You won me over by starting with longstrider. There are the spells that are really strong in a certain situation, like slow and hideous laughter, and there are spells that everyone that has access to them will get, like longstrider. I also love the mention of frontloaded damage and debuffs as important, the first round is usually the most important round and everything snowballs from there, and combats tend to last close to 5 rounds. People underestimate the power of powerfull single-round effects.
I was very happy to see this. All my PFS characters use longstrider wands. It's just too strong. I was sad to see hideous laughter make the list. I think he is overvaluing reactions, and justifies it by pulling up one of the strongest edge cases. By that logic this list should only be silver bullet spells. I was super shocked that bless didn't even make honorable mentions. When I first saw the video I tried to think about what my list would look like. The first two spells to jump into my head were heal and bless - both instantly. I also chuckled because I said out loud "knowing him athletic rush is number 1". Wall of stone should be top 10 imo, even if it is weighted down by being a higher level spell. A no save or suck is just crazy. "Greater" invis, resilient sphere, and the darkness spell have also been huge players in our lodge. I'd hesitate to put circle of protection on that list as well but it was something else that came to mind. We see it used a lot.
Worth noting with electric arc is that any spellcaster can get access to it through the use of the new Jolt Coil from treasure vault. Surprised Synesthesia isn't here as that's a pretty popular pick as far as I've seen. I think spells like magic weapon or haste have an asterisk that their power is largely dependent on how pre buffing is ruled, because if they aren't taking up action economy then they're obviously incredible. The core rulebook advises you only allow each party member to cast one spell before initiative is rolled assuming the party has the drop on the opponent, which I think is reasonable.
Shout out to a spell no one here has mentioned yet, I consider Heightened (2) Illusory Object really good, even just putting a steel box around someone forces so many wasted actions just to try and overcome it
@@SwingRipper Mhm! Since it does tactile feeling, and until disbelieved objects aren't see through: You try to touch the box and it feels like steel, and it feels like you hit it too, so it's basically 'waste 1 action to make a save, repeat until you make it' before you can do much of anything
On a similar note, resilient sphere. Just put something in a ball for later, the hardness, immunity to crits and hp will keep it up for a surprisingly long time.
I see you mentioning it during electric arc but yes, I’d personally be really interested to see a video on the different spell traditions and what the identity/playstyle of each is in a general way, as coming from 5e this is definitely probably the one aspect of PF2 that I haven’t managed to wrap my head around fully Great video, by the way. I recently made a higher level Psychic as part of a campaign I play in moving from 5e to PF2 and I absolutely overlooked both Hideous Laughter and Slow. I am correcting that ASAP after talking with my GM
@@SwingRipper yes!! Excellent video! That helped a lot. I will be sure to show it to my players too since they also had a hard time really grasping a difference
Synethsia should be on the list, or at least mentioned It combines the effects of being dazzled, stupefied, and clumsy (- 3 AC), and reduces speed. . .and if it crit fails it's stunned 2. It can trivialize boss fights well into higher levels
Lots of people are replying with this, will likely make a pt 2 that focuses on higher level tricks (I wanted this vid to be most useful for new players)
I have had the heal spell spots 3 different tpk in my pf 2e play history. Yes heal spell is the goat. In a boss fight with everyone down and the boss out of are picking them all up even if you heal the boss a bit works out well.
Well done. I'd be interested to see a video where you explain the things you look for in good spells. I have been playing 2e since launch and find that spell selection is an...issue many people have.
