Rare Yet Effective Spells?


Advice

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Everyone knows about the common great spells Grease, Create Pit, Haste, Magic Missile, Fireball, etc... Booooooring {yawn}

I'm trying to put together a list of the spells you almost never see anyone take, yet you think they are still effective (or at least great fun).

I will start with a few of mine.
Spectral Hand - allows squishy casters to start making effective use of those great touch spells without the problem of dying.
Pilfering Hand - My oracle was still using this 2nd level spell clear up through level 15. Super optimized anti-paladin with the Ultimate Sword of Death and Doom .... Yeah, now he's fighting with his backup dagger.
Sift - My sorc used this to examine almost every place before we walked in setting off the trap/ambush.
Oracle's Burden - Depending upon your oracle's curse and the target, this can be incredibly debilitating.
Detect Secret Doors - If you have a ornery GM that likes to have really high DC secret doors, this can be a life saver.
Stunning Shield - Another chance for squishy caster to get out of melee range? Yes please!


Helping Hand- although it's in the core rulebook, almost no one knows this spell. It's a great way to lure people who don't recognize it into ambushes.


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Captain collateral damage wrote:
Helping Hand- although it's in the core rulebook, almost no one knows this spell. It's a great way to lure people who don't recognize it into ambushes.

Nice; roll Knowledge (arcane) versus certain doom.


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Terrible Remorse; This spell will stagger a dragon. It is a wonderful reverse save or suck where the real bonus comes when the enemy makes their save.
Murderous Command; Use with and Extend metamagic rod for maximum gain. Good encounter design has numerous varied enemies, use this spell on the brute protecting the caster. Personal high score involves hitting the Hydra pet an enemy wizard brought to the fight.
Grace; It costs a lvl 2 slot, but it beats provoking from a grab monster.


Touch of the Sea: Always carry this as a potion, or better yet in a potion sponge. You don't get to breathe underwater, but in combat this rarely matters since most are over in less than 5 rounds. 30 ft. swim speed and +8 to swim checks means even a heavily armored fighter will be able to survive an unprepared dunking.

Protection from Evil: The mechanical save and AC bonuses aren't why you carry this as a potion. Instead, mental domination effects cast by evil creatures will be blocked by this spell. A definite must for any low will save class. As a bonus, it also protects you against all evil summoned creatures too, though at later levels this gets offset by Spell Resistance.

Ventriloquism: If you like spell casting while invisible, make sure you prepare this spell. Make your verbal components appear to emanate from somewhere other than your own square, and even if the enemy saves against the illusion, it still doesn't tell them your square.

Grand Lodge

Ice Spear and Battering blast I think are underrate though not unknown.

Aversion is a fun spell with an insane duration.

Many people have caught on the Blade Lash recently adds a lot of versatility to a gish character and allows tripping with no feats invested.

Lock Gaze has uses if you want to mmo style tank.

Mental Block seems like a powerful especially if it is made persistent.

Castigate can be devastating.

Anti-Incorporeal Shell many of the hardest combats I have seen this would have made much easier.

I like Ice Slick but only because it can be rimed.

I love Spike Growth around a camp site (counts as a magical trap).

Keep watch/ swift girdling are always spells I look to have ready.

Discern Next of Kin should give make you very persuasive/intimidating.

Revenant Armor: if you have free day throwing this on a bunch of armour at days per level is awesome use of spells on a down day.

Deja Vu but only when quickened at higher levels


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Mad Monkeys

Because when you have that many monkeys, anything is possible.


