Rouse Skeletons


Rules Discussion


The spell Rouse Skeletons, what happens if I dont sustain the spell on subsequent rounds? Do the skeletons just continue to stay in the same area and attack whoever is in those squares?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The spell ends, as standard for spells with a Sustained duration when youdon't sustain them.


No, if you don't sustain a spell it expires


Ah ok thanks guys, Hammer while I got you, is this a decent spell for a cloistered Cleric? I'm looking to create difficult terrain.


Atalius wrote:
Ah ok thanks guys, Hammer while I got you, is this a decent spell for a cloistered Cleric? I'm looking to create difficult terrain.

In my opinion it's a decent spell. Area is small, but you can move it every turn, that's not very frequent for difficult terrain spells.

Damage is small but mostly in line with the standard considering this is movable area.


Yes it's an interesting spell if we think by difficult terrain side.
The main problem of difficult terrain spells is that most of them are immovable or have a small area or will affect you and your allies too.

Rouse Skeletons is a sustainable spell that not only creates a movable AoE difficult terrain but also does some DOT damage at cost of 1-action. My only problem with this spell is that it's area is little small for a difficult terrain spell but this can usually compensated with Widen Spell yet as cleric you are one of the few spellcasters that don't have access to this metamagic.

Another way to apply difficult terrain to opponents is blinding them. Due blindness is a condition and we have some blind or blind-like spells you usually don't need to worry about affect your allies or if the difficult terrain isn't long enought also a blinded creature have to do a flat DC 11 check to try to target an attack and looses it's Line of Sight usually preventing it from casting many spells that requires target.


YuriP wrote:
can usually compensated with Widen Spell

Won't work, Widen is only for instant spells.

YuriP wrote:
Another way to apply difficult terrain to opponents is blinding them.

Oh, really. Totally forgot about it.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I think that how good rouse skeletons is does depend a lot on campaign. The kind of environments you're fighting in will determine how much good the small burst really does, and of course the damage is low unless your fights are long enough that it will be going for several rounds. I think it's one of those spells that can be decent in the right circumstances, but can't really be a universal go-to.


I like as a good spell for the slot, especially at higher levels. I'm looking for a spell that is useful outside of the damage it deals. It is also the only native 3rd level Divine spells that does AoE damage.


Errenor wrote:
YuriP wrote:
can usually compensated with Widen Spell
Won't work, Widen is only for instant spells.

For some reason I ignored the "does not have a duration" part. Thanks for the correction.


YuriP wrote:
Errenor wrote:
YuriP wrote:
can usually compensated with Widen Spell
Won't work, Widen is only for instant spells.
For some reason I ignored the "does not have a duration" part. Thanks for the correction.

Probably pf1/Kingmaker/WotR? It allowed any spells in pf1, in pf2 designers probably decided to improve metamagic.


Is there any way to sustain a spell as a free action with a Cleric without MCing into a different class?


Until I know/remember, no and even taking MC you cannot take Effortless Concentration with Cleric due it be a lvl 16 feat. With MC you can take Cackle from witch but it will consume a focus point per round and is more useful to sustain while you cast a 3-action spell than to reduce your action economy cost.


The problem I see with this spell is that it hits all creatures in that 10ft burst, have to be very careful not to hit allies.


IMO in practice this isn't a big problem because the the burst isn't too big and you can try to put in a position between your opponent and the frontline to use it as a "hazard terrain" to harm opponents movement (if your objetive is prevent the opponent movement to backline or to escape you not really need to hit. Just to presence of the spell in the area will affect your opponents move options). Also you and your allies com combine to Delay to them play after you. This allows you to move the spell to a position that not harm them before they act.

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