Most sadistic spell combo you can think of?


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Right now I just thought of a really mean four spell combo:


  • Wall of Blindness/Deafness
  • Forceful Hand everyone past the wall
  • Cast Isolate on everyone
  • Summon invisible monsters
  • pass the popcorn

I know it takes a lot of prep time, and the invisible monsters might be redundant with regards to blindness, but damn it all, I wanted to make a mean combo, not a practical one!

So, what is the most ludicrously cruel spell combo you can think of? Be creative!


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Grease + irresistible dance is good for parties.


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Something with suffocate.


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Fear + Etheric Shards along the path they have to run through.


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Aqueous Orb + Hideous Laughter is a common one


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Limited wish to get geas. No save compulsion that last for days. Only takes a standard action because limited wish gets past the cadring time.


Maze a creature.
Cloud Kill on the spot they will return to.
Wall of Stone to encase the cloud in a box.

Depending on how it is ruled to intereact with already Mazed creatures, drop Dimensional Lock where the Cloud is before creating the wall.


reverse gravity with a prismatic wall at the top


It took 3 spells, but black tentacles, silence, and cloudkill seriously shut down a party once.


Prismatic Wall and Forceful Hand is a mean one.


Thirdhorseman wrote:
reverse gravity with a prismatic wall at the top

Technically needs to be a sphere since the wall has to be vertical, and due to how reverse gravity works, they unfortunately won't be constantly be falling back and forth through it.


Limited Wish + Geas/Quest.


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There's been other threads like this before. My contribution last time was create pit + summon swarm. It only came off perfectly once, but that once was good indeed.

I've seen black tentacles + stinking cloud kill mercilessly. Cloudkill & silence on the tentacles sounds like a clumsier way of doing the same.


Etheric Shard + toppling magic missile
Etheric Shard + black tentacle

I feel like etheric Shard probably has a wealth of applications

Blade barrier + reverse gravity might do something I'm not very good at visualising what would happen with that one at the moment.


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Chromantic Durgon <3 wrote:
Etheric Shard + toppling magic missile

You can make Etheric Shards itself toppling, it has the force descriptor. Now add Fear. "Stop knocking yourself down!"

Silver Crusade

I'm partial to Flesh to Stone, Rock to Mud, and Stone to Flesh. It has a way of making a lasting statement,

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Val'bryn2 wrote:
I'm partial to Flesh to Stone, Rock to Mud, and Stone to Flesh. It has a way of making a lasting statement,

Transmute rock to mud only works on unworked stone, so you need to add in something like polymorph any object to turn the statue back into a rock. After that I'm partial to casting transmute rock to mud, purify food and drink on the mud to make water, then drinking the water. Good luck restoring that individual - they're not dead, just technically petrified, but good luck getting enough of them together to restore.


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Chromantic Durgon <3 wrote:

Etheric Shard + toppling magic missile

Etheric Shard + black tentacle

I feel like etheric Shard probably has a wealth of applications

Blade barrier + reverse gravity might do something I'm not very good at visualising what would happen with that one at the moment.

Etheric Shards (placed vertically) + Reverse Gravity (involuntary movement (-4 on Reflex saves) all the way up. Dismiss Reverse Gravity, and involuntary movement all the way down, plus falling damage and prone).

Edit: Just did the math - a level 14 Psychic can do this combo and cause up to 4 medium/small creatures take 56d8 (no save) damage from Etheric Shards (from going both directions). They didn't deliberately fall/jump, so the best they can do is make an Acrobatics check to make 1 of the next 20d6 they take from falling non-lethal. Now, they need to make 28 Reflex saves at a -4 penalty, or take up to 28 bleed at the start of their next turn.

On average, they'll take 322 damage (no save), and will likely have a huge bleed ticker, which is likely to continue to go up as they fail more Reflex saves from standing up or being attacked.


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I got a new one, and it's even more convoluted than the my OP since it requires a bunch of feats!


  • Baleful polymorph all targets into rabbits. Do this to everyone you come across.
  • Craft a bunch of Clockwork Soldiers with rifles and Clockwork Hounds.
  • Once you have enough rabbits, release them into some secluded woodlands.
  • Have the clockworks follow them.
  • Play this.


Reverse gravity. Followed by hungry pit right under it. Followed by dismissing the reverse gravity. Now they fall at least 230 feet into a hungry pit.

Sadly, by this point most opponents can fly. But if they can't, it's hilarious.

A trap I once saw consisted of a simple 10-foot drop pit. With a giant stack of teleports right over the bottom. That teleported you back to the top, one at a time. Until the 10-foot fall turned into a 500 foot fall. I guess it was for evil wizards who lived in Manhattan apartments or something... (NOTE: This was 2nd edition D&D, so I'm not sure how it would get recreated for Pathfinder).


Feeblemind followed by maze is a good way of guaranteeing someone goes away for 10 minutes. Then they reappear right where they were. You can fill an area with a lot of nastiness in 10 minutes, if you're creative and committed.

