Best spell to Magical Lineage on any spell list


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What is the best control spell in the game to magical lineage, not restricted to any class.

The Exchange

Usually people do dazing fireball...I'm currently on a research project for flurry of snowballs...but the base damage is rather low.

Silver Crusade

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Toppling Magic Missile has seemed rather popular.


Both those are decent, but not rather as crippling as I imagined.

Silver Crusade

Really it depends on party makeup. Spellcaster heavy party would eat up Piercing spells. Toppling Magic Missile when enemy has the beatsticks, or worse, rogues around him? Just turned the last stand into a piranha feeding frenzy.

Sovereign Court

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There's no single right answer because there's no single best build with a single favorite spell for any class.

There are many options that are so strong that they will have the GM quit the game because it's no fun anymore.

Grand Lodge

Infernal healing + extend spell = 20 hitpoint healing 1st level spell slot.


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*Khan* wrote:
Infernal healing + extend spell = 20 hitpoint healing 1st level spell slot.

This spell is best in a wand. It’s an out of combat spell anyway. 2minutes and two charges is a much better investment than a spell slot, fear, trait, and one minute.

Dark Archive

Although there is no "best" answer, I do want to mention the sheer nastiness that is Toppling Etheric Shards.

The Exchange

At later levels toppling magic missile doesn't cut it. CMD of creatures go up too far.


I think you'll probably find that

Dazing Chain Lightning and Dazing Caustic Eruption are both fairly dominating but they both require a spell level that is rarely reached.


No love for a persistent glitterdust?

The Exchange

Useful, but at later levels...monsters have blindsight and generally good will saves


If you want the most powerful spells of each list you're going to find people naming high level spells.

Grand Lodge

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There are many spells to make dazing hungry darkness is brutal. No save 60 ft radius, damage every turn, aunt con damage. High level though.

This does require magical linage.


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Dazing Acid Pit seems like a LoL Situation for the PC who casts it.

But really it all depends on what level you're going too and what level you want the build to come online.

If you are going to 15+ you have to consider Spell Perfection and higher level spells but if you are only going to say Level 12. You're looking more at Level 1-4 spells.

What is the Level range?

Also do not look down on Rime spells. Snowball, Flurry of Snowballs, Ice Spears are all nice control spells when Rime is factored in. A lesser RIme rod is 3k and is a very nice investment. Heck, I usually find myself LOading Rime Frigid Touch into my Spellstoring armors and weapons just because Entangled + Staggered is Brutal.


Up to level 20 range


Chromantic Durgon <3 wrote:
If you want the most powerful spells of each list you're going to find people naming high level spells.

Indeed this is what I am looking for


Well, that question is slightly strange.

Magical Lineage is a trait, so you take it once and only once at level 1.
Then, you cannot change the spell it applies to once you have picked it.

So, to answer you, could you explain us first what good would be to pick a level 9 spell with this traits, and spend 95% of your game gaining absolutly no benefit from it because you just cannot cast the spell it applies to yet?


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Moonheart wrote:

Well, that question is slightly strange.

Magical Lineage is a trait, so you take it once and only once at level 1.
Then, you cannot change the spell it applies to once you have picked it.

So, to answer you, could you explain us first what good would be to pick a level 9 spell with this traits, and spend 95% of your game gaining absolutly no benefit from it because you just cannot cast the spell it applies to yet?

There's at least four answers I can think of:

1) Flavor. Their grandfather was Bigsby, and he didn't exactly do much low-level work.
2) They're starting at a high level.
3) They're really planning ahead, and are fine with losing out on a single trait for 95% of the game.
4) The Additional Traits feat.


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Extended Time Stop is fun.

And, for the record, the longest you would go without benefiting from the trait (for a level 9 spell on a spontaneous caster) would be *only* 85% of your career.


I'd make an argument for Dazing Ball Lightning. It's got a DC increaser in the spell itself, gives you options for your action economy, shuts down everything not immune to electricity, and can be metamagiced down to a 4th level spell if you are willing to pay for it, even before Spell Perfection raises its beautiful face for you to kiss.


Hair splitting :) You've got my point: 85% is so long that I never seen a player ever consider using Magical Lineage with such a high level spell.

