Rare Yet Effective Spells?


Advice

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I like the silent image mist and invisibility on doors suggestions. A shame they're not on the spell list for my witch.

Silver Crusade

Decimus Drake wrote:
I like the silent image mist and invisibility on doors suggestions. A shame they're not on the spell list for my witch.

My witch really likes the spell Unnatural Lust (not normally a witch spell, depending on your Patron...)


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Blindness / Deafness - not an uncommon spell but one that my Dragon Disciple (Bard/Paladin) loves because of a feature many people overlook about it - it is a DISMISSIBLE spell. For a Paladin that means it is a great spell to end a combat, yet give the BBEG or other enemy a way out if they redeem themselves. Plus it has a pretty good range (and my Dragon Disciple doesn't have much else to do at range). Oh and it is a verbal only spell - so great for a Dragon Disciple casting in heavy armor...

Liberating Command - only ok at low levels - but at high levels it is a fantastic use of a 1st level spell to help that party member that really, really hates being grappled (sure Freedom of Movement is better - but not always prepared or cast on the party member or NPC who gets themselves grappled...

Blessing of Fervor - not all that uncommon - but a rounds per level spell that often has as much utility out of combat as in combat - in the right party that many rounds of free extend spell on 1st and 2nd level spells can make a lot of ok buff spells last multiple combats and makes some good buff spells last literally days - great utility as well for helping a party out of odd edge cases/environmental challenges as well (the less used silent or still spells can be helpful for casters, the stand up without provoking can save a bunch of PC's - as can additional movement - but it has lots of utility for nearly every PC in any encounter - I do see it used a lot but sometimes people forget to use it out of combat or to use it at the end of a combat to buff...

Nap Stack - up to 4 days of natural healing in 8 hours of rest for the whole party is far better in many cases than lots of castings of lesser restoration or restoration if the whole party is suffering from ability damage (or diseases or poisons) but the real value is for recovering of spells and special abilities with 2 hours of rest - and the option to have 3 more "days" of natural healing on top of that). As a 3rd level spell it makes for a great scroll especially since characters can only benefit from it once a week - but when you need those special abilities or spells back it is a literal life saver. (note the scroll will cost 100gp more than a usual 3rd level scroll because of the material component requirement - but well worth the investment). Especially in a party prepared casters who can reshape their party role by preparing entirely different spells.

At low levels a "trick" I'm found of is preparing Mount (or having scrolls of it) not for the use as transportation (though occasionally that's helpful) - but as a controller spell in combat. Suddenly making a size LARGE creature appear in combat has a lot of utility to offer cover or even just a distraction - and the duration makes it far more useful at low levels than most summon spells. A horse is actually a decent combatant at low levels - but even at higher levels it can be useful attack soak for a round or two - not a trick that does as much at higher levels - but at low levels it can have a lot of utility due to the duration (also possible to cast before combat though the summoned creature won't have combat training or tricks)

The Angelic Aspect line of spells - if for nothing else by combining a bunch of buffs into a single spell (which makes it more useful for spontaneous casters who's spells known may be highly limited) - the higher levels stack a whole lot of buffs (flight, protection from evil, effective tongues, enhanced vision, resistances and immunities to a wide range of spells and effects etc. Sure there are individually better buffs for specific things Angelic Aspect does - but for action economy it is a very effective bundle of effects for a single spell slot and casting. (and pretty solid for Paladins though their paladin abilities likely are better than some aspects of the spell)

For divine casters - Defending Bone (DR 5/bludgeoning for up to 50 points) is very solid if underused divine buff spell at 2nd level with a long 1/hour per level duration. Sure not everyone wants a floating bone flying around them deflecting attacks - but if you don't mind that, DR 5/bludgeoning is quite solid and useful.

Grand Lodge

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Fun combo- Freedom of Movement on the grappled ally followed by a Liberating Command to allow them to auto-escape the grapple as an immediate action.

