Player Core Preview: Spells and Spellcasting, Remastered

Thursday, September 21, 2023

Hello, there! I’m Logan Bonner, Pathfinder Lead Designer, here to discuss some of the changes to spells and spellcasting in the remastered books, especially Pathfinder Player Core. James recently went over some details about the remastered wizard, and I’m going to cover the changes to spellcasting overall.

If you want to read some more on the subject, the Core Preview file goes into detail about the term “spell rank” replacing “spell level,” the removal of spell schools, the new spell format seen in the following examples, and some more information about focus spells and the remastered Refocus action.

Spellcasting

As we’ve mentioned in several places, we’ve removed spell components from spells for several reasons:

  • They were highly tied to OGL content. We’re moving away from them.
  • They were mostly redundant with traits. Though there were some shades of nuance here, most of the time, the player needed to remember that material, somatic, and focus components added the manipulate trait to a spell and verbal components added concentrate. The new system adds those traits directly and cuts out the middleman (the components).
  • There were a ton of exceptions to make classes play as intended. You can see in the sidebar on page 303 of the Pathfinder Core Rulebookthat the bard, cleric, druid, and sorcerer all had exceptions for how their components work. This removal lets the classes work as intended without having to learn the system and then having to learn which parts of that system you could ignore.
  • Classes wanted more freedom to define how they cast spells. As the game has grown, both over the course of 1st Edition and 2nd Edition, more class concepts came up that wanted to cast spells with different particulars and presentation. Ultimately, we decided we preferred to let the classes define how they cast and let the theme dictate their mechanics rather than to have a “consistent” system that must either restrict classes or be undermined by them.
Pathfinder Iconic Druid, Lini casting Wall of Thorns

Lini casts wall of thorns to impede charau-ka adversaries! Illustration by Firat Solhan

Spell Statistics

If you’ve looked at the War of Immortals playtest classes, you may have noticed that the animist is “Trained in spell attack modifier” and “Trained in spell DC.” Why doesn’t it say “divine?” This represents a change to spellcasting for all characters who get spells, whether it’s from a class, innate spells, an archetype, or any other source. You no longer need to track proficiency separately for each tradition; there’s just one proficiency now. To update an existing character, you’ll simply use the highest proficiency you already have for all your spells. Why has this changed?

  • Reduce tracking. Having multiple proficiencies could be annoying to keep track of, especially for a complicated character.
  • Enable interesting character concepts. Though you might think it would be fun to play a cleric with a bard archetype, the spell statistics could be so much worse that it wasn’t worth pursuing.
  • Let the attributes do the work. We already have another way that the secondary spells you acquire can be worse—they likely use different attributes. In the above example, you’d still need Wisdom for cleric spells and Charisma for bard spells. That’s enough of a difference to account for without tossing in a gulf between proficiencies that pushes the stats further apart. It also allows you to eliminate the gap entirely if you choose options that use the same attribute.

Cantrips

We’ve made several revisions to damaging cantrips, with the broadest change being to use only damage dice rather than adding an attribute modifier. Like with most changes we made to the system, this was decided after examining multiple factors that were causing problems together.

  • Consistency with how other spells work. Most spells deal just dice for damage, and cantrips were an outlier. Making spells look and function more consistently across the board helps in understanding the rules, especially for new players.
  • Match their damage to our intended spell benchmarks. One-target cantrips were supposed to deal around 6 damage, with focus spells and spell slots dealing a bit more. Adding the spellcasting attribute modifier pushed all the damage numbers off their baseline.
  • Avoid penalizing characters who have damage cantrips from innate spells or multiclassing twice. Characters who got damaging cantrips from multiclassing or as innate spells from ancestry feats or the like often have a lower attribute modifier than a dedicated spellcaster and were dealing with both a lower chance of success and lower damage if they hit. This is a smaller issue, but often led to players being unhappy with their character options.
  • Cleaning up how cantrips work for monsters. This is another smaller issue, but a pain point for GMs. It was unclear how to apply the spellcasting attribute modifier for monsters with cantrips.

A good example of a cantrip built in a new manner is caustic blast, which now uses a burst and works a bit more like other spells rather than having a player need to learn how splash damage works for the purposes of a single spell the way acid splash did.

Caustic Blast [two-actions] Cantrip

Acid, Cantrip, Concentrate, Manipulate
Traditions arcane, primal
Range 30 feet; Area 5-foot burst
Defense basic Reflex
You fling a large glob of acid that immediately detonates, spraying nearby creatures. Creatures in the area take 1d8 acid damage with a basic Reflex save; on a critical failure, the creature also takes 1 persistent acid damage.
Heightened (+2) The initial damage increases by 1d8, and the persistent damage on a critical failure increases by 1.

We’ve also revamped many of the non-damaging cantrips. Here you can see both read aura, which needed adjustment due to the removal of spell schools and now speaks more directly to identifying the item, and light, which incorporates both parts of the original light spell and the removed spell dancing lights to provide players with an alternative that allows for more creativity and flexibility.


Read Aura Cantrip 1

Cantrip, Concentrate, Detection, Manipulate
Traditions arcane, divine, occult, primal
Cast 1 minute
Range 30 feet; Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You (or anyone you advise about the aura) gain a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect’s rank is lower than the rank of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.


