Secrets of Magic Playtest!

Tuesday, September 08, 2020

You’ve found the not-so-secret playtest for Pathfinder Secrets of Magic! This upcoming sourcebook, scheduled for July 2021, brings you loads of new spells, magic items, special types of magic, and information about the inner workings of magic. But this playtest? It’s all about the two new classes! Your insight into them will be vital as we prepare them for the final book.

  • The magus combines spells with attacks. The classic concept of the warrior-mage hybrid lives here. The test will show whether this class outshines martial characters or spellcasters, or whether it balances its two sides in a satisfying way that feels special. The magus gets fewer spell slots, though the slots’ spell levels get as high as a wizard’s!
  • The summoner is for the player who wants to adventure alongside a cool sidekick! A powerful entity called an eidolon holds a supernatural connection with the summoner, sharing health and working in tandem. This class also casts spells but has fewer per day than other spellcasting classes.
Sketch of a pale male half-elf with white hair. He wears ornate robes and carries a sword in one hand. Magical fire dances in his other hand. Sketch of a dark-skinned human girl, wearing mage’s robes. She gestures to her eidolon, a dragon several feet taller than her.

Sketches of the magus and summoner by Wayne Reynolds.

Download the Playtest!

How to Playtest

The playtest will run until October 16, 2020. We’re looking for your feedback, comments, and criticisms regarding these classes, but we’re focusing our attention on feedback from play. Make new characters, use them as PCs or adversaries, and run a few game sessions or encounters incorporating them!

Anything can change based on the results of the playtest! These are early iterations of the new classes; some abilities might be a bit extreme or stretch some assumptions of the game, and the best way to find out if we’ve gone too far (or in the wrong direction) is for us to deliver these classes into your hands. We don’t expect to release any changes to these classes during the playtest itself, only in the final version of the book.

Once you’ve had a chance to try these classes, you can submit your feedback in the following ways.

  • Surveys: Head to https://www.surveymonkey.com/r/SoMClassSurvey and https://www.surveymonkey.com/r/SoMOpenResponse to take surveys that will allow us to gather your responses. These surveys will be available starting Tuesday, September 8, 2020, and they will remain open until the end of the playtest.
  • Forums: On paizo.com, you'll find a Secrets of Magic playtest subforum with threads for discussion and announcements, plus threads for each of the two new classes. When you post to the forums, look for existing threads on your topic before starting a new one. Remember that every poster is trying to make the game better for everyone, so please be polite and respectful.
  • We’d like to thank you for participating in the Secrets of Magic playtest. We’re looking forward to seeing what you think and using your feedback to make these classes the best they can be!

    Logan Bonner
    Pathfinder Lead Designer

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Tags: Pathfinder Pathfinder Playtest Pathfinder Roleplaying Game Pathfinder Second Edition
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MaxAstro wrote:
The problem with that approach, Kilgorin, is that you are then effectively giving the Magus a class feature that just says "add your weapon damage to your cantrip damage", and that is going to throw the damage assumptions of the system all kinds of out of whack.

We're talking about spending two actions for an extra 1d4+INT damage. It's the same as the fighter's Power Attack feat, except the chance to hit is lower than a fighter.

Fighter with 18 STR and longsword using Power Attack - +9 to hit and an average of 13 damage.

Magus with 18 STR, 16 INT, longsword, using two actions to "Spellstrike" (as I described earlier) - +7 to hit and an average of 14 damage.

So a lower attack bonus is made up for with 1 extra point of damage on a hit. And you're only increasing the damage with cantrips by 2.5 every 2 levels. Hardly seems like a power creep. The only time the power really excels is with slotted spells, but limited to those that require a spell attack and limited by the magus's smaller number of slots.

Paizo Employee

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James Case wrote:


One of the best ways to playtest classes is to push them to their limits—essentially, to try to "break" them, then report where and how they broke to guide revisions—which can be a little at odds with Organized Play, where you might be meeting people for the first time when you sit down at a convention table.

