The best spells in Pathfinder: Wrath of the Righteous to vanquish enemies.
There’s no fun just using swords, shields, and bows in a high fantasy game like Pathfinder: Wrath of the Righteous. To truly immerse yourself in the game and enjoy it, you need to experience all the unique things the genre offers. Using magic and spells is one of them. Casting spells is a staple in all RPGs, and honestly, you should always pick the classes that can cast powerful and engaging magical spells. You’ll be stronger than anyone in addition to having loads of fun.
The game offers a variety of classes with a variety of abilities. Some of these classes can cast different types or only a single type of spell. The most flexible spellcasters include the Wizard, Magus, Cleric, Sorcerer, Alchemist, Arcanist, etc., with the Sorcerer being the strongest. For Wizards, you need to choose magical schools to study and learn magic. For Sorcerers, your powers depend on your chosen Bloodline. Furthermore, other classes can use spells to fight, support, and heal. But the Sorcerer and its archetype are still the best to use.
Pathfinder: Wrath of the Righteous has countless spells to choose from, and a lot of them are actually confusing when trying to understand their complex rules, as the mechanics play similarly to D&D. Hence, this guide lists some of the best spells in Pathfinder: Wrath of the Righteous, so that you know which ones to pursue and use to decimate foes. In fact, people are still discovering new spells and abilities within the game.
There are 8 types of Spells in the game. These are:
- Transmutation
- Enchantment
- Necromancy
- Abjuration
- Conjuration
- Divination
- Evocation
- Illusion
Classes can use a combination of spell types, but only Sorcerers can use all of them.
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10 Best Spells in Pathfinder: Wrath of the Righteous
10. Glitterdust – Conjuration
- Level: 2
- Duration: 1 hour/level
- Saving Throw: Will negate (blinding only)
- Spell Resistance: Not affected by the target’s spell resistance
- Casting Time: Standard Action
- Acquired by: Witch, Sorcerer, Wizard, Bard, Magus, Skald
Glitterdust summons and showers golden dust that blinds and outlines hidden enemies within a 10ft radius. Enemies must perform saving throws to negate the blinding, making them vulnerable. Furthermore, the outlining also decreases enemy stealth by 40 points.
9. False Grace – Necromancy
- Level: 6
- Duration: 1 hour/level
- Saving Throw: none
- Spell Resistance: Not affected by the target’s spell resistance
- Casting Time: Standard Action
- Acquired by: Lich
False Grace is a powerful spell that deals damage, inflicts status changes, or buffs characters, working the same as False Life. But this level 6 spells all allies within a 30ft radius and grants temporary hit points to 3d10+ caster level.
8. Share Memory – Divination
- Level: 2
- Duration: Instant
- Saving Throw: Will negate
- Spell Resistance: yes
- Casting Time: Standard Action
- Acquired by: Bard, Sorcerer, Wizard, Witch
This spell is more useful outside of battle when interacting with characters. While battling, you need to get close to the target and apply various status effects and nerfs to them.
But you can use this spell outside of battle to share memories with targets. This allows you to discover hidden information, plots, or secrets someone is hiding.
7. Finger of Death – Necromancy
- Level: 7
- Duration: none
- Saving Throw: Fortitude Partial
- Spell Resistance: Not affected by the target’s spell resistance
- Casting Time: Standard Action
- Acquired by: Sorcerer, Wizard, Druid, Arcanist
As the name suggests, this spell has the potential to cause instant death to the target due to its high damage capability. Finger of Death causes 10 points of damage per caster level, which is often enough for a one-shot kill, especially to low-level enemies.
On the other hand, targets take 3d6 points of damage +1 point per caster level if a Fortitude saving throw is achieved.
6. Mage Hand, Cantrip – Transmutation
- Level: 0
- Duration: Concentration
- Saving Throw: none
- Spell Resistance: none
- Casting Time: Standard Action
- Acquired by: Bard, Magus, Sorcerer, Wizard, Summoner
Mage Hand is almost an overpowered spell that lets you use telekinesis to move objects up to five pounds within a 25 feet radius. This is another spell that is also useful outside of battle while adventuring. It helps you to pick up hidden objects, treasures, and far-away items. Or even take away items valuable to enemies.
