Numerological Resistance- I hate these Path of Numbers spells. Absolutely consider this spell, there are very few things that can truly scare you while youre affected by it. You need this spell somewhere on your party to prevent the ordeal that is character death. Alternatively, you could do what I do and take Vegepygmy on literally every character. Cure Serious WoundsSU-See cure light wounds. You make yourself significantly more resilient and gain either a new movement speed or +1d6 fire damage on melee attacks. Stagger an undead for rounds/level, anything already Staggered is Dazed for 1 round. If youve somehow got the ranks to spend on it, or your party wizard is a nice team player, you can likely snag some pretty useful spells this way. As it stands, its just a variant to. but worse. You gain a rounds/level buff where you can teleport to any creature suffering from a fear effect nearby. At this level, youll be giving 3d6 points of sneak attack, and while the debuffs are still nice, they dont really stand out much anymore compared to the other stuff youre doing with your 7ths. Most games youre going to be experiencing sunny, 70 degree weather every day for the entire campaign. The target regrows broken or dismembered limbs and heals a small amount of damage. No thanks. If this spell were a longer duration I could see this as a cast-and-forget. Until the GM decides her henchmen succeeded on a CL check, that is. Most thrown weapon builds dont even want returning as it cuts down on the number of attacks they can make. Why can you only try this once per creature? At least you can use this spell to get a +1 on a dispel check to remove confusion effects I guess. Snake Staff-Transforms wood into snakes to fight for you. Spend 500 gp to ensure the plane youre exploring has a bubble of safe environment that can help you survive the wilderness. This works especially well at higher levels when magical equipment and long-duration buff spells become ubiquities. Dictum- Second worst out of the alignment word spells. Youll rarely need to prepare this without foresight. Unhallow-See hallow. Its a shame you cant create this spell in an enemys square, but it is shapeable so you can very easily just enclose them instead. Any battlefield effect that you have no control over is a bad effect. 15 Best Pathfinder 2e Builds For Beginners - CBR Ive said it before and Ill say it again: a spell whose effects you cant control is a spell you dont want. Display Aversion-Even if youre expecting to fight vampires this spell is still worse than terrible. Basically this is an intrigue spell that puts all the power in the GMs hand to execute with as he or she wishes. Do note that like most guides out there, these guides Ive linked are unfortunately not quite complete. You put a curse on somebody that dooms them to take damage in an accident in the near future. Accuser devils are designed for scouting (something they do excellent at), which means this spell got hit with an unprecedented ten minute per level duration. A fantastic buff for the horde necromancer. Deathless- You prevent the death of one creature through hit point damage. False Resurrection, Greater-As false resurrection, but summons a belier devil and costs 25,000 gp. Thankfully, the goodies dont end there. Hellhounds kind of suck, but you have little to lose by just spamming dogs. If you want a humanoid out of the fight that badly, just use hold person. Overall comparable to. Two, this spell is a save: negates that doesnt have any particularly useful effect attached to it. Most major NPCs are in some way a vessel for the story. No? You prevent the death of one creature through hit point damage. A rounds per level touch-save-negate that stymies the enemys ability to heal is just beyond terrible. Can combo with Infernal Healing for some extra mileage if you really need it. Kill a dying creature to summon a fire elemental. Not really super impressive by my estimate. Whats the hardness of packed snow? Restoration, GreaterSU-See restoration. Blessed Fist- Magic weapon for monks. Instant Portrait-So this spell is meant to synergize with enter image. This spell features a number of useful spell-like abilities, as well as a number of very respectable beatstick monsters (brimoraks and thoxel). Songbird- Youd think a spell called songbird would be Shelyn-exclusive. Since the Sorcerer is Charisma-based, they make a natural Face. You only get 60 feet of knowledge, have to spend 150 gp, and dont get any information on creatures or unique dungeon features. Good if you know what the boss enemy is planning and you have enough money to buy scrolls for the whole party. 