This makes sense and is very well worded. Thank you.

Liberty's Edge

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Kilgorin0728 wrote:
MaxAstro wrote:
The problem with that approach, Kilgorin, is that you are then effectively giving the Magus a class feature that just says "add your weapon damage to your cantrip damage", and that is going to throw the damage assumptions of the system all kinds of out of whack.

We're talking about spending two actions for an extra 1d4+INT damage. It's the same as the fighter's Power Attack feat, except the chance to hit is lower than a fighter.

Fighter with 18 STR and longsword using Power Attack - +9 to hit and an average of 13 damage.

Magus with 18 STR, 16 INT, longsword, using two actions to "Spellstrike" (as I described earlier) - +7 to hit and an average of 14 damage.

So a lower attack bonus is made up for with 1 extra point of damage on a hit. And you're only increasing the damage with cantrips by 2.5 every 2 levels. Hardly seems like a power creep. The only time the power really excels is with slotted spells, but limited to those that require a spell attack and limited by the magus's smaller number of slots.

This escalates a lot more for the Magus than the Fighter. Specifically, at 20th, it's 46.5 for the Fighter (or 60.5 with a d12 weapon), while for the Magus it's 71 with Telekinetic Projectile. And that's on a cantrip, not even getting into their actual spells.

I'm not overjoyed with the current Magus setup either, but doing this is a big deal and would require a very careful balance examination.

Dark Archive

James Case wrote:
James Case wrote:


Hi everyone, update here:
Given the short playtest duration, Covid-related limited play environments, and the online convention lineup that falls during this playtest, we have decided against using the magus and summoner playtest classes in official Pathfinder Society games.

This is a real bummer as I was very much looking forward to playing these classes in PFS to test them out in different situations and different groups (I loved back playtesting the Investigator in PFS 1e).

That said, I understand the logic, especially with the short playtest run that was decided on.


can i just say that summoner really needs to be edited down. 8 paragraphs to explain basic concepts like shared HP pools? i think you need to trim the fat.


theplayerofx wrote:
can i just say that summoner really needs to be edited down. 8 paragraphs to explain basic concepts like shared HP pools? i think you need to trim the fat.

Eh, it's the playtest. Editing, clarifying, and simplifying is always coming once they codify the rules.


Arcane Fist seems a bit overkill - it grants crit specialization at level 1, which admittedly isn't a showstopper, but it's both the quickest way to get access to crit spec and better than any other one-level unarmed feat, including being a Monk. In fact, it'd likely be easier to take the Magus Archetype and then nab Arcane Fist with it's "take a first level feat from" feat, if you wanted fast off-class access to the crit spec and the boosted unarmed strikes, because then you'd get access to the magus archetype's baseline abilities, whatever they may be, over the alternative of taking monk and getting a skill or martial artist, and getting scaling unarmed training if your class didn't already.

It's kind of niche in that it wouldn't then let you go on to take all the other unarmed-boosting feats, but it's still just a little bit off-kilter, I think.

Scarab Sages

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Glassbrain wrote:

Arcane Fist seems a bit overkill - it grants crit specialization at level 1, which admittedly isn't a showstopper, but it's both the quickest way to get access to crit spec and better than any other one-level unarmed feat, including being a Monk. In fact, it'd likely be easier to take the Magus Archetype and then nab Arcane Fist with it's "take a first level feat from" feat, if you wanted fast off-class access to the crit spec and the boosted unarmed strikes, because then you'd get access to the magus archetype's baseline abilities, whatever they may be, over the alternative of taking monk and getting a skill or martial artist, and getting scaling unarmed training if your class didn't already.

It's kind of niche in that it wouldn't then let you go on to take all the other unarmed-boosting feats, but it's still just a little bit off-kilter, I think.

I think it would work better as an Arcane Synthesis than a feat, personally.


