You know, the worst part of The Rules Lawyer doing 6 spells on a Top 5 Spells list is you can't do anything about it. You can't sue him. He's better at it than you.
Caster 1 begins charging Inner Radiance Torrent. Caster 2 delays until right before 1's next turn, and uses Collective Transposition to set up the perfect line for caster 1's blast.
You could also use Contingency with Dimension Door (or it’s remastered equivalent) to get the same affect. It takes a lot of spell slots, but it’s cool.
The level 6 Sorcerer feat Spell Relay is absolutely WILD for how it opens up tactical options, especially on cones and beams against intelligent enemies. For one reaction you let the ally treat you as the source of the spell instead of them, as long as you're within range of the spell. Your ally can get into position while you cast and then you can just fire your spell from them, as long as you're within 60/120' of them. Your enemies won't necessarily know to avoid lining up where your buddy is. He's not the one charging up the big shot.
1. Devil Form- AC granted is insane 2. Hypercognition- 6 Recall Knowledge actions for the price of one action spell 3. Soothe- 1d10+4 hitpoint healing per rank and +2 to saves against mental effects (which includes demoralize or frightened effects) for the duration of 1 minute, yes please.
I think the AC is just 1 better than the average AC per level? My lvl 15 bard had 36 AC and this gives 37. My lvl 15 champion had 39 AC. What is the insane AC gain you are looking at?
@@Wonderwall627 It is at equal scaling of having heavy armor, at least on a martial class. Devil Form is a level 6 spells which unlocks at level 11. You will have 33AC. That is exactly the same a level 11 Fighter with heavy armor on. So I agree the AC on Devil Form is not insane, but on par with martials.
@@Wonderwall627 Casters tend to be very fragile and have low AC. Yeah, it's only one better than the typical max for casters, but for that you'll have to have full Dexterity to meet Explorer's Clothing's +5 cap, or some armor proficiency (and still a bunch of Dex). And even then, a +1 is a +1!
You know, the Wizard in the Abom Vaults campaign I am running used Gravity well. The room had some pits in it.and the monsters ended up getting pulled in and falling to the level below, becoming hydra food. The best part was, when the wizard was considering whether to use it, the whole group chipped in and talked about how a wizard would consider angles and ricochets. and they all helped work out the best place to drop the spell. It ended the fight
If you want to push or pull off ledges you need a spell that specificly states it, such as Gravitational Pull or Kinetic Ram, RAW Gravity Well doesn't.
0:14 When you say « low effort arch », I think « oh yea, a short one this time! » When you say « I’m doing a top 5 », I think « so… between 6 and 8, right? » Let’s see! Thank you for all your hard work :)
this just reminded me of Horizon Thunder Sphere, and now I'm kicking myself a bit for not playing a character in the oneshot yesterday that basically just prepares Horizon Thunder Sphere in all their spellslots and screams "HORIZON (3 actions) THUNDER (2nd round) SPHERE (3 last actions)" if it works, it's sick, if it doesn't it's funny, more Megumin than Dragonball
One of the best uses of Gravity Well I"ve seen by my party was the caster casted Gravity Well during a retreat to yank several allies out of a flooding room and also clear enemies that were bodyblocking the only exit. The spell pulled the entire party out just in time so another PC could seal the flooding room and cut off half the enemy party. Would have been at one potential PC death, between being trapped in a flooding room or from all the reactionary strikes that the forced movement completely bypassed.
Inner Radiance Torrent plays really nicely with a Commander in the party. Commander can use Form Up to give a free stride. Delay properly so the commander is righr before you, and you can charge up the spell, then snipe from a good position
I'm glad you're giving attention to these kinds of spells! One of the things that really drew my friends and I to Pathfinder 2e in the beginning were all the spells and feats that radiated style and coolness. _Summon kaiju_ is one that was insane to me when I first read it (and is still super cool now!). Honestly, I wish you went over more spells like these, hopefully there'll be a part two in the future?
I love your content and I love your candidness about your political stance. It feels like everyone is so overwhelmed and exhausted these days that they've started avoiding politics/reality altogether. So it's refreshing, inspiring, and even relieving, to see someone so actively engaged with the terrible realities of the world who also manages to make time for nerdy joy and fun. You are one of my go-to's any time I need that little reminder that giving up on a better world is the easy way out. Looking forward to your next video and thank you again for everything you do outside of this channel!
Summon Kiju makes a for a great BBEG introduction. Either as the punctation to the big monolog, or as a cold open that finds the players draling with the after effects.
One spell I find vastly underrated is sigil. A simple cantrip that just leaves a small magical mark on something. You can turn it invisible or visible and you can have any number of them. You can remove it at will or just basically rubbing it off. Need a way to discretely mark some goods to figure out who's stealing them? Use sigil. Know you are facing some shape changers and need a way to identify allies at a moments notice? Sigil.
One of my favorite single-actions I took (which was as a player in the rules lawyer's FOTRP campaign) was quickened-casting 6th level roaring applause while in the middle of a group of drakes, having one of them AoO me, and then using unexpected transposition to switch places with another drake. This resulted in a drake trying to bite me but instead biting his heavily wounded friend who just teleported into his mouth, critting, killing him, and then having him and all of his friends applaud me. And I still had 2 more actions left 😬
I don't see why Inner Radiance Torrent would need to be errated? It's already not that good, having it scale at half the pace would make it really weak in my opinion
I'm personally a fan of Shadow Siphon. 5th rank so you won't get it before level 9, but it's a reaction to an ally within 60ft being damaged by magic, and it is effectively a more balanced 5e counterspell. You counteract the triggering spell, _treating Shadow Siphon's rank as 2 higher,_ and on a success, you halve _all damage dealt by the spell._ Everybody got caught in a rank 6 Fireball? Treat it mostly like a rank 3 Fireball. Somebody's taking damage from Floating Flame? That casting deals half damage for the rest of its duration. Someone took damage from Rose's Thorns? Even the terrain damage from it gets halved.
In Draggin' BallZ it was always weird how a character could spend multiple episodes summoning power from across the galaxy when his opponent could have disrupted the whole thing with a basic uppercut.
I like that you highlighted several spells that target either a willing or unwilling creature. I was very disappointed when spells like enlarge, shrink, & levitate were not included
7:18 Okay, I am very miffed that I was reminded of the existence of Conjure Animals in my Pathfinder video. That spell makes me very rationally angry, and I'm here to chill to Pathfinder design. But also, I will note. Aside from the number of summons, this spell is pretty similar to what summoning spells in Pathfinder 2e are like. Ronald here notes that Conjure Animals and others of its line are hard to run, unlike the Incarnation spells in PF2e, in part due to you having to look up monster statblocks. Every summoning spell in pf2e, except the Incarnate spells, are like this. All of them require the player to trawl through monster statblocks. Atleast, all of the ones I'm aware of. Perhaps I've missed some, in my inexperience. Incarnate spells are all high level. Exactly one is 5th level, while the rest are 8-9th level. Summon Kaiju is 10th level. This means that for the vast majority of the game, you're stuck with using actual monsters for your summons. I will also note that from Tasha's onward, D&D has switched over to summoning spells more along the lines of Incarnate spells from pf2e. The caster summons one creature with concentration. The statblock of the summoned creature is custom made for each spell. Most classes get these spells at class level 5. Druids get them at class level 3. Practically at the start of the game. They do have an annoying material component cost attached to them for some ungodly reason, but aside from that these solve all of Ronald's complaints here. I don't know why he brought up Conjure Animals, honestly. It's an old spell that's famous for being quite literally gamebreaking and broken. So famous for being broken in fact that the whole summoning spell system was essentially soft-replaced with a new one. It doesn't really add much to the video
Looking up monster statblocks is as you say brought up as "part" of the problem. The other big complaint is the summoner PC hogging table time. Plus, a summoned creature becomes part of the master's action economy, so it doesn't "double" the player's number of actions. Good to see WOTC doing new things, but I think the fact that CA is an "old spell" doesn't mitigate that its in the PHB. The playtest for their next edition unless I'm mistaken has not indicated they will address this.
