Also, for those who like to throw some mud in your enemies' eyes, check out 5 Low-Level Debuff Spells That Never Stop Being Useful (in Pathfinder) as well!
All right... let's talk protection! |
#1: Delay Disease
Don't let charisma damage happen to you! |
Delay disease is a 2nd-level divine spell which also appears on the witch list as a 1st-level spell. Once cast it provides 24 hour protection against any disease taking effect on the target, and if there is already a disease present then the spell can halt it with an appropriate caster-level check. If you want to have something in place to keep your teammates safe before a dungeon delve, this is a solid one to keep in a wand and pass around before you kick in the door.
#2: Delay Poison
And I hit! What? Ah crap... |
#3: Defending Bone
Don't worry boss, I got you! |
The most useful thing here is that the spell doesn't say you need to be aware of the attack for the bone to protect you. So if you're ambushed, or you have invisible rogues stabbing at you, the bone still interposes itself. Even better, if the DR negates an attack's damage entirely (say, a poisoned dart being fired from cover) then that will block any poison on the weapon as well.
#4: Protection From X/Y/Z
Don't touch me, don't touch me, don't touch me... |
The first is that it protects you from enchantment (compulsion) and (charm) effects, making it basically impossible for a big villain to just reach into the fighter's head and turn him into a party-killing puppet if there's a protected alignment in play. The second is that it means summoned creatures whose alignment matches the protection spell can't make contact with you unless you first attack them. This can be a life saver when a high-level villain is depending on summoned monsters to tear you to pieces, but the demons, archons, or chaos beasts can't get within a foot of you due to a lowly 1st-level spell.
While you get the biggest benefits from casting it at your character level, this is one that's fine to put in potions for immediate battlefield consumption.
#5: Stone Shield
Oh boy, that's gonna be nasty! |
Those are relatively small bonuses, but they can be very helpful in a pinch. Especially when you consider that cover bonuses can be a life saver against ray spells, when there are so few things that help improve your touch AC. Additionally, if you have cover from an enemy, they can't take attacks of opportunity against you, so this is a great method to both cover your butt, and get the hell out of a dangerous situation while maintaining your standard action to heal up, or to cast something bigger once you're at a safe distance.
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Maybe this is too obvious, but Mage Armor is a staple for a reason. It is a big help not just for its caster but for anyone who lacks armor (wildshaped characters, monks, animal companions, familiars, and undead/summoned minions). Even a heavily-armored PC will find Mage Armor valuable through the higher levels because, although it won't stack with regular armor, it improves touch AC against incorporeals. Buy a wand so that before entering a tomb you can give everyone a 1-hour protection for 15 gp per pop.
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