I dig your number choice ahah. But this is nice see damage, buff, and utility spells all made the list. Helps with understanding not to just pile on damage but be more creative
Год назад+3
very well explained, I totally agree with your list
A few of my own notes Level 3 roaring applause - same effect as hideous laughter, double the range, doesn't require a living target and on one more spell list. the wasted action also counts as a manipulate action so free aoos or w/e from everyone Slow - very good at making sure casting bosses can't run away and cast something (so no step and cast to avoid aoo), also disables any 3 action abilities a creature might have Soothe - one of the few healing spells without positive so useable on negative healing pcs as well Magic Weapon - can't use it on unarmed pcs, their fist unfortunately isn't a weapon Haste - magus, flurry range and agile fighters will love you for it, for everyone else its a lot more variable Synesthesia - admittedly a higher lvl spell than the others. basically the equivalent of clumsy 3, dazzled, stupified and -10 speed for one round on a success or the rest of the fight on a fail. clumsy is a less commonly available way to lower ac that stacks with everything and 3 is kinda insane (also rip dex users). Also stunned 2 on a crit fail because why not. When heightened (all the way to 9th) just give it to everyone (gets more targets).
Enlarge + A Grappling Monk can just completely shut down big bosses and let other players just go ham on it. Not a bad thing though, I love party teamwork, but that heigthen 6 on Enlarge is ABSOLUTELY WILD lol
Music is very VERY distracting. You're not speaking loud enough to override the music, and frankly I'm here to listen to you, not the music. Having only your voice on audiotrack is enough.
You mentioned heightened slow, but I find heightened roaring applause to be better in a lot of situations - targeting will saves is better than fort, it has a 60 ft range which is important when dealing with multiple targets, and it also takes away reactions. It also makes opponents trigger AoO which is nice. It's main cons are the fact that it's sustained and it's lackluster crit fail effect. But other than that it's very nice
Hmmm, weird that synesthesia, true target, goblin pox or the humble wall of stone are missing from this list. Mud pit too, hugely powerful level 1 spell. Two notes on spells you mentioned: - *Longstrider* is way more powerful than you are giving it credit for imo, one of the cheapest defensive spells in the whole game. - *Airwalk* is far from being better fly. The 45 degree vertical movement restriction is really problematic as is not being able to double your speed going down. Also being able to drop at the end of your turn if you don't fly is often a very useful tactical tool (thanks to talismans and feats like cat fall or impressive landing) Oh talking other good spells. Dragon form is extremely versatile both in save targeting and weakness targeting while also being efficient in spell slot usage.
Hey ! I've started from your most recent videos recently and I'm already at 11 months ago! :) That's some really helpful content for the new player I am, this one and the others, I'll be playing your cleric of Irori soon! Keep up the good work, would love to see some more builds from you!
Thanks for the kind words! I will make more build videos when I have inspiration / something unique to show off I may show how to do a "paint by numbers fighter" as I think that could be valuable as a guide for evaluating feats
A lot of the times you can't remove someone from the initiative order especially as you go higher in levels. And if you can, they are pobably a low threat enemy anyways
My main goal of this was to create something clickable for new players that then gives those new players useful information! Glad to hear it is appreciated
My wife's bard cast hideous laughter on an enemy Tyrant Champion that was beating the partys ass Went from a fair fight to the party stomping them out real quick
Oh no, Slow. Slow is even more disgusting in Pathfinder 1e. Haste is also considered one of the best in PF1e. One thing I worry about the PF2e system (and other systems in general) is that kiting is the optimal way to play the game. So long as the map allows kiting, you should be kiting. This is an issue in video games like X-COM, where crawling forward very slowly and then kiting things out are the best ways to play, and it slogs real bad and gets old real fast... Systems incentivize running away from enemies, which isn't exactly "heroic" behavior.
Can you do a spell recommendation video based on level and encounter type (boss fight, couple medium enemies, multiple smaller enemies, etc.)? Is something like a Fireball even needed for dealing with multiple enemies? I recently started playing PF2 and our team is almost exclusively single target. We did struggle sometimes against multiple enemies. Boss fights were usually easier, because of the raw single target damage output we had. I am starting to feel like in a perfect party there would be one caster who can AoE blast to soften up the smaller and medium enemies. However you are not recommending Fireball that much so I feel like there is something we do wrong. The way I see it the caster has four main roles (mostly to support martials): - deal with smaller enemies using AoE spells (e.g. fireball, dragon breath, elemental blast) - buff martials (e.g. haste, fly, invisibility, enlarge, heroism, bless, etc) - debuff bosses (e.g. Grease, Laughing Fit, Slow, etc) - heal allies (e.g. heal, soothe, lay on hands, etc)
My opinion is that haste is great ... on spellcasters. I think being able to cast a big three action spell and move in the same turn is pretty significant. Not to mentions when some nasty martial character is menacing you with opportunity attacks you can step, then stride and still have two actions left over to cast a relevant spell. So I don't really understand why when talking about haste people immediatly leap to talking about martials.