Dark Archive

Undine's curse + slumber


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
ryric wrote:
Val'bryn2 wrote:
I'm partial to Flesh to Stone, Rock to Mud, and Stone to Flesh. It has a way of making a lasting statement,
Transmute rock to mud only works on unworked stone, so you need to add in something like polymorph any object to turn the statue back into a rock. After that I'm partial to casting transmute rock to mud, purify food and drink on the mud to make water, then drinking the water. Good luck restoring that individual - they're not dead, just technically petrified, but good luck getting enough of them together to restore.

The statue IS unworked stone if no tool has ever touched it.


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quibblemuch wrote:
Feeblemind followed by maze is a good way of guaranteeing someone goes away for 10 minutes. Then they reappear right where they were. You can fill an area with a lot of nastiness in 10 minutes, if you're creative and committed.

Not to mention that the target has the intellectual capacity of little more than a bar of soap. You could lead them into all kinds of hilarity with a series of illusions.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Dazing wall of fire + tar pool + sirocco

Burn them slowly while the hot winds force them prone in the hot tar.

This combo effects a large area, incapacitates, debuffs, and harms multiple enemies.

Works pretty well with just the dazing wall of fire, or just tar pool and sirocco too.


For high level BBEGs: Mind controlled hostages clustered around you, Veil to make them all look like you, Communal Mind Blank or Nondetection to keep them from being spotted with True Seeing, and Greater Illusion of Treachery to make it look like your spells are originating from one of your duplicates.

Publicize this tactic and the good guys are forced to lead off with a Dispel Magic or Disjunction if they don't want to kill innocents. With enough innocents and some CL boosting games via ioun stone to make an area Greater Dispel Magic useless for eliminating decoys, you force the good guys to accept innocent casualties ("fireball them all and let Pharasma sort them out") or waste a lot of time and spell slots on Dispels if they don't have Disjunction.


Create pit, create water, and raise water works at more moderate levels.

Most of these work as torments on the lower planes.

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If you just want to make a person truly miserable for a while, hold person + stinking cloud would be really, really unpleasant to experience. Really, paralysis combined with any uncomfortable effect would be terrible to be subjected to - covered in bugs from a swarm, filled with panic level fear, being dissolved in a pool of acid, and so forth. That's pretty much a weapons grade nightmare situation right there.


Goth Guru wrote:

Create pit, create water, and raise water works at more moderate levels.

That would be calm water, you only need a 6+ to avoid going underwater on your Swim test. It's bad if you fail consistently, I guess, but helpful if you want to climb out.

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If you're willing to delve into the realm of magic items, you could give someone a ring of sustenance and that ioun stone that makes it so they don't need to breathe, use resist energy for fire resistance, and dip them in molten metal for a few coats to make a nice living statue.


Immersion in molten metal is basically lava: 20d6 fire damage, per round. 30 resist fire will only reduce the damage per round to 40, on average.


Cuup wrote:

Etheric Shards (placed vertically) + Reverse Gravity (involuntary movement (-4 on Reflex saves) all the way up. Dismiss Reverse Gravity, and involuntary movement all the way down, plus falling damage and prone).

Edit: Just did the math - a level 14 Psychic can do this combo and cause up to 4 medium/small creatures take 56d8 (no save) damage from Etheric Shards (from going both directions). They didn't deliberately fall/jump, so the best they can do is make an Acrobatics check to make 1 of the next 20d6 they take from falling non-lethal. Now, they need to make 28 Reflex saves at a -4 penalty, or take up to 28 bleed at the start of their next turn.

On average, they'll take 322 damage (no save), and will likely have a huge bleed ticker, which is likely to continue to go up as they fail more Reflex saves from standing up or being attacked.

Welp there we are then, that seems like both a nasty and an efficient combo, and by level 16 (or 14 with a rod of quickening) the psychic can quicken etheric shard and do this in one turn. Sooo yeah psychics, having fun with the force xD.


ryric wrote:
If you're willing to delve into the realm of magic items, you could give someone a ring of sustenance and that ioun stone that makes it so they don't need to breathe, use resist energy for fire resistance, and dip them in molten metal for a few coats to make a nice living statue.

Ooh, that is diabolical! If I may add, don't forget the hold person/monster spell to give your "models" a specific pose? Also Gloves of Shaping can help configure sculptures made of a metal with a weak hardness score, i.e. gold.


The Mad Comrade wrote:
Immersion in molten metal is basically lava: 20d6 fire damage, per round. 30 resist fire will only reduce the damage per round to 40, on average.

It should be noted that any amount of fire resistance, even one point, negates lava damage entirely. It's weird, I know.


Reduxist wrote:
The Mad Comrade wrote:
Immersion in molten metal is basically lava: 20d6 fire damage, per round. 30 resist fire will only reduce the damage per round to 40, on average.
It should be noted that any amount of fire resistance, even one point, negates lava damage entirely. It's weird, I know.

I'd love to see how that happens with immersion.


