Good Spell List


Pathfinder Second Edition General Discussion

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AlastarOG wrote:

This post makes me think you're not aware of how counteract rules work.

You do know that if you fail the counteract check you counteract as one lower but still counteract?

Also as mentioned above most of these deal with dispel as a signature, as a prepared caster it's much less effective indeed.

I'm fully aware how counteracting works.


graystone wrote:
roquepo wrote:
Edit: Just to make sure, I wouldn't ever pick Dispel Magic as a prepared caster unless I knew for sure that I would need it.
I tend to play prepared casters so I look at casters from the perspective of needing to preparing spells in specific slots at specific levels. Even with a spontaneous caster, I'm leary of the cost/reward vs other possible picks but it's far more viable that way.

The 2 casting styles are more different than we give them credit for.


Darksol the Painbringer wrote:
AlastarOG wrote:

This post makes me think you're not aware of how counteract rules work.

You do know that if you fail the counteract check you counteract as one lower but still counteract?

Also as mentioned above most of these deal with dispel as a signature, as a prepared caster it's much less effective indeed.

I'm fully aware how counteracting works.

Cool just checking to see were both taking same thing.


Continuing my long list!

3º lvl:
Blazing Dive: At a first view is just a cool flashy spell that works like a little weaker version of a fireball but this spell allow a good flying movement and damage in same spell whats is good for prepared casters due to have a dual use spell in just one prepared space . If you are facing an enemy or enemy group you want to explode this is useful or if you are facing an abyss or a wall that you need to pass is a very flashy way to cross! kkk But this spell has a great problem to pure casters it probably throws to middle of your opponents so maybe it works better for magus.

Cozy Cabin: Many people underestimate such utility spell due the fact that most parties can just camp. But in practice this spell are very useful to control ambushes. It's create a 20x20 feat (4x4 squares) hut with only one dor that can be easily defended. Just put the melees on the door and make rangers fires from the windows taking cover on the walls and you will be heavily defended position making mostly enemies ambushes very hard. Also no more worry about climate and bad sleeps. Maybe not recommended as your first know/prepared spell when you reach the spells lvl 3 but it maybe very useful for large outside campaigns when you have higher level and better attack spells.

Crashing Wave: Cone AoE water damage fireball like spell. If the opponents have water weakness and are better positioned for cone attacks that's the spell for you.

Envenom Companion: Interesting non-sustained buff for companion or eidolon, not only add extra damage for their attacks but also can clumsy it helping other party members and your attacks and attack spells.

Fireball: Mostly classic elemental attack spell. Does a very good AoE fire damage but it's area explosion burst can be a problem if your allies are mixed with your foes.

Haste: Typical action economy boost. Almost all martial classes will be happy to receive this bonus but it's super effective when used on a flurry ranger.

Heroism: A very good non-sustained buff that gives many +1 bonus. But if you casting it in your self due attack bonus is probably better to cast bless instead but it's heightened versions this changes.

Impending Doom: An interesting spell that does many debuffs over time and in the end does a damage similar to a fireball damage dices. The main problems is that the opponent continues to act for 3 rounds.

Lightning Bolt: A eletric and elemental attack spell with similar damage of a fireball. Does a very good AoE fire damage in line.

Slow: Excellent non-incapacitant action economy debuff. It's overwhelming against opponents that have strong 3 actions abilities due it's capacity to completely disable them.

Vampiric Touch: While magic missiles is the best single target damage spell, vampiric touch is the best cost-efficient damage spell. Does the same avarage damage if the target fails in save and could be used at range easily for most casters due reach spell feat. All this at same time that give you a good amount of temp HP.

Wall of Wind: Another classic anti-ranged attacks protection for spellcasters. Is excellent to protect any caster against arrows and bolts while allows them to attack with their spells normally. This is one of mostly valuable spells during a campal war or a siege where's the spellcasters shows what the big difference they can do in a medieval battle.

Warding Aggression: Another spell made for magus in mind but also could be very useful for martial with some spellcasting dedication. It's just like a magical single target weaker version of the old "combat expertise" from older versions but it isn't so good but also doesn't reduces your hit rate too just keep attacking to sustain your AC bonus against that foe.


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YuriP wrote:
Cozy Cabin: Many people underestimate such utility spell due the fact that most parties can just camp. But in practice this spell are very useful to control ambushes. It's create a 20x20 feat (4x4 squares) hut with only one dor that can be easily defended. Just put the melees on the door and make rangers fires from the windows taking cover on the walls and you will be heavily defended position making mostly enemies ambushes very hard. Also no more worry about climate and bad sleeps. Maybe not recommended as your first know/prepared spell when you reach the spells lvl 3 but it maybe very useful for large outside campaigns when you have higher level and better attack spells.

