convincing my DM it could be used to negate slashing/bludgeoning weapons. It specifically states in the spell creatures within the orb gain cover, but that's it.


MrRetsej wrote:

It all hinges on the most overlooked aspect of the spell; the 24 hour duration of 3 levels of phantom spell slots per casting of ME.

Here's how it works. You need a day of in game prep time. You memorize ME in all your Level 4 slots then cast them to get more spell slots and prepare as many spells as you can in those slots at the end of the day as close to the point you go to sleep as you can.

Rest 8 hours.

Wake and prepare all your normal slots and refreshed Level 4 slots, in addition to retaining the spells you prepared in the phantom slots at the end of the previous day. These bonus slots should last for at least 13 or so hours.

I don't know of any GM that would let me do this, unless I always kept all my 4th level slots as Mnemonic Enhancer. Tell you the truth, I wouldn't let someone do that if I ran a game.

Sczarni

Slacker2010 wrote:
MrRetsej wrote:

It all hinges on the most overlooked aspect of the spell; the 24 hour duration of 3 levels of phantom spell slots per casting of ME.

Here's how it works. You need a day of in game prep time. You memorize ME in all your Level 4 slots then cast them to get more spell slots and prepare as many spells as you can in those slots at the end of the day as close to the point you go to sleep as you can.

Rest 8 hours.

Wake and prepare all your normal slots and refreshed Level 4 slots, in addition to retaining the spells you prepared in the phantom slots at the end of the previous day. These bonus slots should last for at least 13 or so hours.

I don't know of any GM that would let me do this, unless I always kept all my 4th level slots as Mnemonic Enhancer. Tell you the truth, I wouldn't let someone do that if I ran a game.

*shrugs* GMs houserule things all the time. It doesn't change the fact that this is exactly how the spell works and was intended to work. At least in PFS they have to abide by the actual RAW for this spell.

Sczarni

Ascalaphus wrote:

@MrRetsej: that's pretty cool, I never thought of it that way.

It doesn't say so explicitly, but I'm assuming that the extra spells prepared should be from the same class as the one you're using to cast Mnemonic Enhancer, right? Or could a MT use it to prepare more cleric spells?

I'm fairly certain it only works with Wizard/Sorceror spells. Mnemonic Enhancer has always been a hardline Wiz/Sorc list only spell which is likely another reason it gets overlooked.


MrRetsej wrote:
*shrugs* GMs houserule things all the time. It doesn't change the fact that this is exactly how the spell works and was intended to work. At least in PFS they have to abide by the actual RAW for this spell.

While this is true, a GM is well within his rights to say that if you dont have Mnemonic Enhancer mem'd for that day (adventure), then you didnt have it mem'd yesterday.

Sovereign Court

You can certainly do it during an ongoing campaign (as opposed to a one-shot/PFS game). Day 1, do the ME thing. Day 2, party!

It's not something I would like to use all the time, because most of the time a 4th level slot is better than a few lower-level ones. But it's a good spell to cast the day BEFORE you go into the dungeon.


The Mnemonic Enhancer trick with the 13 hours of extra spells is kinda cool. I never even considered it because my Wizard spends 8 hours a day crafting in a Rope Trick, 2 hours sleeping and 1 hour memorizing spells; so it would only be worth it on days where I knew I was going to ambush someone and needed the extra Haste and Spiked Pit and Aqueous Orb. A good thing to go for if you can't take crafting feats and can control the pace of encounters somewhat.


Now convert to the worship of Nethys and take the new Magical Ephiphany feat so you can fill those ME slots as a standard action and it's now officially a party. Thanks for the seminar MrRetsej.


scadgrad wrote:
Now convert to the worship of Nethys and take the new Magical Ephiphany feat so you can fill those ME slots as a standard action and it's now officially a party. Thanks for the seminar MrRetsej.

Not sure if this is a typo, but that feat lets you prep ONE spell per day as a standard action. Fast Study would be the way to go.


Here's a thought. Cast Floating Disc when you're in combat in hazardous terrain, with lots of pits, maybe. An opponent that steps into the square steps onto the disk. Then the wizard just runs over next to the pit so that the disc moves over the pit. The disk will wink out of existence as soon as it does, dropping the victim inside.

Since the disk is moving with the caster, and the victim on the disc, you are arguably not even leaving a threatened square.


