Author Topic: [3.P] Essential and useless spells  (Read 7233 times)

Offline ImperatorK

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[3.P] Essential and useless spells
« on: September 02, 2014, 01:01:17 PM »
Which spells (PF or 3.X) would you consider essential/must have's, optimization-wise?
And which would you consider useless?
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Offline faeryn

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Re: [3.P] Essential and useless spells
« Reply #1 on: September 02, 2014, 01:10:47 PM »
Which spells (PF or 3.X) would you consider essential/must have's, optimization-wise?
And which would you consider useless?

I think that really depends on how your character plays and how your DM plays...

If your a character who has a heavy reliance on Sneak Attacks then getting access to Hunter's Eye is an essential/must have...

If you are a magic enhanced melee combatant with low BAB then Divine Power is an absolute essential/must have

Other than character based essential buffs... all other spells that could be considered essential come down to the type of spellcaster your playing and what type of situations your DM puts you into.

Offline Craiconn

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Re: [3.P] Essential and useless spells
« Reply #2 on: September 02, 2014, 01:47:21 PM »
Having extensively played about 2 dozen+ different spellcaster archetypes since 3.0's inceptions in 2000 (all the way through 3.5 and PF) via tabletop and PbP groups, I can't say there are any *definitive* essential spells for a particular primary or secondary spellcasting classes.  Campaign parameters are huge influences in this regard.  Especially if you have long runs of playing in just Underdark/mountainous campaigns, just urban/social/court intrigue campaigns, just aquatic/underwater campaigns, etc.  Below Average spells in spells in some circumstances are Game Changers in other circumstances.  In fact, that's been a primary focus of mine over the last few years in playing spellcasters ... that being finding, field-testing and tactically optimizing some of the more lesser-known, under-appreciated and quirky spells in the 3.0/3.5/PF magicsphere.

OTOH, there are *definitive* crap spells that are either immensely underpowered or bafflingly byzantine in their game mechanics for ALL D&D gaming environments.   And those would probably be more fun and intriguing to list and debate.

Offline Soft Insanity

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Re: [3.P] Essential and useless spells
« Reply #3 on: September 03, 2014, 11:56:06 PM »
Of all the spells I use, the only one that is missed when not cast is Haste.
In terms of just fun spells: Wall of Incarnum with invisible spell metamagic
Useless spells: Any spell that costs too much for what it offers.  This is pretty much any spell with a material component cost over 100gp for the artificer player.  This is especially true if said artificer player is a minor schema user.

Offline Jackinthegreen

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Re: [3.P] Essential and useless spells
« Reply #4 on: September 06, 2014, 01:08:41 AM »
I recall there's some 2nd or 3rd level spell that gives a fairly shitty bonus to only Craft: Gemwork or something.  It's entirely ousted by a 0 level spell that gives a better bonus that applies to all craft skills I think?  Dang, I wish I remembered the specifics.

Offline Mithril Leaf

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Re: [3.P] Essential and useless spells
« Reply #5 on: September 07, 2014, 12:15:00 AM »
I recall there's some 2nd or 3rd level spell that gives a fairly shitty bonus to only Craft: Gemwork or something.  It's entirely ousted by a 0 level spell that gives a better bonus that applies to all craft skills I think?  Dang, I wish I remembered the specifics.
You thinking of the one from Birthright or something that was mentioned in one of the fun finds threads a few months back? The one that gives +5 competence to Craft: Gemcutting.

Offline Jackinthegreen

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Re: [3.P] Essential and useless spells
« Reply #6 on: September 07, 2014, 01:15:13 PM »
I recall there's some 2nd or 3rd level spell that gives a fairly shitty bonus to only Craft: Gemwork or something.  It's entirely ousted by a 0 level spell that gives a better bonus that applies to all craft skills I think?  Dang, I wish I remembered the specifics.
You thinking of the one from Birthright or something that was mentioned in one of the fun finds threads a few months back? The one that gives +5 competence to Craft: Gemcutting.
Yup, that's the one!

Offline phaedrusxy

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Re: [3.P] Essential and useless spells
« Reply #7 on: September 07, 2014, 01:23:33 PM »
I can't say there are any *definitive* essential spells for a particular primary or secondary spellcasting classes.
On the other hand... there are effects which a party basically must have at certain levels of the game in order to not be substantially crippled. I'd argue these include Raise Dead/Resurrection, flight, information gathering, detection (See Invis/True Seeing/etc), healing (at least out of combat via wands) and other condition/damage mitigation (Restoration, etc). Some people might include Teleportation and Planar travel at the upper levels, but it is definitely possible to play through most campaigns without those.

If you're in a game where you're the only character capable of producing these effects, they're basically "essential" for you.
« Last Edit: September 07, 2014, 01:25:20 PM by phaedrusxy »
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Offline linklord231

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Re: [3.P] Essential and useless spells
« Reply #8 on: September 07, 2014, 04:20:40 PM »
There are a couple other "Must be This Tall to Ride" or outright negation spells like Death Ward, Freedom of Movement, Mind Blank, Dispel Magic, and True Sight that haven't been mentioned yet. 
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Offline Raineh Daze

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Re: [3.P] Essential and useless spells
« Reply #9 on: September 07, 2014, 04:22:38 PM »
Wish, once it rears its ugly head?