But whatever, let's play the game: I vote for Microcosm.

While this spell has a saving throw, the possibility are much more endless than with Time Stop itelf: by trapping the mind of your victims into an alternate reality you design however you wish, you can basicaly do anything you wish to them:
- gently retain them
- torture them
- spy them
- feed them with lies as you build a false reality impossible to tell appart from the true one
- kill them, slowly or not

Oh, and if it's not enough, their bodies are also helpless for you to toy with during that time... Once the saving throw failed, nothing can help them save a Miracle/Wish spell cast from the outside of the Microcosm.

Hell, you could even reward someone by putting it into a paradisiac reality forever. Just don't forget to put a ring of sustenance at their helpless finger.

Grand Lodge

Tiny Coffee Golem wrote:
*Khan* wrote:
Infernal healing + extend spell = 20 hitpoint healing 1st level spell slot.
This spell is best in a wand. It’s an out of combat spell anyway. 2minutes and two charges is a much better investment than a spell slot, fear, trait, and one minute.

Infernal healing works well with a wand.

But please consider that, if you are a spontaneus caster, you can convert any spell slot of level 1-9 to 20 hitpoints. It is a investment that keeps its relevance from level 1-20 and you will properbly use it once or twice every session.


Greater dispel magic


Grandlounge wrote:


There are many spells to make dazing hungry darkness is brutal. No save 60 ft radius, damage every turn, aunt con damage. High level though.

This does require magical linage.

If the spell doesn't come with an attached save then Dazing attaches a will save.

Hence its better to attach a reflex save, since its most commonly the weakest save.


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I feel it could be helpful to remember you all something about the initial question... see the bolded part:

Atalius wrote:
What is the best control spell in the game to magical lineage, not restricted to any class.


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Moonheart wrote:

I feel it could be helpful to remember you all something about the initial question... see the bolded part:

Atalius wrote:
What is the best control spell in the game to magical lineage, not restricted to any class.

Anything you attach dazing to becomes a control spell.


shaventalz wrote:
Moonheart wrote:

Well, that question is slightly strange.

Magical Lineage is a trait, so you take it once and only once at level 1.
Then, you cannot change the spell it applies to once you have picked it.

So, to answer you, could you explain us first what good would be to pick a level 9 spell with this traits, and spend 95% of your game gaining absolutly no benefit from it because you just cannot cast the spell it applies to yet?

There's at least four answers I can think of:

1) Flavor. Their grandfather was Bigsby, and he didn't exactly do much low-level work.
2) They're starting at a high level.
3) They're really planning ahead, and are fine with losing out on a single trait for 95% of the game.
4) The Additional Traits feat.

Bigsby was infact my grandfather


Dαedαlus wrote:

Extended Time Stop is fun.

And, for the record, the longest you would go without benefiting from the trait (for a level 9 spell on a spontaneous caster) would be *only* 85% of your career.

I like this a lot, what do others think of this? I'm fairly new to PF, is this a powerful play?


I dunno if it's best but a friend told me about Shocking Grasp through Magical Lineage.

Yeah that seems ho-hum but I brought it to him after a player gave me a character sheet with that assigned. Said character was a Magus.


Atalius wrote:
Dαedαlus wrote:

Extended Time Stop is fun.

And, for the record, the longest you would go without benefiting from the trait (for a level 9 spell on a spontaneous caster) would be *only* 85% of your career.

I like this a lot, what do others think of this? I'm fairly new to PF, is this a powerful play?

Throw in a rod or gem of maximize spell for a solid minute of time-stopped shenanigans.


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Atalius wrote:
shaventalz wrote:
Moonheart wrote:

Well, that question is slightly strange.

Magical Lineage is a trait, so you take it once and only once at level 1.
Then, you cannot change the spell it applies to once you have picked it.

So, to answer you, could you explain us first what good would be to pick a level 9 spell with this traits, and spend 95% of your game gaining absolutly no benefit from it because you just cannot cast the spell it applies to yet?

There's at least four answers I can think of:

1) Flavor. Their grandfather was Bigsby, and he didn't exactly do much low-level work.
2) They're starting at a high level.
3) They're really planning ahead, and are fine with losing out on a single trait for 95% of the game.
4) The Additional Traits feat.
Bigsby was infact my grandfather

Do you mean Bigby? There is no 's.' These kids today. Harumph.