Pernicious Poison can work very effectively in crippling bad guys,
the biggest drawback is that it affects a single creature and is a touch attack.
So always try to touch the biggest baddest guy in the field. (you might deliver the touch attack with a familiar or with spectral hand if you like, or some other form of distance melee touch attack)

From the srd:
"You weaken the target’s defenses against poison. The target gains a –4 penalty on saves against poison, and poisons affecting the target continue for another 2 frequency increments (for example, black adder venom lasts 8 rounds instead of 6, and arsenic lasts for 6 minutes instead of 4). Attempts to cure the poisoned target with skill or magic take a –4 penalty."

You could combine it with casting Summon Swarm (spider swarm)or Rain of Frogs.

I also think that Ear-Piercing Scream is quite a good lvl1 Evocation damage and potential debuff spell. But it may be too common for your tastes.

Touch of Gracelessness can be a major debuff. 1d6 Dex is quite a big debuff especially at level 1.

I played an Aberrant Sorcerer once that of course specialized in touch attacks. It was absolutely fantastic, some touch spells are so bizarre and funny.


MrRetsej wrote:
Slacker2010 wrote:
Gregory Connolly wrote:
Sure, you can use Mnemonic Enhancer to get back a spell you already cast of up to 3rd level 10 minutes later. Or you can just leave a 4th level spell slot open and get any spell in your spellbook of up to 4th level 15 minutes later, without wasting a 4th level spell known or buying a 50 gp focus. If you can cast Mnemonic Enhancer you can take the arcane discovery Fast Study and only have it take 1 minute to fill that unfilled 4th level slot. Sure it uses a feat but having all of your out of combat utility spells 1 minute away rather than 15 minutes away makes it a lot more tempting to leave slots open.
Glad Im not the only one that didnt understand the excitement or draw to Mnemonic Enhancer.

Actually, the real way to use Mnemonic Enhancer is to get phantom spell slots. It all hinges on the most overlooked aspect of the spell; the 24 hour duration of 3 levels of phantom spell slots per casting of ME.

Here's how it works. You need a day of in game prep time. You memorize ME in all your Level 4 slots then cast them to get more spell slots and prepare as many spells as you can in those slots at the end of the day as close to the point you go to sleep as you can.

Rest 8 hours.

Wake and prepare all your normal slots and refreshed Level 4 slots, in addition to retaining the spells you prepared in the phantom slots at the end of the previous day. These bonus slots should last for at least 13 or so hours.

Having any of the feats which reduce your spell prep time as well as a Ring Of Sustenance give you even more working time with the phantom slots.

I think I should give seminars on the proper use of this spell, I've had to explain it so many times now.

I always thought the real benefit was the ability to convert 4th+ level slots into higher level slots with multiple castings.

Level 20, you should have 6+ 4th slots, but only 5 9th, for example. So, you prep ME 6x and cast em, earning you 3x6 levels of preparable slots. Ie 18 levels, or 2 9th level spells. So, now you squeeze out 7 9th level spells in a day by essentially recycling your lower level ones. You could do it with your 5th (6th, 7th, 8th)too if you feel the need to squeeze out a ton of 9th level spells on any particular day.

/shrug

Also, for the Wizard who leaves slots open throughout the day. If you end up not using some, you toss in your ME in all the 4th+ ones, cast em, and can prep spells for the next day. Again, to sorta recycle that unused potential a bit.


Turn a Decanter of Endless Water on "Geyser" then cast Fabricate to turn the Geyser of Water into a Geyser of Acid. The volume of material you can produce at Level 9 via Fabricate is well over the Geyser output of the bottle, and the resulting volume of acid can be expected to inflict well over 800 points of damage/round.

What Tarrasque?

Liberty's Edge

Scott Wilhelm wrote:

Turn a Decanter of Endless Water on "Geyser" then cast Fabricate to turn the Geyser of Water into a Geyser of Acid. The volume of material you can produce at Level 9 via Fabricate is well over the Geyser output of the bottle, and the resulting volume of acid can be expected to inflict well over 800 points of damage/round.

What Tarrasque?

The Tarrasque is immune to acid. For the record. ;)


That's new, they didn't use to be in 3.5.


But, good tip: when it's a Tarrasque, Liquid Ice, not Acid.