Light [two-actions] Cantrip 1

Cantrip, Concentrate, Light, Manipulate
Traditions arcane, divine, occult, primal
Range 120 feet
Duration until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.
You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).


Focus Spells

We’ve already mentioned and shown several changes to how Focus Points work in the Core Preview document. Mainly, the number of points for your focus pool is always equal to the number of focus spells you know, to a maximum of 3, and you can Refocus for 10 minutes to regain 1 Focus Point regardless of how many points you’ve already spent. If you want to see the new Refocus rules for yourself, take a look at the Core Preview document.

This alone should make focus spells more dependable and simpler to use and track. Additionally, we’ve taken a look at a few of the focus spells that didn’t function well as focus spells and tuned them up. Let’s look at waking nightmare, for example. It can now make a creature paralyzed instead of fleeing and can make the creature take extra mental damage.

Waking Nightmare [two-actions] Focus 1

Uncommon, Cleric, Concentrate, Emotion, Fear, Focus, Manipulate, Mental
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You fill the creature’s mind with a terrifying vision. The target must attempt a Will save. A creature frightened by this spell takes 1 additional mental damage each time it’s hit by a Strike.
Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2. If it’s asleep, it wakes up and is paralyzed for 1 round.
Critical Failure As failure, but frightened 3.
Heightened (+1) The mental damage increases by 1.

Many focus spells with longer casting times, like read fate and safeguard secret, have had their casting times reduced, so you can use them in the middle of an encounter or scene.


What About Normal Spells?

So, you’ve heard about cantrips and focus spells, but what about all those other spells? For the most part, spells cast from slots work similarly to how they did before. Let’s look at a couple of those spells! First is thunderstrike, which replaces shocking grasp. It starts off with lower damage, but it becomes ranged instead of being a melee spell and heightened versions increase its damage output.

Thunderstrike [two-actions] Spell 1

Concentrate, Electricity, Manipulate, Sonic
Traditions arcane, primal
Range 120 feet; Targets 1 creature
Defense basic Reflex
You call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity damage and 1d4 sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a –1 circumstance bonus to its save, and if damaged by the spell is clumsy 1 for 1 round.

Heightened (+1) The damage increases by 1d12 electricity and 1d4 sonic.

Second, we have tree of seasons, which we’ve previously mentioned in streams and such. It’s taking the “explosive seeds” spot formerly held by fire seeds, but with a bit more variety, higher damage, and the option to create the tree farther away from you.


Tree of Seasons [two-actions] Spell 6

Concentrate, Manipulate, Plant, Wood
Traditions primal
Range 60 feet
Duration 1 minute
You cause a Small tree to instantly sprout in an unoccupied space on the ground. Four seedpods grow from the tree, each filled with the magic of a different one of the four seasons. A creature can Interact to pluck one of the pods and can then either throw it up to 30 feet as part of the same action or do so with a separate Interact action later. When thrown, a pod explodes in a 5-foot burst, dealing 6d6 damage with a basic Reflex save against your spell DC. The damage type depends on the season of the pod: electricity for spring, fire for summer, poison for autumn, or cold for winter. When the spell ends, the tree withers away and any remaining pods rot, leaving behind non-magical seeds.
Heightened (+1) The burst’s damage increases by 1d6.

Logan Bonner)
Pathfinder Lead Designer

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The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

I wonder what's involved to get rid of light previously cast on willing companions. Four standard actions to dismiss them individually, or the need to cast light 4 more times?
I do like how it can do multiple lights, and provide a human party with light. I'll look at including it in my kingmaker campaign now.


If you guys are removing Shocking Grasp as a usable spellstrike spell, could you add an Electric cantrip that does just that ^^; ? or make Electric Arc a ranged attack?

BTW, it's now a regular spell that drop a lightning bolt on someone's head.


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Old_Man_Robot wrote:

The number of spells and abilities which makes trees are steadily growing.

I’m excited to build my Arbourmancer!

I really can’t express how thankful I am for all the love Paizo has given to plant and now wood options in this game. They already had me with Leshies, but I never expected the ever-expanding garden of 2e to grow this big and often.

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Captain Morgan wrote:
Cyrad wrote:
I'm just puzzled why shocking grasp had to be replaced by a completely different spell. Thunderstrike is a great addition but why remove an iconic spell that has a fun niche?
Literally the whole reason they are doing the remaster, and aluded to in the blog post itself.

I'm not seeing why shocking grasp needed to be changed to a completely different spell. Other spells were kept fundamentally the same despite a name change.


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CorvusMask wrote:


3) My main confusion is that isn't this kinda like Sudden Bolt? (level 2 single target reflex save with 4d12 damage)

Sudden Bolt is a spell from an AP, AP options are notoriously kind of jank and out of tune with the balance of the game. Treating AP options as they don't exist outside of the AP they're in will make your game a much saner place lest you invite the various unbalanced options that exist in them.