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I aggree with Angel, make the slide a normal part of Striking Spell (and rename that Spell Combat, make SpellStrike a separate feature/action) and replace Slide by Arcane Fist.


Kalaam wrote:
I aggree with Angel, make the slide a normal part of Striking Spell (and rename that Spell Combat, make SpellStrike a separate feature/action) and replace Slide by Arcane Fist.

Add me in on that too.

That said, I highly expect we'll have a handful more syntheses when all is said and done. Hopefully a more defensive style that can leverage the Shield cantrip to a greater degree than other casters?


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Pathfinder Roleplaying Game Superscriber

My only concern with making slide a "default" is that I'm not sure how I feel about a ranged Magus having access to it; I think it's very intentional that you have to choose between slide and ranged weapons.


MaxAstro wrote:
My only concern with making slide a "default" is that I'm not sure how I feel about a ranged Magus having access to it; I think it's very intentional that you have to choose between slide and ranged weapons.

its such a small benefit for the ranged magus, so i disagree, it just ends up being used defensively for them.


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Pathfinder Roleplaying Game Superscriber

Defensively it's potentially a really big benefit; that's exactly my concern. It allows the ranged magus to kite very effectively.


MaxAstro wrote:
Defensively it's potentially a really big benefit; that's exactly my concern. It allows the ranged magus to kite very effectively.

it allows it to kite while doing its main shtick

wich...every ranged attacker in the game currently can but eldritch archer wich still gets numerous other options.


Pathfinder Adventure Path Subscriber

Also, this would leave no incentive what so ever to have a magus wielding a 1 handed weapon, which feels like it would be pretty weird overall.


Unicore wrote:
Also, this would leave no incentive what so ever to have a magus wielding a 1 handed weapon, which feels like it would be pretty weird overall.

in what way? because 1e? that seems a weird issue considering all the things that didnt get transferred over.


MaxAstro wrote:
Defensively it's potentially a really big benefit; that's exactly my concern. It allows the ranged magus to kite very effectively.

You have to remember many spells have limited range: you're using a Telekinetic Projectile, Produce Flame, Tanglefoot and the like, you've only got a 30' range: not even a full move for a lot of creatures. It's not like you can keep it up unless it's just you and a single creature in an open field with nothing interfering.

Unicore wrote:
Also, this would leave no incentive what so ever to have a magus wielding a 1 handed weapon, which feels like it would be pretty weird overall.

So they get another ability instead? It's not like they can't get another one.


I'm *so* happy that the new version of the summoner has a built in way to make dragon eidolons. That was one of my biggest issues with the unchained summoner.


Matrix Dragon wrote:
I'm *so* happy that the new version of the summoner has a built in way to make dragon eidolons. That was one of my biggest issues with the unchained summoner.

*looks at avatar* Hmmmmm... >.>

About the magus, one handed could have another benefit yeah. Maybe the "book" feat could become a new synthesis, giving you different kind of bonuses by using your spellbook as a floating magic shield.
If you prefer a purely free hand magus, I'm sure we can find some things. Like, when they infuse a spell with Spell Combat, they can give themselves a +1 bonus to damage with their weapon for 1 round without using an action. Would stack with Energize Weapon.


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Pathfinder Rulebook Subscriber
Unicore wrote:
Also, this would leave no incentive what so ever to have a magus wielding a 1 handed weapon, which feels like it would be pretty weird overall.

TBH I'm not sure you need special incentive for that right now. The intrinsic benefits of being able to do things like wear a shield or not have to spend additional actions on consumables is already pretty attractive compared to a couple points of damage.

And it kinda sucks right now that Slide is incompatible with things like the "Raise a Tome" feat the magus can pick up too.


Pathfinder Adventure Path Subscriber

I agree that raise a tome needs to be fixed to work with the one handed magus, but a full on shield for magus is a huge ask. Strangely (since warpriest does) the magus doesn't even get the shield block reaction, even though that seems like the quintessential warfare training feat, but that is probably because they have no actions available for a shield anyway. If shield magus becomes a thing, it is going to have to include a reactive shield feature built into the class.