Sczarni

I would also add Calcific Touch coupled with Spectral Hand. Calcific Touch lets you make a number of touch attacks equal to your level, each one that hits doing 1d4 Dex *damage* that does not allow a saving throw. When the target reaches 0 Dex, they're permanently petrified. A Maximized casting of this is something I have vivid and naughty dreams of using with my Spectral Hand specialist.


MrRetsej wrote:
Mnemonic Enhancer has been one of my go to spells once it finally dawned on me how to actually use it.

Just curious. How do you "actually use it?"

Nvm. I didn't read the whole thread.

Scarab Sages

MrRetsej wrote:
I would also add Calcific Touch coupled with Spectral Hand. Calcific Touch lets you make a number of touch attacks equal to your level, each one that hits doing 1d4 Dex *damage* that does not allow a saving throw. When the target reaches 0 Dex, they're permanently petrified. A Maximized casting of this is something I have vivid and naughty dreams of using with my Spectral Hand specialist.

If you were to do Sneak attack damage on a touch from this spell, would the SA be applied to the Dex Damage or HP? Cause this spell is DEADLY for an Arcane Trickster if the sneak attack applies to the dex damage.

Grand Lodge RPG Superstar 2012 Top 32

MrRetsej wrote:
I would also add Calcific Touch coupled with Spectral Hand. Calcific Touch lets you make a number of touch attacks equal to your level, each one that hits doing 1d4 Dex *damage* that does not allow a saving throw. When the target reaches 0 Dex, they're permanently petrified. A Maximized casting of this is something I have vivid and naughty dreams of using with my Spectral Hand specialist.

Shazam, I wouldn't mind using Reach Spell on this either.


Scott Wilhelm wrote:

Turn a Decanter of Endless Water on "Geyser" then cast Fabricate to turn the Geyser of Water into a Geyser of Acid. The volume of material you can produce at Level 9 via Fabricate is well over the Geyser output of the bottle, and the resulting volume of acid can be expected to inflict well over 800 points of damage/round.

What Tarrasque?

Except that the fabricate spell specifically prohibits being able to transmute magic items... That was true in 3.5 to.

Fabricate wrote:
Creatures or magic items cannot be created or transmuted by the fabricate spell.


Broken Prince,

But the water is not magic. The Decanter is magically producing nonmagical water, and it is the water I'd be transmuting.

Are you saying that I couldn't use Fabricate to make Kool Aid out of water made via a Create Water Spell?


Any new water made after the casting wouldn't be transmuted, would it?


a nice use for messege - a bard in our group use it to buff the party silent - and to only those he "like"


Ravingdork wrote:
Imbicatus wrote:
Domestichauscat wrote:
Truestrike is also great for one-in-a-million attacks. Like dropping an anvil on a very mobile enemy, or throwing a bomb down an enemies' throat. Pretty much one shot kills that you need a 20 to make are now very easy to do if you have true strike. Like prestidigitation, I think true strike is dependent on how creative the player is.
Yeah, Truestrike is more effective when you are firing a Siege Engine than a Shuriken.

I've seen two flying wizards taken down by heavy catapult crits thanks to true strike. I've also seen a vampire cleric on a flying lifeboat shot through the heart with a ballista bolt fired from the deck of the crashing airship he had just wrecked.

Amazing kills all.

True Strike, Heavy Ballista, Vital Strike, Deadly Aim. When you absolutely, positively want to get the other guys attention? LoL


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Tim Statler wrote:


Treasure stitching is a great way to haul lots af treasure easily.

Oh so close - but, I prefer to use Treasure Stitching for it's offensive potential.

Place a 9x9x9 foot square cube of solid stone onto the cloth and store that. Then, while flying over say, a castle or perhaps a ship (conveniently rendered immobile by a Quaal's Feather Token - Anchor while I'm invisible and flying) then from a decent height, unfurl and release the content of the cloth.

9x9x9 = 729 cubic feet of stone. Lets say it's a bit harder than sandstone, but not actual granite, and give it a rough 150 lbs per cubic foot. You are dropping a 50 ton block of stone on your target. Do it from a few hundred feet in the air.

You can hit even harder if you find a use for those left over Wall of Iron spells (at 450 lbs/cubic foot).

Bombs Away!!!!!!!!!!!!!!!