150 HP was the average benchmark for CR 11 creatures; theres absolutely nothing here for you by 15th level. I encourage you to read one of the many guides out there on your class to get a better feel for what suits you. The Best Divine Spells In Pathfinder 2e - TheGamer In addition to flight, you get a number of nifty resistances and even some DR. Works for me! You can also do damage with this, but by this point even 12d6 wont slow any real threat down. Its not good, though. Oh, whats that? Even on a failed save, Shaken is a good enough debuff that you can just throw another one of these out again and probably make it the second time around. You get access to the quintessential zombification spell two levels earlier than the wizard does, coupled with your incredible ability to pump out buff spells to your subjects. Plane Shift-Touch-save-negate that ends encounters outright that also doubles as a preventative measure against itself. Instant WeaponSU-Can you summon exotic weapons and still be proficient in them? Boiling Blood-Give a +2 morale bonus to a number of orcs. You'll see that Paizo introduced the idea of committing three acts on your turn, along with any free actions. Theres absolutely no ability here thats unilaterally spectacular; its the wide range of defensive applications this spell offers that makes it appealing. At this level, youll be giving 3d6 points of sneak attack, and while the debuffs are still nice, they dont really stand out much anymore compared to the other stuff youre doing with your 7ths. Nap Stack- A unique spell that lets your party sleep for only 2 hours and still get the full effects. Among these are the unique summoning options that many. If youre somehow caught without food, you have better options at your disposal. are fairly useful, since theyre still relatively cheap and can save your life, particularly in the case of someone being Nauseated or Frightened. The bonus to trip is based on BAB instead of caster level (boo), but when youre rolling 4 dice odds are youre going to do something. You dont get much flexibility with this spell, as compared to the stuff you can do with its later iterations. Talisman of ReprieveC- Yknow, I dont know about you, but my mental skill checks arent really the most of my concerns when I find myself plane-hopping. Heroic Fortune, Mass-Ehhhh, 1 hero point per person is really not worth 1,000 gp. Designate somebody and you learn when a creature of traitorous intent moves within said target. Extremely expensive and incredibly situational. A good candidate for Heighten Spell to keep the DC relevant. A +2 isnt super impressive, but Charisma governs a whopping 7 skills, so you bet Im gonna recommend giving anyone a supremely stackable bonus to all of em. Turning a 3 round casting time into a standard action is very useful in the case of poison damage. Sky SwimR- A very weird flight spell that allows you to use your Swim checks to move through the air. Id rather take water breathing so Im not wasting all my higher level slots just getting the party in the water. This spells usefulness is definitely going to be based on your party composition. Turn your cloak into a tent that heals creatures within 1 point per hour. 3 bullets for 1d6+1 is a pretty bad draw for a 1st level spell, made. I can see a wizard getting paranoid about his spellbook getting stolen, but this spell has very little reason to be something you prepare. an enemy, and by this point a lot of monsters can just teleport back to your plane next round anyway. I dont know if its necessarily worth being two slots higher than. Enchant a melee weapon to instakill weak undead on a successful hit. By the time your GM should ever consider allowing you to become a vampire, this spell should be obsolete by at least 3 spell levels. Why dont you just summon some trapfinders instead? Even if you, to channel negative energy at character creation, or if for some reason you dont get cure spells due to an archetype or something, its probably still not worth taking generic heal spells just on the account of how bad in-combat healing is in this game. I dont know why youd ever want to part with your construct in the first place, but if for some reason you need it elsewhere, just get a scroll of this for emergencies. he Cleric/Oracle list features what is widely considered to be the second-best spell list in the game. Its underwhelming at level 1, but I would not fault you for taking one of these beyond level 7 or so. Editors note: on ranged warpriests, since you can immediately full-round attack if you use Fervor. Remove Radioactivity- Remove radiation effects from a target. Minutes/level party buff to Stealth at the cost of verbal component spell failure. Summoner Conduit- Make the target takethe damage you inflict on their summons. Theres a fine line between proficient and effective. 3d6 damage with a Reflex save for half wouldnt even be good as a 2nd. If you roll average and summon 3 succubi, you can have them spam, DC, that means the average monster has to roll higher than a 6 three times in a row (34% chance) or be out of the fight. Vampiric Hunger- Give a target the ability to drain blood on a successful pin. See. If your game is aquatic themed, obviously this is a no-brainer pick. This would be okay at 1st level, but definitely not worth a 2nd. Generally theyll have more access to powerful 3rd level spells than you will, and this spell doesnt exclude these classes from qualifying. Its not as good as some of the other stuff you can do at this level but it will win you awesomeness points, thats for sure. Its a pretty bland spell at this level and should only be used if youve got multiple PCs with Fates Favored or youre expecting a horde battle. that doesnt impair vision. Single target, this is mediocre at best. A potential saveless auto-win spell against incorporeal creatures. Create Undead- Create much more powerful undead than you could with animate dead. Basically you murder a hostage in order to transfer all the damage to a specific related member of that family. If you need to really mess up some devils or undead, youve got spells for that. Remember that depending on your GM and campaign, additional alternate summoning options can be taken. Personally, Id rather use. Otherwise, kinda