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The spell parry line is already a cool and powerful thing that the one-handed Magus can buy into to turn the weaker weapon choice into an advantage. If that's good enough for the Fighter I think it'd be good enough for the Magus.


Arachnofiend wrote:
The spell parry line is already a cool and powerful thing that the one-handed Magus can buy into to turn the weaker weapon choice into an advantage. If that's good enough for the Fighter I think it'd be good enough for the Magus.

i actually have trouble finding room for it. level 4, bespell strikes seems like a no nonsense damage buff that leads into even more damage for a slide casting magus.

level 6, energized strikes

8, spell swipe

10, portal slide

12, bespelled persistence

14, hasted assault

16, maybe here, maybe get it here. but then i dont get capture spell. so more likely quickened spellstrike

18, second chance strike

20, supreme

i know there are more feats, and you can argue options endlessly. but for slide casting, i dont see better options, and i can shore up my reaction and defenses vs spells via orc race with superstition reaction and or ferocity because they dont overlap often. plus gives me d12 hp start so i can start with 20HP.


Martialmasters wrote:
level 4, bespell strikes seems like a no nonsense damage buff that leads into even more damage for a slide casting magus.

It's only for when you cast a NON cantrip spell and only until the end of the turn so for me, it's not super exciting: at most it's +1d6 to 4 strikes a day. You'd get more mileage out of the feat if you cast true strike and then make 2 strikes than using it with spellstrike.


graystone wrote:
Martialmasters wrote:
level 4, bespell strikes seems like a no nonsense damage buff that leads into even more damage for a slide casting magus.
It's only for when you cast a NON cantrip spell and only until the end of the turn so for me, it's not super exciting: at most it's +1d6 to 4 strikes a day. You'd get more mileage out of the feat if you cast true strike and then make 2 strikes than using it with spellstrike.

oh i know, but i have a free hand (scrolls, wands) and 3 spell slots, and can always get a staff and use its stuff too (like divination staff for true strikes), and when i get 1 action self haste its even better.


Martialmasters wrote:
graystone wrote:
Martialmasters wrote:
level 4, bespell strikes seems like a no nonsense damage buff that leads into even more damage for a slide casting magus.
It's only for when you cast a NON cantrip spell and only until the end of the turn so for me, it's not super exciting: at most it's +1d6 to 4 strikes a day. You'd get more mileage out of the feat if you cast true strike and then make 2 strikes than using it with spellstrike.

oh i know, but i have a free hand (scrolls, wands) and 3 spell slots, and can always get a staff and use its stuff too (like divination staff for true strikes), and when i get 1 action self haste its even better.

If you're spending cash on it, sure you'll bet more out of it. I'm steering away from doing that though as it's not clear how the 4 slot system actually works with scrolls and staves once you start losing lower level slots. As it stands, IMO, it looks like you stop being able to cast spells of that level so you can only use scrolls/staves for spells that match your slot levels. If your group is allowing you the full range of scrolls/staves then go for it.


graystone wrote:
Martialmasters wrote:
graystone wrote:
Martialmasters wrote:
level 4, bespell strikes seems like a no nonsense damage buff that leads into even more damage for a slide casting magus.
It's only for when you cast a NON cantrip spell and only until the end of the turn so for me, it's not super exciting: at most it's +1d6 to 4 strikes a day. You'd get more mileage out of the feat if you cast true strike and then make 2 strikes than using it with spellstrike.

oh i know, but i have a free hand (scrolls, wands) and 3 spell slots, and can always get a staff and use its stuff too (like divination staff for true strikes), and when i get 1 action self haste its even better.

If you're spending cash on it, sure you'll bet more out of it. I'm steering away from doing that though as it's not clear how the 4 slot system actually works with scrolls and staves once you start losing lower level slots. As it stands, IMO, it looks like you stop being able to cast spells of that level so you can only use scrolls/staves for spells that match your slot levels. If your group is allowing you the full range of scrolls/staves then go for it.

you can use a lower level spell in a higher level slot by RAW. even if it doesnt heighten.