Offline Kerrus

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Re: [3.P] Essential and useless spells
« Reply #10 on: October 01, 2014, 04:05:10 AM »
Blockade is a bit obscure but really useful. It creates a 2000 pound cube of wood (that floats in water) in an unoccupied square for 3 rounds and is cast as a swift action. Useful for barricading doors, making impromptu flotation devices, pushing off precipices to fall on enemies, providing on the spot ability to climb onto and up otherwise inaccessible terrain, or visa versa, and if you're prepared, you can drop it to completely bone an enemy's attack sequence.

There's a lot you can do with an instantaneous 5x5x5 cube of wood.

Offline Fredgerd

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Re: [3.P] Essential and useless spells
« Reply #11 on: October 01, 2014, 05:22:14 PM »
Inflict Minor Wounds might win for the most useless IMO. CMW is pretty bad too but you can at least stabilize someone with it in a pinch. Undead buddies don't get a chance to stabilize, and its not strong enough to be worth an attack or negative healing spell. I can't really think of any situation I'd use it in ever.

Offline TuggyNE

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Re: [3.P] Essential and useless spells
« Reply #12 on: October 01, 2014, 08:05:59 PM »
Inflict Minor Wounds might win for the most useless IMO. CMW is pretty bad too but you can at least stabilize someone with it in a pinch. Undead buddies don't get a chance to stabilize, and its not strong enough to be worth an attack or negative healing spell. I can't really think of any situation I'd use it in ever.

Sneak attack touch attack if you're out of firsts and up?
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Offline linklord231

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Re: [3.P] Essential and useless spells
« Reply #13 on: October 02, 2014, 12:13:06 AM »
Inflict Minor Wounds might win for the most useless IMO. CMW is pretty bad too but you can at least stabilize someone with it in a pinch. Undead buddies don't get a chance to stabilize, and its not strong enough to be worth an attack or negative healing spell. I can't really think of any situation I'd use it in ever.

I've used it a couple times when my party mates deserved a punch.
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Offline phaedrusxy

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Re: [3.P] Essential and useless spells
« Reply #14 on: October 02, 2014, 01:16:56 AM »
Inflict Minor Wounds might win for the most useless IMO. CMW is pretty bad too but you can at least stabilize someone with it in a pinch. Undead buddies don't get a chance to stabilize, and its not strong enough to be worth an attack or negative healing spell. I can't really think of any situation I'd use it in ever.

Sneak attack touch attack if you're out of firsts and up?
Fell Animate to deliver a Coup De Grace (make sure to boost your damage, like via Sneak Attack, first). :D
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Offline Tonymitsu

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Re: [3.P] Essential and useless spells
« Reply #15 on: October 03, 2014, 06:53:13 AM »
Essential?
Contingency
I can't think of any other spell as essential to the life of a spellcaster as this one.

Useless?
Melf's Acid Arrow
There is no situation in any game where there is not a better alternative to this spell.  It can be negated by acid resistance 5, ffs.
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Offline Elkad

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Re: [3.P] Essential and useless spells
« Reply #16 on: October 10, 2014, 10:56:21 AM »
Useless?
Melf's Acid Arrow
There is no situation in any game where there is not a better alternative to this spell.  It can be negated by acid resistance 5, ffs.

Nope, merely situational.  I'm not up on Pathfinder spells, but a quick look suggests 2nd level spells with a range of Long are pretty rare there as well.

In 3.5...
Target is more than 130' away.  It needs to die.  You are a 3rd level wizard with evocation banned.
Your choices are Melf's, Ice Knife (which doesn't appear to even exist in PF), or breaking out the xbow.

Ice Knife is non-core, which matters in some games.  Ranged attack, with a +2 bonus.  9 cold damage, and Fort save vs -2 Dex.

Melf's is core, hits ranged touch instead, does 10 acid damage (split over 2 rounds), and requires a DC 11-14 (plus spell level if casting) concentration check for actions taken by the target for the next 2 rounds.

Fleeing low-level caster?  I'll pick Melfs.  People do miss concentration checks at low levels. 
Troll (a likely level-appropriate boss).  Melfs.

Situations where Ice Knife is better (including better than other shorter ranged spells) are fairly rare, so if I want to spend a slot on a long ranged spell, I'll choose Melf's.

It does rapidly become obsolete as you level up, but it's a decent spell for a lowbie.



Offline Braininthejar

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Re: [3.P] Essential and useless spells
« Reply #17 on: October 10, 2014, 03:32:01 PM »
it remains great for sadistically murdering npc's

"I have just hit you with an extended acid arrow. It will keep eating you for the next minute or so and there isn't anyone in the running distance who could break my spell. Do you think you'll manage to heal through it?"

Offline Tonymitsu

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Re: [3.P] Essential and useless spells
« Reply #18 on: October 27, 2014, 12:21:57 AM »
In 3.5...
Target is more than 130' away.  It needs to die.  You are a 3rd level wizard with evocation banned.
Your choices are Melf's, Ice Knife (which doesn't appear to even exist in PF), or breaking out the xbow.

If the target is 130 feet away and you banned evocation then you are the wrong person for the job.  :P

The proper alternative is casting invisibility on the rogue, handing him your crossbow, and letting him run within 30 feet.

And if we are stuck in core then acid flask's and alchemist's fire on weapons are a far superior alternative to preparing Melf's Acid arrow.
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