@@TheRulesLawyerRPG Yes. As you say, the biggest problem with Conjure Animals and its sister spells are that they summon a massive number of creatures. I really don't know how it got past playtesting. But I don't see what it adds to the conversation? It being in the PHB is bad, sure, but it's as close to being erratad out as WoTC does. The Summon series of spells from Tasha's is very clearly an attempt to overhaul the summoning system from the ground up. I don't see why the action economy is a problem here. Pathfinder and 5e are very different systems in this regard. The cost of the Summon spells isn't action economy but rather _concentration._ The Summon spells are actually mediocre for their slot/power ratio, from what I've seen. Though, perhaps that says more about spell and martial design in 5e than anything else. And the Conjure series of spells actually are getting completely replaced in the new PHB. The playtest replaced the Conjure spells with effects more resembling the Incarnate spells from pf2e, with spell effects rather than summons. Conjure Animals in particular is essentially becoming a placeable spell attack based Spirit Guardians. No statblocks involved.
@@TheRulesLawyerRPGone of the last playtests actually did include changes to Conjure Animals, as well as all the other similar spells from the PHB. They don't summon creatures anymore but instead spirits which have different effects depending on the spell. All the actual summoning is relegated to the Tasha spells which were ported over. So it seems the new edition will completely do away with summoning actual monsters
I have a psychic with Gravity Well, Gravitational Pull and Kinetic Ram. These spells are great. I've pushed enemies off towers for an instant kill, pulled them into AOE's, set them up for flanks, broken grabs on allies, moved allies out of dangerous situations to name just a few examples. People are sleeping on forced movement spells.
Nice list. I am hearing some spells I have never heard of before. I am still relatively new to PF2. The list below shows the spells I would look out for on a caster: Cantrips: Electric Arc, Scatter Scree Level 1: Bless, Heal*/Soothe*, Grease Level 2: Laughing Fit, Enlarge Level 3: Slow, Haste, Fireball*, Fear (H+2) Level 4: Fly/Air Walk, Invisibility (H+2) Level 5: Synesthesia Level 6: Heroism (H+3), Slow (H+3) Level 7: Haste (H+4) Level 8: ? Level 9: Heroism (H+6), Synesthesia (H+4) I would like some feedback on the list. I am a big fan of spells that are reliable. So most of the spells on the list are buffs and healing. The exception is Fireball and certain debuffs, which can severely impact action economy and defenses. * needs upscaling to stay relevant --------------------------------------------------------------------------------------------------------------------------------------------------------------------- Note you mention Collective Transposition being powerful for what it can do. I am trying to theorize an optimal party composition. I am considering taking Kineticist archetype on a Cleric almost solely to get Four Winds. It has similar applications as Collective Transposition, but at a lot lower level and it can be used every turn. I would make all characters Elves (Nimble Elf, Fleet, Adopted Ancestry: Dwarf > Unburdened Iron) with 40ft speed and heavy armor. I believe 1 Cleric + 3 Fighters could be very strong. The Fighter has the Champion/Paladin (free archetype) + Psychic archetype. That's 3 focus points for Healing Hands and Retributive Strike at level 6. They use 2H reach weapons. Spreading out healing capabilities and having a dedicated healer seems like a good way to ensure no death spirals can occur as easily. The roles are as follows Cleric: healing, repositioning, buffing (bless, heroism, fly, haste), trip (whip). Fighter: DPS, damage mitigation, healing, teleport (warp step amped), buffing (bless, haste). The goal is to stay relatively close together and help each other get either Reaction Strikes or Retributive Strikes off. The Cleric will get everyone in position, heal/buff if necessary and trip enemies. At level 12 the Fighters will use Crashing Slam + Combat Reflexes to trigger both Reactive Strike and Retributive Strike consistently. Also with the help of being repositioned and everyone having reach.
I feel you're missing what rogues and wizards usually bring to a party. Skills (especially social), single target splash damage, targetting weaknesses/avoiding resistances, and AoE.
@@americannerdinnz I must admit the party is mostly combat oriented. The intelligence-based skills are lacking. All other attributes are reasonably high. I purposefully avoided intelligence because it is weak in combat. If the Champion/Psychic dedication did not require 14 Charisma, I would have probably dumped that too in favor of getting higher saving throws. Initially I thought I was missing (scaling) AoE. To solve this problem I looked at the Sorcerer. A Wyrmblessed and Draconic Sorcerer can get Dragon Breath relatively early and has good scaling. However, I concluded that it is probably better to have more healing instead. Three Fighters with enough sustain/healing/damage mitigation should be able to deal with both groups of enemies and bosses. At level 15 each Fighter gets Whirlwind Attack. All Fighters have Haste and the Cleric has Four Winds so it should not be too difficult to get into a good position. Each Fighter is basically a walking Fireball. Note that a Cleric does have some AoE options, but these seem a little lackluster and not worth it. That's why I rather would focus on buffs instead. The advantage of using buffs is that they are reliable. I feel like that with the amount of raw damage Fighter can do it is not necessary to target weaknesses. A Halberd can deal both slashing and piercing damage. In late game I would try to get elemental runes to target weaknesses. My DM likes to put resistances on enemies. Power Attack has been invaluable to deal with those resistances. I have heard usually in early game it is exceptional when enemies have resistances, so I would rather take Sudden Charge in an average campaign. Maybe it would be better to have a Sorcerer in the party instead of a Cleric. However, missing a Divine Font with multiple scaling Heals seems to be too big of a loss. I also don’t think it is right to go with only two Fighters as there would be a noticeable dps drop-off and less synergy in the party overall.
@@saprone8885 The idea of an army unit made me think of how well a Commander would fit into that party. With so many melee combatants and large movement speeds, the added mobility would be amazing. Do you have ranged options? If all of the Fighters are in plate mail, I assume you've dumped Dex?