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Martialmasters wrote:
Arachnofiend wrote:
The spell parry line is already a cool and powerful thing that the one-handed Magus can buy into to turn the weaker weapon choice into an advantage. If that's good enough for the Fighter I think it'd be good enough for the Magus.

i actually have trouble finding room for it. level 4, bespell strikes seems like a no nonsense damage buff that leads into even more damage for a slide casting magus.

level 6, energized strikes

8, spell swipe

10, portal slide

12, bespelled persistence

14, hasted assault

16, maybe here, maybe get it here. but then i dont get capture spell. so more likely quickened spellstrike

18, second chance strike

20, supreme

i know there are more feats, and you can argue options endlessly. but for slide casting, i dont see better options, and i can shore up my reaction and defenses vs spells via orc race with superstition reaction and or ferocity because they dont overlap often. plus gives me d12 hp start so i can start with 20HP.

I'm kinda trying to analyze these build-definers in a vacuum and ignore the separate issues that make them non-viable since the Magus has a lot of those. If we assume that the Magus functions well on a baseline then Spell Parry is a Good Thing that a 1H Magus would be able to build into that someone using a 2H weapon has no access to.


Honestly I like slide being an every Magus thing if only because otherwise they sort of turn into a stump since doing their full turn usually leaves them with no ability to move.

It’s already flavored in such a way that a Magus can sort of go their own way with the “how” it works, which is nice.

If portal was a Feat and the one handed Magus got something else in the class path that’d probably be enough, even if it was something akin to a magic shield or a free shield spell casting or the PF1 arcane theurge. A +1 AC would probably be appropriate.


Martialmasters wrote:
you can use a lower level spell in a higher level slot by RAW. even if it doesnt heighten.

No you can't. I've seen a random post from some other place that supposedly has a dev say you can but that #1 isn't official, even if it was the dev and #2 isn't a rule written in any book, so it's about as far away from RAW as it gets...


I agree on idea of making Slide a generic part of the signature class feature and having Arcane Fists as a synthesis. In one my posts, I suggested as much.

The way I see it, a Synthesis could consist of two benefits:

  • An alteration to the way Striking Spell works
  • Alternative free actions you can use instead of Stride

    Leaving aside the former, here are some spitball examples that could be used for the latter:

  • Two-Handed (2H) Weapons: Interact (to change hands), Leap (Long Jump/High Jump with Quick Jump)
  • Ranged Weapons: Step, Reload
  • Unarmed: Step, Stand, Enter a Magus stance
  • 1H: Interact (to draw weapon), Step, Spell Parry

    I also went into what I'd like to see for other Syntheses. Incorporating those:

  • Two-Weapon (2W): Interact (to draw weapon[s])
  • One-Handed (1H) + Spellbook: Interact (to draw spellbook, scroll or wand), Raise a Tome
  • Shield: Step, Raise a Shield
  • Staff: Interact (to draw scroll or wand), Interact (to change hands)

    These options would introduce a lot more variety to the Striking Spell turns and solves other issues at the same time. In specific:

  • 2H weapons lose an action when they cast a material component spell (its a free action to remove a hand, an action to add one)
  • Ranged weapons fare very poorly with crossbows
  • Unarmed attacks would have little differentiating them from 1H
  • 2W Magus would struggle to draw its weapons without a functional Quick Draw feat.
  • Raise a Tome doesn't work with any current synthesis
  • Most forms of Magus provoke attacks of opportunity with no way to get around the issue.
  • A free Stride loses utility after reaching your desired range for combat


  • How about making Spell Combat the 1h+free synthesis. The ability to release spells as a single action, "normally" after infusing them.


    I think it would be very difficult to balance getting a full action discount on spells. I would value that significantly higher than getting a free Step, or even a free Stride.

