Best Out-Of-Scenario Spells


Advice

Silver Crusade

So this idea popped up. Which spells are best for the day before or after a scenario? I thought of a few.

Remove Disease
Remove Curse
Remove Blindness/Deafness
Carry Companion
Masterwork Transformation


Mend.


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Make Whole - repairing broken magic items.

Shrink Item - off-days are a good time to shrink some big things (like boulders, logs, long poles, or whatever) which could have applications later. Shrinking a boat could be handy if you don't want to spring for a Folding or Swan Boat. A small bounder can be reduced to a fine pebble, perfect for inserting into a keyhole so that it busts the lock when you dispel the shrinkage! So many uses.

Planar Binding/Planar Ally - off-days are a good time to bind servitors or make longer-term arrangements with allies. You can start with this at 9th level (for "lesser" spells).

Wall of Stone and Stone Shape - good time to work on your stronghold! Or to create a safe house in the area you're currently working (a place you'll know for teleportation needs).

Simulacrum and Clone - make functional and/or inert copies of yourself as needed. Store your clones in the above stronghold.

Create Demiplane (inc. lesser/greater) - for higher levels, THIS is your stronghold (if made permanent.)

Legend Lore - find details about your next adventure; this can take days or weeks to cast.

So many combos, too. A high-level wizard can polymorph into an Earth Elemental, earthglide a few thousand feet into the core of a mountain, Stone Shape a chamber there, create a demiplane with its entrance there, ward it against divinations, and then teleport or glide back out - he now has a very, very safe place where he can teleport (or greater teleport) himself and/or his party if needed, a place the enemy will be unable to trace or scry. A very productive pre-adventure day! He can shrink some choice boulders while he's at it. While he's doing that, the druid can Control Weather, and Commune with Nature, while the cleric casts a Hallow in the secret chamber, binding some defensive spells to it, after which he casts some divinations or Communes with his deity to gain insight into the dangers the next day will bring (making it easier to select spells the next day).

Just one example!

Silver Crusade

David Haller wrote:

Make Whole - repairing broken magic items.

Shrink Item - off-days are a good time to shrink some big things (like boulders, logs, long poles, or whatever) which could have applications later. Shrinking a boat could be handy if you don't want to spring for a Folding or Swan Boat. A small bounder can be reduced to a fine pebble, perfect for inserting into a keyhole so that it busts the lock when you dispel the shrinkage! So many uses.

Planar Binding/Planar Ally - off-days are a good time to bind servitors or make longer-term arrangements with allies. You can start with this at 9th level (for "lesser" spells).

Wall of Stone and Stone Shape - good time to work on your stronghold! Or to create a safe house in the area you're currently working (a place you'll know for teleportation needs).

Simulacrum and Clone - make functional and/or inert copies of yourself as needed. Store your clones in the above stronghold.

Create Demiplane (inc. lesser/greater) - for higher levels, THIS is your stronghold (if made permanent.)

Legend Lore - find details about your next adventure; this can take days or weeks to cast.

So many combos, too. A high-level wizard can polymorph into an Earth Elemental, earthglide a few thousand feet into the core of a mountain, Stone Shape a chamber there, create a demiplane with its entrance there, ward it against divinations, and then teleport or glide back out - he now has a very, very safe place where he can teleport (or greater teleport) himself and/or his party if needed, a place the enemy will be unable to trace or scry. A very productive pre-adventure day! He can shrink some choice boulders while he's at it. While he's doing that, the druid can Control Weather, and Commune with Nature, while the cleric casts a Hallow in the secret chamber, binding some defensive spells to it, after which he casts some divinations or Communes with his deity to gain insight into the dangers the next day will bring (making it easier to select spells the next day).

Just one example!

I can only hope Society allows. These are all brilliant!


Blood Transcription

Silver Crusade

Captain Bria Tharen wrote:
Blood Transcription

GM: Roll for day job.

Player: I learned these many spells today.

Silver Crusade

Raise Dead...

Silver Crusade

Endure Elements - Prepare this spell from an Open Spell Slot at Bedtime each day. It will be active until your next Bedtime, and you will have the Open Spell Slot all that day. You need to prepare and cast the spell at least 8 hours before you normally recover spells.

This also works, in conjunction with Extend Spell Metamagic, on many other 1 hour per level spells. E.g. Defending Bone, Magic Vestment, and Greater Magic Weapon are all good choices.

With the above list one need merely leave an open spell slot for spell levels 1, 2, 3, and 4. A caster of 12th level and above (with access to Extend Spell) can keep each of those spells ALWAYS ON, without having to burn a spell slot on them during an adventuring day.

Silver Crusade

Magda Luckbender wrote:

Endure Elements - Prepare this spell from an Open Spell Slot at Bedtime each day. It will be active until your next Bedtime, and you will have the Open Spell Slot all that day. You need to prepare and cast the spell at least 8 hours before you normally recover spells.

This also works, in conjunction with Extend Spell Metamagic, on many other 1 hour per level spells. E.g. Defending Bone, Magic Vestment, and Greater Magic Weapon are all good choices.

With the above list one need merely leave an open spell slot for spell levels 1, 2, 3, and 4. A caster of 12th level and above (with access to Extend Spell) can keep each of those spells ALWAYS ON, without having to burn a spell slot on them during an adventuring day.

Wait, so... you leave those spell slots open, cast em right before bed, have em all day tomorrow. I can see this working with a spontaneous caster, but what about prepared casters?


zanbato13 wrote:
I can see this working with a spontaneous caster, but what about prepared casters?

If I'm not misstaking, all prepared casters (I know Cleric can) can sit down and prepare spells in open spell slots more than once a day.

It's a great way to make sure you can get the right spell when you need it, though it does take 15min+ to do so, so not doable in stressed situations.
The resone to not prepare Endure Elements at the start of the day is that you may need the spell slot for another spell during the day.

Silver Crusade

Rub-Eta wrote:
zanbato13 wrote:
I can see this working with a spontaneous caster, but what about prepared casters?

If I'm not misstaking, all prepared casters (I know Cleric can) can sit down and prepare spells in open spell slots more than once a day.

It's a great way to make sure you can get the right spell when you need it, though it does take 15min+ to do so, so not doable in stressed situations.
The resone to not prepare Endure Elements at the start of the day is that you may need the spell slot for another spell during the day.

Oh, yeah. You're right.


Crafter's Fortune (If you use craft for day job rolls)

Silver Crusade

Blood Money with any expensive spells, cast before the scenario, like Animate Dead

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