I've used this spell a lot to ward off disease causing mosquitos in our Mwangi Expanse campaign. Makes for great wand for those who wish to travel the wilds in style.

The 1 minute casting time kinda keeps it from being all that useful in combats though, much less as a countermeasure against ambushes.


When I talk about ambushes it's that encounters in middle of the night when tries to rest during a travel. Summon a hut obviously will not prevent encounters nor can be done in middle of the battle but give a great advantage using tactics against nightly assaults.

Using it to prevent mosquitos during the night and avoid wolf attacks or help to fight bandits trying to steal/kill the party while most chars as sleeping is a good example.


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YuriP wrote:

When I talk about ambushes it's that encounters in middle of the night when tries to rest during a travel. Summon a hut obviously will not prevent encounters nor can be done in middle of the battle but give a great advantage using tactics against nightly assaults.

Using it to prevent mosquitos during the night and avoid wolf attacks or help to fight bandits trying to steal/kill the party while most chars as sleeping is a good example.

Ah, I see. Thanks. :)

But what's to stop the ambushers from simply setting fire to the place and smoking everyone out?

Even smarter, if they're just looking to kill the heroes, would be to set the dry brush/environs around the cabin on fire so that it has already become an inescapable ringed conflagration by the time anyone wakes up or notices.

But that's off-topic and not terribly conducive to a fun game.

Just pointing out that it could just as easily be a death trap.

Silver Crusade

By the time that you're more or less casually using a 3rd level cosy cabin spell you probably have all sorts of counters if somebody tries to burn you out (and likely have lots of warning since the person on guard duty looking out the windows is likely to notice the brush being piled up).

If nothing else, you've got time to put on armor and throw haste before opening the door to do battle.


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Just popping in here to say that dispel magic is GREAT at higher levels to counter haste !!

Post 11 Imma start keeping a dispel level 4 on even my prepared casters cause everyone and their mom is casting haste.


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AlastarOG wrote:

Just popping in here to say that dispel magic is GREAT at higher levels to counter haste !!

Post 11 Imma start keeping a dispel level 4 on even my prepared casters cause everyone and their mom is casting haste.

I actually haven't had much of that happening, since enemies preparing the Haste spell is pretty rare.

It also gets trumped relatively easily by 7th level Haste. It also probably won't do anything if an enemy is wielding a Speed weapon, for example. (Where's my Speed Armor, though?)


Fine maybe not, I remember haste being much more common for some reason...

Maybe it's pf1e ptsd.


AlastarOG wrote:

Fine maybe not, I remember haste being much more common for some reason...

Maybe it's pf1e ptsd.

I think it's more some individuals always put haste on their casters: if that person is the dm and/or made the adventure, it can seem like haste is everywhere.


Ravingdork wrote:
YuriP wrote:

When I talk about ambushes it's that encounters in middle of the night when tries to rest during a travel. Summon a hut obviously will not prevent encounters nor can be done in middle of the battle but give a great advantage using tactics against nightly assaults.

Using it to prevent mosquitos during the night and avoid wolf attacks or help to fight bandits trying to steal/kill the party while most chars as sleeping is a good example.

Ah, I see. Thanks. :)

But what's to stop the ambushers from simply setting fire to the place and smoking everyone out?

Even smarter, if they're just looking to kill the heroes, would be to set the dry brush/environs around the cabin on fire so that it has already become an inescapable ringed conflagration by the time anyone wakes up or notices.

But that's off-topic and not terribly conducive to a fun game.

Just pointing out that it could just as easily be a death trap.

Yep I know all this and agree. But inteligent players also knows and they probably will taking turns watching the night in same way as they do when was camping. The main idea is to use the hut as strategic position to defend themselves and have a more guaranteed sleep quality not a fortress with spells to auto defend them.

And burn the hut yes there's this option. But unless the eventual bandits starts throwing fireball spells they still have to damage a 40HP wall even if the GM add some fire weakness (ex. same of the walls hardness) it's still hard to burn with something like a torch that gives just 1 fire damage.


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It's not like there's enough cots for a traditional four-person party anyways. Might as well have one person standing guard. LOL.


4º lvl:

Air Walk/Fly: Well this is obvious. But there's nothing more secure to face a melee ground creature than stay out it's range. Aside this fly spells easily solves many out-of-combat situations easily (why I would try to enter in the fortress using disguise or stealthy cross the gate's guards if I can simply fly over the walls?). And I know there's many situations and fights where the opponents has some countermeasure against flying unit yet this still usually at last limit their options.