    The only thing I can see as a potential balancing factor is making the quicker spellcast deal reduced damage (say, 50%). So you could Strike+Shocking Grasp for 2 actions, dealing half damage or for the full three actions at full damage.

    Of course, this wouldn't effect conditions, but I'm comparatively more fine with that.


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    Pathfinder Roleplaying Game Superscriber
    graystone wrote:
    Martialmasters wrote:
    you can use a lower level spell in a higher level slot by RAW. even if it doesnt heighten.
    No you can't. I've seen a random post from some other place that supposedly has a dev say you can but that #1 isn't official, even if it was the dev and #2 isn't a rule written in any book, so it's about as far away from RAW as it gets...

    You absolutely can.

    Core Rules wrote:

    Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell. This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell’s level increases to match the higher level of the spell slot you’ve prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell’s level.

    In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell’s stat block.

    Emphasis mine. Note that nothing says that only certain spells can be heightened, and in fact it says that heightening is useful for "any spell". Also, if only spells with "additional specific benefits" could be heightened, there would be no need to say "in addition".

    Plus, just as an example, Charm would be a garbage spell at most levels if you could only prepare it at 1st, 4th, and 8th.


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    MaxAstro wrote:

    Emphasis mine. Note that nothing says that only certain spells can be heightened, and in fact it says that heightening is useful for "any spell". Also, if only spells with "additional specific benefits" could be heightened, there would be no need to say "in addition".

    Plus, just as an example, Charm would be a garbage spell at most levels if you could only prepare it at 1st, 4th, and 8th.

    I read it as being about casting a lower level spell in a higher slot without heightening it: if it's about heightening a 1st level spell to make it a 5th level spell so it fits in a 5th level slot, then I misread it and I 100% agree with you.

    For context, there is a debate over in the 'can 4 slot casters use staves' thread about using un-heightened spells in higher level slots so when I was talking about not being able to use scrolls/staves, I assumed it was about that and not buying higher level heightened scrolls and staves.


    Pathfinder Roleplaying Game Superscriber

    Oh, do you mean for spontaneous casters? As in "can I spend a 4th level slot to cast Fear, which I only know at 3rd level"?

    Yeah, that's a trickier question. I've ruled "no" for my home games but I don't know what the official answer would be.


    MaxAstro wrote:

    Oh, do you mean for spontaneous casters? As in "can I spend a 4th level slot to cast Fear, which I only know at 3rd level"?

    Yeah, that's a trickier question. I've ruled "no" for my home games but I don't know what the official answer would be.

    Mmhmm, I rule "yes". If you want to spend a 4th level slot for a 3rd level spell, be my guest.


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    MaxAstro wrote:

    Oh, do you mean for spontaneous casters? As in "can I spend a 4th level slot to cast Fear, which I only know at 3rd level"?

    Yeah, that's a trickier question. I've ruled "no" for my home games but I don't know what the official answer would be.

    A dev explicitly stated in a reddit thread that downcasting is legal, whether or not that's good enough for you is another story. (wanna say it was actually Jason).

    It's certainly not overpowered to do so IMO.


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    Midnightoker wrote:
    MaxAstro wrote:

    Oh, do you mean for spontaneous casters? As in "can I spend a 4th level slot to cast Fear, which I only know at 3rd level"?

    Yeah, that's a trickier question. I've ruled "no" for my home games but I don't know what the official answer would be.

    A dev explicitly stated in a reddit thread that downcasting is legal, whether or not that's good enough for you is another story. (wanna say it was actually Jason).

    LOL I'm not sure it's an actual dev posting, it's on some other place I don't frequent and even posts HERE aren't official unless the post itself says so... So, for myself that post isn't even worth reading.

    Midnightoker wrote:
    It's certainly not overpowered to do so IMO.

    I don't think it's a problem either way: I think what's important to know is if you are forced to take the heightened effect up to your level or if you may intentionally take a lower one. This is a different issue on what level it is for dispelling it for example as that should still be slot level.