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Pathfinder Rulebook Subscriber
Cyrad wrote:
Captain Morgan wrote:
Cyrad wrote:
I'm just puzzled why shocking grasp had to be replaced by a completely different spell. Thunderstrike is a great addition but why remove an iconic spell that has a fun niche?
Literally the whole reason they are doing the remaster, and aluded to in the blog post itself.
I'm not seeing why shocking grasp needed to be changed to a completely different spell. Other spells were kept fundamentally the same despite a name change.

That's because those spells already had different mechanics than their OGL counterparts. Magic Missile and Scorching Ray both had variable output based on the 3 action economy. Barkskin gave you resistance and weakness to different damage types instead of boosting your AC.

Spells that didn't have unique flavor or mechanics were altered so that they did, a la Meteor Swarm and Cone of Cold. And shocking grasp was functionally equivalent to its 3.5 version.


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Overall good direction of changes, especially with the unified spell proficiency.
Shocking grasp nerf was overdue, there should not be such a thing as the "iconic" spell which really is only iconic because it's mechanically better than any other choice so all other spells might just as well not exist. And I say it as a magus player.

Agree that rolling a 1 on a damaging cantrip would suck, but to fix this issue we would really need to return to using d3s which the devs obviously want to avoid. Maybe 1d4+1 would have been a better option instead of 1d6, etc.

Not entirely clear about focus point changes, will there be a way to have one focus spell but many focus points?

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Captain Morgan wrote:
Cyrad wrote:
Captain Morgan wrote:
Cyrad wrote:
I'm just puzzled why shocking grasp had to be replaced by a completely different spell. Thunderstrike is a great addition but why remove an iconic spell that has a fun niche?
Literally the whole reason they are doing the remaster, and aluded to in the blog post itself.
I'm not seeing why shocking grasp needed to be changed to a completely different spell. Other spells were kept fundamentally the same despite a name change.

That's because those spells already had different mechanics than their OGL counterparts. Magic Missile and Scorching Ray both had variable output based on the 3 action economy. Barkskin gave you resistance and weakness to different damage types instead of boosting your AC.

Spells that didn't have unique flavor or mechanics were altered so that they did, a la Meteor Swarm and Cone of Cold. And shocking grasp was functionally equivalent to its 3.5 version.

Still is not a good justification for replacing shocking grasp with a completely different spell. All of the above examples are fundamentally the same spell in both flavor and function.

Both scorching ray and blazing bolt shoot one or more heat rays
Both meteor and falling stars rain fiery death from the heavens.
Both cone of cold and howling blizzard unleash a frosty cone-shaped blast.
Both magic missile and force barrage still fire magical homing missiles.

Shocking grasp discharges a burst of lightning through a touch.
Thunderstrike calls down lightning on a distant target's head.


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Pathfinder Rulebook Subscriber

All of those other spells have more nuance to what they do than Shocking Grasp did. There's only so much you can do with "reach out and shock someone you touch" to make it conceptualy different. If they go the Falling Stars route, they will probably create a new spell which deals a different type of damage but in similar amounts. Something like "burning palm, deal 4d6 fire damage with a spell attack roll."

Also... you can still use Shocking Grasp, you know? It won't be fundamentally incompatible with the remaster. Archive of Nethys isn't removing it, nor will your old rule book be altered. I imagine pre-remaster content might not be viable for PFS, but home games should be fine. Heck, even PFS might still allow it, since tons of books and spells won't be getting remastered. Parsing out which is which may not be worth it when the real problem of publishing rights isn't impacted by table play.

Liberty's Edge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
GameDesignerDM wrote:
Zi Mishkal wrote:

*rolls eyes* So another round of edits and another round of nerfs for casters. Why do we just skip to the end already where all spells are three round actions and do absolutely nothing.

At least this will give my wallet some relief as the remassacred edition will not be finding a place on my bookshelf or at my table.

Hyperbolic, much?

he is exaggerating :) though im not sure anyone was complaining that wizards did to much damage so i can see the concern for some of these changes.

so far i like most of the changes though dislike the cantip nerfs


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Pathfinder Adventure Path, Rulebook Subscriber
Captain Morgan wrote:

All of those other spells have more nuance to what they do than Shocking Grasp did. There's only so much you can do with "reach out and shock someone you touch" to make it conceptualy different. If they go the Falling Stars route, they will probably create a new spell which deals a different type of damage but in similar amounts. Something like "burning palm, deal 4d6 fire damage with a spell attack roll."

Also... you can still use Shocking Grasp, you know? It won't be fundamentally incompatible with the remaster. Archive of Nethys isn't removing it, nor will your old rule book be altered. I imagine pre-remaster content might not be viable for PFS, but home games should be fine. Heck, even PFS might still allow it, since tons of books and spells won't be getting remastered. Parsing out which is which may not be worth it when the real problem of publishing rights isn't impacted by table play.

Also the damage difference against non-metal opponents between it and Horizon Thunder Sphere is at worst 4 points, EVER. Not per rank. EVER. The gap doesn't widen.

And HTS has a better minimum damage by an amount equal to the rank of the spell.

So against a large swath of enemies the damage is basically the same. And HTS is better on a crit and comes with alternate casting modes so it's like, multiple spells.

Verdant Wheel

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I'm liking what I'm seeing, from the streamlining of magic mechanics, to the improvement of less-than-exciting focus spells.