Sovereign Court RPG Superstar 2009 Top 32

I like the core spell Resilient Sphere to lock an enemy out of combat. Plus you can represent it on the battle map by placing a glass cup over the target, which is always fun :)


TriOmegaZero wrote:
Fun combo- Freedom of Movement on the grappled ally followed by a Liberating Command to allow them to auto-escape the grapple as an immediate action.

I bet at lower levels, grease and liberating command would work decently too. Of course, then you have to deal with an angry greased-up ally... people can be so ungrateful.

Scarab Sages

I've been having great success with Boneshaker. 2D6 +3d6 every three caster levels, but it's the ability to move a target 5 feet when they fail their save that has given my companions flank when they otherwise wouldn't have that I love.

Sovereign Court

ShroudedInLight wrote:
doc roc wrote:

Here's a few....

Spellcasting contract

One for all you Asmodeans out there!!... Scales all the way up to effectively a perm +5 on all D20 rolls.... reduce the donwside by having 2 Asmodeans cast the spells on each other!

I've got a question about this one too, first thing first does it only take up the 5th/7th/9th level spell slot or also the slots of the spells you grant to the other participant in the contract?

Secondly, can you grant spells that only target "you"?

1)Imbue with Spell Ability seems to imply you transfer the lower level slots completely.

2) There is nothing stopping personal spells, in fact the target is actually able to cast the spell, not a spell-like ability of the same spell.

Which is interesting. Because the target does gain the ability to cast spells, and likely 2nd level or higher that refresh every day... Which means it may actually qualify for some prestige classes. Are we back to getting mystic theurge with a 1 level dip?

Grand Lodge

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Boneshatter is excellent against barbarians if you can win initiative. Fatigued on a successful save.

Burst of Radiance is another gem. Reflex only negates the blindness, not the damage to evil creatures.

The Exchange

quibblemuch wrote:

Aboleth's lung. Used offensively.

"The targets are able to breathe water, freely. However, they can no longer breathe air."

Not bad for a 2nd level spell.

Touch attack and Will negates, followed by a number of rounds equal to their Con score that they can essentially act normally other than being able to breath.

It would be effective on casters, but they're likely to make the save, on martial characters it doesn't weaken them at all for 10+ rounds.

Sure it's only a second level spell, but might just be most effective as a interrogation tactic. Not sure it'd get much use in combat unless it's a prepared spell caster that has used up everything else already, as a last ditch, cast it, then run away before it kills you!


Rycaut wrote:


Nap Stack - up to 4 days of natural healing in 8 hours of rest for the whole party is far better in many cases than lots of castings of lesser restoration or restoration if the whole party is suffering from ability damage (or diseases or poisons) but the real value is for recovering of spells and special abilities with 2 hours of rest - and the option to have 3 more "days" of natural healing on top of that). As a 3rd level spell it makes for a great scroll...

So there is a caveat with this, for regaining spells, it only helps arcane and presumably psychic casters. It does not help divine casters regain spells, as their regaining of spells has nothing to do with rest. Being that this is a divine spell, it usually does not help the caster, but it may help their friend the wizard.

Grand Lodge

Cheetah’s Sprint - I can jump so high
Chill Touch - distroys undead encounters
Nauseating Trail - Is one of the best spells to use with share spell. a familair or AC can make a neausating wall.
Shadow (school) spells add alot of versatility to any caster.
- Greater Invis Shadow evocation-detonate is pretty deadly.
Vine Strike - great for natural attack and UAS characters thoough rime frostbite is better
Sense vitals - can be nice ona bard or skald
Moment of Greatness - on a wand is a support skalds dream for the first few levels
Calm emotions - can be really powerful


My slow-behind Dwarf Warpriest likes Expeditious Retreat. Our playgroup renamed it Expeditious Charge a long time ago. It was used far more often to chase down fleeing foes than to attempt to escape combat.


"Auntie" Baltwin wrote:
My witch really likes the spell Unnatural Lust (not normally a witch spell, depending on your Patron...)

I chose the healing patron for thematic reasons, it's somewhat mediocre. I'm pretty sure Unnatural Lust is on the standard witch list. I might try to get a copy for my witch as it could be an interesting spell to use with our brutal pugilist barbarian as the co-target.


