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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Tags: Pathfinder Pathfinder Remaster Pathfinder Roleplaying Game Pathfinder Second Edition
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7 people marked this as a favorite.
schnoodle wrote:

Everything is nice, except...

Cantrips losing modifiers is awful. One thing that I adored about pf2e, coming from 5e, is that even my low rolls did a decent amount of damage. Every player I talked to from the community I come from felt the same way, too. Now that's gone, it's right back to wonderfully terrible feeling cantrips of 5e, where you just low roll constantly and have no bonus.

Whiteboard math is great and all, but most players aren't math nerds who see a number and think averages. They see low dice rolls and feel like they did nothing in comparison to the martials.

I wish there was a place to give this feedback before it all went to print, but alas.

what about rolling high on the 3d4 cantrips

is that just something you've decided can't happen


2 people marked this as a favorite.
Pathfinder Lost Omens Subscriber

Excited for the changes, still unsure about the cantrip damage change, but my tables seem to be wanting to stick with the +mods for now.
I wonder if another alternative would've been to change more cantrips to 1 action casts (some with variation cost for better AoE like electric arc) to allow more possible actions per turn? Like doing 2 action fear into a 1 action ignition for example. Giving more flexibility a turn, more chances for meta magic to shine or be added in, and interesting combinations to be had!
It probably needs intensive testing to balance out to not out damage a martial, but it would fix mine (and many others) grievances with not really being able to interact with the 3 action system, without falling into the standard "cast shield, or recall knowledge" every turn.


Pathfinder Starfinder Roleplaying Game Subscriber
Unicore wrote:
At your home table, you can still use any of the old spells if you want to and your table agrees.

This is still very up in the air for the FoundryVTT version, so probably not the best advice given how much it has boosted paizo and pf2e in general.

Dark Archive

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Pathfinder Rulebook Subscriber

I really like the changes. Have to ask though, why doesn't Thunderstrike have the "Air" trait?


5 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Matthew Jaluvka wrote:
schnoodle wrote:

Everything is nice, except...

Cantrips losing modifiers is awful. One thing that I adored about pf2e, coming from 5e, is that even my low rolls did a decent amount of damage. Every player I talked to from the community I come from felt the same way, too. Now that's gone, it's right back to wonderfully terrible feeling cantrips of 5e, where you just low roll constantly and have no bonus.

Whiteboard math is great and all, but most players aren't math nerds who see a number and think averages. They see low dice rolls and feel like they did nothing in comparison to the martials.

I wish there was a place to give this feedback before it all went to print, but alas.

what about rolling high on the 3d4 cantrips

is that just something you've decided can't happen

If you want to assume that then sure. But otherwise — if we're talking about a 1d6, with +4 modifier: a range of 5-10 is going to produce better emotional attachment than a 2-12. the minimum being more than double is pretty big, and the high being only 2 more in exchange... Yeah, no, I'd prefer the consistency.


Ravien999 wrote:
Will Huston wrote:
shocking grasp thunderstrike being a save spell really gonna peeve the magi.
I was about to make another complaint but then I forgot this isn't starfinder. is melee spells that don't provoke just not a thing in PF2e?

It really should be, and I keep hoping they'll fix that obvious oversight, but I think we've seen some remaster touch spells and they still have somatic components...


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Darksol the Painbringer wrote:
Colin cooke wrote:
This is terrible for Magi, please reconsider this as a replacement for Shocking Grasp as it does not fulfill any of the functions.
Losing Shocking Grasp is a blow, but not a fatal one. I wouldn't mind them re-evaluating Spellstrike as a mechanic in regards to allowing non-attack roll effects (because it seems pretty arbitrary). Plus, there are some alternatives, like Admonishing Ray, Briny Bolt, Horizon Thunder Sphere, Hydraulic Push, and Snowball.

Yeah that is all a plus. Thunderstrike is the best single target damage in the game, and before level 4 every magus wants magic weapon anyway.