Can't wait to see all the Wizard and Cleric focus spells re-touched up!


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Of course, Horizon Thunder Sphere is only relevant as replacement to Shocking Grasp if it's published in Player Core 1 or 2. Otherwise it's the same as Shocking Grasp - an old spell from the preremaster day that your GM may or may not permit.

Director of Marketing

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Hey players, Happy Equinox.

As you’re discussing the remaster changes, kindly be aware that the remaster reflects the rules we are using going forward, but that no content is being banned at your tables. We need to publish what we need to publish for the legal health and safety of our company—and we’re adding improvements to the game along the way. But nothing we’re printing should be considered a subtraction from the game you love. All the options will still be in the System Reference Document at Archives of Nethys.

The Remaster Project is a process. We’re going to be remastering Pathfinder at least into Gen Con 2024 with Player Core 2. And that doesn’t even address the errata that our design team may consider for every rule published after the Advanced Player’s Guide.

In short, a blended OGL/ORC experience should be expected for many months. And we’re never, we can’t, put an end date on what you play at your tables. We’re not coming to your home and taking away your older books. We want you to keep using everything you’ve purchased. As always, we’re trying to deliver to you the best deep character customization options in the industry.

Adventures Ahead!


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GM Sedoriku wrote:
Zi Mishkal wrote:
Casters in 3.x were OP if you crunched the numbers (though this was less true in actual combat).
Uhhh, you must not have played a lot of high level 1e. There's reasons why it was almost universally agreed casters were stronger than martials, why the tier system was developed in the first place and it was not just 'looks better on paper.' I have run high level PF1e and the amount of things a high level caster could just flat out negate/ignore/invalidate was astounding especially compared to what a martial character could do in the same situation. I can understand arguments about the balancing going too far in favor of martial characters, but trying to argue that the balance before was okay is either disingenuous, lacking understanding/knowledge/mastery or based off of biased anecdotes/experiences.

Yup. The classes that were all about having limited resources for their power could create a portable demi-plane where time didn't advance. We got that during the last bit of Tyrants Grasp and it made every post-fight a bit of a joke. Go into demiplane, take a long rest, get all our resources back, and pop back out into the next encounter to full nova, rinse and repeat. The worst part though is that the difficulty of that module almost felt like it demanded cheese like that, like even throwing out our strongest moves in big nova's was just getting by.

I don't want to ever return to that point. It was the opposite of fun for me and for the group.


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Pathfinder Adventure Path Subscriber
Xenocrat wrote:
Of course, Horizon Thunder Sphere is only relevant as replacement to Shocking Grasp if it's published in Player Core 1 or 2. Otherwise it's the same as Shocking Grasp - an old spell from the preremaster day that your GM may or may not permit.

Well, by that logic, the magus as a whole is in a rough boat, because it is an OGL class that isn't getting an ORC remake anytime soon.

I am thankful that Aaron Shanks has come forward to point out agin that it will be a process of tables deciding what material to move forward and what material to supersede, so that we don't have to keep having the "will it/won't it conversation" except at our own tables, for what will let us have the most fun.


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Captain Relyk wrote:
Captain Relyk wrote:

Love the changes! Glad I can take a multiclass archetype that fits my character, like a wyrmkin cleric with draconic sorcerer, without being hurt by proficiencies. But I am still curious about prestidigitation

Will it be updated to allow us to do things like create magical sparkles, make our eyes change color or glow slightly, or make us or an object smell like rosewater? That way it can better support Roleplay and flavor? I feel like 2e needs to support or give the ability for players to do harmless magical tricks for the sake of roleplay.

By the way Michael Sayre or anyone else at Paizo handling spell changes

Anything you guys can say about this?

It's not really appropriate to pester Paizo folks like that. You asked your question already; they answer it or they don't.

Paizo Employee Community and Social Media Specialist

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Captain Relyk wrote:
Captain Relyk wrote:

Love the changes! Glad I can take a multiclass archetype that fits my character, like a wyrmkin cleric with draconic sorcerer, without being hurt by proficiencies. But I am still curious about prestidigitation

Will it be updated to allow us to do things like create magical sparkles, make our eyes change color or glow slightly, or make us or an object smell like rosewater? That way it can better support Roleplay and flavor? I feel like 2e needs to support or give the ability for players to do harmless magical tricks for the sake of roleplay.

By the way Michael Sayre or anyone else at Paizo handling spell changes

Anything you guys can say about this?

You have already asked twice about this. Paizo staff are not required to come into the forums and answer questions. If someone DOES, thats their own decision. Please dont spam the thread with the same question over and over.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Aaron Shanks wrote:

Hey players, Happy Equinox.

As you’re discussing the remaster changes, kindly be aware that the remaster reflects the rules we are using going forward, but that no content is being banned at your tables. We need to publish what we need to publish for the legal health and safety of our company—and we’re adding improvements to the game along the way. But nothing we’re printing should be considered a subtraction from the game you love. All the options will still be in the System Reference Document at Archives of Nethys.

The Remaster Project is a process. We’re going to be remastering Pathfinder at least into Gen Con 2024 with Player Core 2. And that doesn’t even address the errata that our design team may consider for every rule published after the Advance Player’s Guide.