Good point about nap stack and divine casters.

Indeed though there are a few nuances - Paladins and other divine casters with special abilities would reset their special abilities (I believe) - so paladins get their smites and lay on hands back, inquisitors their judgements etc. And even for regular divine casters at a minimum 2 hours of nap stack enhanced sleep would (at least I would rule it this way) count as the 8 hours of rest/calm for recent spells - so if those 2 hours were sufficient to get to the time of day when that specific cleric prepares spells then they would be able to choose their spells for the day (btw a rule that I almost never see enforced in actual play - the picking of a specific time of day when a given divine caster prepares spells - I think I'll start using that in my home games)

And if the party rests for the full 8 hours it is likely that the divine casters reach their prep time as well (since it is likely for many adventuring sorts to be set in the early morning to make adventuring easier)

But yes in some specific cases it is a very good caveat to keep in mind - but still a spell that I've seen save a party - particularly good with some characters with powerful but limited use abilities - a paladin with Ultimate Mercy for example can get great value from nap stack.


quibblemuch wrote:
A low-level trick I'm fond of is casting silent image to create an area of obscuring mist. Now you can see out, but they can't see in--and if you do this enough, the party starts to make their Will saves pretty much by default, which means the enemy has a 20% miss chance while the PCs do not. The archers love this too.

Wait, why would the party start to make their Will saves by default...?


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Makhno wrote:
quibblemuch wrote:
A low-level trick I'm fond of is casting silent image to create an area of obscuring mist. Now you can see out, but they can't see in--and if you do this enough, the party starts to make their Will saves pretty much by default, which means the enemy has a 20% miss chance while the PCs do not. The archers love this too.
Wait, why would the party start to make their Will saves by default...?

Probably referring to these rules, though it is up for l interpretation.

Illusion section of the magic chapter of the CRB wrote:

Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.

If the caster beforehand said that he would be casting the illusion, personally I would only give the +4 bonus. But perhaps after enough casts, the rest of the party may have 'proof' that it is not real.


Secure Shelter: Its a really good defense against night ambushes. Combine it with somebody who has a shorter sleep schedule (Ring of Sustenence, Keep Watch+Pearl of Power, etc) and you can help prevent a lot of dangers. It lasting all night right when you get it helps as well. I suppose you could also cast it in a room near a boss fight for if you need to retreat for a bit (but this also gives the boss an equal amount of time to prepare).

Dimensional Anchor: A lot of mid-CR outsiders have at-will teleportation, an intelligence score high enough to use this as a tactical semi-retreat (move to nearby safe-have, summon up friends, return), and no spellcraft. Specifically, this can be a real problem with demons in the CR 8-13 range, which is around the threat levels you face when you get this. Opening fights with this (relying on your fantastic wizardly initiative and perceptions) doesn't always net results, but can often buy a turn near the end of the fight.

Dust of Twilight: A great opener for the potential to prevent charges and possibly blind enemies dependent on light (situational), especially good against pounce creatures if you can get it to land. Also can stack to exhausted which is a pretty powerful debuff.

Wind Wall: Shuts down most NPC archers until they close the gap or you are ready to advance on them, and keeps out pesky swarms if you aren't prepared to handle them (or them and their handlers).


Use Tiny Hut as a mid-battle one-way screen that you can see out of but are obscured within.


Shadowform: melee and spell attackers must make a will save or only do 20% damage or have a 20% chance of their spell working. A fantastic defensive spell.


Obsidian Flow: A really good spell to stack with other effects. Difficult terrain and entangling shuts down non-teleporting mobility for at least one round, keeps acrobatic enemies (rare but not unheard of) from breaking ranks (considering they have to deal with a -5 penalty and likely have to move faster than 1/2 speed in the area), and stacks really well with any trip-based character/spells. 1d6 damage isn't a ton, but when combined with the fact that the enemy is already prone its pretty nice. Doesn't scale as well due to flight, teleporting, and DR, but it still has its uses before such things are ubiquitous.

