I want single-target save spells that do significantly more damage than same-level AOE spells, or possibly a little more damage but have some neat debuff at the same time. If I'm using my limited high-level spells, I want the monsters to feel it.It still fits your criteria, which was a single target save based damage spell. It may not be area, but honestly, didn't you want single target? It just doesn't get extra damage out of it because, well, its Force, which mean besides working on things others wouldn't, virtually nothing has resistance to it.
I tried using flaming sphere at the early levels, but quickly realized it was a waste of a spell. It would have been cool if the designer hadn't decided that repeatable 3d6 damage was too much, and put in the clause that it deals no damage on a successful save. If it hadn't had that bit, it would have been quite a neat little tool in the box, but as is it's useless.I've had great success with Flaming Sphere, Magic Missile, Sudden Bolt, Lightning Bolt, Fireball, Disintegrate (+True Strike), against single targets.
Your math is slightly off, but not by much. The chimera has a 30% chance of a critical success, 50% chance of a success, 15% chance of failure, and 5% chance of a critical failure. That averages out to 50% damage, or an average of 13. That's less than 10% of its hit points, and that's me throwing my biggest spell at it. A spell that has an almost one in three chance of doing nothing. And that's against a monster where Reflex is the middle save.Take Lightning Bolt for instance on a base level 5 Wizard that just got it, cast against a Level 8 Chimera-- the base level 5 wizard has a spell dc of 21 and the Chimera has a +16 Reflex, meaning it succeeds on a 5. But, if it rolls anything below a 15, takes half damage-- reflex is its middle save. So it actually takes damage from the lightning bolt most of the time, increasing with frightened, which is a thing parties usually want to inflict.
Lightning Bolt does 4d12 damage, which averages to 24 damage, doubles to 48 damage if it crit fails (requires a 1 here), and 12 average damage if the target succeeds its saving throw, the chimera has 135 HP. If you get your 1/4th failure chance, and my 2 am math isn't mistaken you've done 17% of its health, if you get your 2/4 succeeded save you deal about 8.5% of it's health, with nothing happening on the remaining fourth. That's without the 1/20 odds of it rolling the 1 on its save and you dealing 34% of its health with one spell, or you rolling better on damage, or any modification from the frightened conditions (or any other conditions) that the whole party loves, and you have a leftover action-- my wizard used its evocation school force bolt to add extra damage.
Your example is a wizard, so what is the chance that they have multiple lightning bolts prepared? You have 2-3 spell slots, depending on whether you're a specialist or a universalist, plus Drain Bonded Item. I'd argue that having more than two bolts prepared, plus the Bonded Item, is very unlikely, and if this is a "boss" fight you might very well have spent some before. Paizo loves putting PCs through big 10+ encounter dungeons, wearing casters down before the end.Given your odds of dealing something every round and the fact that this is a solo boss, that's not bad if AOE is what you have prepped. Sudden bolt does even better (being a lower level single target version of lightning bolt with 1 per level scaling), since it's actually 5d12 at this level, averaging to 30 full damage and 15 half.
Assuming you have three magic missiles prepared (which means you're an evoker) and unused, that you haven't used your Drain Bonded Item ability before the fight, and that you never need to move in the fight.If we go the up cast Magic Missile route here (which I loved on my Wizard), your level 3 slots using all 3 actions are providing 6 darts, worth a total of 6d4+6 damage, which averages to 18 damage which is 13% of the Chimera's health every turn you do it, going up or down by chance. Considering your martial's numbers are balancing their hits and crits with complete whiffs, that's really not bad at all for a single turn for 1/4th to 1/6th of the party. If a combat lasts four rounds, and you keep it up, you'll have done 52% of the bosses HP personally.
Both my druid and the wizard in my PF2 AV AP game tossed in the towel on flaming sphere. Nothing ever failed its save against it so it was a complete waste of a slot and time.I tried using flaming sphere at the early levels, but quickly realized it was a waste of a spell. It would have been cool if the designer hadn't decided that repeatable 3d6 damage was too much, and put in the clause that it deals no damage on a successful save. If it hadn't had that bit, it would have been quite a neat little tool in the box, but as is it's useless.
I want single-target save spells that do significantly more damage than same-level AOE spells, or possibly a little more damage but have some neat debuff at the same time. If I'm using my limited high-level spells, I want the monsters to feel it.
Your example is a wizard, so what is the chance that they have multiple lightning bolts prepared? You have 2-3 spell slots, depending on whether you're a specialist or a universalist, plus Drain Bonded Item. I'd argue that having more than two bolts prepared, plus the Bonded Item, is very unlikely, and if this is a "boss" fight you might very well have spent some before. Paizo loves putting PCs through big 10+ encounter dungeons, wearing casters down before the end.
Both my druid and the wizard in my PF2 AV AP game tossed in the towel on flaming sphere. Nothing ever failed its save against it so it was a complete waste of a slot and time.
I mean, the Sagamore Ballroom was divided this year (with a third of it going to 40K lasertag). So what you're seeing is a fraction of the interest from GenCons at least 5 years ago.The GM's for the interactive special. Other games were still being run too, from what I understand. That room is so huge.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.