@@americannerdinnz I saw the Commander and it looks promising. Especially Demoralizing Charge looks promising. I also like Form Up!, Pincer Attack and Hit Hard! at early levels. I wonder how strong it will be in practice. I am a little worried that the 30ft aura will be limiting opposed to something like Four Winds. I took Loose Time's Arrow on the Fighter for more mobility options aside Haste. I do not want the Fighters to specialize in ranged combat as it does too little damage for my taste to be worth it. Instead, I rely on reach with Reactive Strike against flying enemies at early levels. I took Sylph as heritage to get temporary flight during mid game and permanent flight at end game. The temporary flight is around the same level when Crashing Slam gets unlocked. Knocking enemies prone while in flight should deal with them. I did not dump Dexterity as I do not want to take too much damage from something like a Dragon breath attack. Furthermore, at late game Legendary Sneak seems insane both offensively and defensively. Dexterity will be quiet low for a while though as I cannot afford to points into it early game. I favored higher Constitution and Wisdom over it. I dumped Intelligence and only put 14/16 points into Charisma to unlock Champion and Psychic dedication. Here is the build I wrote a while back with an explanation: “The main goal is to get as many high accuracy attacks in as possible reliably. Furthermore I put emphasis on getting plenty speed to get into melee easier. I also tried to get scaled healing into the build for longer staying power. The skills are mostly focused on staying mobile and going into stealth at later levels. I avoided most debuffs, because of having a relatively low casting DC. As far as I am concerned what this build lacks is: - Trigger weaknesses (having property runes would help though) - Area of Effect damage (until level 15: Whirlwind Strike) - Applying debuffs (except prone/off-guard) ---------------------------------------------- # Setup: ---------------------------------------------- Class: Fighter Ancestry: Elf Heritage: Sylph Background: Martial Disciple (Acrobatics) Languages: Common, Elven ---------------------------------------------- # Equipment: ---------------------------------------------- Weapon: +3 Major Striking Halberd (property runes gm dependent) Armor: +3 Major Resilient Splint Mail ---------------------------------------------- # Stats at Max: ---------------------------------------------- - 37 to hit, 4d10 + 14 piercing / slashing - 45 armor class - 346 health points - 34 fortitude, 33 reflex, 33 will - 40 feet movement speed - 15 feet reach, Darkvision, flight permanent - 3/4 focus points (healing hands, warp step amped) ---------------------------------------------- # Sequence example at Max: ---------------------------------------------- 1. Fly 40ft / Hide (Legendary Sneak) / Healing Hands (60hp) 2. Crashing Slam (0 MAP) 3. Strike (-5 MAP, Weapon Supremacy) 4. Reactive Strike (0 MAP, Tactical Reflexes) 5. Nimble Strike / Retributive Strike / Opportune Backstab (0 MAP) ---------------------------------------------- # Ability Scores: ---------------------------------------------- 1. 18str, 14con, 12wis, 10dex, 10int, 14cha 5. 19str, 16con, 14wis, 12dex, 10int, 14cha 10. 20str, 18con, 16wis, 14dex, 10int, 14cha 15. 21str, 19con, 18wis, 16dex, 10int, 14cha 20. 22str, 20con, 18wis, 18dex, 10int, 16cha ---------------------------------------------- # Ancestry Feats: ---------------------------------------------- 1. Nimble Elf 5. Unburdened Iron 9. Wings of Air 13. Mountain's Stoutness 17. Eternal Wings ---------------------------------------------- # General Feats: ---------------------------------------------- 3. Adopted Ancestry, Dwarf 7. Fleet 11. Toughness 15. Incredible Initiative 19. Canny Acumen, Will ---------------------------------------------- # Fighter Feats: ---------------------------------------------- 1. Sudden Charge 2. Psychic Dedication, The Unbound Step, Warp Step 4. Basic Psychic Spellcasting 6. Psi Development, Warp Step Amped 8. Lunge 9. Slam Down 10. Crashing Slam 12. Tactical Reflexes 14. Lunging Stance 15. Whirlwind Strike (need Haste) 16. Expert Psychic Spellcasting 18. Master Psychic Spellcasting 20. Weapon Supremacy ---------------------------------------------- # Free Archetype Feats: ---------------------------------------------- 2. Champion Dedication, Paladin 4. Healing Touch 6. Champion's Reaction, Retributive Strike 8. Basic Devotion, Desperate Prayer 10. Rogue Dedication 12. Basic Trickery, Nimble Dodge 14. Advanced Trickery, Gang Up 16. Advanced Trickery, Opportune Backstab 18. Advanced Trickery, Nimble Roll 20. Advanced Trickery, Nimble Strike ---------------------------------------------- # Psychic Spells: ---------------------------------------------- 1. Bless 2. Loose Time's Arrow 3. Haste 4. Invisibility (H+2) 5. Scouting Eye 6. Heroism (H+3) 7. Haste (H+4) 8. Teleport (H+2) ---------------------------------------------- # Skill Feats: ---------------------------------------------- 1. Cat Fall 2. Trick Magic Item (Magic Wand, Tailwind) 4. Titan Wrestler 6. Nimble Crawl 8. Kip Up 10. Swift Sneak, Foil Senses 12. Root Magic 14. Disturbing Knowledge 16. Legendary Sneak 18. Slippery Prey 20. Roll Landing ---------------------------------------------- # Skill Increases: ---------------------------------------------- 1. acrobatics T, athletics T, stealth T, diplomacy T, intimidation T, warfare T 2. religion T, occultism T, survival T 3. acrobatics E 5. stealth E 7. acrobatics M 9. stealth M 10. thievery T, medicine T 11. occultism E 13. occultism M 15. stealth L 17. occultism L 19. acrobatics L ---------------------------------------------- # Other: ---------------------------------------------- 5. Weapon Mastery Group: Polearm 11. Armor Specialization: Composite 13. Weapon Legend Group: Polearm”
Gravity Well is an insane spell. Even without special terrain you can easily make enemies fall prone, then move your allies in to catch them when they want to stand up. It's very easy to make this spell action-positive.
I think this could be a fun series to start. Maybe go over some notable arcatypes like cavalier or familiar mastery. Because I've convinced myself cavalier is the strongest archetype for casters to grab thanks to its ability to safely disengage with little effort other than a single action
I think two of my favourite spells are: Boneshaker (to take control of the bones of my still living enemies). And Chromatic Ray (purely for the randomness). :3
This is a good list. Summon Kaiju looks like a lot of fun, I might try it sometime. I've got Inner Radiance Torrent on my Dark Knight, but I call it Strike of the Seven Stars. (Dragon Ball just isn't my thing.)
@@HenshinFanatic LOL! "Soul Eater" doesn't really fit the spell description, or my Dark Knight character. And Darkness is already a spell, which oddly enough, my character doesn't have in his repertoire. He's a Liberator Champion with the darkness domain spell Shadow Cloak, and it works for the build, so I didn't bother with Darkness.
@@HenshinFanatic Ah, I see. The FFXIV Dark Knight is the only one I'm kinda familiar with. I used the Trust system to level it to 80 for the Amaro mount, and I don't remember/care about the skill names.
@@KaminoZan Eh, they switched some of the names around by that point from what they were originally. As well as some unique skills only really in the MMO. I was more thinking FFIV, FFV, and other classic versions of the Dark Knight.
Roaring applause reminds me of how confusing fascinated is. It's almost a way to tank spellcasters, except it isn't really because the conditions to break it are essentially "be in combat". At best the enemy might be fascinated for one turn, but almost certainly not.
I like Collective Transposition quite a bit but Rank 6 is a bit high for it. I think it would have been fair at Rank 5. It is a boring answer but as someone who has played a Wizard for 20 levels I would have to go with the classic Slow. It is such an incredible spell!