In short, a blended OGL/ORC experience should be expected for many months. And we’re never, we can’t, put an end date on what you play at your tables. We’re not coming to your home and taking away your older books. We want you to keep using everything you’ve purchased. As always, we’re trying to deliver to you the best deep character customization options in the industry.

Adventures Ahead!

thanks for info aaron


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Aaron Shanks wrote:

Hey players, Happy Equinox.

As you’re discussing the remaster changes, kindly be aware that the remaster reflects the rules we are using going forward, but that no content is being banned at your tables. We need to publish what we need to publish for the legal health and safety of our company—and we’re adding improvements to the game along the way. But nothing we’re printing should be considered a subtraction from the game you love. All the options will still be in the System Reference Document at Archives of Nethys.

The Remaster Project is a process. We’re going to be remastering Pathfinder at least into Gen Con 2024 with Player Core 2. And that doesn’t even address the errata that our design team may consider for every rule published after the Advance Player’s Guide.

In short, a blended OGL/ORC experience should be expected for many months. And we’re never, we can’t, put an end date on what you play at your tables. We’re not coming to your home and taking away your older books. We want you to keep using everything you’ve purchased. As always, we’re trying to deliver to you the best deep character customization options in the industry.

Adventures Ahead!

No but you can take away option from Society play and that may be the most play some people are able to do. Sudden Bolt seems more of the inspiration of the new Thunderstrike. That spell could have been changed instead of Shocking Grasp. I see nothing that needed to be changed so fundamentally in shocking grasp for OGL change. You could change the damage type to anything else and keep it a melee touch attack so Magus can still have a good attack spell. Now by RAW they don't.


Unicore wrote:
Xenocrat wrote:
Of course, Horizon Thunder Sphere is only relevant as replacement to Shocking Grasp if it's published in Player Core 1 or 2. Otherwise it's the same as Shocking Grasp - an old spell from the preremaster day that your GM may or may not permit.

Well, by that logic, the magus as a whole is in a rough boat, because it is an OGL class that isn't getting an ORC remake anytime soon.

Yes, the Magus should probably just be banned if you're not willing to port over Shocking Grasp. And HTS shouldn't be available (assuming not printed in remastered) if Shocking Grasp isn't.


1 person marked this as a favorite.
Aaron Shanks wrote:

Hey players, Happy Equinox.

As you’re discussing the remaster changes, kindly be aware that the remaster reflects the rules we are using going forward, but that no content is being banned at your tables. We need to publish what we need to publish for the legal health and safety of our company—and we’re adding improvements to the game along the way. But nothing we’re printing should be considered a subtraction from the game you love. All the options will still be in the System Reference Document at Archives of Nethys.

The Remaster Project is a process. We’re going to be remastering Pathfinder at least into Gen Con 2024 with Player Core 2. And that doesn’t even address the errata that our design team may consider for every rule published after the Advance Player’s Guide.

In short, a blended OGL/ORC experience should be expected for many months. And we’re never, we can’t, put an end date on what you play at your tables. We’re not coming to your home and taking away your older books. We want you to keep using everything you’ve purchased. As always, we’re trying to deliver to you the best deep character customization options in the industry.

Adventures Ahead!

My Illusionist Wizard is going to keep the old school, but use the new feats and spells. Figment is exactly what I needed to round them out, and the improvements to hiding casting (one feat instead of two, reducing skill check reliance) are welcome.


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Like, I'm jesting about Shocking Grasp being a hit on the Magus because of all the memes about it, but we all know that Horizon Thunder Sphere is a very natural replacement. Though I kind of liked the rider effect of Shocking Grasp and I wish we'd have some attack spell with similar effect that could be used like that.
I wonder what other spells we'll see in the future books too, hope we have a healthy selection of attack ones.

Dark Archive

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Aaron Shanks wrote:


We’re not coming to your home and taking away your older books. We want you to keep using everything you’ve purchased.

I hear the Pinkertons have a good day-rate if you change your mind.

Liberty's Edge

1 person marked this as a favorite.
Deceitfulelf wrote:
Aaron Shanks wrote:

Hey players, Happy Equinox.

As you’re discussing the remaster changes, kindly be aware that the remaster reflects the rules we are using going forward, but that no content is being banned at your tables. We need to publish what we need to publish for the legal health and safety of our company—and we’re adding improvements to the game along the way. But nothing we’re printing should be considered a subtraction from the game you love. All the options will still be in the System Reference Document at Archives of Nethys.

The Remaster Project is a process. We’re going to be remastering Pathfinder at least into Gen Con 2024 with Player Core 2. And that doesn’t even address the errata that our design team may consider for every rule published after the Advance Player’s Guide.

In short, a blended OGL/ORC experience should be expected for many months. And we’re never, we can’t, put an end date on what you play at your tables. We’re not coming to your home and taking away your older books. We want you to keep using everything you’ve purchased. As always, we’re trying to deliver to you the best deep character customization options in the industry.

Adventures Ahead!

No but you can take away option from Society play and that may be the most play some people are able to do. Sudden Bolt seems more of the inspiration of the new Thunderstrike. That spell could have been changed instead of Shocking Grasp. I see nothing that needed to be changed so fundamentally in shocking grasp for OGL change. You could change the damage type to anything else and keep it a melee touch attack so Magus can still have a good attack spell. Now by RAW they don't.