Bestial Curse: This is one of those spell that many don't see the true potential due disattention of it's traits. Polymorfh spells prevents the affect creature to cast spells and as a non-incapacitant spell there are it stays strong at high levels. It's an excellent alternative to inutilize spellcasters thats still able to cast silently like some wizards.

Blink: A good buff that gives you resistance against all damage except force. But it's sustain action is more for fun than really useful once that works like a random step. So just use a normal step action is usually safer because o cannot risk to appear in a bad random position

Bloodspray Curse: Is an interesting spell if you have a barbarian or some other player with guaranteed strike that does more than 10 damage due it's to be non-sustained spell.

Chromatic Ray: A very good spell for Magus and Eldritch Archers due it's attack trait and very good damage for a lvl 4 spell but it's have a bad heighten progression IMO but's this isn't a problem for wavecasters.

Confusion: Another good non-incapacitant debuff spell but need to be used with careful if you to take the max benefits of it.

Draw the Lightning: A curious spell useful for magus and other martial spellcasters that way more useful if you are a small creature against other taller cratures. But is more limited if you are taller due it's target restriction.

Elemental Gift: An excellent primal alternative to fly spell. The air version of this spell not only allow a character to fly as also increases it's land speed by 30 feets! But ends here. It's fire and earth version is just mee for a lvl 4 spell and it's water version it's just situational good.

Painful Vibrations: A strong like heightened fireball single target sonic damage. It's good due the failure save also gives sickened status to the opponent and because sonic is one of the damage type that rarely someone have resistance.

Pernicious Poltergeist: A very good alternative to mostly summon spells due that poltergeist cannot be attacked and allows the caster to choose between 2 very good damage effects for 1-action cost or frightened 2 an opponent. It's a very versatile spell to complete a spellcaster actions.

Phantasmal Killer: A best damage spell for this spell level that also frighten the opponent and in case of critical failure in a will save the opponent creature will increase it's frighten to 4 and start to run away and have to do another fortitude save to don't instantly die! (not necessary in this order kkk)

Stoneskin: As lvl 4 spell stoneskin is just worse than blink but it's heightened versions have more resistance so maybe a better option against physical only opponents than blink heightened version. But in mostly games it's unlikely to face relevant encounters against opponent that are unable to do some type of non-physical damage in such higher levels.

Tortoise and the Hare: An excellent spell that does slow and haste in a single cast also are non-incapacitant so will be useful even in higher levels.

Vampiric Maiden: Another excelent lvl 4 offensive spell. It's basically a improved version of vampiric touch. Has better range and can immobilized the target. But has a worse heighten progression than vampiric touch due it's lower dice.

Vital Beacon: Very efficient action economic heal spell. Does good heal dices is most times and more effectively heal then heal spell itself yet doesn't replace the heal that can also be used at the same time.


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YuriP wrote:

4º lvl:

Bestial Curse: This is one of those spell that many don't see the true potential due disattention of it's traits. Polymorfh spells prevents the affect creature to cast spells and as a non-incapacitant spell there are it stays strong at high levels. It's an excellent alternative to inutilize spellcasters thats still able to cast silently like some wizards.

That is only true of battle form polymorph spells. It does possibly prevent spellcasting if the spell has a somatic component due to the manipulate flat check, but it doesn't wholesale block spellcasting.


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Xethik wrote:
YuriP wrote:

4º lvl:

Bestial Curse: This is one of those spell that many don't see the true potential due disattention of it's traits. Polymorfh spells prevents the affect creature to cast spells and as a non-incapacitant spell there are it stays strong at high levels. It's an excellent alternative to inutilize spellcasters thats still able to cast silently like some wizards.

That is only true of battle form polymorph spells. It does possibly prevent spellcasting if the spell has a somatic component due to the manipulate flat check, but it doesn't wholesale block spellcasting.

Beat me to it.

Indeed, only battle forms specifically restrict spellcasting, not polymorph effects in general.

YuriP wrote:
Phantasmal Killer: A best damage spell for this spell level that also frighten the opponent and in case of critical failure in a will save the opponent creature will increase it's frighten to 4 and start to run away and have to do another fortitude save to don't instantly die! (not necessary in this order kkk)

I can certainly vouch for this one. Combos quite well with Demoralize and a wand of teeming ghosts. Every point you take from their save gets them that much closer to death.