For the two-round spells like Inner Radiance Torrent or Horizon Thunder Sphere, I have two questions if you decide to continue charging at the end of the first round: 1.) Can you delay choosing a target until the 2nd turn? I'm assuming yes, but it doesn't say one way or the other, and it isn't normally a concern. 2.) Can you choose, at the start of the 2nd turn, to immediately cast the spell as a q-turn, 3-action spell because the circumstances changed and you don't want to spend 3 actions charging it again any more?
I thought you were looking like Kim Kitsuragi from Disco Elysium before, but now when i've discovered that you are gay it's all coming together. You even have an orange jacket like he does. And yours personalities are matching too. And it's great, i love Kim and i enjoy your channel a lot.
Everything pre-Remaster is tagged "Legacy Content" on AON. That's more significant if there's a Remaster version (in this case there isn't). In PFS organized play things without a Remastered version are still legal.
for inner radiance torrent, can you do a short range teleport in between charging rounds if you are quickened or does that interrupt the casting? im sure theres a spell or ability that is 1 action
Great video! Thanks so much for this. My partner is playing a divine Sorcerer (Draconic bloodline) and loves this spell when he can get it to work. I'll suggest the Haste strategy when they get access to that spell rank (currently their level 4) He has been somewhat disgruntled with Divine spell choices and I can see why. Many of the spells feel very niche and our party already has a Bard, so auto-takes like bless don't really synergize. Any advice for him outside of looking for more to come from Player Core 2 or Tian Xia adding more Divine spells? I've advised him we can reflavor effects, but even with that, it's been hard on him.
Casters are toolboxes and can't really help without knowing more what he is looking for. Already, Player Core has put everything dragon related in all 4 traditions, so there's that
@TheRulesLawyerRPG Fair point and thank you for your reply. He started wanting to fortify and heal the party but Courageous Anthem covers do much that Bless does that it kinda shook him up. Our Bard is a melee bars and has been going more fear effects. So the healing has been going well but he gets that for free. I'm planning to add some more undead encounters which may give him more big moments.
Oh! Rules lawyer! I'm trying to learn pathfinder to gm it for some mates. But the very first trial combat has me a little confused. I made a cleric warpriest with a staff as the favored weapon, granting deadly simplicity and then using runic weapon on it. I spend an action to two-hand D8 the staff, and cast runic weapon on it. The deadly simplicity bumps up the D8 to a D10 and then the runic weapon makes it a 2D10? Is this wrong somehow? Or is that just how the warpriest rolls? The warpriest stole the show with a critical hit, doubling the already rather lofty damage and fully one-shot the shambling zombie he was up against. Am I missing something? 😅
I spent the first turn basically preparing the attack, while the shambler slowly approached. So in that sense I guess it makes sense? Maybe? Still feels wild and dubious.
Not the rules lawyer but fellow player. From the look of it your play seems correct. And yes warpriest clerics can deal a ton of damage in 1 hit this way thanks to runic weapon. This also would have worked if your deities favourite weapon would be something hitting for d12 like maul or greataxe. Keep in mind that you have to spend an extra turn preparring and this burst damage is limited to once or twice a day during early levels. Other martials do not need to prepare and can hit right away with their weapons getting in smaller amounts of damage over several rounds. The discrepancy with martials gets less pronounced once they get access to striking runes at lv 4.
Sounds correct! Yes crits are awesome from Level 1 And I assume you got this, but once you have that two-handed group you don't need to worry about repeating it. It's okay to explore with a two-handed grip on your staff
Slow has a remaster version, RA is legacy only. RA targets will save; Slow targets fortitude. (for will save: Bon Mot is great for charismatic diplomatic characters!!) RA requires sustained, Slow not. RA likely makes them lose their reaction (can be great or pointless) On a crit fail RA makes them fascinated (rather pointless and soon gone?) while Slow can makes them Slow 2 (which is obviously devastating)
@@lyracian : That's also a .. two good points! 1) RA is best with characters with Attack of Opportunity / Reactive Strike! 2) LF is one level lower. Do you prepare both LF (level 2) and Slow (level 3) ? (unless with fighters etc.)
If there's a chasm in between the enemy and PC and you place that Gravity Well on either side, someone is falling into the chasm, not getting pulled across the chasm and ending next to the other creature as you suggested. Forced movement: "If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like." Also, 8d4 for six actions is not an impressive level 2 spell. Sure it can be useful the one time in the entire level 1-20 campaign that you can get three enemies to line up and not move for two turns, but there are many way better spells. If this were a "cool" spells list I might agree, but it is definitely not anywhere near "amazing".
No, the creatures affected by Gravity Well wouldn't fall in the chasm either, since the spell is a move effect, not a push or pull one and it follows Forced movement rules. "All creatures and unsecured objects in the area move towards the center[...] others move as far as they can without being blocked[...] The creature moves[...]" - Gravity Well. If one wants to push or pull off a ledge need to use a spell that specificly states it(push and/or pull), such as Kinetic Ram or Gravitational Pull.
I have a lot of issues with Roaring Applause, I understand why my GM banned it. It's very anti-interactive and kinda does too much for its degrees of success.
You know, the worst part of The Rules Lawyer doing 6 spells on a Top 5 Spells list is you can't do anything about it. You can't sue him. He's better at it than you.
Caster 1 begins charging Inner Radiance Torrent. Caster 2 delays until right before 1's next turn, and uses Collective Transposition to set up the perfect line for caster 1's blast.
Oh! Like Goku setting up Picolo’s attack on Vegeta!
You could also use Contingency with Dimension Door (or it’s remastered equivalent) to get the same affect. It takes a lot of spell slots, but it’s cool.
@@kettleblaq6609 Instant Transmission Turtle Destruction Wave.
The level 6 Sorcerer feat Spell Relay is absolutely WILD for how it opens up tactical options, especially on cones and beams against intelligent enemies. For one reaction you let the ally treat you as the source of the spell instead of them, as long as you're within range of the spell. Your ally can get into position while you cast and then you can just fire your spell from them, as long as you're within 60/120' of them. Your enemies won't necessarily know to avoid lining up where your buddy is. He's not the one charging up the big shot.
I just realized that the Incarnate spells are basically a Final Fantasy VII summon.
Also Final Fantasy IV
I've noticed pathfinder borrowing liberaly from many franchises and I'm 100% here for it.
Roaring Applause is the perfect follow up to Bon mot.
Roast someone, get applause.
"Now that I've insulted you, you WILL clap for me!"
LOL
1. Devil Form- AC granted is insane
2. Hypercognition- 6 Recall Knowledge actions for the price of one action spell
3. Soothe- 1d10+4 hitpoint healing per rank and +2 to saves against mental effects (which includes demoralize or frightened effects) for the duration of 1 minute, yes please.
I think the AC is just 1 better than the average AC per level? My lvl 15 bard had 36 AC and this gives 37. My lvl 15 champion had 39 AC. What is the insane AC gain you are looking at?
@@Wonderwall627 It is at equal scaling of having heavy armor, at least on a martial class. Devil Form is a level 6 spells which unlocks at level 11. You will have 33AC. That is exactly the same a level 11 Fighter with heavy armor on. So I agree the AC on Devil Form is not insane, but on par with martials.
@@Wonderwall627 Casters tend to be very fragile and have low AC. Yeah, it's only one better than the typical max for casters, but for that you'll have to have full Dexterity to meet Explorer's Clothing's +5 cap, or some armor proficiency (and still a bunch of Dex). And even then, a +1 is a +1!