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    graystone wrote:
    Midnightoker wrote:
    MaxAstro wrote:

    Oh, do you mean for spontaneous casters? As in "can I spend a 4th level slot to cast Fear, which I only know at 3rd level"?

    Yeah, that's a trickier question. I've ruled "no" for my home games but I don't know what the official answer would be.

    A dev explicitly stated in a reddit thread that downcasting is legal, whether or not that's good enough for you is another story. (wanna say it was actually Jason).

    LOL I'm not sure it's an actual dev posting, it's on some other place I don't frequent and even posts HERE aren't official unless the post itself says so... So, for myself that post isn't even worth reading.

    Midnightoker wrote:
    It's certainly not overpowered to do so IMO.
    I don't think it's a problem either way: I think what's important to know is if you are forced to take the heightened effect up to your level or if you may intentionally take a lower one. This is a different issue on what level it is for dispelling it for example as that should still be slot level.

    Well here is the comment just in case any one else wants to see it:

    Link

    But for the purposes of a Spontaneous Slot, it would obviously be a direct downgrade entirely. As in, you may spend your 4th level slot to cast a 3rd level spell you know but as a 3rd level spell in every regard (as if you had spent a 3rd level slot to do so).

    This really only matters in the context of someone not having a lower level slot to cast the spell they want available, but having a higher level slot they haven't spent yet.

    The number of times this is actually going to occur is already minute, and considering Spontaneous casters are a bit behind the curve compared to Prepared when it comes to versatility, I find that perfectly acceptable.

    It's not really that complicated.


    Pathfinder Roleplaying Game Superscriber
    graystone wrote:
    I don't think it's a problem either way: I think what's important to know is if you are forced to take the heightened effect up to your level or if you may intentionally take a lower one. This is a different issue on what level it is for dispelling it for example as that should still be slot level.

    Oh! This, on the other hand, I've ruled the other way. If you know Dimension Door at 5th level, and you want to cast it at 5th level, but get the 4th level effect, I'll definitely allow that.

    Again, no idea what the official ruling is.


    Hoping we get a reference to the OG summoner in some way shape or form in the official release. I'd say his Eidolon is definitely a Beast Eidolon.

    I love our gnome boi~

    Liberty's Edge

    Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
    Divinkitty wrote:

    Hoping we get a reference to the OG summoner in some way shape or form in the official release. I'd say his Eidolon is definitely a Beast Eidolon.

    I love our gnome boi~

    It could be anything, though.

    Breath weapon and frenzy? Dragon
    Charge and roar? Beast
    Aura of healing? Angel
    Protections of the Summoner? Phantom

    What the Eidolon looks like is irrelvant, it’s what it can do that counts.


    This is why the current eidolon doesn't have enough customization.

    That eidolon should be possible to make, but right now that eidolon is physically impossible to make.

    Liberty's Edge

    Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
    Temperans wrote:

    This is why the current eidolon doesn't have enough customization.

    That eidolon should be possible to make, but right now that eidolon is physically impossible to make.

    Ok. What about it can’t you make? What does that eidolon actually do that you can’t do with the playtest version?

    Here are Padrig’s PF1 stats. What about this can’t be done in PF2?


    graystone wrote:
    Martialmasters wrote:
    you can use a lower level spell in a higher level slot by RAW. even if it doesnt heighten.
    No you can't. I've seen a random post from some other place that supposedly has a dev say you can but that #1 isn't official, even if it was the dev and #2 isn't a rule written in any book, so it's about as far away from RAW as it gets...

    It's literally how wizard spell casting works.

    You learn fireball.

    At level 20 you can use that fireball spell you learned long ago and cast it out of your 10th level slot...