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Lv0
Oath of Anonymity- stealing the vigilante alternate identity

Lv1
Expeditous Excavation- cover, concealment, trip attempt, movement of allies, and problem solving tool rolled in 1
Heightened Awareness- great static bonuses to use your 1st lv slots on
Keep Watch- see name
Linked Legacy- legalized metagaming
Secluded Spellbook- never worry again

Lv2
Investigative Mind- make those knowledge checks
Steal Size- a 2 in 1 spell
Visualization of the Mind- a choose 1 out of 3 options spell with each option being worth preparing the spell on its own

Lv3
Ablative Sphere- completely stackable ac bonus
Dazzling Blade Mass- not sure how common this is but DAM
Puzzle Box- best 3rd level spell ever
Serren's Armor Lock- go ahead and save

Lv4
Ward Shield- a nice anti caster spell to add onto your mithril buckler

LV5
Commune with Texts- auto read a collection of books for nice bonuses
Flash Forward- abuse with touch attacks or vorpal weapons. Notice it gives you a full charge as a standard action. Combine with overland flight for more fun

Lv6
Chains of Light- ironically the best spell to set up coup de graces is good aligned
Claim Identity Greater- as title but with bonus points for style
Dream Reality- very very fun to play with this
Impart Mind- expensive but action economy is worth it

Lv7
Spell Scourge- variation of dispel magic greater that works nicely against buffed upped martials

Lv9
Scribes Binding- remember mind rape? Its that but even cooler


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My wizard once ended a fight with an evil high-level bard by casting Resilient Sphere, leading to this wonderful exchange:

GM: "Wow, I've never heard of that spell. Where did you find it?"
Me: "Core Rulebook."


I used this last night in a game: Euphoric Tranquility - basically stops anyone from participating in the combat as long as they're not attacked with no save - very useful (because of the Paladin I use it on's very long code it also made him break his code as there's lots of stuff about him having to fight and he walked out due to 'abhores violence')


Burst of Radiance is one with good looks and good effects.


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Extremely circumstantial, but a scroll of hold portal did a great job of keeping enemies from running off to get reinforcements that we *really* didn't want to encounter at that particular moment. 25gp, no saving throw, works from across the room!


Pathfinder Adventure Path Subscriber

Pierce Disguise has saved my characters' bacon several times.


Emergency Force Sphere - Its the best defense against bad luck.

Random cave-in? No Problem.

About to get mauled by a dragon? Less of a problem.

Contributor

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Ablative Barrier = Most people look at this spell and see a weaker Mage Armor combined with a nonlethal damage effect that's mostly worthless (since you still go unconscious when you take enough nonlethal). And on it's own, it's not too impressive. But! Combined with healing magic, it absolutely shines. Any healing spell or effect that heals lethal damage also heals an equal amount of nonlethal damage. So with Ablative Barrier up, you render healing potentially twice as effect on you -- no little thing. And it's a second level spell that stacks with everything and has a long duration, so just stick it on the whole party once you get high enough level, and watch your cleric's channeling healing explode.


Dimensional blade. All four of those inquisitors 8d6+30 attacks are hitting touch AC now. Great for nuking the BBEG into next week as you attack that's only +14 at level 16 hits him anyways.


Unnatural lust is actually a stellar save or suck low level spell. It's great for getting some AoOs and it can lead to some hilarious combats. "The evil lich king runs up to the honorable paladin and forces himself upon him"


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Euphoric Cloud (druid 2, magus 2, sorcerer/wizard 2, witch 2) is one standout for me.

A rounds/level fog cloud effect, which also has a FORT save vs. fascinated condition that lasts as long as the cloud lingers + 1d4+1 rounds. Unlike most fascinate effects, the fact that the fog blocks line of sight means you can pick people off with relative impunity without breaking the fascinate for the others (especially if comboed with a Silence). Plus, enemies that make the save don't become resistant to the cloud, they keep making saves each round they remain inside. Its a brutally effective battlefield control spell.


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I like using Litany of Sloth before moving in and performing combat maneuvers which I don't have the improved X feats for. Great for random disarms and repositions in the middle of battle.

Dark Archive

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Borrow Skill: Did your wizard friend with the high knowledge skills just fumble it? Borrow his skill ranks and try it yourself. Narrow ledge which needs crossing, and all out of fly? Find your acrobatic friend and borrow his lifelong training.

Resinous Skin: I have a frontliner Druid with a horrible AC, that has this as his signature spell. It is very funny when the opponents run out of back-up weapons and need to either improvise or spend actions getting them back.

Shamefully Overdressed: I find this spell to be hilarious. Effectively staggers the opponent, because it is undressing itself (sometimes even magic gear is tossed).