I'm pretty sure that you cannot target "the darkness" with a light cantrip spell. Also it would make irrelevant a slot leveled spell for a cost of a cantrip cast. If you want to counteract a darkness you will need a dispel magic or something like searing light crossing it.
@@SwingRipper Still disagree, the link sais that must happen one of two things: targeting the darkness (light cantrip cannot do that), or attempt the counteract darkness (as searing light rules text does). Here's the object of discussion: ruclips.net/video/cdCysHTI-JQ/видео.html (How it's played channel) I will agree that it should be writed more preciselly, i mean the trait and implications.
@@vacra ahhh I see where your argument comes from now, it does not explicitly list magical darkness as a potential target, but it is heavily implied by the trait that all light spells can do those things... I think your argument would hold water if there was a single spell that explicitly said it "targets darkness". It seems like that is something that any light spell can do, or all the rules text within the trait should be ignored
That's fair, I overlooked it as I was focusing on spells primarily in levels 1-3 I felt new players (who are searching for this kind of vid) should be aware of
@@SwingRipper yeah that's Fair. I would add a honor mention to lose the path in this range level and blood vendetta, reaction spells that while not the main toy at that level. Became valuable toys when you have higher slots later on
pathfinder 2e has a good balance compare to other editions of d&d. A lot of the powerful spell do nothing if a save is done or no hit happen. It show in your choice of longstrider instead of haste where a case can be made to the other spell . Haste give another action so a caster cast a spell, maintain a spell and still can move. The distance I can move has a lot less impact on my caster than the fact it can move. haste can be cast on a lot of creature at level 7 while longstrider will require 2 slot level 2 to cover one creature for a day Magic weapon in a campaign where you have few ressource is very important, it can be cast on a weapon with a +1 potency rune to give the strking part. maze is amazing with the no save invisibility 4 magic missile because of its versatility and it always do something
Maybe some class optimization guides? That way I could send my players to your videos and have a peace of mind that they will know what they are doing.
Pretty good takes for the most part.. but implying magic weapon isn't good because it may be overkill for it's targets just assumes people would use it on low hp targets. Not only that but I don't know ANY party comp that gives you 0 targets for it. It's not ideal for dual wielders true, but nearly every character can benefit from having a whole extra damage die on their attack.
Looking back on it I think I was overly critical in this particular presentation... It is definitely top 3 in the game for level 1 spells, I just see everyone talk about it as undisputed top 1
Great list, though I feel like putting light on it instead of even the honorable mentions spells is a bit weird. Other spells that are very strong and bordering on problematic are Synesthesia, heightened Heroism, Roaring Applause (a better hideous laughter with a mass heighten), heightened Invisibility (both offensive and defensive spell), Inner Radiance Torrent (busted heighten) and the one true king of damage spells - Magic Missile. The last in particular is great for both raw damage, when you consider it's auto-hit property and just for the ability to pinpoint take out high-threat low HP opponents and not have your other allies waste their turns.
My own honorable mention however is Forbidding Ward. Status bonuses to AC are hard to come by, and late game when bonus heightens to +2 and a lot of casters get a "Free Sustain" feat - ts becomes amazing.
Considering you had to get to three before you talked about spells that create balance issues demonstrates you don't know what overpowered means. Considering you didn't make it to the truly strong spells also makes me believe you're not experience in Pathfinder. No mention of Synesthesia? I mean you want a creature dead you cast that on them. Not incapacitation and on a success for 1 round they get -3 AC, as well as other awesome things. Then you missed all the strongest control spells, like Heightened Sleep and Calm Emotions. You can remove entire groups of enemies from a fight, but sure +10 movement speed is good...
