Looking for touch spells with no save / SR


Advice


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Well, I'll expound. I'm looking for spells for hitting dragons. Ranged touch or melee touch (presume I'm smart enough to wear a fire resist item) are fine, but the keys are no saving throws, no spell resistance. I know, it's a much harder time, but it is what it is.

To be clear, the party has both arcane and divine casters, so putting up either type is fine, but I would like them marked if it's not too much trouble.

Thanks for any help!


In general, spells that directly affect a foe are "SR: Yes", while spells that are indirect are more likely to be SR: No.

...

That said, veeeeeery few spells are likely to have both no saving throw and no SR. Are you absolutely sure that's what you're looking for? There are some fairly reliable ways to improve your penetration of SR, and they're likely to be more helpful for your group than a particularly narrow spell list.


Clashing rocks
druid/sorcerer/wiz lvl 9 touch attack no save
Even does damage on a miss.

Scarab Sages

Look for Conjuration school direct damage spells. For example, for wizards, acid arrow.

Previously snowball, but that’s changed with Ultimate Wilderness.


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Here are some spells with touch attacks, no save, and no SR:
acid splash, acid arrow, river whip, touch injection, deafening song bolt, siphon magic, fire seeds, sonic form, arcane cannon, echean's excellent enclosure

There are also a few spells that use touch attacks, ignore SR, and only allow a save against part of the effect - like elemental touch, spit venom, or clashing rocks.

*Thelith wrote:

Snowball. Druid/wiz/sorcerer 1

Low damage but 5d6 of unavoidable damage.

As of Ultimate Wildnerness, snowball allows SR.


Wall of lava wiz/sorc 8


Iron stake. Cleric/sorc/wiz 3


Fire seeds. Druid 6


Shackle. Cleric/sorc/wiz 2

It has a reflex but that's the worst dragon save but it could do interesting things?


Stone call (druid 2, sorc/wiz 2) is no save, no SR, no attack roll even. Just 2d6 damage though, it's usually used for the difficult terrain effect.

Summon swarm (various classes 2) does damage slowly but inevitably. I've seen an aerial duel won with multiple castings of summoned bat swarms.

Barbed chains (mostly divine 1) does a little damage with no save, and makes the target shaken with a failed will save.

Spit venom (divine 3-4) causes blindness for one round with no save, and poisons if the save is failed.


Seeing some real nice ones. While we're at it, how about summon monster and summon nature's ally? You can never go wrong with spamming out stirges, lantern archons, or giant spiders for their lovely touch attack effects.


Summons can certainly be helpful, but we've already got... *pulls out a graphing calculator* eleven entities, including one mount, one familiar, one animal companion, and one NPC (not including the GM's "I don't want to JUST be the bad guy" character).


Thelith, that is definitely not an uninteresting spell. I'm not sure how much use it would be against anything older than a hatchling (or drakes!) but it's interesting!

Averon, Ultimate Wilderness is a paid book. So, until it gets added to Paizo's official spell list, or Nethys and d20pfsrd update it, it doesn't *in my game group* :D

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