    Liberty's Edge

    Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
    Martialmasters wrote:
    graystone wrote:
    Martialmasters wrote:
    you can use a lower level spell in a higher level slot by RAW. even if it doesnt heighten.
    No you can't. I've seen a random post from some other place that supposedly has a dev say you can but that #1 isn't official, even if it was the dev and #2 isn't a rule written in any book, so it's about as far away from RAW as it gets...

    It's literally how wizard spell casting works.

    You learn fireball.

    At level 20 you can use that fireball spell you learned long ago and cast it out of your 10th level slot...

    I think the point is more on spontaneous casters. That if you know fireball as a 3rd level spell and it isn’t one of your signature spells, you couldn’t then use a 5th level spell to cast it with the effects of a 3rd level spell because you’ve run out of 3rd level slots. I.e. you can only cast spells in the slots you have them jn your repetoire for, not using higher level slots for lower level spells.


    Paul Watson wrote:
    Martialmasters wrote:
    graystone wrote:
    Martialmasters wrote:
    you can use a lower level spell in a higher level slot by RAW. even if it doesnt heighten.
    No you can't. I've seen a random post from some other place that supposedly has a dev say you can but that #1 isn't official, even if it was the dev and #2 isn't a rule written in any book, so it's about as far away from RAW as it gets...

    It's literally how wizard spell casting works.

    You learn fireball.

    At level 20 you can use that fireball spell you learned long ago and cast it out of your 10th level slot...

    I think the point is more on spontaneous casters. That if you know fireball as a 3rd level spell and it isn’t one of your signature spells, you couldn’t then use a 5th level spell to cast it with the effects of a 3rd level spell because you’ve run out of 3rd level slots. I.e. you can only cast spells in the slots you have them jn your repetoire for, not using higher level slots for lower level spells.

    Maybe I am wrong and I'll have to double check. But I remember reading that all the summoner and Magus spell slots are considered signature spell slots.

    Also unless I'm misunderstanding. But Magus isn't strictly spontaneous as it needs to prepare it's Slots still so would treat a staff as a prepared caster.

    Liberty's Edge

    Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
    Martialmasters wrote:
    Paul Watson wrote:
    Martialmasters wrote:
    graystone wrote:
    Martialmasters wrote:
    you can use a lower level spell in a higher level slot by RAW. even if it doesnt heighten.
    No you can't. I've seen a random post from some other place that supposedly has a dev say you can but that #1 isn't official, even if it was the dev and #2 isn't a rule written in any book, so it's about as far away from RAW as it gets...

    It's literally how wizard spell casting works.

    You learn fireball.

    At level 20 you can use that fireball spell you learned long ago and cast it out of your 10th level slot...

    I think the point is more on spontaneous casters. That if you know fireball as a 3rd level spell and it isn’t one of your signature spells, you couldn’t then use a 5th level spell to cast it with the effects of a 3rd level spell because you’ve run out of 3rd level slots. I.e. you can only cast spells in the slots you have them jn your repetoire for, not using higher level slots for lower level spells.

    Maybe I am wrong and I'll have to double check. But I remember reading that all the summoner and Magus spell slots are considered signature spell slots.

    Also unless I'm misunderstanding. But Magus isn't strictly spontaneous as it needs to prepare it's Slots still so would treat a staff as a prepared caster.

    Magus is prepared. Summoner does have that clause. I’m not where this problem is in relation to the playtest. Maybe someone missed the Summoner text?


    Paul Watson wrote:
    Temperans wrote:

    This is why the current eidolon doesn't have enough customization.

    That eidolon should be possible to make, but right now that eidolon is physically impossible to make.

    Ok. What about it can’t you make? What does that eidolon actually do that you can’t do with the playtest version?

    Here are Padrig’s PF1 stats. What about this can’t be done in PF2?

    Chained Eidolon Evolutions

    If reworked to Unchained Summoner:

    Unchained Summoner Evolutions not to mention the choice of a subtype that gave abilities actually relevant to the subtype and not just things that should had been evolutions in the first place.

    In any case the link you gave is literally level 1, the most basic of basic of Eidolons.

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