Best Spell Immunity spells for a Sacred Servant Paladin?


Advice


A protection domain sacred servant Paladin gets to cast Spell Immunity at level 13. What 4th level (or lower) spells are worth gaining immunity to?

(for that matter, what does "4th level or lower" even mean? Which lists is the level based on?)


I suspect if there's a spell which is 4th level on one spell list and 5th level on another, you could be immune to it if cast from the first but not if it was cast from the second.

Being immune to a couple of spells would have to be changed with the situation. There are far too many different spells for it to be otherwise. You could choose a couple of common-ish spells like enervation and fireball (for example) and never run into them.


get your rogue to spy ahead and tell you the answer.

Grand Lodge

The harsh truth is that by level 13, the most dangerous spells are well and truly above level 4. Having said that, as a paldin, there are some spells that scare you and some that really shouldn't.

Firstly, spells that allow a save to negate really aren't likely to be too dangerous to you. paladins have probably the best saves in the game, and therefore spells like phantasmal killer or suggestion probably don't warrant protection.

Secondly, with lay on hands, flat damage spells aren't likely to be too much of a problem either. Fireball will deal half damage, which you can probably fully heal the next turn.

The spells you care about then are spells that target your (likely rubbish) touch AC and don't allow a saving throw. AVR suggested enervation, which is a good call. In fact an excellent call, because there really are not any other spells that allow spell resistance, give no save, and do something other than damage that you really care about.

Maybe gust of wind? Being slowed down is a pain as a paladin. Or even entangle.

Grand Lodge

Zedorland wrote:
Firstly, spells that allow a save to negate really aren't likely to be too dangerous to you. paladins have probably the best saves in the game, and therefore spells like phantasmal killer or suggestion probably don't warrant protection.

Fun note and probably just a minor case of getting overlooked... Phantasmal Killer and Weird are both [Fear] spells, which you are immune to with most paladin archtypes! Suggestion isn't a charm though, so no luck there, but the bonkers saves should keep you clear anyway (maybe domination if it's really common in your game?).

Seconding enveneration. Nothing sucks more than to get hammered twice by a quickened and then maximized enveneration and basically have no more say in the fight.

All other options I'd probably put towards spells that keep you from moving in some way, though you'll probably make those reflex saves most of the time anyway, it's mostly just shoring up your weakest save.


Thought in no particular order.

1) The assumptions and suggestions above are for the Paladin himself ... the spell is creature touched. So yes you have darn good saves but how about the Fighter's Will save or the Wizard's Fort save, never mind the important npc you just rescued. You're a Paladin, protecting others ought to be high on the 'to do' list.

2) Spells with no save but allowing SR I would be looking at first, particularly if they are lethal or incapacitating if failed. Enervation for this reason is an excellent choice.

3) The spell doesn't have to be cast by a foe ... Imagine the opponents reaction when the Wall of Ice your Wizard laid down suddenly has a totally unaffected Paladin step through to keep them from making chunks of ice out of it rapidly. Admittedly more fun to do when the wall is a Prismatic one but you get the idea.

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