Wall of Nausea: Works really well with the above, making the acrobatics check nigh-impossible for armored opponents and doing a bit of damage. It also gives a chance for sneaky types to hide in plain sight (a fun side effect of concealment, even if they do take a big penalty), and still allows sight for targeting spells on the other side. And of course, it nauseates. Now, this doesn't do as much as Stinking Cloud, but it also has a lower risk of harming unprepared party members.

Slowing Mud: All the fun of Slow in addition to enticing enemies into wasting entire turns standing still and cleaning themselves a bit.

Synesthesia: This works well against everything, giving a nice suite of debuffs that will debilitate anything that isn't simply immune. The miss chance means melee/archer bosses are less dangerous and rays are less likely to land from casters. The concentration checks mean spellcasters are more likely to waste actions (especially if they are monsters with SLA's, who often have lower concentrations). The -4 AC will help against most things, the -4 Reflex Saves will probably help more against layered debuffs, and the -4 skill checks helps cover the rare terrain effects (and can help destroy mobility in conjunction with spells like grease).

Open/Close: Great for doors it works on (ones weighing less than 20 lbs). Don't be this guy.


Firebug wrote:

Questions about this spell, if I pay someone (spell casting services), do I need to pay for the additional spell slot as well?

If I get a scroll of this spell, are the additional spells included(and/or need to be paid for as well?), or do I transfer my own spells? (for example if I am a sorcerer, could I give the target a shield spell)

Well its an Asmodean Cleric only spell so just getting hold of a scroll might be very tricky in the first place!


doc roc wrote:
Firebug wrote:

Questions about this spell, if I pay someone (spell casting services), do I need to pay for the additional spell slot as well?

If I get a scroll of this spell, are the additional spells included(and/or need to be paid for as well?), or do I transfer my own spells? (for example if I am a sorcerer, could I give the target a shield spell)
Well its an Asmodean Cleric only spell so just getting hold of a scroll might be very tricky in the first place!

Nah, I'm sure they'd do a deal for the right price.


Dreikaiserbund wrote:
Stinking Cloud is a wizard spell a level lower, can be cast at long range (as opposed to having to get up close and personal), and lasts for at minimum 1d4+2 rounds (one round to get out of the effect, and then another 1d4+1 rounds). Perhaps your battles are different, but I rarely have combats last more than five or six rounds, so most of Hallucinogenic Smoke's duration is a waste.

Ohhh no HS is a fair bit better IMO..

1)In this case, I dont have an issue with it being a level higher since its appropriate to its power.... so thats a +1DC to save.
In a similar way to how I never see 'Slay Living' cast in PF because its power isnt appropriate to its spell level.

2)The duration of Stinking Cloud is 4.5 rounds... thats not a lot. I've been in loads of fights that go on for longer than this, especially when you get past 7th level. Hey I was in only a 2nd level combat the other day that went on for 6 rounds! Yes fights can be over quickly... but extra duration is always a good thing with de-buffs! The bare minimum you will be affected for with HS is 7 rounds.

3) The potential for cast and delayed release actually has some very crafty tactical applications :)

4) Even on a save you still get Sickened

5) This spell is absolutely perfect to combine with a pre-buff like Invigorating Posion... +2DC to saves... unavailable to a Wiz/Sorc though

6) It has a nice little free bonus effect on Augury spells cast.... niche but useful

7) I'm not sure how the RAW applies but unlike Stinking Cloud there is no RAW mention that wind has any affect on its dispersal.


avr wrote:


Nah, I'm sure they'd do a deal for the right price.

Yes I'm sure...as long as the letter of the law was applied!! Asmodean Clerics being a stickler for such things... ;)


Paradozen wrote:


Synesthesia: This works well against everything, giving a nice suite of debuffs that will debilitate anything that isn't simply immune. The miss chance means melee/archer bosses are less dangerous and rays are less likely to land from casters. The concentration checks mean spellcasters are more likely to waste actions (especially if they are monsters with SLA's, who often have lower concentrations). The -4 AC will help against most things, the -4 Reflex Saves will probably help more against layered debuffs, and the -4 skill checks helps cover the rare terrain effects (and can help destroy mobility in conjunction with spells like grease).