> demonstrates you don't know what overpowered means And this demonstrates that you have never titled a youtube video > No mention of Synesthesia? Focused on low-level spells that would commonly be overlooked as I felt that would be more helpful for more people Sorry that it made you mad enough to call me a noob!
@@SwingRipper Focuses on low level spells, but no mention of the most commonly known overpowered spell? Calm Emotions. Yeah, you're just full of crap. You are a noob. You just picked random spells for clout.
You won me over by starting with longstrider. There are the spells that are really strong in a certain situation, like slow and hideous laughter, and there are spells that everyone that has access to them will get, like longstrider.
I also love the mention of frontloaded damage and debuffs as important, the first round is usually the most important round and everything snowballs from there, and combats tend to last close to 5 rounds. People underestimate the power of powerfull single-round effects.
I was very happy to see this. All my PFS characters use longstrider wands. It's just too strong.
I was sad to see hideous laughter make the list. I think he is overvaluing reactions, and justifies it by pulling up one of the strongest edge cases. By that logic this list should only be silver bullet spells.
I was super shocked that bless didn't even make honorable mentions. When I first saw the video I tried to think about what my list would look like. The first two spells to jump into my head were heal and bless - both instantly.
I also chuckled because I said out loud "knowing him athletic rush is number 1".
Wall of stone should be top 10 imo, even if it is weighted down by being a higher level spell. A no save or suck is just crazy. "Greater" invis, resilient sphere, and the darkness spell have also been huge players in our lodge. I'd hesitate to put circle of protection on that list as well but it was something else that came to mind. We see it used a lot.
Air Walk + Cloud Jump is the most powerful "Flight" in the game. Seriously, it's so broken.
Worth noting with electric arc is that any spellcaster can get access to it through the use of the new Jolt Coil from treasure vault. Surprised Synesthesia isn't here as that's a pretty popular pick as far as I've seen.
I think spells like magic weapon or haste have an asterisk that their power is largely dependent on how pre buffing is ruled, because if they aren't taking up action economy then they're obviously incredible. The core rulebook advises you only allow each party member to cast one spell before initiative is rolled assuming the party has the drop on the opponent, which I think is reasonable.
Also surprised here by the lack of Synesthesia, unironically consider it better than Slow
Shout out to a spell no one here has mentioned yet, I consider Heightened (2) Illusory Object really good, even just putting a steel box around someone forces so many wasted actions just to try and overcome it
Ooooh that's spicy, I may need to make a part 2 addressing comments
@@SwingRipper Mhm! Since it does tactile feeling, and until disbelieved objects aren't see through: You try to touch the box and it feels like steel, and it feels like you hit it too, so it's basically 'waste 1 action to make a save, repeat until you make it' before you can do much of anything
On a similar note, resilient sphere. Just put something in a ball for later, the hardness, immunity to crits and hp will keep it up for a surprisingly long time.
I see you mentioning it during electric arc but yes, I’d personally be really interested to see a video on the different spell traditions and what the identity/playstyle of each is in a general way, as coming from 5e this is definitely probably the one aspect of PF2 that I haven’t managed to wrap my head around fully
Great video, by the way. I recently made a higher level Psychic as part of a campaign I play in moving from 5e to PF2 and I absolutely overlooked both Hideous Laughter and Slow. I am correcting that ASAP after talking with my GM
Like the start of this one?
ruclips.net/video/JNyP4Z-dCKM/видео.html
@@SwingRipper yes!! Excellent video! That helped a lot. I will be sure to show it to my players too since they also had a hard time really grasping a difference
Synethsia should be on the list, or at least mentioned
It combines the effects of being dazzled, stupefied, and clumsy (- 3 AC), and reduces speed. . .and if it crit fails it's stunned 2.
It can trivialize boss fights well into higher levels
Lots of people are replying with this, will likely make a pt 2 that focuses on higher level tricks (I wanted this vid to be most useful for new players)
Subscribed. This is exactly the kind of content 2e needs right now. Look fwd to the follow up vid!