You know, the Wizard in the Abom Vaults campaign I am running used Gravity well.
The room had some pits in it.and the monsters ended up getting pulled in and falling to the level below, becoming hydra food.
The best part was, when the wizard was considering whether to use it, the whole group chipped in and talked about how a wizard would consider angles and ricochets. and they all helped work out the best place to drop the spell.
It ended the fight
If you want to push or pull off ledges you need a spell that specificly states it, such as Gravitational Pull or Kinetic Ram, RAW Gravity Well doesn't.
@@lexchxn Oh, I considered it a pull effect, because it was pulling everyone to the center.
0:14
When you say « low effort arch », I think « oh yea, a short one this time! »
When you say « I’m doing a top 5 », I think « so… between 6 and 8, right? »
Let’s see!
Thank you for all your hard work :)
this just reminded me of Horizon Thunder Sphere, and now I'm kicking myself a bit for not playing a character in the oneshot yesterday that basically just prepares Horizon Thunder Sphere in all their spellslots and screams "HORIZON (3 actions) THUNDER (2nd round) SPHERE (3 last actions)" if it works, it's sick, if it doesn't it's funny, more Megumin than Dragonball
Summon Kaiju makes me think of Final Fantasy summons where big creature shows up to do a lot of damage then leaves.
One of the best uses of Gravity Well I"ve seen by my party was the caster casted Gravity Well during a retreat to yank several allies out of a flooding room and also clear enemies that were bodyblocking the only exit. The spell pulled the entire party out just in time so another PC could seal the flooding room and cut off half the enemy party. Would have been at one potential PC death, between being trapped in a flooding room or from all the reactionary strikes that the forced movement completely bypassed.
Inner Radiance Torrent plays really nicely with a Commander in the party.
Commander can use Form Up to give a free stride.
Delay properly so the commander is righr before you, and you can charge up the spell, then snipe from a good position
I'm glad you're giving attention to these kinds of spells! One of the things that really drew my friends and I to Pathfinder 2e in the beginning were all the spells and feats that radiated style and coolness. _Summon kaiju_ is one that was insane to me when I first read it (and is still super cool now!). Honestly, I wish you went over more spells like these, hopefully there'll be a part two in the future?
I plan to do similar vids!
@@TheRulesLawyerRPG Awesome!
Guides for combat roles like in D&D 4e (or City of Heroes before that) would be more broadly applicable.
I love your content and I love your candidness about your political stance.
It feels like everyone is so overwhelmed and exhausted these days that they've started avoiding politics/reality altogether. So it's refreshing, inspiring, and even relieving, to see someone so actively engaged with the terrible realities of the world who also manages to make time for nerdy joy and fun. You are one of my go-to's any time I need that little reminder that giving up on a better world is the easy way out.
Looking forward to your next video and thank you again for everything you do outside of this channel!
Unexpected Transition is basically substatution jutsu. I change places with the log over there. ;)
Nah man check out wooden double, a 3rd level primal spell from RoE
Ronald will we be seeing a new class shopping guide? It's been quite a while since the last one and there's been quite a few additions since then!
Let the man have his low effort arc.
Summon Kiju makes a for a great BBEG introduction. Either as the punctation to the big monolog, or as a cold open that finds the players draling with the after effects.
I love how Incarnates follow the JRPG summoning trope. It's a character fantasy I've always loved
Didn't find the Logan Bonner link, Ronald. Great list, and explanations here as well! 👊
Adding now
@@TheRulesLawyerRPG Thnx!
One spell I find vastly underrated is sigil. A simple cantrip that just leaves a small magical mark on something. You can turn it invisible or visible and you can have any number of them. You can remove it at will or just basically rubbing it off.
Need a way to discretely mark some goods to figure out who's stealing them? Use sigil. Know you are facing some shape changers and need a way to identify allies at a moments notice? Sigil.
One of my favorite single-actions I took (which was as a player in the rules lawyer's FOTRP campaign) was quickened-casting 6th level roaring applause while in the middle of a group of drakes, having one of them AoO me, and then using unexpected transposition to switch places with another drake.
This resulted in a drake trying to bite me but instead biting his heavily wounded friend who just teleported into his mouth, critting, killing him, and then having him and all of his friends applaud me. And I still had 2 more actions left 😬
I don't see why Inner Radiance Torrent would need to be errated? It's already not that good, having it scale at half the pace would make it really weak in my opinion
I'm personally a fan of Shadow Siphon. 5th rank so you won't get it before level 9, but it's a reaction to an ally within 60ft being damaged by magic, and it is effectively a more balanced 5e counterspell. You counteract the triggering spell, _treating Shadow Siphon's rank as 2 higher,_ and on a success, you halve _all damage dealt by the spell._ Everybody got caught in a rank 6 Fireball? Treat it mostly like a rank 3 Fireball. Somebody's taking damage from Floating Flame? That casting deals half damage for the rest of its duration. Someone took damage from Rose's Thorns? Even the terrain damage from it gets halved.
I haven't watched this yet but I'm so ready for the list to start with spell number 8 :D
Best use of gravity well was to throw 4 enemies from the top of the tower into a 450ft fall
In Draggin' BallZ it was always weird how a character could spend multiple episodes summoning power from across the galaxy when his opponent could have disrupted the whole thing with a basic uppercut.
I like that you highlighted several spells that target either a willing or unwilling creature. I was very disappointed when spells like enlarge, shrink, & levitate were not included
7:18 Okay, I am very miffed that I was reminded of the existence of Conjure Animals in my Pathfinder video. That spell makes me very rationally angry, and I'm here to chill to Pathfinder design.
But also, I will note. Aside from the number of summons, this spell is pretty similar to what summoning spells in Pathfinder 2e are like. Ronald here notes that Conjure Animals and others of its line are hard to run, unlike the Incarnation spells in PF2e, in part due to you having to look up monster statblocks.
Every summoning spell in pf2e, except the Incarnate spells, are like this. All of them require the player to trawl through monster statblocks. Atleast, all of the ones I'm aware of. Perhaps I've missed some, in my inexperience.
Incarnate spells are all high level. Exactly one is 5th level, while the rest are 8-9th level. Summon Kaiju is 10th level. This means that for the vast majority of the game, you're stuck with using actual monsters for your summons.
I will also note that from Tasha's onward, D&D has switched over to summoning spells more along the lines of Incarnate spells from pf2e. The caster summons one creature with concentration. The statblock of the summoned creature is custom made for each spell. Most classes get these spells at class level 5. Druids get them at class level 3. Practically at the start of the game. They do have an annoying material component cost attached to them for some ungodly reason, but aside from that these solve all of Ronald's complaints here.
I don't know why he brought up Conjure Animals, honestly. It's an old spell that's famous for being quite literally gamebreaking and broken. So famous for being broken in fact that the whole summoning spell system was essentially soft-replaced with a new one. It doesn't really add much to the video
Looking up monster statblocks is as you say brought up as "part" of the problem. The other big complaint is the summoner PC hogging table time. Plus, a summoned creature becomes part of the master's action economy, so it doesn't "double" the player's number of actions.
Good to see WOTC doing new things, but I think the fact that CA is an "old spell" doesn't mitigate that its in the PHB. The playtest for their next edition unless I'm mistaken has not indicated they will address this.