I want to like this spell, but Mydriatic Spontaneity Iisstrictly better in almost all cases. Nauseated is a better debuff, it's not mind affecting (or subject to True Seeing) so it works on anything living with eyes, the Mass version is lower level for Psychics, more classes can use it, and you have a 50% chance of an additional debuff every round, which will be blind in the right light conditions. (Dazzle is actually even more useless than usual when the target already can't attack).


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

This a great thread; several gems here I hadn't noticed before.

One favorite of mine that I haven't seen yet:

Suppress Charms and Compulsions: A great low-level spell to keep a scroll or two of in your Handy Haversack. (Protection from Evil is also good, of course, but you won't have it up a lot of the time. Like when you encounter that stranger on the road, or when the barmaid is serving you drinks at the local tavern, or when a vampire uses gaseous form to sneak into your party's room at night...)

And a great way to turn the tide when you're fighting the charmed or dominated minions of vampires, nagas, succubi, and the horde of other nasty beings with powerful charm/compulsion abilities.


Decapitate combined with Named Bullet and a slashing throwing weapon on an ally who is really good at doing thrown weapon damage. Hurlbats are great for this.

Grand Lodge

Placebo Effect: if you have a limited number of spells known you can provide a lot of support with this spell. For a short time it suppresses many of the most painful status effects in the game.

Phantasmal Affliction: illusion specialization is fun this spell gives you 3 spells for 1. It's also only a level 2 spell for a mesmerist. Illusion spells have lots of good racial bonuses and feats that make it a school you can successful specialize in.


Ectoplasmic Eruption. It's Reflex half for the (very low) damage, Will partial for incorporeals to avoid being pushed into the real world, but there's no save at all against the 30' radius entangle effect and no way to get rid of it without a dispel.

Grand Lodge

Plausible Pseudonym just reminded me about:

Instant Weapon - Make a reach weapon of force and destroy incorporeals that come to get you.


Grandlounge wrote:

Plausible Pseudonym just reminded me about:

Instant Weapon - Make a reach weapon of force and destroy incorporeals that come to get you.

Shame instant weapon has no target, would make a good oil.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Serren's Swift Girding if you have people who wear medium or heavy armor. Should even work in potion form.


Tears to Wine is a great int/wis skill boost with a good duration. And it scales well.

/cevah


Cevah wrote:

Tears to Wine is a great int/wis skill boost with a good duration. And it scales well.

/cevah

The wording of that spell is unfortunate, as the wine apparently turns back into tears after 10 minutes per level.

That could lead to some nasty indigestion.


ShroudedInLight wrote:
Cevah wrote:

Tears to Wine is a great int/wis skill boost with a good duration. And it scales well.

/cevah

The wording of that spell is unfortunate, as the wine apparently turns back into tears after 10 minutes per level.

That could lead to some nasty indigestion.

Easily avoided if you convert plain water.

/cevah


Unclear how many people can use Tears to Wine. If I'm reading it correctly appears it could effect the whole party? If so that's very strong for a 1st level spell for many classes.


I just got saved from possession last night with grand destiny. I love 10min/level buffs.


Personally I like to use Shackle from the Path of the Hellknight book when a melee guy manages to get close. Its a level 2 spell, has a touch range, targets reflex, improves with level and can be used individually or to shackle multiple people togheter.


Trevs wrote:
Personally I like to use Shackle from the Path of the Hellknight book when a melee guy manages to get close. Its a level 2 spell, has a touch range, targets reflex, improves with level and can be used individually or to shackle multiple people togheter.

I haven't looked at that book but how does this compare with the very similar sounding spell Leashed Shackles which is a level 6 spell from Ultimate Magic? Which seems to be limited to one target, lasts 1 min per level, creates force shackles that attach to one object and then keep the target within 30 feet of that target with the entangled condition. Which while decent seems at least on first reading somewhat underpowered for a level 6 spell (for many classes at least)

A level 2 spell that does something similar seems far more powerful.


