Top 5 spells in the game


Advice


I'm looking for opinions on the best 5 spells in the game on any last. This is very general, obviously some spells are better in certain campaigns etc.


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Synesthesia. It works on almost everything. It supplies massive debuffs. It applies the same effect on a successful save as a failure (only the duration changes). It swings the outcome of encounters. Once you get this, you'll be using it the entire rest of the campaign.

Roaring Applause is somewhat more situational since its "on successful save" effect only matters against enemies with reactions. But a lot of enemies have really nasty reactions and taking those away can make a dramatic difference. Even better if they fail, but this really shines against foes with reactions because it can do something Slow can't. Slow is also great, take your pick.

Quandry for its "I don't want to deal with you right now" power. Taking something off the board entirely is extremely helpful, even temporarily. Doesn't tend to work as well against bigger enemies who are more likely to get out immediately, but if you can split two enemies up for a couple of rounds so you're only dealing with one, that's a huge boost. Too bad it's so high level.

Heal. It's a staple for a reason. Undoing an entire enemy round with one spell is great. Letting your friend stay in the fight instead of going down to dying is great both because its an action economy boost but also because it's fun for that player to get to take their turn instead of being dying.

Wall of Stone. Same basic reason as Quandry and lower level. Splitting up enemies is really useful.

Those are some of my picks.

Silver Crusade

Deliberately choosing different ones than Tridus (all of which except
Roaring Applause I like)

Tailwind is so good that I've been in multiple PFS groups where EVERYONE has it.

My personal favourite blasting spell gotten at levels where people actually play is Chain Lightning

Untamed Form is great fun at appropriate levels. Not sure if a focus spell that takes lots of feats counts in this list but I love it so I'm including it :-).

For sheer utter "Paizo just totally gave up on even pretending that out of combat healing is an issue" then I nominate Garden of Healing

I've only starting using it, but Illusory Creature can be remarkably useful and versatile for a low level spell. Depends a bit too much on GM and Player to be a staple but in the right hands it rocks.


Continuing with the trend of not using already mentioned spells:

Bless: Even at later levels, using your 1st rank slots for a party wide +1 is actually good.

Albatross Curse: On a similar note as above, a low rank spell that gives party wide, stacking +1, and if the enemy chooses to break it, not only they waste an action, but also open up themselves to be shut down by your follow up mental effect.

Slow: taking away enemy actions on a save is brutal, 10 times more powerful as a resentment Witch.

Awaken Entropy: With good positioning, you can use this one spell to keep stacking tons of damage for the whole combat. As a bonus, it works on absolutely everything.

Moment of Renewal: Especially with Reach Spell, this one spell gives the highest amount of party recovery, practically taking the whole party to full life regardless how injured they were and giving them extra saves vs ongoing efects.


For highest to lowest:

  • Manifestation: Casts any common spell (or rare/uncommon that you know) of your own tradition from rank 9 or below or of another tradition from rank 7 or below.
  • Phantasmagoria: A good range multitarget spell that targets will saves to do damage and turn targets confused without the incapacitation trait.
  • Ferrous Form: You gain resistance 10 to physical damage, except adamantine. You're immune to death effects, disease, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, and void; any of those conditions you had when the spell is cast are suspended until the spell ends, then return with their remaining duration when the spell ends. The tricky part of this spell is that you cannot be healed, but you can Dismiss it if you think that is needed.
  • Shock to the System: Resurrects, heals, wake-ups, quickens and gives free rank 5 (or higher if heightened) using your spell DC to the target.
  • Chain Lightning: It's a classic strong multi target reflex spell that has a very large range with not friend fire risk.


  • A few below which I thought might make the list:

    Heightened Invisibility: 50% miss chance is extraordinary and having all targets flat footed is beautiful.

    Heightened Stoneskin: Any heightened version is extremely strong. You can turn any martial into the tankiest being that ever existed, a nice long duration as well so prebuffing can be done.