5. Create Pit – Conjuration
- Level: 2
- Duration: 1 round + 1 round/level
- Saving Throw: Reflex negates
- Spell Resistance: Not affected by the target’s spell resistance
- Casting Time: Standard Action
- Acquired by: Arcanist, Sorcerer
The perfect spell for crowd control. Creat Pit is a spell that can change the tides of battle on a whim. It conjures up an extra-dimensional hole with a depth of 10 feet per two caster levels and a maximum of 30 feet. Due to its massless properties, it can be cast anywhere, making it a great threat.
Any opponents who fall into this take damage continuously unless they save themselves with a Reflex saving throw. Furthermore, creatures adjacent to the pit may fall into it and must save themselves with a Reflex saving throw.
As for opponents trapped inside, only the ones with high Mobility or Athletic skills may climb up, which also takes up a whole round. So these spells significantly damage opponents and slow down their movement.
4. Haste – Transmutation
- Level: 3
- Duration: 1 hour/level
- Saving Throw: none
- Spell Resistance: Not affected by the target’s spell resistance
- Casting Time: Standard Action
- Acquired by: Sorcerer, Wizard, Alchemist, Arcanist, Bard, Bloodrager, Magus, Skald
- Item needed to cast: Licorice
Haste is a handy spell that you should always keep. It increases party members’ speed by 30 feet and a maximum of twice the normal speed, hence allowing for more actions per round. Such as doing an extra attack or cast. Additionally, it also has other buffs, such as a +1 bonus on attack rolls and a +1 dodge bonus to armor class and Reflex saves. It can be used to counteract Slow spells.
3. Stormbolts – Evocation
- Level: 8
- Duration: none
- Saving Throw: Fortitude partial
- Spell Resistance: Affected by the target’s spell resistance
- Casting Time: Standard Action
- Acquired by: Druid, Cleric, Witch, Wizard, Angel Cleric, Sorcerer, Oracle, Shaman(Wind), Arcanist
Even though gained at a high level, this Electricity spell causes giant bolts of lightning to shoot out from your body, damaging all sides. Perfect for charging, defending, and crowd control. Each target will take 1d9 points of electricity damage per caster level, a maximum of 20d8, and stun them for 1 round. However, stun can be avoided with a Fortitude saving throw.
2. Fireball – Evocation
- Level: 3
- Duration: none
- Saving Throw: Reflex Half
- Spell Resistance: Affected by the target’s spell resistance
- Casting Time: Standard Action
- Acquired by: Sorcerer, Wizard, Arcanist, Bloodrager, Magus, Shaman(Flame)
A spell that works well both in close range and long range. Casting the Fireball spell shoots out a ball of fire that explodes upon impact, dealing damage to enemies around it of 1d6 points of fire damage per caster level with a maximum of 10d6.
It is a highly potent spell as it scales well with your character until the endgame, and it can combo with other spells where enemies may slow down or be stuck with buffs. An alternative to this spell can be Hellfire Ray, which does more area of effect damage but is unlocked at level 6.
1. Black Tentacles – Conjuration
- Level: 4 ( summoner level 3)
- Duration: 1 round/level
- Saving Throw: none
- Spell Resistance: none
- Casting Time: Standard Action
- Acquired by: Bloodrager, Magus, Sorcerer, Wizard, Summoner, Witch
- Items needed: Octopus or Squid Tentacle
This is an even better area of effect spell than summoning pits, as it looks cooler and has better benefits. Casting this spell causes giant black tentacles to appear from the ground for a 20ft radius and can be done from anywhere. At each round, a combat maneuver check needs to be done to let these grapple foes around them for 1d6+4 damage. While grappling, movement is hindered.
Furthermore, anyone within its range will be attacked, and the terrain is also considered difficult. So stopping all sorts of movement. Black Tentacles is great for ambushes and crowd control. However, the downside is that it attacks friendlies as well. This spell works best when fighting hordes, fliers, and tanky enemies.
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