That last part is untrue.

Before Remaster is made PFS-legal, Shocking Grasp is still available for all Magi to use and abuse (hardly use it on my PFS Starlit Span Magus but whatever).

After Remaster, Shocking Grasp will likely not be there anymore but we do not know at all what Remastered attack spells will be.

And I do not think Paizo's secret plan is to buff the other casters while nerfing the Magus into oblivion.

TBT I am also happy if there is no single obviously superior spell for the Magus to put in all their slots.


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Deceitfulelf wrote:
No but you can take away option from Society play and that may be the most play some people are able to do. Sudden Bolt seems more of the inspiration of the new Thunderstrike. That spell could have been changed instead of Shocking Grasp. I see nothing that needed to be changed so fundamentally in shocking grasp for OGL change. You could change the damage type to anything else and keep it a melee touch attack so Magus can still have a good attack spell. Now by RAW they don't.

Horizon Thunder Sphere is right there. Yes, it's originally ranged, but that doesn't matter for a magus spellstrike. Given the severely limited number of spell slots you have in the first place, looking at the new/changed cantrips, like Ignition which is solid for a magus given the d6s it rolls for melee strikes, than loosing ONE spell that only really worked well for the magus.

Also, there's really no touch attacks in 2e.


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Aaron Shanks wrote:

Hey players, Happy Equinox.

As you’re discussing the remaster changes, kindly be aware that the remaster reflects the rules we are using going forward, but that no content is being banned at your tables. We need to publish what we need to publish for the legal health and safety of our company—and we’re adding improvements to the game along the way. But nothing we’re printing should be considered a subtraction from the game you love. All the options will still be in the System Reference Document at Archives of Nethys.

The Remaster Project is a process. We’re going to be remastering Pathfinder at least into Gen Con 2024 with Player Core 2. And that doesn’t even address the errata that our design team may consider for every rule published after the Advanced Player’s Guide.

In short, a blended OGL/ORC experience should be expected for many months. And we’re never, we can’t, put an end date on what you play at your tables. We’re not coming to your home and taking away your older books. We want you to keep using everything you’ve purchased. As always, we’re trying to deliver to you the best deep character customization options in the industry.

Adventures Ahead!

This is fair. Potentially means I'll ask my GM if when playing a wizard, if I can just use old spell traditions instead of schools so i don't have to constantly bug stuff with debates on what spell should be included in x school because I don't have enough options.


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The interesting thing is that Shocking Grasp isn't even the only attack-roll spell removal being previewed here-- Acid Splash is going from an attack-roll to a save, too.

There are already very few options with attack-roll spells-- one reason Shocking Grasp is popular with Magi is because there aren't all that many spell choices for Magi in the first place.

Shocking Grasp itself isn't a huge deal since it's already almost replaced by Horizon Thunder Sphere, just at a slight nerf. Acid Splash OTOH is a cantrip damage coverage problem that almost certainly won't have an easy replacement, other than taking Acid Arrow as a slotted spell to replace it. (Or simply being less capable as a class.)

Magus could need Expansive Spellstrike errata'd into a class feature if Paizo is going to remove all these spell attack rolls.


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Pathfinder Rulebook Subscriber
Deceitfulelf wrote:
Aaron Shanks wrote:

Hey players, Happy Equinox.

As you’re discussing the remaster changes, kindly be aware that the remaster reflects the rules we are using going forward, but that no content is being banned at your tables. We need to publish what we need to publish for the legal health and safety of our company—and we’re adding improvements to the game along the way. But nothing we’re printing should be considered a subtraction from the game you love. All the options will still be in the System Reference Document at Archives of Nethys.

The Remaster Project is a process. We’re going to be remastering Pathfinder at least into Gen Con 2024 with Player Core 2. And that doesn’t even address the errata that our design team may consider for every rule published after the Advance Player’s Guide.

In short, a blended OGL/ORC experience should be expected for many months. And we’re never, we can’t, put an end date on what you play at your tables. We’re not coming to your home and taking away your older books. We want you to keep using everything you’ve purchased. As always, we’re trying to deliver to you the best deep character customization options in the industry.

Adventures Ahead!

No but you can take away option from Society play and that may be the most play some people are able to do. Sudden Bolt seems more of the inspiration of the new Thunderstrike. That spell could have been changed instead of Shocking Grasp. I see nothing that needed to be changed so fundamentally in shocking grasp for OGL change. You could change the damage type to anything else and keep it a melee touch attack so Magus can still have a good attack spell. Now by RAW they don't.

Aaron didn't say they were taking away options in Society play yet. He said we could expect a blended experience, which implies the opposite for the immediate future. Now, by RAW, nothing has changed yet. We don't know that Shocking Grasp is going anywhere for months even after Thunderstrike is actually published. And by the time it IS published, it will be alongside, and I quote from the player core 1 sale page, hundreds of spells (including dozens of new ones.)

Why on Gozreh's green earth do you think there won't be a viable attack spell in there? Especially when we already have Horizon Thunder Sphere and no reason to think it will change? Broaden your perspective.