    Shadow Siphon: Can significantly mitigate dragon breathe weapon attacks and enemy aoe spells

    Roaring Applause/Slow: Either one, in a group with two martials who have Reactive Strike then Roaring Applause is ever so slightly better (better range, goes against Will instead of Fort)

    Synesthesia: As mentioned above, the best single target debuff in the game, 9th level version is solid as well.

    Honorary Mentions: Heal (this one actually is top 5 easily), Tempest of Shades (a nasty enemy only effect with a massive range), Haste (it can be had a number of different ways hence why it may not be in the top 5 but extremely good with most compositions), True Target (high level but extremely potent with the right composition), Hypnopompic Terrors (a very solid success effect, a nasty Failure effect, a fight ending Crit failure effect)


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    Following on the trend of not using those already mentioned:

    - Phantom Pain - best single target DPR spell for a very long time.

    - Benediction - like bless, but probably better, since it stacks with heroism or courageous anthem.

    - Calm - the king of incapacitation spells.

    - Shadow projectile - only if you have a ranged ally, of course, but giving flat-footed as a reaction even on a success is great, damage is gravy.

    - Divine Wrath - a bit less damage compared to fireball but no friendly fire and sickened is awesome.


    Based on use across levels:

    1. Slow: single target and AoE. Biggest game changing spell in the game with best chance to land.

    2. Synesthesia: Best debuff in the game.

    3. Eclipse Burst: Very brutal AOE with a crit fail effect and damage that I don't think another spell equals.

    4. Level 4 Invisibility or Disappearance: Invis still a great spell.

    5. Teleport: I still love teleport. Unless this is supposed to be all combat, I must list this spell. It makes traveling around so much easier and you feel the power being able to immediately transport around.


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    shroudb wrote:
    Albatross Curse: On a similar note as above, a low rank spell that gives party wide, stacking +1, and if the enemy chooses to break it, not only they waste an action, but also open up themselves to be shut down by your follow up mental effect.

    It's worth noting that destroying the albatross does absolutely nothing to disrupt the spell's effects or reduce the duration of the stacking +1 (which lasts for a full minute regardless of the target's save). It's a total red herring.

    Some people seem to think it does, or should, but the spell never actually states anything of the sort.


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    Ravingdork wrote:
    shroudb wrote:
    Albatross Curse: On a similar note as above, a low rank spell that gives party wide, stacking +1, and if the enemy chooses to break it, not only they waste an action, but also open up themselves to be shut down by your follow up mental effect.

    It's worth noting that destroying the albatross does absolutely nothing to disrupt the spell's effects or reduce the duration of the stacking +1 (which lasts for a full minute regardless of the target's save). It's a total red herring.

    Some people seem to think it does, or should, but the spell never actually states anything of the sort.

    If striking the albatross didn't remove the +1, there would be no reason to ever strike the albatross to begin with. That reading doesn't survive scrutiny.


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    Witch of Miracles wrote:
    Ravingdork wrote:
    shroudb wrote:
    Albatross Curse: On a similar note as above, a low rank spell that gives party wide, stacking +1, and if the enemy chooses to break it, not only they waste an action, but also open up themselves to be shut down by your follow up mental effect.

    It's worth noting that destroying the albatross does absolutely nothing to disrupt the spell's effects or reduce the duration of the stacking +1 (which lasts for a full minute regardless of the target's save). It's a total red herring.

    Some people seem to think it does, or should, but the spell never actually states anything of the sort.

    If striking the albatross didn't remove the +1, there would be no reason to ever strike the albatross to begin with. That reading doesn't survive scrutiny.

    I rest my case.


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    Ravingdork wrote:
    Witch of Miracles wrote:
    Ravingdork wrote:
    shroudb wrote:
    Albatross Curse: On a similar note as above, a low rank spell that gives party wide, stacking +1, and if the enemy chooses to break it, not only they waste an action, but also open up themselves to be shut down by your follow up mental effect.

    It's worth noting that destroying the albatross does absolutely nothing to disrupt the spell's effects or reduce the duration of the stacking +1 (which lasts for a full minute regardless of the target's save). It's a total red herring.

    Some people seem to think it does, or should, but the spell never actually states anything of the sort.