True Strike is a great spell for both casters and hybrid builds.

Cast an Acid Arrow or throw a max level acid flask that you bought at the beginning of a boss fight for maximum return. Persistent damage is crazy good if you've got the time for it to resolve.

Besides persistent damage, a True Striked fully buffed weapon attack at a decent number of levels does more average single target damage than a cantrip even for a caster. That's really relevant when 1st level spells start to otherwise be irrelevant. True Strike on the cantrips that need to hit is also excellent.


Xethik wrote:
YuriP wrote:

4º lvl:

Bestial Curse: This is one of those spell that many don't see the true potential due disattention of it's traits. Polymorfh spells prevents the affect creature to cast spells and as a non-incapacitant spell there are it stays strong at high levels. It's an excellent alternative to inutilize spellcasters thats still able to cast silently like some wizards.

That is only true of battle form polymorph spells. It does possibly prevent spellcasting if the spell has a somatic component due to the manipulate flat check, but it doesn't wholesale block spellcasting.

You are right I didn't notice this before this only affects battle forms. So ignore my recommendation.

So Corrosive Body, Fiery Body can cast spells? If true this chance a lot how casters can battle in mid-game.


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YuriP wrote:
Xethik wrote:
YuriP wrote:

4º lvl:

Bestial Curse: This is one of those spell that many don't see the true potential due disattention of it's traits. Polymorfh spells prevents the affect creature to cast spells and as a non-incapacitant spell there are it stays strong at high levels. It's an excellent alternative to inutilize spellcasters thats still able to cast silently like some wizards.

That is only true of battle form polymorph spells. It does possibly prevent spellcasting if the spell has a somatic component due to the manipulate flat check, but it doesn't wholesale block spellcasting.

You are right I didn't notice this before this only affects battle forms. So ignore my recommendation.

So Corrosive Body, Fiery Body can cast spells? If true this chance a lot how casters can battle in mid-game.

Yup! That's why they enhance cantrips and why fiery body empowers fire damage spells you cast. Mutagens also have the polymorph trait and (by and large) don't interfere with spellcasting as well.


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roquepo wrote:
Captain Morgan wrote:
roquepo wrote:
AlastarOG wrote:

Not to mention this gives prepared casters an edge over spontaneous for those ''we must capture x alive'' scenarios.

''Oh its a non-lethal mission uh? well I'll prepare daze instead of murder-claw just in case''

To me the biggest draw of prepared are incapacitation spells. Let say you are level 3 and you just got level 2 spells. Calm Emotions works against anything level 4 or lower just fine and has big trouble trying to affect anything above that. You add it to your spell list and once you hit level 4 you change it for something else as instead of affecting level +1 enemies now it just affects on level enemies. Flash forward to level 5 and you add it back again as a level 3 slot.
On the other hand a spontaneous caster can make it a signature spell and adjust it to the perfect level of casting. If you're fighting mooks you know are under leveled you may not want to waste your top spell slot, especially because a lower slot lets your allies benefit from the incapacitation trait.

The problem of making an incapacitation spell your signature spell is that it is still useless outside of the higher spell slot you have. Most good signature spells are useful at various levels.

For example, if you make Dispel Magic your signature spell you can still use your low level slots to counter appropriate threats. If you signature Calm Emotions it will be useless outside your 2 higher slots and really fight specific outside your highest slot.

Not like it is bad, but I think prepared can pull this off way better.

You can fight enemies up to four levels lower than you, which gives you three spell levels of spell that can be used. Now many incapacitation spells are single target (at least at low levels) so you only really want to use it on strong targets... But Clamp Emotions is specifically for crowd control.

Even the first level option retains some usage for literal crowd control. If you've got a mob of commoners panicking to escape a burning building or trying to take justice into their own hands, it's a pretty great way to make them exit in a calm and orderly fashion.


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I will never call calm emotion by it's appropriate name again.

Forevermore it shall be known as clamp emotion!


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YuriP wrote:

4º lvl:

Blink: A good buff that gives you resistance against all damage except force. But it's sustain action is more for fun than really useful once that works like a random step. So just use a normal step action is usually safer because o cannot risk to appear in a bad random position

You are forgetting that Blink makes you randomly teleport at the end of your turn too. So not only you can and probably will get in a bad position, you won't be able to do anything about it. This kills the spell so badly that I won't even consider it.

For example DnD version is very random but the worst it can do is give you no advantage, PF2's could easily kill you, it's just terrible design.