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Tooosk wrote:

The interesting thing is that Shocking Grasp isn't even the only attack-roll spell removal being previewed here-- Acid Splash is going from an attack-roll to a save, too.

There are already very few options with attack-roll spells-- one reason Shocking Grasp is popular with Magi is because there aren't all that many spell choices for Magi in the first place.

Shocking Grasp itself isn't a huge deal since it's already almost replaced by Horizon Thunder Sphere, just at a slight nerf. Acid Splash OTOH is a cantrip damage coverage problem that almost certainly won't have an easy replacement, other than taking Acid Arrow as a slotted spell to replace it. (Or simply being less capable as a class.)

Magus could need Expansive Spellstrike errata'd into a class feature if Paizo is going to remove all these spell attack rolls.

You serious? What self respecting Magus was using Acid Splash for spell strike? The spell with bad damage, bad scaling, and splash that would hurt yourself? I can barely justify its existence for regular casters who don't get splashed back.

And why are you concerned when we already have the cantrip Ignition, which deals 2d6 melee damage and adds another d6 each spell rank? Or Needle Darts, which starts at 3d4 and basically gives you free cold iron, silver, and adamantine spell strike options?

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Captain Morgan wrote:
Also... you can still use Shocking Grasp, you know? It won't be fundamentally incompatible with the remaster. Archive of Nethys isn't removing it, nor will your old rule book be altered. I imagine pre-remaster content might not be viable for PFS, but home games should be fine. Heck, even PFS might still allow it, since tons of books and spells won't be getting remastered. Parsing out which is which may not be worth it when the real problem of publishing rights isn't impacted by table play.

That's unacceptable rhetoric in my view, even putting aside PFS, which is the only avenue of play for many such as myself.

I'm looking forward to Player Core, and I think most of the changes will make the game better. However, the Remaster was aggressively advertised as not adversely changing anything in the game. The previews make it clear that's not the case. A popular spell was outright removed and replaced with a completely different one. Light is now incompatible with options that interact with it; even wayfinders don't work anymore. At least one class will suffer a major paradigm shift and require an extensive errata.


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Why do people keep bring up ignition as a buff to magi cantrip damage, arcane has 1d6+mod cantrips to spellstrike with already, that logically would be 2d6 in the remaster.


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Pathfinder LO Special Edition, PF Special Edition Subscriber
Captain Morgan wrote:
You serious? What self respecting Magus was using Acid Splash for spell strike?

The kind who wanted to do acid damage to something with acid weakness.

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Tooosk wrote:
Magus could need Expansive Spellstrike errata'd into a class feature if Paizo is going to remove all these spell attack rolls.

I have to agree with this. Expansive Spellstrike already feels like a feat tax for half the magi out there.


The Raven Black wrote:

After Remaster, Shocking Grasp will likely not be there anymore but we do not know at all what Remastered attack spells will be.

And I do not think Paizo's secret plan is to buff the other casters while nerfing the Magus into oblivion.

I agree. In addition to the discussions above about ignition and horizon thunder sphere, the fact is that yesterday Paizo released the stat blocks for six spells. Six. It is highly premature (IMO) to conclude disaster or nerfing of the entire Magus class on the fact that none of the six examples they used in this brief announcement are directly useful for spellstrike.

Liberty's Edge

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Cyrad wrote:
Captain Morgan wrote:
Also... you can still use Shocking Grasp, you know? It won't be fundamentally incompatible with the remaster. Archive of Nethys isn't removing it, nor will your old rule book be altered. I imagine pre-remaster content might not be viable for PFS, but home games should be fine. Heck, even PFS might still allow it, since tons of books and spells won't be getting remastered. Parsing out which is which may not be worth it when the real problem of publishing rights isn't impacted by table play.

That's unacceptable rhetoric in my view, even putting aside PFS, which is the only avenue of play for many such as myself.

I'm looking forward to Player Core, and I think most of the changes will make the game better. However, the Remaster was aggressively advertised as not adversely changing anything in the game. The previews make it clear that's not the case. A popular spell was outright removed and replaced with a completely different one. Light is now incompatible with options that interact with it; even wayfinders don't work anymore. At least one class will suffer a major paradigm shift and require an extensive errata.

Wayfinders before Remaster cannot work with Remastered Light ?

What about Wayfinders after Remaster ?

Yes. I know. The sky is falling ... again.

I do not remember Paizo saying everyone would be happy with each and every change BTW. That's something no one can promise, as we see here.


Tooosk wrote:

The interesting thing is that Shocking Grasp isn't even the only attack-roll spell removal being previewed here-- Acid Splash is going from an attack-roll to a save, too.

There are already very few options with attack-roll spells-- one reason Shocking Grasp is popular with Magi is because there aren't all that many spell choices for Magi in the first place.

Shocking Grasp itself isn't a huge deal since it's already almost replaced by Horizon Thunder Sphere, just at a slight nerf. Acid Splash OTOH is a cantrip damage coverage problem that almost certainly won't have an easy replacement, other than taking Acid Arrow as a slotted spell to replace it. (Or simply being less capable as a class.)

Magus could need Expansive Spellstrike errata'd into a class feature if Paizo is going to remove all these spell attack rolls.