    If striking the albatross didn't remove the +1, there would be no reason to ever strike the albatross to begin with. That reading doesn't survive scrutiny.
    I rest my case.

    You rest your case that the devs created a spell with an intentional "gotcha," when there's a more coherent reading that doesn't require you to assume that?

    Things are regularly omitted for page count when the meaning is clear enough.


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    Witch of Miracles wrote:

    You rest your case that the devs created a spell with an intentional "gotcha," when there's a more coherent reading that doesn't require you to assume that?

    Things are regularly omitted for page count when the meaning is clear enough.

    I rest my case on the notion that others believe differently. In hindsight, "case in point" might have been a better word choice.

    In any case, there is no "more coherent reading."

    The text you're arguing for doesn't exist in the spell description.

    At best you could argue that it was unintentionally left out. Even so, there's no support for that other than what you feel should be right.

    That's all well and good for making a house rule at your table, but please don't try to convince others that the RAW says something that it clearly doesn't.


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    The spell duration is not 1 minute but « 1 minute - see text ». But I agree it could have been better written like « you can kill the albatros, ending its effect ».

    Regardless, there are times when RAI is not clear and subject to interpretation. This is not one of those times.

    And it’s strong enough as is to make the list of best spells ever.


    I'll add my own, with a selection of focus spells from various domains -

    Metal Domain - Serrate. One action, can be done to any allies metal weapon and scales up to 5d4 free slashing dmg per hit. Flurry Rangers will love you.

    Wood domain - Arms of Nature. 2 actions to never be without a weapon again. You're always near a wooden door, table, wagon, tree, etc. Nothing fancy, but ambushes are less troublesome at least.

    Might - Athletic rush - one action for speed boost and athletic bonus while also allowing a movement action. Get where you need quick or trip someone to assist.

    Knowledge - Scholarly Recollection. Make the GM give you that good recall knowledge check.

    Glyph - Redact. Or as I like to call it the screw with your DMs npcs. Takes a clever player but you can do so much trickery with this focus spell.


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    Albatross Curse: Interesting spell. It seems intended to end if you kill the albatross, but it doesn't make it clear. As a DM I would likely have the +1 circumstance bonus to hit end once the albatross is dead as the intent seems the albatross is causing a distraction to the +1 circumstance bonus encouraging the target to kill it and be cursed ridding itself of the albatross and suffering the curse.

    Without the circumstance bonus to hit if the albatross is there, you have no real reason to kill the albatross. IF the albatross is gone, nothing is causing the distraction to give the circumstance bonus to hit.

    That's how I will run it.


    Tridus wrote:

    Synesthesia. It works on almost everything. It supplies massive debuffs. It applies the same effect on a successful save as a failure (only the duration changes). It swings the outcome of encounters. Once you get this, you'll be using it the entire rest of the campaign.

    Roaring Applause is somewhat more situational since its "on successful save" effect only matters against enemies with reactions. But a lot of enemies have really nasty reactions and taking those away can make a dramatic difference. Even better if they fail, but this really shines against foes with reactions because it can do something Slow can't. Slow is also great, take your pick.

    Quandry for its "I don't want to deal with you right now" power. Taking something off the board entirely is extremely helpful, even temporarily. Doesn't tend to work as well against bigger enemies who are more likely to get out immediately, but if you can split two enemies up for a couple of rounds so you're only dealing with one, that's a huge boost. Too bad it's so high level.

    Heal. It's a staple for a reason. Undoing an entire enemy round with one spell is great. Letting your friend stay in the fight instead of going down to dying is great both because its an action economy boost but also because it's fun for that player to get to take their turn instead of being dying.

    Wall of Stone. Same basic reason as Quandry and lower level. Splitting up enemies is really useful.

    Those are some of my picks.

    Pretty much the same for me.


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    Synesthesia: best debuff.

    Wall of stone: if you can make towers it's the best CC, if not it's still amazing in smaller spaces.

    Eclipse burst: highest damage aoe with good range and area.

    Chain lightning: best offensive spell, no friendly fire so unlike all other aoe spells it's always an option.

    Regeneration: Sometimes not dying is a great boon, also reattach limbs in case of emergency.

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