bad. Hammer of MendingR-An AoE greater make whole. Boy do I love having a 2nd level spell that allows me to deal 1d8 damage on a ranged attack. A -2 to everything isnt bad enough you need to prepare a contingency for it, but if you have the money I see no reason why you cant have a scroll of one of these laying around too. Since it functions as gaseous form, this can also serve as a slight buff to psychic casters if they dont mind reducing their speed to a 10 ft. fly. Honestly you have so many other let the party communicate spells by this point you really do not need this. Green because of the one time use quality, material component, and personal-only target. Even on a successful save, a harm spell typically shaves off a quarter of the enemys health. For everyone who doesnt get significant buffs to your healing spells (cough cough, life oracles), you should just buy a wandof cure light wounds and heal out of combat. This spell checks all the boxes for me. Divine spells include many of the best healing and support options, but direct damage options are rare and are frequently only viable against specific creature types like celestials, fiends, and undead. I have known many mid-level Clerics who prepare nothing but. This spell is weak for its level. This spell exists purely for RP. Situational save-or-die that targets undeads best save. Just read this description: A sheerwall of flame appears and rushes away from you. What a win! Firstly, its a touch-save-negate. for all the good this spell is going to do for you. I have never played with primal magic and dont know anyone else who has. But 1 minute/level? You create your own demiplane. Like, difference between a TPK or not big. Still, the sustained duration in the spell description makes it so you have to actively keep Dancing Lights running. Strong winds and lightning deter people from moving closer. Better than Message overall, Ghost Sound can also be put to fair use in resolving some encounters peacefully. Protection from Energy, CommunalSU- See communal resist energy and protection from energy. For the duration of the spell, spirit share lets you distribute potions and elixirs as a standard action touch instead of force-feeding or forcing somebody else to spend an action. Pretty lackluster for a 3rd level spell in my opinion, but not irredeemably so. Rapid Repair- Give a construct fast healing 5 for a 1 round/level. A red mantis assassin-flavored spell that does a meager amount of AoE damage and control. Its a stronger-than-average single-target blast spell with a save to negate instead of half and no CL cap. Shroud of Darkness-A darkness analog that only affects specific creatures. Orange if your target has an exceptionally large crit range. Again, no save. Most of you will never care about this spell. With that all said, remember that Im biased here. This spell is for the precocious caster who wants to get the BBEG over and done with. I just wish the spell told me why someone would make this. The potion or elixir is still consumed as if it had been drunk. The optimized specialized roles that a Cleric can take on inside of combat are: 1)Archer (see below); 2)Battlefield Controller (coming soon); 3)Tank / Striker (coming soon), 4)De-buffer (coming soon), and 5)Necromancer (coming soon). A touch-save-negate with a 5% chance once per minute to do 8d6+CL damage. You might take this at high levels if for some reason you locked yourself into a divine blaster role for the versatility, but thats so unorthodox I still wont change my rating. that only negates harmful effects and heals a small amount of mental ability score damage. Make a masterwork weapon out of ice that deals cold damage and holy water damage. I suppose if you found a particularly strong destroyed construct you could take it around with you and use this spell when you need a beatstick. 1d3 wolves can triplock anything with a modest CMD and the dretch has enough staying power to put in some serious work. Completely hedging out most creature types allows you to ward anyone in the center of the bubble with a high degree of safety. Pathfinder 2e - The Sorcerer Handbook | RPGBOT The sad reality is that you have so many awesome mandatory 4th level spells that one of them has to get the axe, and it generally ends up being. Abadar's TruthtellingR-A better zone of truth at a lower level no less. The uses for this spell are wide-ranging and powerful. Use your body to take up space, summon some mooks, and throw out buffs all while staying perfectly safe. Guardian of Faith- Grant the target protection from [alignment] and shield of faith. LG battle oracles are the one exception here, since with Smite Evil theyll be getting Charisma to AC, attacks, and saves. But how often are you actually going to war, though? If youd like to know where I got my data and wish to review it yourself, I direct you to the Pathfinder Bestiary with Statisticsspreadsheet. I truly have no idea what anyone mechanically has to gain from them. Summon Meladaemon-Meladaemons shine for their ability to reliably drop Fatigued on enemies. Its a pretty bland spell at this level and should only be used if youve got multiple PCs with Fates Favored or youre expecting a horde battle. Spellscar- Curse an area such that every spell cast has a chance to trigger something from the primal magic table. write home about. At low to mid levels, bypassing the DR of. Shield of faith isnt a spell that will ever wow you, but its also never