@@TheRulesLawyerRPG Yes. As you say, the biggest problem with Conjure Animals and its sister spells are that they summon a massive number of creatures. I really don't know how it got past playtesting. But I don't see what it adds to the conversation? It being in the PHB is bad, sure, but it's as close to being erratad out as WoTC does. The Summon series of spells from Tasha's is very clearly an attempt to overhaul the summoning system from the ground up.
I don't see why the action economy is a problem here. Pathfinder and 5e are very different systems in this regard. The cost of the Summon spells isn't action economy but rather _concentration._ The Summon spells are actually mediocre for their slot/power ratio, from what I've seen. Though, perhaps that says more about spell and martial design in 5e than anything else.
And the Conjure series of spells actually are getting completely replaced in the new PHB. The playtest replaced the Conjure spells with effects more resembling the Incarnate spells from pf2e, with spell effects rather than summons. Conjure Animals in particular is essentially becoming a placeable spell attack based Spirit Guardians. No statblocks involved.
@@TheRulesLawyerRPGone of the last playtests actually did include changes to Conjure Animals, as well as all the other similar spells from the PHB. They don't summon creatures anymore but instead spirits which have different effects depending on the spell. All the actual summoning is relegated to the Tasha spells which were ported over.
So it seems the new edition will completely do away with summoning actual monsters
Charging spells is so cool. Hope to see more of it!
P2E spell casters might not be damage dealers par excellence, but there are so many fun and interesting spells
I have a psychic with Gravity Well, Gravitational Pull and Kinetic Ram. These spells are great. I've pushed enemies off towers for an instant kill, pulled them into AOE's, set them up for flanks, broken grabs on allies, moved allies out of dangerous situations to name just a few examples. People are sleeping on forced movement spells.
Nice list. I am hearing some spells I have never heard of before. I am still relatively new to PF2.
The list below shows the spells I would look out for on a caster:
Cantrips: Electric Arc, Scatter Scree
Level 1: Bless, Heal*/Soothe*, Grease
Level 2: Laughing Fit, Enlarge
Level 3: Slow, Haste, Fireball*, Fear (H+2)
Level 4: Fly/Air Walk, Invisibility (H+2)
Level 5: Synesthesia
Level 6: Heroism (H+3), Slow (H+3)
Level 7: Haste (H+4)
Level 8: ?
Level 9: Heroism (H+6), Synesthesia (H+4)
I would like some feedback on the list.
I am a big fan of spells that are reliable. So most of the spells on the list are buffs and healing. The exception is Fireball and certain debuffs, which can severely impact action economy and defenses.
* needs upscaling to stay relevant
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Note you mention Collective Transposition being powerful for what it can do. I am trying to theorize an optimal party composition. I am considering taking Kineticist archetype on a Cleric almost solely to get Four Winds. It has similar applications as Collective Transposition, but at a lot lower level and it can be used every turn. I would make all characters Elves (Nimble Elf, Fleet, Adopted Ancestry: Dwarf > Unburdened Iron) with 40ft speed and heavy armor.
I believe 1 Cleric + 3 Fighters could be very strong. The Fighter has the Champion/Paladin (free archetype) + Psychic archetype. That's 3 focus points for Healing Hands and Retributive Strike at level 6. They use 2H reach weapons. Spreading out healing capabilities and having a dedicated healer seems like a good way to ensure no death spirals can occur as easily.
The roles are as follows Cleric: healing, repositioning, buffing (bless, heroism, fly, haste), trip (whip). Fighter: DPS, damage mitigation, healing, teleport (warp step amped), buffing (bless, haste). The goal is to stay relatively close together and help each other get either Reaction Strikes or Retributive Strikes off. The Cleric will get everyone in position, heal/buff if necessary and trip enemies.
At level 12 the Fighters will use Crashing Slam + Combat Reflexes to trigger both Reactive Strike and Retributive Strike consistently. Also with the help of being repositioned and everyone having reach.
I feel you're missing what rogues and wizards usually bring to a party. Skills (especially social), single target splash damage, targetting weaknesses/avoiding resistances, and AoE.
@@americannerdinnz I must admit the party is mostly combat oriented. The intelligence-based skills are lacking. All other attributes are reasonably high. I purposefully avoided intelligence because it is weak in combat. If the Champion/Psychic dedication did not require 14 Charisma, I would have probably dumped that too in favor of getting higher saving throws.
Initially I thought I was missing (scaling) AoE. To solve this problem I looked at the Sorcerer. A Wyrmblessed and Draconic Sorcerer can get Dragon Breath relatively early and has good scaling. However, I concluded that it is probably better to have more healing instead. Three Fighters with enough sustain/healing/damage mitigation should be able to deal with both groups of enemies and bosses.
At level 15 each Fighter gets Whirlwind Attack. All Fighters have Haste and the Cleric has Four Winds so it should not be too difficult to get into a good position. Each Fighter is basically a walking Fireball.
Note that a Cleric does have some AoE options, but these seem a little lackluster and not worth it. That's why I rather would focus on buffs instead. The advantage of using buffs is that they are reliable.
I feel like that with the amount of raw damage Fighter can do it is not necessary to target weaknesses. A Halberd can deal both slashing and piercing damage. In late game I would try to get elemental runes to target weaknesses.
My DM likes to put resistances on enemies. Power Attack has been invaluable to deal with those resistances. I have heard usually in early game it is exceptional when enemies have resistances, so I would rather take Sudden Charge in an average campaign.
Maybe it would be better to have a Sorcerer in the party instead of a Cleric. However, missing a Divine Font with multiple scaling Heals seems to be too big of a loss. I also don’t think it is right to go with only two Fighters as there would be a noticeable dps drop-off and less synergy in the party overall.
@@saprone8885 It sounds like a well designed combat unit for a fantasy army more than an adventuring party. But I think that's just a matter of taste.
@@saprone8885 The idea of an army unit made me think of how well a Commander would fit into that party. With so many melee combatants and large movement speeds, the added mobility would be amazing.
Do you have ranged options? If all of the Fighters are in plate mail, I assume you've dumped Dex?
@@americannerdinnz I saw the Commander and it looks promising. Especially Demoralizing Charge looks promising. I also like Form Up!, Pincer Attack and Hit Hard! at early levels. I wonder how strong it will be in practice. I am a little worried that the 30ft aura will be limiting opposed to something like Four Winds. I took Loose Time's Arrow on the Fighter for more mobility options aside Haste.
I do not want the Fighters to specialize in ranged combat as it does too little damage for my taste to be worth it. Instead, I rely on reach with Reactive Strike against flying enemies at early levels. I took Sylph as heritage to get temporary flight during mid game and permanent flight at end game. The temporary flight is around the same level when Crashing Slam gets unlocked. Knocking enemies prone while in flight should deal with them.
I did not dump Dexterity as I do not want to take too much damage from something like a Dragon breath attack. Furthermore, at late game Legendary Sneak seems insane both offensively and defensively. Dexterity will be quiet low for a while though as I cannot afford to points into it early game. I favored higher Constitution and Wisdom over it. I dumped Intelligence and only put 14/16 points into Charisma to unlock Champion and Psychic dedication.
Here is the build I wrote a while back with an explanation:
“The main goal is to get as many high accuracy attacks in as possible reliably.
