
BigHatMarisa |
3 people marked this as a favorite. |

This should be the list of all 1 (or 1-to-3) action spells in the Occult list, as long as the link doesn't expire.
Aqueous Blast and Scorching Blast are "fake" 1-action spells, since casting the spell doesn't actually make an attack, it gives you the ability to make their attack for the rest of your turn (effectively turning them into 2-action spells).
Magic Missile Force Barrage is a classic. It's variable-action, so you can choose how much unavoidable damage an enemy (or enemies) takes.
Shield is great if you find yourself a little too close to enemies for comfort.
Guidance is a great cantrip for if there's not much else you can do on your turn, as long as you have an ally within 30 feet you haven't used it on today.
Gravitational Pull could be a good low-commitment repositioning option, but I'd not start using it often until you get more low-level slots.
Timely Tutor is pretty damn good if you want to be the person who's Recalling Knowledge in your party. Hypercognition is in a similar boat, allowing you to use 6 Recall Knowledge actions for 1 action.
Winning Streak is just good value - 1 of your actions to give someone else another action is fine enough if you find your action would be better spent that way, and it can occasionally just start jumping around and getting even better value.

The Total Package |
This should be the list of all 1 (or 1-to-3) action spells in the Occult list, as long as the link doesn't expire.
Aqueous Blast and Scorching Blast are "fake" 1-action spells, since casting the spell doesn't actually make an attack, it gives you the ability to make their attack for the rest of your turn (effectively turning them into 2-action spells).
Magic MissileForce Barrage is a classic. It's variable-action, so you can choose how much unavoidable damage an enemy (or enemies) takes.Shield is great if you find yourself a little too close to enemies for comfort.
Guidance is a great cantrip for if there's not much else you can do on your turn, as long as you have an ally within 30 feet you haven't used it on today.
Gravitational Pull could be a good low-commitment repositioning option, but I'd not start using it often until you get more low-level slots.
Timely Tutor is pretty damn good if you want to be the person who's Recalling Knowledge in your party. Hypercognition is in a similar boat, allowing you to use 6 Recall Knowledge actions for 1 action.
Winning Streak is just good value - 1 of your actions to give someone else another action is fine enough if you find your action would be better spent that way, and it can occasionally just start jumping around and getting even better value.
Could I cast Gravitational Pull on my ally and can he voluntarily Fail the save? This would be nice.

YuriP |
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Maybe I'm making things up. But it seems like the thread author is looking for a use for a third action that's left over.
If that's the case, then in addition to the suggestions from our colleagues, I can't help but recommend the entire series of sustained spells in the game (here filtered through occult lore), including summons. They help to complete the action economy and save some spells once that you usually uses only one por encounter and it will normally endure the entire battle.
My personal suggestions per rank are:
Rank 1: Summon Fey to summon a Mitflit to keep Sustained using your 3rd action. I know that this requires you to use 3-actions to summon but after this you have a creature that have +8 to hit (this is more than a normal martial for level 1) but its damage is a bit low (1d6-1) but its Strikes are agile and you can do 2 Strikes at cost of just one action when you are Sustaining them. Also summons helps allies to flank and works as meat distraction (if the GM enemies choose to attack the summon this also means that they are not using the action to attack you and your allies). The real disadvantage to use these weak summons are vs AoE that can easily kill them without really harm enemies action economy but AoE are pretty rare in the first 2 levels of the game.
Rank 2: I have 3 suggestions for this rank one for each different situation and fight style:
Rank 3: I have 2 suggestions for this rank one for each different situation and fight style:
Rank 4: Fly: This is not exactly a Sustain action buy you need to use a Fly action every round to keep the flight. If you want safety and the most enemies that you are facing doesn't have fly speed nor ranged attacks there's no safer option than fly higher than they can reach.
Rank 5: Mirror Malefactors is a pretty strong Sustain spell here to use vs bosses because does a good amount (7d8) of damage every time it is Sustained and also keeps the target frightened 1 and follows the target everywhere. The problem is that it's single target and end if the target succeed a will save vs it at any time that you Sustain it. Yet it still a pretty strong Sustain spell.
Rank 6: Phantom Orchestra is yet another 10-foot AoE Sustain spell but with a pretty good amount of sonic damage (8d6) and you can "move" it to anywhere into your spell range.
Rank 7: I have 2 suggestions for this rank one for each different situation and fight style:
Rank 8: Quandary: Simple and efficient. Removes the target from the battle giving to you and your allies the opportunity to fight the other enemies without the target help it only doesn't work if you are facing a boss alone.
Obs.: Starting from level 16 many casters get Effortless Concentration allowing them to keep up to 2 Sustained spells running at same time that they keep casting 2-actions spells.
Rank 9: Voracious Gestalt is pretty good Sustain spell when facing many living enemies. Its initial damage is good but its Sustain not, yet its is an emanation of huge AoE that doesn't affects allies so it still pretty effective vs a high number of enemies, also it becomes stronger as you are killing your enemies.
Obs.: Note that in many ranks the suggests spell may not work for many cases like an AoE sustain spell worse than a single target sustain spell. In such case just heightens some spell that works better.

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If you are looking at sustained spells, I'm a fan of Awaken Entropy at Rank 6. It targets Fortitude, the area grows every time you sustain, and the amount of damage also increases every time you sustain.