I have had the heal spell spots 3 different tpk in my pf 2e play history. Yes heal spell is the goat. In a boss fight with everyone down and the boss out of are picking them all up even if you heal the boss a bit works out well.
Well done. I'd be interested to see a video where you explain the things you look for in good spells.
I have been playing 2e since launch and find that spell selection is an...issue many people have.
Its def on my list to do!
I dig your number choice ahah. But this is nice see damage, buff, and utility spells all made the list. Helps with understanding not to just pile on damage but be more creative
very well explained, I totally agree with your list
A few of my own notes
Level 3 roaring applause - same effect as hideous laughter, double the range, doesn't require a living target and on one more spell list. the wasted action also counts as a manipulate action so free aoos or w/e from everyone
Slow - very good at making sure casting bosses can't run away and cast something (so no step and cast to avoid aoo), also disables any 3 action abilities a creature might have
Soothe - one of the few healing spells without positive so useable on negative healing pcs as well
Magic Weapon - can't use it on unarmed pcs, their fist unfortunately isn't a weapon
Haste - magus, flurry range and agile fighters will love you for it, for everyone else its a lot more variable
Synesthesia - admittedly a higher lvl spell than the others. basically the equivalent of clumsy 3, dazzled, stupified and -10 speed for one round on a success or the rest of the fight on a fail. clumsy is a less commonly available way to lower ac that stacks with everything and 3 is kinda insane (also rip dex users). Also stunned 2 on a crit fail because why not. When heightened (all the way to 9th) just give it to everyone (gets more targets).
I like the video, but the music is a bit too loud, just feedback for the next one :)
Enlarge + A Grappling Monk can just completely shut down big bosses and let other players just go ham on it. Not a bad thing though, I love party teamwork, but that heigthen 6 on Enlarge is ABSOLUTELY WILD lol
I wonder whatever could've given you that idea.
@@ghostyuki-kfpinquisitor1038 👀
Great video!!!
Music is very VERY distracting. You're not speaking loud enough to override the music, and frankly I'm here to listen to you, not the music. Having only your voice on audiotrack is enough.
love the optimization focused videos
Noted!
You mentioned heightened slow, but I find heightened roaring applause to be better in a lot of situations - targeting will saves is better than fort, it has a 60 ft range which is important when dealing with multiple targets, and it also takes away reactions. It also makes opponents trigger AoO which is nice. It's main cons are the fact that it's sustained and it's lackluster crit fail effect. But other than that it's very nice
Long Strider is solid, but given it has a range of self and mounts, it's actually proportional to other options.
Hmmm, weird that synesthesia, true target, goblin pox or the humble wall of stone are missing from this list. Mud pit too, hugely powerful level 1 spell.
Two notes on spells you mentioned:
- *Longstrider* is way more powerful than you are giving it credit for imo, one of the cheapest defensive spells in the whole game.
- *Airwalk* is far from being better fly. The 45 degree vertical movement restriction is really problematic as is not being able to double your speed going down. Also being able to drop at the end of your turn if you don't fly is often a very useful tactical tool (thanks to talismans and feats like cat fall or impressive landing)
Oh talking other good spells. Dragon form is extremely versatile both in save targeting and weakness targeting while also being efficient in spell slot usage.
I disagree on goblin pox as it is outclassed by summoning a skunk with summon animal imo
Hey ! I've started from your most recent videos recently and I'm already at 11 months ago! :)
That's some really helpful content for the new player I am, this one and the others, I'll be playing your cleric of Irori soon!
Keep up the good work, would love to see some more builds from you!
Thanks for the kind words! I will make more build videos when I have inspiration / something unique to show off
I may show how to do a "paint by numbers fighter" as I think that could be valuable as a guide for evaluating feats
@@SwingRipper For having just finished building a fighter, I couldnt agree more ! :')
Okay you convinced me. When i am able to submit another character ill submit a cleric! xD
A lot of the times you can't remove someone from the initiative order especially as you go higher in levels. And if you can, they are pobably a low threat enemy anyways
Comment because comments are good for the algorithm and sean is a cool mod who has been cool to me, thumbs up lets go
I appreciate the focus on low-level spells.