There are 6 other attack roll spells of 1st level on the arcane list. That's not including shocking grasp. Now to be fair 2 of them are rare and 1 is uncommon.


Technically speaking, Magus is pre-remaster content and until it is stated they will get a remaster version they aren't really a factor in remaster only content. Any complaints about the magus losing shocking grasp in settings where pre-remaster stuff isn't allowed are moot as the magus itself would not be allowed


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Cyrad wrote:

That's unacceptable rhetoric in my view, even putting aside PFS, which is the only avenue of play for many such as myself.

I'm looking forward to Player Core, and I think most of the changes will make the game better. However, the Remaster was aggressively advertised as not adversely changing anything in the game. The previews make it clear that's not the case. A popular spell was outright removed and replaced with a completely different one. Light is now incompatible with options that interact with it; even wayfinders don't work anymore. At least one class will suffer a major paradigm shift and require an extensive errata.

If you want to talk about how the game was advertised, then we have this from the day 1 announcement:

https://paizo.com/community/blog/v5748dyo6siae?Pathfinder-Second-Edition-Re master-Project

"Are my existing Pathfinder Second Edition books now obsolete?

No. With the exception of a few minor variations in terminology and a slightly different mix of monsters, spells, and magic items, the rules remain largely unchanged. A pre-Remaster stat block, spell, monster, or adventure should work with the remastered rules without any problems."

I can't say I recall it being "aggressively advertised as not adversely changing anything in the game." We knew there would be changes. We knew certain elements would have to be removed. We know you can still use old options, as was stated in the day 1 blog and by a Paizo staff member today in this very thread. We have no reason to think those statements don't apply to PFS yet. We also have no reason to think things like Wayfinders won't be adjusted to the new Light spell, new attack spells won't be added, or whatever else.

We have known Magus was going to need errata for months now since they told us we were losing spell schools. None of this is a bait and switch. If you're feeling misled, that's on you.

Tyr Thorn wrote:
The kind who wanted to do acid damage to something with acid weakness.

Which monsters would those be again? Because as of 2021 there was exactly one creature with weakness to acid. Also, if you're looking to proc weakness, the better play was to cast the spell at range, enter Arcane Cascade, and make regular strikes to trigger the weakness multiple times per turn.

MEATSHED wrote:
Why do people keep bring up ignition as a buff to magi cantrip damage, arcane has 1d6+mod cantrips to spellstrike with already, that logically would be 2d6 in the remaster.

Because we have seen Ignition in the remaster and have not seen Telekinetic Projectile or Gouging Claw.


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Captain Morgan wrote:
What self respecting Magus was using Acid Splash for spell strike? The spell with bad damage, bad scaling, and splash that would hurt yourself?

Every Hybrid Studies has an option for a reach/ranged weapon and there are ancestry option like Dragonscaled Kobold that grant resistance to acid. And if you're fighting a Cavern Troll with regeneration 20 (deactivated by acid or sonic), I think most magus would be happy to have Acid Splash as an option.


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Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Yoshua wrote:

Hoping that someone puts a digital FAQ/Errata for updating existing cards to the new content.....

Also hoping that new card sets will be released with the official text :D

A good thing to hope for, though I doubt it'll happen any time soon.


Old_Man_Robot wrote:
Also, wow, Thunderstrike and it’s Clumsy rider is really strong!

It makes it useful for even a higher level character to cast.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Unicore wrote:
Xenocrat wrote:
Of course, Horizon Thunder Sphere is only relevant as replacement to Shocking Grasp if it's published in Player Core 1 or 2. Otherwise it's the same as Shocking Grasp - an old spell from the preremaster day that your GM may or may not permit.

Well, by that logic, the magus as a whole is in a rough boat, because it is an OGL class that isn't getting an ORC remake anytime soon.

I am thankful that Aaron Shanks has come forward to point out agin that it will be a process of tables deciding what material to move forward and what material to supersede, so that we don't have to keep having the "will it/won't it conversation" except at our own tables, for what will let us have the most fun.

What aspects of the Magus class are OGL based? Just curious.


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graystone wrote:
Captain Morgan wrote:
What self respecting Magus was using Acid Splash for spell strike? The spell with bad damage, bad scaling, and splash that would hurt yourself?
Every Hybrid Studies has an option for a reach/ranged weapon and there are ancestry option like Dragonscaled Kobold that grant resistance to acid. And if you're fighting a Cavern Troll with regeneration 20 (deactivated by acid or sonic), I think most magus would be happy to have Acid Splash as an option.

Great, so there's two creatures that are effectively weak to acid. Again, who is preparing that instead of things that actually trigger weaknesses reliably, like Produce Flame, Ray of Frost, Telekinetic Projectile, or Needle Darts? I'd think even if you knew you were fighting one of these monsters Acid Arrow + Arcane Cascade would be the better choice.

And that's setting aside the whole "Acid Splash is still compatible, and there will be dozens of new spells, any one of which could fill the niche" thing.


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Note that the light cantrip can be used to track the location of creatures that hide or turn invisible. Attach a light spell to a creature, and where ever they go you will know what space they are in (they'll still have concealment, of course).

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