Furthermore I put emphasis on getting plenty speed to get into melee easier.
I also tried to get scaled healing into the build for longer staying power.
The skills are mostly focused on staying mobile and going into stealth at later levels.
I avoided most debuffs, because of having a relatively low casting DC.
As far as I am concerned what this build lacks is:
- Trigger weaknesses (having property runes would help though)
- Area of Effect damage (until level 15: Whirlwind Strike)
- Applying debuffs (except prone/off-guard)
----------------------------------------------
# Setup:
----------------------------------------------
Class: Fighter
Ancestry: Elf
Heritage: Sylph
Background: Martial Disciple (Acrobatics)
Languages: Common, Elven
----------------------------------------------
# Equipment:
----------------------------------------------
Weapon: +3 Major Striking Halberd (property runes gm dependent)
Armor: +3 Major Resilient Splint Mail
----------------------------------------------
# Stats at Max:
----------------------------------------------
- 37 to hit, 4d10 + 14 piercing / slashing
- 45 armor class
- 346 health points
- 34 fortitude, 33 reflex, 33 will
- 40 feet movement speed
- 15 feet reach, Darkvision, flight permanent
- 3/4 focus points (healing hands, warp step amped)
----------------------------------------------
# Sequence example at Max:
----------------------------------------------
1. Fly 40ft / Hide (Legendary Sneak) / Healing Hands (60hp)
2. Crashing Slam (0 MAP)
3. Strike (-5 MAP, Weapon Supremacy)
4. Reactive Strike (0 MAP, Tactical Reflexes)
5. Nimble Strike / Retributive Strike / Opportune Backstab (0 MAP)
----------------------------------------------
# Ability Scores:
----------------------------------------------
1. 18str, 14con, 12wis, 10dex, 10int, 14cha
5. 19str, 16con, 14wis, 12dex, 10int, 14cha
10. 20str, 18con, 16wis, 14dex, 10int, 14cha
15. 21str, 19con, 18wis, 16dex, 10int, 14cha
20. 22str, 20con, 18wis, 18dex, 10int, 16cha
----------------------------------------------
# Ancestry Feats:
----------------------------------------------
1. Nimble Elf
5. Unburdened Iron
9. Wings of Air
13. Mountain's Stoutness
17. Eternal Wings
----------------------------------------------
# General Feats:
----------------------------------------------
3. Adopted Ancestry, Dwarf
7. Fleet
11. Toughness
15. Incredible Initiative
19. Canny Acumen, Will
----------------------------------------------
# Fighter Feats:
----------------------------------------------
1. Sudden Charge
2. Psychic Dedication, The Unbound Step, Warp Step
4. Basic Psychic Spellcasting
6. Psi Development, Warp Step Amped
8. Lunge
9. Slam Down
10. Crashing Slam
12. Tactical Reflexes
14. Lunging Stance
15. Whirlwind Strike (need Haste)
16. Expert Psychic Spellcasting
18. Master Psychic Spellcasting
20. Weapon Supremacy
----------------------------------------------
# Free Archetype Feats:
----------------------------------------------
2. Champion Dedication, Paladin
4. Healing Touch
6. Champion's Reaction, Retributive Strike
8. Basic Devotion, Desperate Prayer
10. Rogue Dedication
12. Basic Trickery, Nimble Dodge
14. Advanced Trickery, Gang Up
16. Advanced Trickery, Opportune Backstab
18. Advanced Trickery, Nimble Roll
20. Advanced Trickery, Nimble Strike
----------------------------------------------
# Psychic Spells:
----------------------------------------------
1. Bless
2. Loose Time's Arrow
3. Haste
4. Invisibility (H+2)
5. Scouting Eye
6. Heroism (H+3)
7. Haste (H+4)
8. Teleport (H+2)
----------------------------------------------
# Skill Feats:
----------------------------------------------
1. Cat Fall
2. Trick Magic Item (Magic Wand, Tailwind)
4. Titan Wrestler
6. Nimble Crawl
8. Kip Up
10. Swift Sneak, Foil Senses
12. Root Magic
14. Disturbing Knowledge
16. Legendary Sneak
18. Slippery Prey
20. Roll Landing
----------------------------------------------
# Skill Increases:
----------------------------------------------
1. acrobatics T, athletics T, stealth T, diplomacy T, intimidation T, warfare T
2. religion T, occultism T, survival T
3. acrobatics E
5. stealth E
7. acrobatics M
9. stealth M
10. thievery T, medicine T
11. occultism E
13. occultism M
15. stealth L
17. occultism L
19. acrobatics L
----------------------------------------------
# Other:
----------------------------------------------
5. Weapon Mastery Group: Polearm
11. Armor Specialization: Composite
13. Weapon Legend Group: Polearm”
Gravity Well is an insane spell. Even without special terrain you can easily make enemies fall prone, then move your allies in to catch them when they want to stand up. It's very easy to make this spell action-positive.
I think this could be a fun series to start. Maybe go over some notable arcatypes like cavalier or familiar mastery. Because I've convinced myself cavalier is the strongest archetype for casters to grab thanks to its ability to safely disengage with little effort other than a single action
I prefer Laughing Fit to Roaring Applause. It doesn't make the target trigger reaction but it's a rank 2 spell instead of 3
I think two of my favourite spells are:
Boneshaker (to take control of the bones of my still living enemies).
And Chromatic Ray (purely for the randomness). :3
I wanna see your favorite kineticist impulses! Just started playing a wood kineticist after my gunslinger died and it’s been awesome.
This is a good list. Summon Kaiju looks like a lot of fun, I might try it sometime.
I've got Inner Radiance Torrent on my Dark Knight, but I call it Strike of the Seven Stars. (Dragon Ball just isn't my thing.)
You don't go with classics like Soul Eater, or Darkness?
@@HenshinFanatic LOL! "Soul Eater" doesn't really fit the spell description, or my Dark Knight character. And Darkness is already a spell, which oddly enough, my character doesn't have in his repertoire. He's a Liberator Champion with the darkness domain spell Shadow Cloak, and it works for the build, so I didn't bother with Darkness.
@@KaminoZan No, I meant the FF abilities.
@@HenshinFanatic Ah, I see. The FFXIV Dark Knight is the only one I'm kinda familiar with. I used the Trust system to level it to 80 for the Amaro mount, and I don't remember/care about the skill names.
@@KaminoZan Eh, they switched some of the names around by that point from what they were originally. As well as some unique skills only really in the MMO. I was more thinking FFIV, FFV, and other classic versions of the Dark Knight.
I like how 1/3rd of the list were spells I abused on Julved lol
Roaring applause reminds me of how confusing fascinated is. It's almost a way to tank spellcasters, except it isn't really because the conditions to break it are essentially "be in combat". At best the enemy might be fascinated for one turn, but almost certainly not.
I think the Slow spell is the most powerful spell and it is actually broken. It needs the incapacitation trait for balance.
I like Collective Transposition quite a bit but Rank 6 is a bit high for it. I think it would have been fair at Rank 5. It is a boring answer but as someone who has played a Wizard for 20 levels I would have to go with the classic Slow. It is such an incredible spell!
For the two-round spells like Inner Radiance Torrent or Horizon Thunder Sphere, I have two questions if you decide to continue charging at the end of the first round:
1.) Can you delay choosing a target until the 2nd turn? I'm assuming yes, but it doesn't say one way or the other, and it isn't normally a concern.