Rycaut wrote:
Trevs wrote:
Personally I like to use Shackle from the Path of the Hellknight book when a melee guy manages to get close. Its a level 2 spell, has a touch range, targets reflex, improves with level and can be used individually or to shackle multiple people togheter.

I haven't looked at that book but how does this compare with the very similar sounding spell Leashed Shackles which is a level 6 spell from Ultimate Magic? Which seems to be limited to one target, lasts 1 min per level, creates force shackles that attach to one object and then keep the target within 30 feet of that target with the entangled condition. Which while decent seems at least on first reading somewhat underpowered for a level 6 spell (for many classes at least)

A level 2 spell that does something similar seems far more powerful.

Shackle

Leashed Shackles

Leashed shackles has medium range rather than touch and can't be broken, but Shackle is still the better spell IMO.


thanks - Shackle is indeed seemingly a far better spell in many respects (1hr per level vs minutes per level) - though I guess unbreakable shackles are pretty good. One thing I note is that the spell Shackle doesn't actually spell out the mechanical effect of being bound in manacles or fetters (sure seems potent however)


Yeah, i was about to say that there's no actual RAW penalty to being hit by the manacles.

Fetters do say you're entangled, same as Leashed Shackles, but you're also fettered to the caster, who can't run away and hasn't disarmed you, so it's a pretty bad deal for your average caster.

In addition to range and the higher DC Leashed Shackles work on any size creature (Kaiju have relatively poor Reflex saves, if you can find something strong enough to attach them to...), work on incorporeal creatures, and can't be (directly) broken or escaped with the Escape Artist skill.

You can Leashed Shackle something that is melee only and then hit it repeatedly with a Close range spell or missile attacks while it can't retaliate. (With its duration you can even cast a Geas if it has no allies and is the last man standing.) A manacled creature (with a house ruled attack penalty?) via Shackle can still chase you down, and a fettered creature is entangled but attached to you, so you're still vulnerable to melee attacks you can't run away from.

The Shackle spell seems more like a thematic "Summon Handcuffs" for taking care of a prisoner you have already subdued than a practical combat spell.


Unseen Servant is a huge boost to your action economy. Need someone to carry the torch, or light a new one? Need someone to retrieve an item, or feed a potion to an unconscious ally? This spell has your back. At later levels, cast an Extended Unseen Servant every morning. Hell, name the servant—it's now basically a partymember. This spell is the mid-level adventurer's prestidigitation in its sheer versatility. Massively underrated. I used it last session to save our horses (and some captives) from a fireball-happy enemy.

Simple actions carried out by a low-skill laborer who can never permanently die? Definitely worth a first- or second-level spell.

A mage's precious six seconds being used to cast one extra spell, instead of some mundane action a commoner could perform? Priceless.

Slightly less useful for a mage with a familiar, mind.


You can have Shackles restrain the targets hands behind them rather than attach them to the caster, and the melee touch attack required suggests you can do this in combat. No RAW penalty perhaps but it sounds like it's pretty bad. And it's 4 levels lower of course.

I'd be interested to know how Trevs's GM handled the enemies being manacled.


Kobold Cleaver wrote:

Unseen Servant is a huge boost to your action economy. Need someone to carry the torch, or light a new one? Need someone to retrieve an item, or feed a potion to an unconscious ally? This spell has your back. At later levels, cast an Extended Unseen Servant every morning. Hell, name the servant—it's now basically a partymember. This spell is the mid-level adventurer's prestidigitation in its sheer versatility. Massively underrated. I used it last session to save our horses (and some captives) from a fireball-happy enemy.

Simple actions carried out by a low-skill laborer who can never permanently die? Definitely worth a first- or second-level spell.

A mage's precious six seconds being used to cast one extra spell, instead of some mundane action a commoner could perform? Priceless.

Slightly less useful for a mage with a familiar, mind.

I've seen someone who used this perfectly well, the Gnoll Bard was in our party fighting Jiang-Shi and when they collapsed into piles of dust the Unseen servant swept the dust away to prevent Resurrection.