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Happywolf wrote:

Thank you for changing tracking multiple spell proficiency. My players will LOVE this <3

Edit: I am curious how the light spell works. If you gotta sustain up to 4 lights at the same time or whenever you sustain you can move the lights.

The duration is "until your next daily preparations", so no sustain is needed. The sustain is optional, and when you choose to sustain one of them, you can move that particular light spell.

I can't think of any situation where getting to move up to four of them at the same time would be broken, but as each is specifically a separate casting of the spell, a single Sustain action should only affect one of them.

Horizon Hunters

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schnoodle wrote:
Matthew Jaluvka wrote:
schnoodle wrote:

Everything is nice, except...

Cantrips losing modifiers is awful. One thing that I adored about pf2e, coming from 5e, is that even my low rolls did a decent amount of damage. Every player I talked to from the community I come from felt the same way, too. Now that's gone, it's right back to wonderfully terrible feeling cantrips of 5e, where you just low roll constantly and have no bonus.

Whiteboard math is great and all, but most players aren't math nerds who see a number and think averages. They see low dice rolls and feel like they did nothing in comparison to the martials.

I wish there was a place to give this feedback before it all went to print, but alas.

what about rolling high on the 3d4 cantrips

is that just something you've decided can't happen

If you want to assume that then sure. But otherwise — if we're talking about a 1d6, with +4 modifier: a range of 5-10 is going to produce better emotional attachment than a 2-12. the minimum being more than double is pretty big, and the high being only 2 more in exchange... Yeah, no, I'd prefer the consistency.

3d4 is a range of 3-12, and you have more chances of it being higher than 5 on 3d4 than you had to roll a 1 on 1d6...

The chance to roll a 1 on 1d6 is 16,6666666...%. The chance to roll lower or equal to 5 on 3d4 is 15.625%.


AnotherGuy wrote:


It really should be, and I keep hoping they'll fix that obvious oversight, but I think we've seen some remaster touch spells and they still have somatic components...

There shouldn't have been, as components have been removed from Remaster spells.

They may, however, have the Manipulate trait. That's the trait that should not be present in touch range spells.


2 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
firelark01 wrote:
schnoodle wrote:
Matthew Jaluvka wrote:
schnoodle wrote:

Everything is nice, except...

Cantrips losing modifiers is awful. One thing that I adored about pf2e, coming from 5e, is that even my low rolls did a decent amount of damage. Every player I talked to from the community I come from felt the same way, too. Now that's gone, it's right back to wonderfully terrible feeling cantrips of 5e, where you just low roll constantly and have no bonus.

Whiteboard math is great and all, but most players aren't math nerds who see a number and think averages. They see low dice rolls and feel like they did nothing in comparison to the martials.

I wish there was a place to give this feedback before it all went to print, but alas.

what about rolling high on the 3d4 cantrips

is that just something you've decided can't happen

If you want to assume that then sure. But otherwise — if we're talking about a 1d6, with +4 modifier: a range of 5-10 is going to produce better emotional attachment than a 2-12. the minimum being more than double is pretty big, and the high being only 2 more in exchange... Yeah, no, I'd prefer the consistency.

3d4 is a range of 3-12, and you have more chances of it being higher than 5 on 3d4 than you had to roll a 1 on 1d6...

The chance to roll a 1 on 1d6 is 16,6666666...%. The chance to roll lower or equal to 5 on 3d4 is 15.625%.

For one, the issue isn't an already existing cantrip (Needle Darts). It's those being changed.

Second, you're proving my point. The whiteboard math is fine, but in the moment — what players actually feel when they see numbers — doesn't care about whiteboard math. The low low outweighs the high highs, especially when you can compare the difference of a high and low rolls the spell previously was capable of.