My main goal of this was to create something clickable for new players that then gives those new players useful information! Glad to hear it is appreciated
My wife's bard cast hideous laughter on an enemy Tyrant Champion that was beating the partys ass
Went from a fair fight to the party stomping them out real quick
Oh no, Slow. Slow is even more disgusting in Pathfinder 1e.
Haste is also considered one of the best in PF1e.
One thing I worry about the PF2e system (and other systems in general) is that kiting is the optimal way to play the game. So long as the map allows kiting, you should be kiting. This is an issue in video games like X-COM, where crawling forward very slowly and then kiting things out are the best ways to play, and it slogs real bad and gets old real fast... Systems incentivize running away from enemies, which isn't exactly "heroic" behavior.
Kiting is situational but viable in PF2... You can't just kite every single encounter and make it work!
Can you do a spell recommendation video based on level and encounter type (boss fight, couple medium enemies, multiple smaller enemies, etc.)?
Is something like a Fireball even needed for dealing with multiple enemies? I recently started playing PF2 and our team is almost exclusively single target. We did struggle sometimes against multiple enemies. Boss fights were usually easier, because of the raw single target damage output we had.
I am starting to feel like in a perfect party there would be one caster who can AoE blast to soften up the smaller and medium enemies. However you are not recommending Fireball that much so I feel like there is something we do wrong.
The way I see it the caster has four main roles (mostly to support martials):
- deal with smaller enemies using AoE spells (e.g. fireball, dragon breath, elemental blast)
- buff martials (e.g. haste, fly, invisibility, enlarge, heroism, bless, etc)
- debuff bosses (e.g. Grease, Laughing Fit, Slow, etc)
- heal allies (e.g. heal, soothe, lay on hands, etc)
My opinion is that haste is great ... on spellcasters. I think being able to cast a big three action spell and move in the same turn is pretty significant. Not to mentions when some nasty martial character is menacing you with opportunity attacks you can step, then stride and still have two actions left over to cast a relevant spell. So I don't really understand why when talking about haste people immediatly leap to talking about martials.
Haste -> Strike and that self buff haste is a very slow tempo play as quicken gives the extra action at the start of the next turn
I'm pretty sure that you cannot target "the darkness" with a light cantrip spell. Also it would make irrelevant a slot leveled spell for a cost of a cantrip cast. If you want to counteract a darkness you will need a dispel magic or something like searing light crossing it.
Its hidden in the trait
Yes you can, and yes it does
2e.aonprd.com/Traits.aspx?ID=100
You can say it is bad design, but that is how it works
@@SwingRipper Still disagree, the link sais that must happen one of two things: targeting the darkness (light cantrip cannot do that), or attempt the counteract darkness (as searing light rules text does).
Here's the object of discussion: ruclips.net/video/cdCysHTI-JQ/видео.html (How it's played channel)
I will agree that it should be writed more preciselly, i mean the trait and implications.
@@vacra ahhh I see where your argument comes from now, it does not explicitly list magical darkness as a potential target, but it is heavily implied by the trait that all light spells can do those things...
I think your argument would hold water if there was a single spell that explicitly said it "targets darkness". It seems like that is something that any light spell can do, or all the rules text within the trait should be ignored
There are a number of spells that say they counteract "any darkness they pass through".
@@SwingRipper pathfinder specifically has a rule in the Core book that if its too good then its too good to be true. This certainly falls under that.
I think Synesthesia should be atleast at top 3
That's fair, I overlooked it as I was focusing on spells primarily in levels 1-3 I felt new players (who are searching for this kind of vid) should be aware of
@@SwingRipper yeah that's Fair.