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I'm a fan of Compassionate Ally and Charitable Impulse on my Kitsune enchantment Oracle.

The Exchange

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Dreikaiserbund wrote:
Ablative Barrier = Most people look at this spell and see a weaker Mage Armor combined with a nonlethal damage effect that's mostly worthless (since you still go unconscious when you take enough nonlethal). And on it's own, it's not too impressive. But! Combined with healing magic, it absolutely shines. Any healing spell or effect that heals lethal damage also heals an equal amount of nonlethal damage. So with Ablative Barrier up, you render healing potentially twice as effect on you -- no little thing. And it's a second level spell that stacks with everything and has a long duration, so just stick it on the whole party once you get high enough level, and watch your cleric's channeling healing explode.

I actually use this as a GM...

Picture it cast on a Golem or an undead creature.... basically it gives them DR5/-- for 5 HP per level. AND give them +2 AC... wow.

Scarab Sages

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Mr. Bonkers wrote:

Borrow Skill: Did your wizard friend with the high knowledge skills just fumble it? Borrow his skill ranks and try it yourself. Narrow ledge which needs crossing, and all out of fly? Find your acrobatic friend and borrow his lifelong training.

Resinous Skin: I have a frontliner Druid with a horrible AC, that has this as his signature spell. It is very funny when the opponents run out of back-up weapons and need to either improvise or spend actions getting them back.

Shamefully Overdressed: I find this spell to be hilarious. Effectively staggers the opponent, because it is undressing itself (sometimes even magic gear is tossed).

I just picked up Shamefully Overdressed and haven't really got to use it yet... but it looks FUN!


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Here's a few....

Invigorating poison

Great low level pre-buff for +4 to any ability score

Visualization of the mind

Combine it with Noble Scion of War and BOOM.... basically a perm +5 to initiative.

Alternatively wait till the BBEG and after initiative activate it in full (and combined with Fates Favoured) gives you +3 on all D20 rolls for the battle

Hallucinogenic smoke

Definitve proof that de-buff >> blast

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!


doc roc wrote:

Hallucinogenic smoke

Definitve proof that de-buff >> blast

AoE nauseate for rounds/level is totally bogus. Pretty sure everyone else in the party can just go to sleep if the cleric starts abusing this spell.

Grand Lodge

Mr. Bonkers wrote:

...

Resinous Skin: I have a frontliner Druid with a horrible AC, that has this as his signature spell. It is very funny when the opponents run out of back-up weapons and need to either improvise or spend actions getting them back.

...

I use this on bodyguard animal companions. Make it persistent and use inharms way for DR+ so many stuck weapons.

The Exchange

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My wife often runs arcane casters, though she tends to stick to spells in the CRB... but she's fond of unusual tactics with them. An example would be with the spell invisibility
Picture this:
A rogue in the front of the party listening at a door hears something, so my wife slides her Sorcerer PC forward and says "be sure to act surprised!" and casts invisibility on the door. Says to the judge "Our light shines into the room, while we look surprised to see anything in the room, what do we see? do we have to make a bluff roll?"

I'm hoping she does this sometime to a caster who drops a fireball on us... that blows up on the invisible door. She has had a Mook charge us... right into the door it couldn't see. Her comment was "that's gonna leave a mark!" we never did find out if she meant on the door or the mook...


Re: Hallucinogenic Smoke....Combine it with Focussed Spell and Magical Lineage and a Persistent Metamagic Rod.... just to make sure the BBEG (and eveyone else) of the group succombs!!


doc roc wrote:

Here's a few....

Visualization of the mind

Combine it with Noble Scion of War and BOOM.... basically a perm +5 to initiative.

Alternatively wait till the BBEG and after initiative activate it in full (and combined with Fates Favoured) gives you +3 on all D20 rolls for the battle

/QUOTE]

Really cool !

Scarab Sages

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Often overlooked spell - Detect Thoughts

Tactic for getting information from captives. Everyone always does the Intimadate/torture/threat-of-death thing. (Sigh!) Try this instead.