Purist Grognard wrote:
Atalius wrote:
shaventalz wrote:
Moonheart wrote:

Well, that question is slightly strange.

Magical Lineage is a trait, so you take it once and only once at level 1.
Then, you cannot change the spell it applies to once you have picked it.

So, to answer you, could you explain us first what good would be to pick a level 9 spell with this traits, and spend 95% of your game gaining absolutly no benefit from it because you just cannot cast the spell it applies to yet?

There's at least four answers I can think of:

1) Flavor. Their grandfather was Bigsby, and he didn't exactly do much low-level work.
2) They're starting at a high level.
3) They're really planning ahead, and are fine with losing out on a single trait for 95% of the game.
4) The Additional Traits feat.
Bigsby was infact my grandfather
Do you mean Bigby? There is no 's.' These kids today. Harumph.

What about bugsby?


First:

You can take Magical Lineage and Wayang spell hunter with the feat additional traits. Retrain the feat when you want to change the spells. PFS legal.

Second.

Allow me to put a simple vote in for magic missile. With honorable mentions for fireball and snapdragon.

Why?

Because you take dazing at 3rd level - and if you are an exploiter wizard you are doing 3 dazing magic missiles at 3rd level, with a DC of 18-20 will save.

It continues to scale well. You take quicken and as a 6th level spell you can cast quickened, dazing magic missiles. Followed by heightened dazing magic missiles. Or dazing, empowered magic missiles.


Grandlounge wrote:


There are many spells to make dazing hungry darkness is brutal. No save 60 ft radius, damage every turn, aunt con damage. High level though.

This does require magical linage.

This may be the one. Certainly leading contender.

Dark Archive

I did dazing ball lightning with the admixture school. It was too good. I immediately rebuilt my character.

The move action perfect flight vs 3-4 targets per round ends encounters. The GM got dejected and I didn't use it again.


Atalius wrote:
Grandlounge wrote:


There are many spells to make dazing hungry darkness is brutal. No save 60 ft radius, damage every turn, aunt con damage. High level though.

This does require magical linage.

This may be the one. Certainly leading contender.

You realise giving a no save spell Dazing means it gets a save attached to it...


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Purist Grognard wrote:
Atalius wrote:
shaventalz wrote:
Moonheart wrote:

Well, that question is slightly strange.

Magical Lineage is a trait, so you take it once and only once at level 1.
Then, you cannot change the spell it applies to once you have picked it.

So, to answer you, could you explain us first what good would be to pick a level 9 spell with this traits, and spend 95% of your game gaining absolutly no benefit from it because you just cannot cast the spell it applies to yet?

There's at least four answers I can think of:

1) Flavor. Their grandfather was Bigsby, and he didn't exactly do much low-level work.
2) They're starting at a high level.
3) They're really planning ahead, and are fine with losing out on a single trait for 95% of the game.
4) The Additional Traits feat.
Bigsby was infact my grandfather
Do you mean Bigby? There is no 's.' These kids today. Harumph.

Don't be silly. Bigby is the intellectual property of a different company, and is from a completely different cosmology. I don't know why you'd think of him.


I would say shocking grasp, since intensified shocking grasp, since it's got such a huge effect on the magus that it's probably the single use of magical lineage that affects a class the most.


Chromantic Durgon <3 wrote:
Atalius wrote:
Grandlounge wrote:


There are many spells to make dazing hungry darkness is brutal. No save 60 ft radius, damage every turn, aunt con damage. High level though.

This does require magical linage.

This may be the one. Certainly leading contender.
You realise giving a no save spell Dazing means it gets a save attached to it...

That's news to me, thank you

Grand Lodge

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They still get a save, will but the damage, 1/2 speef across 120ft, and con damage. Then stuck there if they fail. This likely results in multiple saves.

It is even more powerful if darkness is run correctly, which is rare.

In darkness you are effectively blind. Thus requiring acrobatics dc10 to move full speed. Poor visibility means each square cost two squares of movement.

In not actually claiming this is the best but its really fun.

Finding something targets ref but controls on a save is best ideally sr no. I'm still looking for my top choice.


