1st level divine spells which are still useful later in combat


Advice

Horizon Hunters

As far as I have seen, arcane casters of 10th level and higher fill their 1st level slots with True Strikes. Primal casters use Lose the Path for the same reason. Occults can use both.

However, I have not found anything on the divine list that is good enough to be worth the actions in combat. The range of Bless cripples it even in low levels, Command is lingustic and has no effect on a success, Magic Weapon is useless after level 3. Heal and Harm produce ridiculous numbers compared to the usual HPs on level 10, the summons have similar problems.
Protection is nice, but is uncommon. Fear is probably the best pick :(

Have I missed something, is are all options very situational if not downright useless?

Scarab Sages

Bless is good on a melee build, to the extent that if I play a divine caster it would be a heavily-armored cleric.

Ray of enfeeblement is a good debuff. Air Bubble is good situationally, but is better on a spontaneous caster than a prepared one.

And I prefer Grease and Fear over True Strike for my arcane sorcerer, tbh.


Sanctuary can be useful as well. Situational, but someone interacting with the MacGuffin of DOOM isn't taking hostile actions.

Bane for the same reasons as Bless, even if it allows a save.


qsoe wrote:

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Protection is nice, but is uncommon. Fear is probably the best pick :(

Not being able to find a lvl 1 uncommon spell by lvl 9/10 is beyond unreal.

Liberty's Edge

Concordant Choir is a pretty handy spell that gives you access to a variable Action Spell that heightens fairly handily and deals a hard-to-access damage type for the Divine Spell list. It has the functionality to do single target, 10 ft burst, or 30 ft emanation depending on your needs and remaining Actions.

It makes a pretty decent Signature Spell for Spontaneous Casters since it is so flexible, prepared casters though, they might have to make some harder decisions in order to keep it memorized every day.


Schadenfreude is pretty good. It can potentially stun an enemy and is used as a reaction making it an ideal use of a low level slot (ideally you aren't casting many low level spells.during your turns, because hopefully you have more impactful magics still to use.)


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Command, Bless, and Sanctuary all have their place. I wouldn't prepare 3 of any of them but one of each seems reasonable.

But... Nothing is as good as True Strike. My Battle Oracle couldn't snag it fast enough with Divine Access.


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Sanctuary is hilarious and very effective. Cast it on the Barbarian before they open a door and you have a very nice protection if they roll low in initiative. And it doesn't cost combat actions.


SuperBidi wrote:
Sanctuary is hilarious and very effective. Cast it on the Barbarian before they open a door and you have a very nice protection if they roll low in initiative. And it doesn't cost combat actions.

I've recently seen a sancturary spell on a blocking character turn a difficult fight into a walk over.


Command doesn't have an effect on successful save, but on a fail:

* It can actually disarm someone. Though they do get to choose what to drop.
* It can ruin that enemy's next turn by putting them way out of position, as well as provoking reactions.
* It can get ranged attackers and spellcasters out of their protected position.
* It prevents the enemy from using reactions until the start of the enemy's turn - which can let your allies move without actually getting attacked for the reactions that they provoke.


As already mentioned. Command, Bless, and Sanctuary are good.

Air Bubble is OK as long as your GM lets it work and doesn't read it literally.
Fear 1 is still useful at higher levels
Summon Lessor Servitor 1 is useful as a probe or a disposable speed bump prior to the encounter.
Protection can be useful.

A few of the others come up in particular situations or builds.


I find True Strike to be only useful for Divine casters as the best spell attack roll spells are Divine ones (it has changed with the Psychic thanks to its amped spells, but it's one class more than a tradition). Seering Light is the obvious example (it's available to Primal casters) and then you have Fire Ray and a few other nice focus spells.
Arcane and Occult traditions have unimpressive such spells, and True Strike very often feels like a mandatory buff for the spell attack roll spells to be competitive with the save based ones.
As a result, I have True Strike on my Angelic Sorcerer but I don't intent on taking it on either of my Arcane or Occult spellcasters.

breithauptclan wrote:

Command doesn't have an effect on successful save, but on a fail:

* It can actually disarm someone. Though they do get to choose what to drop.
* It can ruin that enemy's next turn by putting them way out of position, as well as provoking reactions.
* It can get ranged attackers and spellcasters out of their protected position.
* It prevents the enemy from using reactions until the start of the enemy's turn - which can let your allies move without actually getting attacked for the reactions that they provoke.

From my experience, Command is especially useful positionally. If an enemy is in a protected position, you can Command them to either come or get away and it may solve a tough situation. Besides this case, I find that a spell like Fear can be used in more situations and its benefits are comparable to Command.


The thing about divine casting classes is they almost all get ways to plunder other spell lists, so if you want True Strike odds are you can get it.


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Captain Morgan wrote:
The thing about divine casting classes is they almost all get ways to plunder other spell lists, so if you want True Strike odds are you can get it.

Some of those "ways to plunder" are limited pretty fiercely by meaningful decisions. Like... "which god do I follow" might be a meaningful part of your character concept, you know?


Sanityfaerie wrote:
Captain Morgan wrote:
The thing about divine casting classes is they almost all get ways to plunder other spell lists, so if you want True Strike odds are you can get it.
Some of those "ways to plunder" are limited pretty fiercely by meaningful decisions. Like... "which god do I follow" might be a meaningful part of your character concept, you know?

True, but True Strike in particular seems to show up for a lot of gods. So does fireball and a few other key spells.


That's even worse to me.

Choosing your deity not only revolves around bonus spells, but also locks you into a specific weapon.

Mechanically speaking, it also locks you into specific domains ( and alternate ones ), as well as a specific skill, though these would be more flavor related.

Whether it's chosing flavor or mechanics, you can't get both.

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