Errenor wrote:
YuriP wrote:

4º lvl:

Blink: A good buff that gives you resistance against all damage except force. But it's sustain action is more for fun than really useful once that works like a random step. So just use a normal step action is usually safer because o cannot risk to appear in a bad random position

You are forgetting that Blink makes you randomly teleport at the end of your turn too. So not only you can and probably will get in a bad position, you won't be able to do anything about it. This kills the spell so badly that I won't even consider it.

For example DnD version is very random but the worst it can do is give you no advantage, PF2's could easily kill you, it's just terrible design.

Yes I know. But I consider blink more for long range casters using it to avoid damage from arrows and spells. In this situation blink isn't a great problem due random teleport don't really put the caster in immadiate risk (due low range).


YuriP wrote:


Yes I know. But I consider blink more for long range casters using it to avoid damage from arrows and spells. In this situation blink isn't a great problem due random teleport don't really put the caster in immadiate risk (due low range).

I forgot another use - for melee casters. I suppose melee magus could survive this better as he is melee anyway.

But long range casters in this game? Do they even exist? Because using only things like magic missile, cold ray and fireball is a little too limiting. :) Though I play in 1-square labyrinths for so long I almost forgot how to play casters at distance... But yes, I suppose in this special case this could work too.


Currently have 2 spellcasters in my main table. A battle oracle and a storm druid.

The battle oracle play in frontline trusting in his own heals to keep fighting. While the druid never goes to the front always playing in more range as possible.


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I second those who love Dispel Magic. I dispelled a trap (that was already on and wreaking the party) with it. And it's a swiss army knife to a lot of unforeseen situations. As a caster, I hate to be unable to deal with a specific situation, and Dispel Magic handles the situation "A spell is causing a lot of mischief", which is quite a big case.

Personally, I like a spell noone talked about (or I missed it): Spell Immunity. I use it a lot on my martials so I can cast whatever blast spell I want with them in the middle. Sure, it's not a complete invulnerability, but it's still 55% chance of not being affected.
And there's always the moment where the enemy decides to cast the same spell than me (because the spells I like are the best ones, obviously).

I'm wondering what I could do with a Harm Cleric and Spell Immunity, it could be a lot of fun.


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I second spell immunty being awesome, specially if you have a glaring weakness.

My all Dhampir party is starting to slap down spell immunity ''heal'' right now because opposing spellcasters have been using it to devastating effects against them.


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AlastarOG wrote:

I second spell immunty being awesome, specially if you have a glaring weakness.

My all Dhampir party is starting to slap down spell immunity ''heal'' right now because opposing spellcasters have been using it to devastating effects against them.

Heal devastating?

Your GM hasn't been applying the +8 bonus have they? That dorsnt apply when dealing damage.


Ravingdork wrote:
AlastarOG wrote:

I second spell immunty being awesome, specially if you have a glaring weakness.

My all Dhampir party is starting to slap down spell immunity ''heal'' right now because opposing spellcasters have been using it to devastating effects against them.

Heal devastating?

Your GM hasn't been applying the +8 bonus have they? That dorsnt apply when dealing damage.

Considering my experience during fights against Undeads, I can for sure second Alastar on Heal being devastating. Healing all your party and damaging all the enemies is devastating.

That's why my Sorcerer has Harm, so I can Counterspell it when the enemy necromancer decides to use the same strategy.


Ravingdork wrote:
AlastarOG wrote:

I second spell immunty being awesome, specially if you have a glaring weakness.

My all Dhampir party is starting to slap down spell immunity ''heal'' right now because opposing spellcasters have been using it to devastating effects against them.

Heal devastating?

Your GM hasn't been applying the +8 bonus have they? That dorsnt apply when dealing damage.

I'm the GM and don't worry I haven't.

But like SuperBidi mentions, the enemy cleric or Druid (often of 1 or 2 levels higher, often with the healing hands feat) plopping down a 3 action heal every round is very damaging.

Right now they're level 10, so assuming they're facing a level 11 cleric with a horde of level 9-10 fighters and archers, that guy is dropping a 6d10 Heal in a 30 ft. Aoe, most likely hitting everyone on the field.

That's 33 average heals on their side (most likely mitigating or canceling any AOE the party has dropped) and 33 average damage (representing around 1/3rd to 1/5th the total HP pool of a level 10 character) with a DC 30, meaning that while the fighter with +21-22 in fortitude has 50 to 60% to take nothing, the necromancer of the team has 50% chance to take full, and 15% chance to take double,

It sways fights a lot! Of course the team has a dhampir cleric of urgathoa with harming hands who just sends it right back every round, but still!