Sczarni

Imbicatus wrote:
MrRetsej wrote:
I would also add Calcific Touch coupled with Spectral Hand. Calcific Touch lets you make a number of touch attacks equal to your level, each one that hits doing 1d4 Dex *damage* that does not allow a saving throw. When the target reaches 0 Dex, they're permanently petrified. A Maximized casting of this is something I have vivid and naughty dreams of using with my Spectral Hand specialist.
If you were to do Sneak attack damage on a touch from this spell, would the SA be applied to the Dex Damage or HP? Cause this spell is DEADLY for an Arcane Trickster if the sneak attack applies to the dex damage.

I'm pretty sure it would only apply to HP damage. The Dex damage is half of the spell's effect. A Slow effect (with a fort-save attached) is the other half. Also, as I read it you can only make one touch attack with it per turn, so you'd have to pile the Dex damage on over consecutive turns.

However, if you had a team of wizards working in concert....

Hmm. If you could get past the SR, you could take out an Adult Dragon pretty quick this way. An Adult Red Dragon only has a Dex score of 10. Older dragons have higher SR but even lower Dex.

Combine Dweomer's Essence, the Sure Casting spell, Spell Penetration and Greater Spell Penetration and this would be a pretty nasty Dragon Slayer combo.

Sovereign Court

Could you do Sneak Attack damage with the treasure-stitched thing you're about to drop on someone's head (from less than 30ft)?

Sneak Attack Drop Anvil!

Sczarni

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Ascalaphus wrote:

Could you do Sneak Attack damage with the treasure-stitched thing you're about to drop on someone's head (from less than 30ft)?

Sneak Attack Drop Anvil!

This only works if you're a Coyote Skinwalker.


Lavode de'Morcaine wrote:

3) Endure Elements

Very few people ever take this unless they think they are going to the frozen poles or under a volcano. In which case it is probably such extreme temperature, it still doesn't help them. I have a character with the Magic Is Life Trait from worship of Nethys. So he virtually always has a +2 to save vs. death effects (which I expect to be very common in that AP). Plus getting all the wierd looks from wearing summer clothes in the middle of winter, is just a slight fun bonus.

Wrong spell to use.

Arcane Mark is 0th, not 1st. It wears off in a month, not a day.
Cast on a non-adventuring day, and you are good for a month.

/cevah


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I find the following are not rare, seen them quite often and/or use them myself frequently:

01) Truestrike - Wand wielder trip & disarm also animal companion trip
02) Pilfering Hand - steal weapons, wands, staves, divine focus, component pouch, headband
04) Chain of Perdition - stop mounted attacks
05) Aqueous Orb
06) Bed of Iron - sleep in armor
07) Erase - in Rise of Rune Lords
10) Mad Monkeys - (kept this since I see it suggested a lot, but rarely used)
12) Channel the Gift -
13) Heat Stroke -
14) Shrink Item - shrink locked doors or for big loot
15) Burning Disarm - This one isn't really that good past level 1 or so, just hold your weapon and take a few d4 of damage
18) Pugwampi's Grace -
19) Call the Void -
20) Summon or Vomit Swarm - locate invisible enemies (never thought of that use)
21) Foe Hammer - pound on the bad guys with the bad guys
22) Floating Disk - melee char ride into battle
23) Unseen Servant - to run off with disarmed weapons
24) Reduce Person - potion to improve touch AC
25) Spiritual Weapon w/ Toppling Spell and Disruptive Spell - distract casters
26) Air Bubble – low level underwater operations
27) Admonishing Ray – nonlethal force effect
30) Liberating Command – grab is so common you would think more people would take this
32) Silence – this is odd to me it’s a iconic, great, and useful spell that I almost never see anyone but me take
33) Grace – swift to not get AoO
34) Phantasmal Web – can be used within the party
35) Burst of Radiance – damage and a reflex glitterdust
36) Loathsome Veil – AoE nauseated
38) Glibness - "these are not the droids you're looking for" esp with Pageant of the Peacock
39) Ill Omen - wand for familiar
40) Blood Transcription - evil but good
41) Brew Potion, Blood Money, Tattoo Potion, Transfer Tattoo, and Lesser Restoration - make spell tattoos without Inscribe Magical Tattoo
42) Fabricate - we've used this some, but maybe other groups have not
43) Blur - I used to see this a lot, but not recently
44) Compassionate Ally - fighter not fighting anymore

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