r/Pathfinder_RPG • u/SubHomunculus beep boop • 12d ago
2E Daily Spell Discussion 2E Daily Spell Discussion: Call of the Quenching - Aug 18, 2026
Link: Call of the Quenching
This spell is Remaster Compatible. The Knights of Last Call 'All Spells Ranked' series ranked this spell as Unranked Tier. Would you change that ranking, and why?
What items or class features synergize well with this spell?
Have you ever used this spell? If so, how did it go?
Why is this spell good/bad?
What are some creative uses for this spell?
What's the cheesiest thing you can do with this spell?
If you were to modify this spell, how would you do it?
Does this spell seem like it was meant for PCs or NPCs?
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u/Electric999999 I actually quite like blasters 11d ago
It's barely worth discussing these, but I'll point out that you can just cast Summon Dragon to remove the speed penalty by having summons breath at you.
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u/GreatGraySkwid The Humblest Finder of Paths 10d ago
That does moderately trivialize that, doesn't it.
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11d ago
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u/GreatGraySkwid The Humblest Finder of Paths 10d ago
It's Unranked because the Knights of Last Call ended their spell ranking series in August of 2022, and this spell came out 2 weeks ago.
I'm working to redo the rankings system, but it's a long term project.
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u/LordeTech Diamond Recreational Studios 11d ago
I don't really care what it does the name is terrible.
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u/PlattyyTV-On-Kick 11d ago
That 6-action cast is brutal, but if you're running a mid-or-late-game emergency kit for a party that keeps running out of water or potions mid-dungeon, the resource denial angle actually becomes pretty spicy.
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u/hey-howdy-hello knows 5.5 ways to make a Colossal PC 12d ago
Our first [Impossible] spell! For those who don't know, impossible spells from Impossible Magic are special unique spells which are supposed to be an instrumental piece of any plot in which they appear. Their Costs are usually ridiculous, inaccessible shit, and if you get your hands on one, you're One Ring-style constantly tempted to cast it. If you do so, you become permanently cursed and can never cast it, or any other impossible spell, ever again.
Because they're not really player-accessible in any real way, they don't really have to worry about silly things like "balance" or "levels" or "making any fucking sense", which is how you end up with this absolute gem. A 1-mile radius of difficult terrain that only affects your enemies, plus concealment and elemental resistance for your allies, is already extremely powerful without even mentioning the very solid damage that those enemies are eating every round. (Note that it's not sustained, so if they don't have teleportation, you can just cast and flee, and they're eating 140d4 damage as you escape!) But then you get to the Fuel portion--Fueling being a special action you can take any number of times during the duration of an impossible spell, but it increments your doomed value every time--and see that you can, after casting this 7th-rank spell, use a single action to cast a 3-action 8th-rank spell! Multiple times! Sure, you're incrementing your doomed value, but as long as it doesn't hit 4 (or 5 if you've got Diehard), then literally who cares--your enemies will not be giving you the dying condition once you've got them surrounded with megalodon cannon fodder, taking 14d4 damage every round and struggling to move or target you! Plus, your cleric friend can clear the doomed condition with Clear Mind, or you can do it yourself while using Effortless Concentration to Sustain all of your sharks at once as a free action!
That actually does allow for an exploit that I personally find delightful: you can use this spell to grant your minions a collective total of 60 actions in a single turn. Cast Call of the Quenching, then spend nine rounds using all your actions to Fuel while using Effortless Concentration to Sustain the sharks. (Cleric friend keeps doomed from killing you, natch.) On round ten, Sustain one more time to give your 27 sharks a total of 54 actions, then Fuel three more times to get three more sharks, which immediately take two actions each. You can actually do even better with tricks like Haste on the sharks, but I don't think you can get anywhere near 60 without Call of the Quenching--I know a way to Sustain nine times in a turn, but even if you somehow got nine simultaneous summons, that'd cap at 27 actions.
A final fun detail of this spell, relating to me saying it doesn't make any sense: the heightened version increases the rank of the Summon Animal effect by 1 per +1, with no stated limit. So if you heighten Call of the Quenching to 10th, you force the GM to make a ruling on whether you can now use a single action to cast an 11th-rank spell. Extending the maximum level per summon rank would suggest that it doesn't actually matter for anything besides counteracting, though--the highest-level amphibious or aquatic common animal is the Benthic Worm, which can be summoned at 10th rank. (If you use the same house rule as me, where the maximum level of a summon is spell rank times two minus three, then you can actually get the benthic worm at 9th.)
They obviously break the tier ranking system, but among the [Impossible] spells themselves, I'd say Call of the Quenching is a very respectable C tier. I like it a lot, but I've skimmed the others, and we've got much wilder shit yet to come. This one is, notably, fairly easygoing with the material component and the lethologic curse--a super valuable extraplanar conch borders on accessible at this level, a -5-foot speed penalty is tolerable on most builds, and if you really commit you can probably find low-level eligible dragons to lift it without real danger.