Pathfinder Rulebook Subscriber

You can also nova triple 1 action heals in a turn. For a PC, that's usually a bad use of resources, but for NPCs it works out.


Yah, I like giving them Channel smite too but that might actually be better....


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The only time I've see area harm be devastating was when there were half a dozen slightly lower level enemies* spamming it against the party.

*:
Skinsaw cultists


Pathfinder Rulebook Subscriber
Ravingdork wrote:

The only time I've see area harm be devastating was when there were half a dozen slightly lower level enemies* spamming it against the party.

** spoiler omitted **

That's one example. But the 1 action version is also nasty. Think of it like a third attack without MAP. A single above level monster is already going to rip through a player's hit points with two attacks. Having harm for the third can be enough to drop them. I've seen worm demons do terrible things to level 2 parties.


Except of corse to heal undead like chars. Harm spell is more focused in cleric mechanics than really a good offensive spell.


5º lvl:

Blazing Fissure: It's like a heightened version of lightning bolt spell but gives fire and bludgeoning damage instead and can prone the opponent.

Blink Charge: A good spell for martials with some spellcaster dedication. I don't think that this spell worth it's spell level cost for a magus or other martials thats needs to use some special strike action to do their best damage. But yet can be interesting for some barbarian/rogue with spellcaster dedication to move and attack with some more extra damage.

Blister: A very good area attack spell that have an excellent damage even in successful checks and even better as total damage for a single spell in case of failure. Also could be used to isolate an target due the psychological effect made to other allied creatures that tends to take distance from the target to try avoid being damaged by another pop.

Breath of Life: A very good reaction heal that avoids an unexpected down and also give an excellent action economy heal when for some reason the healer is too much busy to use it's actions to heal.

Cloak of Colors: A interesting buff to use for melee hybrid spellcasters or just to buff to some ally. It's basically non-sustained buff that gives dazzled status to every creature around the buffed target and every who o tries to melee attack it have to do a will save to be blinded for 1 round. Simple and efficient to protect non-stealt rogues and others melee damage dealers.

Cone of Cold: A stronger, larger and colder version of Burning Hands. Does a good AoE damage.

Crushing Despair: A very interesting non-incapacitant AoE action economy debuff. (sobs)

Elemental Form: I know that there are many players who don't like battle forms due it's many restrictions but elemental form still a very flexible spell specially for prepared spellcasters due it's many options. It's very useful to exploit some opponent elemental weakness or just to allow to fly or swim with just preparing a single spell.

Flowing Strike: Another spell move and strike with some additional damage spell like Blink Charge but this is more flee focused due it's capacity to strike any moment during the movement and due it's also push the target if hits. Making it more useful for hybrid longe range martials like star span magus and eldritch archers.

Grisly Growths: A good damage spell with a potentially AoE sickened debuff. Even unable to sicken again with this spell it's AoE debuff effect and the fact the sickened is one of the best debuff status makes this spell a good option to have prepared/available.

Healing Well: Another good action economic healing effect for caster. Just cast it close to your allies and then they just need to touch on it to be healed and now you can focus in doing other things.

Illusory Scene: Another good spell for creative spellcasters. Ex.: Facing a bandit group, the caster calls an illusory army disguising as some kind of teleport spell to intimidate them. There any many other creative things you can do with such illusion spell. But this not only need a creative spellcaster but a good GM to understand and interpret well the illusion effects over the NPCs and give the correct bonus to the intimidation and deception rolls to the players.

Impaling Spike: A non-incapacitant AoE cold iron damage capable to AoE immobilize. Good if you take a good initiative check as a first attack.

Inevitable Disaster: An excellent large damage spell but that may take too much time to have effect. Despite that is perfect to do assassination actions! Why start an open fight against an opponent if you can simply try to secretly
cast a spell that could create some "acidents" to do the job! kkkk (evil cackle)

Invoke Spirits: Perfect if you want to do some additional damage sustaining a spell using that 3º action or cackle without need to summon a creature and risk it to be killed. The only problem comparing with other sustained spells like summons is that you usually need to take care to not put your own allies in danger due AoE.

Mirror Malefactors: Other good spell to do sustaining a spell damage using that 3º action or cackle without need to summon a creature and risk it to be killed. Also while in effect the spell keeps the target in a constant frightened 1 condition (yet this debuff is useless against brave creatures) this does a very good damage for action without MAP penalty but the effect ends if target pass in a will check.

Spiritual Guardian: Is one of the best sustainable spells to use that 3º action but it's only for divine spell casters with a deity what can be very limiting for many casters. But it's still very useful for oracles with Divine Access or sorcerers with cleric dedication.