I would add a honor mention to lose the path in this range level and blood vendetta, reaction spells that while not the main toy at that level. Became valuable toys when you have higher slots later on
pathfinder 2e has a good balance compare to other editions of d&d. A lot of the powerful spell do nothing if a save is done or no hit happen. It show in your choice of longstrider instead of haste where a case can be made to the other spell . Haste give another action so a caster cast a spell, maintain a spell and still can move. The distance I can move has a lot less impact on my caster than the fact it can move. haste can be cast on a lot of creature at level 7 while longstrider will require 2 slot level 2 to cover one creature for a day
Magic weapon in a campaign where you have few ressource is very important, it can be cast on a weapon with a +1 potency rune to give the strking part.
maze is amazing with the no save
invisibility 4
magic missile because of its versatility and it always do something
Maybe some class optimization guides? That way I could send my players to your videos and have a peace of mind that they will know what they are doing.
You need to lower the background music about 50%
Will do
The music is too loud and super distracting.
The ultrakill music 😎
All hail the Ripper
The music could have been a bit quitter or non existent for this video.
Pretty good takes for the most part.. but implying magic weapon isn't good because it may be overkill for it's targets just assumes people would use it on low hp targets. Not only that but I don't know ANY party comp that gives you 0 targets for it. It's not ideal for dual wielders true, but nearly every character can benefit from having a whole extra damage die on their attack.
Looking back on it I think I was overly critical in this particular presentation... It is definitely top 3 in the game for level 1 spells, I just see everyone talk about it as undisputed top 1
Music is WAY TOO LOUD!
What is ETT?
Its our drop in play system in the Ronald the Rules Lawyer discord!
discord.gg/ruleslawyer
My experience with slow??? NEVER SUCCEEDS, NOT EVEN ONCE🙁 I tried it quite a few times
Happens lol
(especially if you near exclusively point it at bosses)
Hey, I would love to know the modules you use in Foundry!
The modules I use shift quite frequently and are personal preference type things, I may make a video about underrated foundry modules eventually
Great list, though I feel like putting light on it instead of even the honorable mentions spells is a bit weird.
Other spells that are very strong and bordering on problematic are Synesthesia, heightened Heroism, Roaring Applause (a better hideous laughter with a mass heighten), heightened Invisibility (both offensive and defensive spell), Inner Radiance Torrent (busted heighten) and the one true king of damage spells - Magic Missile. The last in particular is great for both raw damage, when you consider it's auto-hit property and just for the ability to pinpoint take out high-threat low HP opponents and not have your other allies waste their turns.
My own honorable mention however is Forbidding Ward. Status bonuses to AC are hard to come by, and late game when bonus heightens to +2 and a lot of casters get a "Free Sustain" feat - ts becomes amazing.
Heavy agree with all of this, Heightened Invisibility is a mood
How the fuck did you not put Synesthesia as number 1?
In terms of boss killing Slow can do a similar thing at two spell levels lower
Was definitely worth an honorable mention though
...it really doesn't. Making everything concealed AND Clumsy 3, even ignoring the flat check on concentrate actions it's too much.
@@SwingRipper throw both on the enemy and they might as well just lay down and die.
Considering you had to get to three before you talked about spells that create balance issues demonstrates you don't know what overpowered means. Considering you didn't make it to the truly strong spells also makes me believe you're not experience in Pathfinder.
No mention of Synesthesia? I mean you want a creature dead you cast that on them. Not incapacitation and on a success for 1 round they get -3 AC, as well as other awesome things. Then you missed all the strongest control spells, like Heightened Sleep and Calm Emotions. You can remove entire groups of enemies from a fight, but sure +10 movement speed is good...
> demonstrates you don't know what overpowered means
And this demonstrates that you have never titled a youtube video
> No mention of Synesthesia?
Focused on low-level spells that would commonly be overlooked as I felt that would be more helpful for more people
Sorry that it made you mad enough to call me a noob!
@@SwingRipper Focuses on low level spells, but no mention of the most commonly known overpowered spell? Calm Emotions. Yeah, you're just full of crap. You are a noob. You just picked random spells for clout.