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Darksol the Painbringer wrote:

I will say that I do like the spellcasting changes previewed here, especially with the changes to proficiency scaling (making multiclassing into other spellcasters more fulfilling for spellcasters) and focus spells being simplified and streamlined even more. I'm not sure how I feel about cantrips losing KAS to damage, as there are few other spells that provide KAS to damage (I think literally Spiritual Weapon is the only spell that adds KAS to damage now). I suppose it's still important, since your KAS still determines the main points of Spell Attack/Counteract DC/Spell DC, but if the damage for cantrips is balanced properly, it might be acceptable, since the complaint of "Enemy Spellcaster has a +10 Intelligence, so their cantrips do +10 damage" seems valid.

Acid Splash was always too niche a cantrip to pick, but now that it has potent AoE potential (and deals D8s, a rarity among cantrips), it has a used of being a ranged AoE cantrip, though I am disappointed that Widen Spell doesn't work with it (turning it into a 10 foot burst instead for an additional action). Read Aura is now a utility option for identifying/spotting magic items (which is helpful), and Light being buffed to not be restricted to one source point is nice, though I am not sure how I feel about it no longer being able to be tied to objects (meaning we can't put Light on a rock and throw it down a hole or hallway to illuminate things for us); I'll have to test it out in play to get a proper feeling for it, but maybe there can be other magic items that can fulfill this function. (Because throwing a Torch down a hallway/hole might not be efficient.)

The logical assumption is that those other KAS using spells will be ditched or changed as well, especially Spiritual Weapon/Guardian which are OGL af.

The light spell can't be put on a rock, but you can move it down into a pit with sustain.

Tree of Seasons actually has interesting potential. While it is low damage for its action cost on turn one, it deals a total of 24d6 damage with one slot. It deals the damage slower than chain lightning but more total damage overall. But what is really fun is that your allies can use them too. You might want to spend the bulk of your actions casting new spells, but it creates a super viable third action for any other ally. And you can "prebuff" with it. It feels like it is another example of the Remaster leaning further into teamwork and I am here for it.

RPG Superstar Season 9 Top 16

Shocking grasp Thunderstrike, the iconic magus spell, now doesn't work with Spellstrike?

Do spells still require speaking in some way?

How does the new Light spell interact with monsters like Shadows? A lot of effects assume you can cast Light on an object. Now you can't do that anymore.

Envoy's Alliance

2 people marked this as a favorite.
Deceitfulelf wrote:
So with Thunderstrike you take away the best spell for Magus. You reduce the damage and make it a save so only Magi that take Expansive Spellstrike can use it and because its a save the already reduced damage is going to be even less but the Magi casting stat is not its primary. I don't see the benefit.

Exactly what I was about to post.

I really don't see the good in the current changes, especially for Magus. Huge nerf on their signature spell.

It feels like the whole thing is here to make martials who multiclass in spellcasters even stronger than they already are.

Woohoo physic can regain everything in 10 minutes instead of 20, such a big edge compared to be the only class to cast 2 focus spells per fight.

I don't get what's going on with the remaster, everything worked fine, why break it ? Rename stuff to dodge OGL of you want, but apart from that.

Envoy's Alliance

1 person marked this as a favorite.
"Matthew Jaluvka wrote:

what about rolling high on the 3d4 cantrips

is that just something you've decided can't happen

It doesn't happen with sage or rollem, that's for sure. Fixed damage is a life saver for everyone.


14 people marked this as a favorite.
pixierose wrote:
I get Shocking Grasp was good for Magus but it isn't like an exclusively a Magus spell like some people seem to be treating it as such. It is associated with Magus in 1e and 2e are for mechanical reasons not for any like lore or class significant reasons. idk, I'm sure we will see errata or other good attack spells for the Magus. This new spell is pretty cool for casters over all.

It's honestly a bit cringe. People acting like Hydraulic Push, Scorching Ray, or even Horizon Thunder Sphere don't already offer good spell strike options.