The Mad Comrade wrote:
Reduxist wrote:
The Mad Comrade wrote:
Immersion in molten metal is basically lava: 20d6 fire damage, per round. 30 resist fire will only reduce the damage per round to 40, on average.
It should be noted that any amount of fire resistance, even one point, negates lava damage entirely. It's weird, I know.
I'd love to see how that happens with immersion.

That's a good point. If the ioun stone that allows him to breathe "underwater" breaks, which it most likely will since it's lava, he's gonna have to hold his breath for a couple of rounds. Depending on how long he needs to be immersed, the poor schmuck might still drown.


Against opponents with a poor Reflex save, Toppling Blade Barrier.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Reduxist wrote:
The Mad Comrade wrote:
Immersion in molten metal is basically lava: 20d6 fire damage, per round. 30 resist fire will only reduce the damage per round to 40, on average.
It should be noted that any amount of fire resistance, even one point, negates lava damage entirely. It's weird, I know.

That's an error, and isn't true. Developers clarified that point a long time ago.


Summon Monster + unnatural lust

Most are good many are funny (venomous snake, fire elemental, Succubus, giant squid, electric eel...)

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Reduxist wrote:
The Mad Comrade wrote:
Immersion in molten metal is basically lava: 20d6 fire damage, per round. 30 resist fire will only reduce the damage per round to 40, on average.
It should be noted that any amount of fire resistance, even one point, negates lava damage entirely. It's weird, I know.

Actually, that got errata:

PRD wrote:
Immunity or resistance to fire serves as an immunity or resistance to fire, lava or magma

It's true that fire resistance may not be enough if you have a fragile victim, but protection from energy will likely do the trick if you quickly cool each layer.


Slow (preferably vs multiples) + hold person / monster on someone who failed the save vs. Slow.


I appreciate the correction on the lava damage, fellas.

Also...

Baba Ganoush wrote:

Summon Monster + unnatural lust

Most are good many are funny (venomous snake, fire elemental, Succubus, giant squid, electric eel...)

This can be very powerful, indeed. If you combine it with the Summon Neutral Monster feat, you can Catrina Psychopomps. Get unnatural lust to stick for three rounds, and the target is dead.


1)
any pit spell
grease
summon multiple lantern archons
(I got 7 hill giants with this once. The GM was totally amazed how well it worked.)

2)
black tentacles
solid fog, stinking cloud, or slow

3)
rock to mud
mud to rock
(Stopped a small army with this one.)


Reduxist wrote:

]

This can be very powerful, indeed. If you combine it with the Summon Neutral Monster feat, you can Catrina Psychopomps. Get unnatural lust to stick for three rounds, and the target is dead.

They'd also have to fail three consecutive Fort 17 saves.

Liberty's Edge

1) Aqueous Orb and Hold Person/Sleep or any such incapacitating spell

2) Solid Fog and Cloudkill or Stinking Cloud

3) For your aquatic types, against non-aquatic opponents: Nixie's Lure and Hydrophobia

4) Against opposing ships: Lower Water and Heavy Water?


Lord Magus wrote:

1) Aqueous Orb and Hold Person/Sleep or any such incapacitating spell

2) Solid Fog and Cloudkill or Stinking Cloud

3) For your aquatic types, against non-aquatic opponents: Nixie's Lure and Hydrophobia

4) Against opposing ships: Lower Water and Heavy Water?

improved invisibility, then passwall on the bow of said ship, dismiss after it sinks. ;) Now, what save bonus a ship has, I dunno, but they get one.


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I've always had a fondness for flesh to stone, transmute rock to mud, and then break enchantment.

It's just nasty. >:)


Alzrius wrote:

I've always had a fondness for flesh to stone, transmute rock to mud, and then break enchantment.

It's just nasty. >:)

laughing Okay, that is disgusting. *pouf*, yer a statue. *pouf* yer a puddle of mud on the ground, then *CT 1 minute pouf* if you don't die, you're now a flesh ooze. Thanks for the gear!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I've always found the violent thrust option of telekinesis used in conjunction with dozens of pre-prepared nodes of blasting to be decidedly effective at annihilating one's enemies.

Since it's untyped psychic damage, it bypass many resistances and immunities. What's more, as a psychic attack, there probably isn't any evidence left behind as to what it was that killed the victims!

Alternatively, throw a large book with hundreds of pre-prepared explosive runes in it at your enemies, then target it with greater dispelling, deliberately opting to fail the dispel check.

This method is quite a bit messier, but is no less surprising to its unfortunate victims.


Ravingdork wrote:

I've always found the violent thrust option of telekinesis used in conjunction with dozens of pre-prepared nodes of blasting to be decidedly effective at annihilating one's enemies.

Since it's untyped psychic damage, it bypass many resistances and immunities. What's more, as a psychic attack, there probably isn't any evidence left behind as to what it was that killed the victims!

Alternatively, throw a large book with hundreds of pre-prepared explosive runes in it at your enemies, then target it with greater dispelling, deliberately opting to fail the dispel check.

This method is quite a bit messier, but is no less surprising to its unfortunate victims.

Could always use the spell "named bullet" as well. Add in a scroll of glimpse of the Akashic for thousands of damage if you quicken a second telekenisis.

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