Tarpool is AOE, Sr No, ref save against entangle, difficult terrain, even after leaving the pool enemies still take damage. The one issue land only. It might pair well with Sirocco.


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If you're looking at high level spells I wouldn't go past 6th. With that, magical lineage and quicken spell you get up to a 9th level spell slot.

In particular chains of light paralyzes the target and prevents them using any sort of escape spell. It's not mind-affecting, and many big creatures have poor dex and so not amazing reflex saves. SR no. Throw a persistent chains of light and failing that a quickened one and you get a very good chance of making your enemy very killable. Immunity to paralysis is the only way of stopping it, and even that won't stop the dimensional travel block.


avr wrote:

If you're looking at high level spells I wouldn't go past 6th. With that, magical lineage and quicken spell you get up to a 9th level spell slot.

In particular chains of light paralyzes the target and prevents them using any sort of escape spell. It's not mind-affecting, and many big creatures have poor dex and so not amazing reflex saves. SR no. Throw a persistent chains of light and failing that a quickened one and you get a very good chance of making your enemy very killable. Immunity to paralysis is the only way of stopping it, and even that won't stop the dimensional travel block.

Pretty awesome. Wish it was more aoe. One thing is though they do get a save every round. Would the persistent still carry on successive rounds or does it only apply to the initial round? And this would be a persistent metamagic rod correct?


Is Enervation basically garbage? Even when Empowered and Maximized?


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For me anything past character level 12 in PF, 14 in D&D 3.x is theorycraft so far. I haven't seen enervation be useful at those levels in PF (unlike D&D where negative levels were nastier). Analysing it at higher levels though - enervation is a single target ranged touch attack (miss chances apply) to which SR applies and which a reasonable number of creatures are immune to. The range is short. Unmodified it's just sad, with metamagic it can impose a substantial penalty. It's not a useful damage spell against anything even close to your level.

It could be a useful tool in the toolbox but it's definitely not something to focus on.

I get metamagic rods up to +1 but use feats for larger metamagics. Maybe I'm just bad at saving up.

Persistent spell applies to all saves against a spell, not just the first.

If an AoE spell is what you're after then chain lightning is a reasonable starting point. With dazing spell and a couple of elemental spell metamagic rods you can disable a group if you like, though SR applies and poor judgement (or an enemy who tries to deceive you) on which element to use could be a problem,.

Dark Archive

Atalius wrote:
Is Enervation basically garbage? Even when Empowered and Maximized?

It isn't garbage, but you need to know who to use it on. The best target is anything that counts its level for the purpose of damage (Swashbucklers, Casters who favor spells that up the damage per casterlevel, etc). This means it is mostly useful versus creatures with class levels (so other humanoids), and especially casters. At higher levels it will require metamagic to make sure the lowered casterlevel actually makes a difference.

Enervation isn't a blanket coverage spell though, so I wouldn't specialize in it (maybe just keep one prepared in case of a juicy target).


avr wrote:

For me anything past character level 12 in PF, 14 in D&D 3.x is theorycraft so far. I haven't seen enervation be useful at those levels in PF (unlike D&D where negative levels were nastier). Analysing it at higher levels though - enervation is a single target ranged touch attack (miss chances apply) to which SR applies and which a reasonable number of creatures are immune to. The range is short. Unmodified it's just sad, with metamagic it can impose a substantial penalty. It's not a useful damage spell against anything even close to your level.

It could be a useful tool in the toolbox but it's definitely not something to focus on.

I get metamagic rods up to +1 but use feats for larger metamagics. Maybe I'm just bad at saving up.

Persistent spell applies to all saves against a spell, not just the first.

If an AoE spell is what you're after then chain lightning is a reasonable starting point. With dazing spell and a couple of elemental spell metamagic rods you can disable a group if you like, though SR applies and poor judgement (or an enemy who tries to deceive you) on which element to use could be a problem,.

A lot of knowledge here. With Chain lightning if I use Daze with it and the enemy succeeds on there reflex saving throw for half damage would they still be dazed? Is there ever a separate saving throw for the Dazing effect?


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Dazing uses the spells save if it grants one
And grants a will save if it doesn’t.

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