a spell youre upset that you prepared. fate. I dislike that you have to bank on both hitting a ray and the target failing a Fort save, all for a -2 penalty. Youll find this spell useful when the local butcher has run out of curing salt. Unlike the lesser version you can no longer target multiple creatures, but the disguise now lasts for hours/level and is an all-around stronger illusion. except it can be moved by a swift action, threatens squares, and has the ability to fly. below, you make a current in the water you can change the direction of every hour. Whatever it was that brought you here, I applaud your insistence on hearing my rationale for this garbage. would make this spell a worthy contender. Works on fewer creatures, so its technically worse, but not enough so to worth changing its rating. Way too weak for a 3rd level spell. Unlife Current-Just as bad as life current. It works as. Either way, it sure looks like you can do some fun stuff with it, but it takes up your 4th level slots and requires a lot of time and effort. confuses me. But with. Protects your party from the River Styx and memory effects. You can also spontaneously apply Reach to your quickened inflicts as well if you want to burn your high-level slots on a one-two death punch. , crushing despair, air walk, dispel magic. There are very few AoE effects that cause these effects. Cleric Spells | Pathfinder Wrath of the Righteous Wiki Equipment & Magic / Spells Updated: 01 Dec 2022 20:42 Cleric Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Cleric Class. Even if your GM wants to be coy and give you riddles, this spell is pretty explicit that what youre given is going to be useful somehow. Remove Blindness/DeafnessSU-There are a number of effects that inflict permanent Blindness and Deafness that youll want this for eventually. Its not good to take if youre not in an aquatic campaign, obviously, but it has a lot of potential if you regularly spend time swimming. After all, what would be the point of making my own guide if I only regurgitated the thoughts of another? Pesh Vigor-This might just be my new favorite spell. By this level, spellcasting enemies are all but assumed to enter fights pre-buffed with goodies like. A very good reason to worship Cayden. My editor reminds me that you can, this to take prisoners without massive penalties, allowing you to convert, Only useful if you need to confirm coordinates so your wizards. Its hard to recommend this spell as one of your routine casts, but its also not really something you can ever get a scroll of thanks to it being a save: negates. This means Clerics can use their high Perception while Oracles can rely on their high Diplomacy. Like it, Deafened is not particularly exciting, though 1d4 rounds of Stun very much so is. Those concerns addressed. Not too shabby) Protection from Evil (handy to have, especially early on.) Symbol of Sleep- See symbol of death. By this point, any player that wants to use Strength already has a belt of it, and the meta has dictated that anyone that wants to use Dexterity has found some way to add it to damage. Holy Word- Middle of the pack for the alignment word spells. Breath of life ideally is your anti-death measure, but there are times where it wont be applicable and having this will be a relief. And yes, I had to actually look up stench in the Archives of Nethys search just for this spell. Secondly, their reliance on hit point limits, meaning as monsters get stronger and tougher, their effectiveness goes down fast. Great, now youve severely limited if not entirely removed your spellcasting ability! Archon's Aura-Send out a 20 ft. aura that penalizes enemies attack rolls, saves, and AC and stacks with other similar debuffs like Shaken. Its that reason alone this spell doesnt get the usual darker-than-red I reserve for disease spells. Too situational for normal play, though very nice if you find yourself fighting a lot of incorporeal creatures. Well that was back then, and this is a 9th level slot were talking about. Depending on interpretation, you could use this spell under a polymorph effect to affect some other creatures image. You should already know my thoughts on that horrible excuse for a spell by now. Protection from Spores-Plants and oozes are relatively rare enemies. The average Will save of a CR 13 enemy is only a +11. Unfortunately for that plan, vanth have fairly meh abilities. Lesser restoration is the only spell on the entire list I actually advocate getting in potion form if you can afford it. Even though there are technically worse spells out there, Ive gone ahead and colored this spell even darker red just to prove how much I detest everything about this. Once theyre out of 5ths they start to lose their 4ths, and so on. Terraform- Spend 10 mythic power and 10,000gp to completely terraform a 100 ft. radius around you for a couple of weeks. As it stands, its just a variant to rest eternal. Suppress a spirit occupying a creature or object. Or, you can damage an undead for a very reasonable amount instead. If the enemy critically fails, youre in for a treat. Melee attackers targeting you provoke AoOs from a tail you grow that does a pittance for most casters and forces a Fort save for 1d4 points of Dex damage. Or, you can damage an undead for a very reasonable amount instead. except it ends up being totally worse in both regards. This scales with level nicely, letting you give more teamwork feats every 4 levels beyond 5th.