Diplomacy or Detect Thoughts:

My "Face" character is the PC in the party usually tasked with getting information from captives. She would often use Diplomacy:
"Darlin', things will go so much nicer for you if we could just be friends". She slides into bound individuals lap, "You'd be AMAZED what I can do for my friends... I'll have a few days free after this job, and I'd like to spend it with friends. You'd like to be my friend" wiggle-wiggle "wouldn't you?"

or if you have too...Intimidate:
Captive Uthdan Warrior: "Go ahead and kill me! I do not fear death, I will have died a warrior!"
Katisha: "Honey, I never kill people. No, I think I'll take you home with me, to my little country house just outside of Westgate. I could use another Page Boy..., Perhaps, if you're really 'good', in time you can work up to being a footman... We'll have such fun! My servants have these cute little uniforms! But really, no danger of dying!"

Or, if we are rushed she just uses Detect Thoughts:
Using Detect Thoughts to get information from prisoners -

Katisha: "Who sent you to kill us?"
Mook: "You'll never make me talk!"
Kat: "Where did you first meet this masked man?"
Mook: "huh?"
Kat: "How much did he pay you? "
Mook "Hay! that's not fair!"
Kat: "and where did you put the money?"
Mook "Now wait, that MY money!"
Kat: "Where were you going to meet him after the job?"
Mook "La-la-la-la, I can't hear you!!

Contributor

nosig wrote:
Dreikaiserbund wrote:
Ablative Barrier

I actually use this as a GM...

Picture it cast on a Golem or an undead creature.... basically it gives them DR5/-- for 5 HP per level. AND give them +2 AC... wow.

Also great on trolls or anything else with Regeneration or Fast Healing!

Contributor

Cellion wrote:
doc roc wrote:
Hallucinogenic smoke
AoE nauseate for rounds/level is totally bogus. Pretty sure everyone else in the party can just go to sleep if the cleric starts abusing this spell.

I don't think it's that overpowered? 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.


Dot


Dreikaiserbund wrote:
Cellion wrote:
doc roc wrote:
Hallucinogenic smoke
AoE nauseate for rounds/level is totally bogus. Pretty sure everyone else in the party can just go to sleep if the cleric starts abusing this spell.
I don't think it's that overpowered? 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.

Stinking cloud blocks line of sight and lingers so that your own party's melee are unlikely to want to engage enemies still inside and your party's ranged can't attack effectively. Enemies that fail their saves can just stay inside, or leave it with their move actions, choosing whichever option is more beneficial to them. Stinking Cloud is really only more effective in a party with a lot of casters who can mop up the nauseated enemies with AoE spells, or who disperse the fog immediately to expose enemies to their allies.

Half the time stinking cloud in enclosed environments is just a tool for enemies to back away to safety and plan another assault. Hallucinogenic smoke leaves them completely exposed.


Ya, Stinking Cloud is a gamble. 2/3 times it it super effective. 1/3 times it shoots the party in the foot.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

Preparation is important. Cast delay poison on the melee ahead of time. Buy a goz mask. Unleash death on hapless opponents.


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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.

Contributor

Hrm. Hadn't considered that aspect of things. Duly noted!

Sovereign Court

doc roc wrote:

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!

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)


Hydrophobia. Spectacularly amusing when the Dragon turtle fails it's save and has to run away towards the shore while you pelt it with long range missile fire


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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.

Grand Lodge

hydrophobia works wonders for my Seaborn Aquatic Sorcerer.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber
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.

My Cloud Gazer archer would be so confused by this. :)

The Exchange

TriOmegaZero wrote:
Preparation is important. Cast delay poison on the melee ahead of time. Buy a goz mask. Unleash death on hapless opponents.

Flame Dancer Bard works well too. Maybe with Oils of air bubble...

But then I would also use pyrotechnics as a poor mans stinking cloud...

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.

Isn't this a Gillman only spell?

The Exchange

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Coin Shot, so you can throw money at your problems...


nosig wrote:
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.

Isn't this a Gillman only spell?

Yep. Hence the rarity.


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First Person Shooter wrote:
Coin Shot, so you can throw money at your problems...

In my group, we like to say "If you can throw money at the problem, what you have isn't a problem. It's an expense."


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"?

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