2.) Can you choose, at the start of the 2nd turn, to immediately cast the spell as a q-turn, 3-action spell because the circumstances changed and you don't want to spend 3 actions charging it again any more?
You look like Kim Kitsuragi from Disco Elysium
Ronald looks like he just broke out of prison
It's his Uncle Roger cosplay Hai-YAAAA.
I keep forgetting how good two-round spells are for giving to an enemy caster to create a tense moment.
I thought you were looking like Kim Kitsuragi from Disco Elysium before, but now when i've discovered that you are gay it's all coming together. You even have an orange jacket like he does. And yours personalities are matching too. And it's great, i love Kim and i enjoy your channel a lot.
Kameh... I mean; Inner Radiance Torrent: You seem to use the legacy spell?
Everything pre-Remaster is tagged "Legacy Content" on AON. That's more significant if there's a Remaster version (in this case there isn't). In PFS organized play things without a Remastered version are still legal.
for inner radiance torrent, can you do a short range teleport in between charging rounds if you are quickened or does that interrupt the casting? im sure theres a spell or ability that is 1 action
If you're quickened and you can Stride, you can Stride to a different location
(Also, other PCs can move you!)
Great video! Thanks so much for this. My partner is playing a divine Sorcerer (Draconic bloodline) and loves this spell when he can get it to work. I'll suggest the Haste strategy when they get access to that spell rank (currently their level 4)
He has been somewhat disgruntled with Divine spell choices and I can see why. Many of the spells feel very niche and our party already has a Bard, so auto-takes like bless don't really synergize. Any advice for him outside of looking for more to come from Player Core 2 or Tian Xia adding more Divine spells? I've advised him we can reflavor effects, but even with that, it's been hard on him.
Casters are toolboxes and can't really help without knowing more what he is looking for. Already, Player Core has put everything dragon related in all 4 traditions, so there's that
@TheRulesLawyerRPG Fair point and thank you for your reply.
He started wanting to fortify and heal the party but Courageous Anthem covers do much that Bless does that it kinda shook him up. Our Bard is a melee bars and has been going more fear effects. So the healing has been going well but he gets that for free.
I'm planning to add some more undead encounters which may give him more big moments.
Oh! Rules lawyer! I'm trying to learn pathfinder to gm it for some mates. But the very first trial combat has me a little confused. I made a cleric warpriest with a staff as the favored weapon, granting deadly simplicity and then using runic weapon on it.
I spend an action to two-hand D8 the staff, and cast runic weapon on it. The deadly simplicity bumps up the D8 to a D10 and then the runic weapon makes it a 2D10? Is this wrong somehow? Or is that just how the warpriest rolls?
The warpriest stole the show with a critical hit, doubling the already rather lofty damage and fully one-shot the shambling zombie he was up against.
Am I missing something? 😅
I spent the first turn basically preparing the attack, while the shambler slowly approached. So in that sense I guess it makes sense? Maybe? Still feels wild and dubious.
Not the rules lawyer but fellow player. From the look of it your play seems correct. And yes warpriest clerics can deal a ton of damage in 1 hit this way thanks to runic weapon. This also would have worked if your deities favourite weapon would be something hitting for d12 like maul or greataxe.
Keep in mind that you have to spend an extra turn preparring and this burst damage is limited to once or twice a day during early levels. Other martials do not need to prepare and can hit right away with their weapons getting in smaller amounts of damage over several rounds.
The discrepancy with martials gets less pronounced once they get access to striking runes at lv 4.
Sounds correct! Yes crits are awesome from Level 1
And I assume you got this, but once you have that two-handed group you don't need to worry about repeating it. It's okay to explore with a two-handed grip on your staff
wow. that is very orange
I'm not sold on gravity well or benign transposition. I think they are cool concepts but pretty meh in actual play.
I know it's not a spell, but... Ambush Bladderwort.
Yeah, it's an impulse, but... Ambush Bladderwort.
Ambush Bladderwort.
Needing to use haste to function wouldn´t be a band aid instead of a solution to a bad design mechanic?
Summon Kaiju is the best reason to play a druid.
I think "Unexpected Transposition" and "Collective Transposition " don't exist in the Remastered version.
summon Kaiju is like Final Fantasy Bestia Summons xD
What about horizon thunder sphere?
Run debate: Roaring Applause or Slow?
Slow has a remaster version, RA is legacy only.
RA targets will save; Slow targets fortitude. (for will save: Bon Mot is great for charismatic diplomatic characters!!)
RA requires sustained, Slow not.
RA likely makes them lose their reaction (can be great or pointless)
On a crit fail RA makes them fascinated (rather pointless and soon gone?) while Slow can makes them Slow 2 (which is obviously devastating)
@@SigurdBraathen I prefer Laughing Fit for being a level lower unless you have the party to exploit that manipulate trait on Failure.
@@lyracian : That's also a .. two good points!
1) RA is best with characters with Attack of Opportunity / Reactive Strike!
2) LF is one level lower.
Do you prepare both LF (level 2) and Slow (level 3) ? (unless with fighters etc.)
Is there a hadoken spell?
Upcast at 10th level a 2 round Inner Radiance is 72d4? lmao
I hope you brought your dice bag.
whadayoumean Instant Parade's not top 5!?
SMH. Didn't even mention Rider Kick--er--I mean Blazing Dive.
Blazing dive is obviously Bandit Bringer
Inner Radiance Torrent is thematically pretty cool. But mechanically so so bad.
I love the idea of Inner Radiance Torrent. In practice, not so useful though.
If there's a chasm in between the enemy and PC and you place that Gravity Well on either side, someone is falling into the chasm, not getting pulled across the chasm and ending next to the other creature as you suggested. Forced movement: "If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like."
Also, 8d4 for six actions is not an impressive level 2 spell. Sure it can be useful the one time in the entire level 1-20 campaign that you can get three enemies to line up and not move for two turns, but there are many way better spells. If this were a "cool" spells list I might agree, but it is definitely not anywhere near "amazing".
Depends how far you pull. Gravity Well can pull far enough to bring someone to the other side.
I'm not errata'ing IRT in my games
No, the creatures affected by Gravity Well wouldn't fall in the chasm either, since the spell is a move effect, not a push or pull one and it follows Forced movement rules.
"All creatures and unsecured objects in the area move towards the center[...] others move as far as they can without being blocked[...] The creature moves[...]" - Gravity Well.
If one wants to push or pull off a ledge need to use a spell that specificly states it(push and/or pull), such as Kinetic Ram or Gravitational Pull.
I have a lot of issues with Roaring Applause, I understand why my GM banned it. It's very anti-interactive and kinda does too much for its degrees of success.
I'm enjoying the low effort arc.
wait a second, Roaring Applause isn't even its own spell-it's just Laughing Fit in disguise!
Too bad summoner can't learn summon kaiju with legendary summoner
Remember, folks: "That's bullshit, I'll allow it" is *always* something the GM can say. Try it at your tables today!
If it's any consolation there's a scroll. But Rank 10 spells are super expensive!
Marketing suggestion: rather than "low effort" why not say clickbait?
Uff if these are the best spells then magic just sucks
Bro's in his low effort era.