Never underestimate the best force boy around!


avr wrote:

You can have Shackles restrain the targets hands behind them rather than attach them to the caster, and the melee touch attack required suggests you can do this in combat. No RAW penalty perhaps but it sounds like it's pretty bad. And it's 4 levels lower of course.

I'd be interested to know how Trevs's GM handled the enemies being manacled.

In the case of one enemy having both arms restrained in front of it it can still attack but with a penalty, when the arms are restrained behind it (the variation I usually use) it can no longer attack with those arms and when used on multiple creatures they both become entangled. Its not RAW but it makes sense


Rycaut wrote:
...One thing I note is that the spell Shackle doesn't actually spell out the mechanical effect of being bound in manacles or fetters (sure seems potent however)
Plausible Pseudonym wrote:
...Yeah, i was about to say that there's no actual RAW penalty to being hit by the manacles...
avr wrote:
...You can have Shackles restrain the targets hands behind them rather than attach them to the caster, and the melee touch attack required suggests you can do this in combat. No RAW penalty perhaps but it sounds like it's pretty bad...
Trevs wrote:


In the case of one enemy having both arms restrained in front of it it can still attack but with a penalty, when the arms are restrained behind it (the variation I usually use) it can no longer attack with those arms and when used on multiple creatures they both become entangled. Its not RAW but it makes sense

Minor necromancy warning (but with the best of intentions!)

Since this was something that went by unanswered and that was mentioned in the book that the spell was in, this is what the book says that "GMs might employ the following effects", and are probably the intended penalties for the spell Shackle as well:

Path of the Hellknight, on manacles wrote:

Fetters: These manacles are specifically designed to fit around the ankles, and use the same rules for breaking, escape, and cost relative to size. A creature in fetters is entangled and can move at only half speed. In addition, a fettered creature must succeed at a DC 15 Acrobatics check to move more than its (reduced) speed in a round. If it fails the check by 5 or more, the creature falls prone.

Frontal Restraint: A creature whose wrists are bound with manacles can wield only one melee weapon or shield in combat (the weapon may be a two-handed weapon). It cannot make use of ranged weapons, except for crossbows (but even these cannot be reloaded by the bound creature). Any attack the creature makes while manacled takes a –4 penalty. The creature can attempt skill checks using its hands, but at a –5 penalty (–15 on Disable Device checks to pick the lock of manacles the creature is wearing).

Rear Restraint: Manacles might be employed to keep a creature’s hands behind its back. In such cases, the creature cannot use its hands to effectively employ any weapon or shield. The creature can attempt to use its hands to perform a skill, but at a –10 penalty (–25 on Disable Device checks to pick the lock of manacles the creature is wearing). While manacled, a creature can attempt to flip its arms beneath its legs, bringing its hands in front of itself. This requires a successful DC 25 Escape Artist check (a separate Escape Artist check is then required to escape the manacles).

Restraining Two Individuals: Two creatures might share one set of manacles. While manacled together, the manacled individuals must remain adjacent to one another. If they are not working together, they are both treated as grappled. If they are working together, they can move together in the same round (using the movement speed of the slower creature). A manacled creature can forfeit its turn during combat to mimic the other manacled creature’s movements, allowing that creature to act as if unrestrained.

Incidentially, it doesn't mention anything in regards of preventing spellcasters from casting spells with somatic components, though it's not exactly a logical fallacy to rule so. Still, a bit weird.


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If you can afford a scroll of it at any level (and find one for sale), overwhelming presence has fantastic potential.

In Serpent's Skull:
My 10th level inquisitor of Groetus used a scroll of this spell to defeat Ruthazek the Gorilla King in single combat. He failed the first save and began groveling, which gave me the chance to walk up to him. He failed the second save and was helplessly worshiping me LIKE UNTO HIS GOD! when I coup de graced him with a pistol. I took his crown and we ran from a horde of enraged simians. I was insufferable for months after that.


Psychic reading is fairly useful for like Dopplegangers and s!$$.

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