Summon Dragon: It's the best summon spell IMO. The summoned dragon enters in battle causing Frightful Presence (but drakes don't have it so is more for Heightened version) what even no being the mostly DC's difficult still action free and non-incapacitant also in same turn where you called it you can use it's 2-actions to Breath making it works like a fireball/burning hands spell 2 levels lower. And while it isn't killed in the following turns it still does 3 attacks due Draconic Frenzy and as any other summoned creature act as an possible target to diminish the opponent focus against you and your allies also may help to flank the opponents.

Wall of Flesh/Ice/Stone: These wall spells are perfect for helping to flee or to just isolate opponents. Flesh walls are good to keep an eye in your opponents avoiding that wall blocks your vision too, ice walls is good to delay the opponents advance due it's turning into a difficult terrain when destroyed, stone wall are harder and can be shaped to surround your opponents (you can make up to 6-to-6 squares with it) and could make bridges with some walls like ice and stone.


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YuriP wrote:


Breath of Life: A very good reaction heal that avoids an unexpected down and also give an excellent action economy heal when for some reason the healer is too much busy to use it's actions to heal.

Oh, my. Another spell so bad it hurts. Do you know how many times the trigger of it happened during our 10-months campaign (for allies, of course)? 0, zero. And in all the cases it would actually be situationally useful it doesn't work: disintegrate and death effects. Great design.

Are you sure you don't mix up 'would die' and 'would become knocked out/dying'?


Being honest, I consider the text "You prevent the target from dying" as dying condition. If not the spell really becomes too situational.


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YuriP wrote:
Being honest, I consider the text "You prevent the target from dying" as dying condition. If not the spell really becomes too situational.

Well that nice. But if you have a group of intelligent players all capable of reading the rules you have to play the rules as written 99% of the time or it just descends into chaos. There are a good 20% of spells Like this that sound useful till you realise the trigger conditions are too narrow or the duration is too short. We have to respect the rules because otherwise there would be another 20% set of spells that are just too strong without the limits on them.

Paizo really should go back and fix them up.


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For the record here are my thoughts on every spell in the game:
Guide to Spells

It doesn't go into Focus spell or Rituals.

Its very much from the general adventuring point of view for a Sorcerer. There are some spells that are only good in narrow circumstance that a Wizard would definitely like in their book, that I have down rated. There are also some good non combat spells as well. Its just as a Sorcerer you rarely have the space to choose such magic.


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Errenor wrote:
YuriP wrote:


Breath of Life: A very good reaction heal that avoids an unexpected down and also give an excellent action economy heal when for some reason the healer is too much busy to use it's actions to heal.

Oh, my. Another spell so bad it hurts. Do you know how many times the trigger of it happened during our 10-months campaign (for allies, of course)? 0, zero. And in all the cases it would actually be situationally useful it doesn't work: disintegrate and death effects. Great design.

Are you sure you don't mix up 'would die' and 'would become knocked out/dying'?

In my Abomination Vault campaigns, it has been useful only once.

But it saved a character (obviously).

So, good or bad? Hard to judge. It's extremely rarely useful but the effect is just incredible.


SuperBidi wrote:

I second those who love Dispel Magic. I dispelled a trap (that was already on and wreaking the party) with it. And it's a swiss army knife to a lot of unforeseen situations. As a caster, I hate to be unable to deal with a specific situation, and Dispel Magic handles the situation "A spell is causing a lot of mischief", which is quite a big case.

Personally, I like a spell noone talked about (or I missed it): Spell Immunity. I use it a lot on my martials so I can cast whatever blast spell I want with them in the middle. Sure, it's not a complete invulnerability, but it's still 55% chance of not being affected.
And there's always the moment where the enemy decides to cast the same spell than me (because the spells I like are the best ones, obviously).

I'm wondering what I could do with a Harm Cleric and Spell Immunity, it could be a lot of fun.

Spell immunity is my nº1 level 4 signature target. 24 duration is one of the most potent things a spell can have and using your remaining slots for the next day to make yor party immune to your friendly fire AoE or capitalise on the info you might get about the challenges ahead is priceless.

About Breath of Life, it is a good insurance in case things go horribly wrong, but most of the time I prefer picking spells that will help me evade that situation in the first place.


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roquepo wrote:
Spell immunity is my nº1 level 4 signature target. 24 duration is one of the most potent things a spell can have and using your remaining slots for the next day to make yor party immune to your friendly fire AoE or capitalise on the info you might get about the challenges ahead is priceless.

For what spell do you take spell immunity?

Yes I am finding with moderate to high level spell casters, that the number of slots is less important as the actions in combat needed to cast them. So long running effects are very nice.


roquepo wrote:

Spell immunity is my nº1 level 4 signature target. 24 duration is one of the most potent things a spell can have and using your remaining slots for the next day to make yor party immune to your friendly fire AoE or capitalise on the info you might get about the challenges ahead is priceless.

About Breath of Life, it is a good insurance in case things go horribly wrong, but most of the time I prefer picking spells that will help me evade that situation in the first place.

I never thought of using it that way. I must admit as a GM I'd be reluctant to allow it. It's 100% RAW, but it seems like an exploit to me.

Gortle wrote:
For what spell do you take spell immunity?

Eclipse Burst. It's on all spell lists but Occult, and as an area of effect spell you can use it yourself on your allies. Also, the critical failure effect is crippling.

Divine Wrath if you happen to have an evil character in the party.
Divine Decree if you have neutral characters in the party.

My only high level character is my Angelic Sorcerer, as you can guess.


Gortle wrote:
roquepo wrote:
Spell immunity is my nº1 level 4 signature target. 24 duration is one of the most potent things a spell can have and using your remaining slots for the next day to make yor party immune to your friendly fire AoE or capitalise on the info you might get about the challenges ahead is priceless.

For what spell do you take spell immunity?

Yes I am finding with moderate to high level spell casters, that the number of slots is less important as the actions in combat needed to cast them. So long running effects are very nice.

Besides my own damaging AoE effects, so far I've seen it being successful with things like Calm Emotions, True Seeing (and I guess to a lesser extent See invisibility, sadly the interaction between these is a bit finicky and depending on how your GM reads it it will work or not) and Obscuring Mist and derivates (Haven't tried it yet but SI should work wonders with Solid Fog).

I have no idea how it interacts with illusion effects like Illusory Object due to them not targetting and affecting areas way larger than the listed area they have (you can see them from afar), but if it works, it could be decent for those too (My guess is that it only works once you are inside the illusion, so SI does not invalidate True Seeing).

Besides that, if you know you are going into a Lich lair (yes, I like Liches) and you succeed at the pertinent RK checks, you can use SI: Cone of Cold or SI: Dominate with your slots from the previous day. It may have a low chance of working, but it is some preparation you can make for free that can save you from doom.

SuperBidi wrote:
I never thought of using it that way. I must admit as a GM I'd be reluctant to allow it. It's 100% RAW, but it seems like an exploit to me.

The only thing I would not allow is to stack SI against the same spell. If you cast 3 times level 5 SI: Fireball on yourself you only get one counteract. If a player is being really obnoxious with this spell you can also add a limit to it similar to Gliph of Warding.

I don't think the duration thing is unintentional, there is a distinction between 24h spells and spells that work until your next daily preparations. I believe this is 100% intentional.


Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I can't imagine spell immunity having any effect on spells that do not have a target or targets, or that do not target an area.


Ravingdork wrote:
I can't imagine spell immunity having any effect on spells that do not have a target or targets, or that do not target an area.

If you are saying it due to True Seeing, that's why I said it was a finicky thing. True seeing attempts a counteract against a spell, so it does target something. The thing is, does targetting a effect that affects a creature count as targetting that creature?

I just added it there because it is a fairly common spell at higher levels.


roquepo wrote:
Ravingdork wrote:
I can't imagine spell immunity having any effect on spells that do not have a target or targets, or that do not target an area.

If you are saying it due to True Seeing, that's why I said it was a finicky thing. True seeing attempts a counteract against a spell, so it does target something. The thing is, does targetting a effect that affects a creature count as targetting that creature?

I just added it there because it is a fairly common spell at higher levels.

I don't think so. Otherwise you could use Spell Immunity (Antimagic Field) and be nearly invincible while still benefiting from all your effects and magic items.


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SuperBidi wrote:
roquepo wrote:
Ravingdork wrote:
I can't imagine spell immunity having any effect on spells that do not have a target or targets, or that do not target an area.

If you are saying it due to True Seeing, that's why I said it was a finicky thing. True seeing attempts a counteract against a spell, so it does target something. The thing is, does targetting a effect that affects a creature count as targetting that creature?

I just added it there because it is a fairly common spell at higher levels.

I don't think so. Otherwise you could use Spell Immunity (Antimagic Field) and be nearly invincible while still benefiting from all your effects and magic items.

Ok, that's definitely too good to be true.

Forget about True Seeing then.

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