Horizon Hunters

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Seems everyone missed the Ignition cantrip, which will work just great for Magi in place of Shocking Grasp?


3 people marked this as a favorite.

I mean ignition is just kind of what you could already do with gouging claw, given the remaster change of removing spell mod to damage for an extra dice.


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I'm really curious how the removal of the Verbal trait will interact with things like Silence or Deafened. Silence specifically calls out that the target is unable to cast spells with the Verbal trait, and Deafened is commonly believed to apply its penalty to spells with the Verbal trait (although that has never been 100% clear IMO). It would be a little strange to make Silence and Deafened apply to things with the Concentrate trait. So, what's the plan for these?


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We know from the Animist playtest that "words of power" are a thing, likely a general rule whose specific implementation is defined by each class.

Thelsa Doom wrote:
Deceitfulelf wrote:
So with Thunderstrike you take away the best spell for Magus. You reduce the damage and make it a save so only Magi that take Expansive Spellstrike can use it and because its a save the already reduced damage is going to be even less but the Magi casting stat is not its primary. I don't see the benefit.

Exactly what I was about to post.

I really don't see the good in the current changes, especially for Magus. Huge nerf on their signature spell.

It feels like the whole thing is here to make martials who multiclass in spellcasters even stronger than they already are.

Woohoo physic can regain everything in 10 minutes instead of 20, such a big edge compared to be the only class to cast 2 focus spells per fight.

I don't get what's going on with the remaster, everything worked fine, why break it ? Rename stuff to dodge OGL of you want, but apart from that.

Man y'all Magus stans are really missing the forest for the trees. Getting bent out of shape because one spell is different when most other spells will be too feels rather silly. There will be new attack spells.

Also, simply renaming things and keeping everything the same is not a legally sound strategy because you're obviously just ripping off the original material with no innovation at that point. They need to make the new options function different as well.

Silver Crusade

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Making more spells NOT be touch range is only a good thing for most casters, that it changes one spell usage for one class does not mean the entire remaster has fallen to despair. If shocking grasp was THE go to option then it *should* go tbh. No one spell should be the defining spell for any class, everyone should have options that are viable. Plenty of spells do, and will, still use spell attack and be perfectly fine for magus.

Saying this as someone who does play magus, I don't like the presumption that I'll always have the same spell load out on every magus I make, what's the point of other spells and the diversity of the system of my class won't work without one spell? (Spoilers, it works fine, I've had plenty of fun.)

Anyway, I love these changes and look forward to seeing more, lots of interesting interactions on the way! I really like the new light-plus-dancing-lights combo.

Dark Archive

1 person marked this as a favorite.

Can we maybe get a preview for those times when components actually covered things that the traits do not?

How does spell casting work for terrestrial creatures who find themselves suddenly underwater?

What about in an area of magical silence?


1 person marked this as a favorite.
Ectar wrote:

Can we maybe get a preview for those times when components actually covered things that the traits do not?

How does spell casting work for terrestrial creatures who find themselves suddenly underwater?

What about in an area of magical silence?

While I was hoping for specifics as well, it seems pretty clear to me based on the Animist's spell casting description and Conceal Spell that it functions pretty much like it did before.

Radiant Oath

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Captain Morgan wrote:


Man y'all Magus stans are really missing the forest for the trees. Getting bent out of shape because one spell is different when most other spells will be too feels rather silly.

It's not just iconic "one spell" though, it's the main spell for a Magus to use if they want to blow a spell slot for extra damage rather than another True Strike. It doesn't really matter if Cantrips got a couple of points more efficient for Magus when they lose one of the fun things about the class- blowing someone up with a big damage spell.

Captain Morgan wrote:


There will be new attack spells.

Obviously they'll occasionally print new attack spells, but based on everything we've seen past the Core book I wouldn't be too convinced of them being any good. Secrets of Magic was the Magus book and had very little in the way of decent attack spells, and so far there's no sign of one coming in the Remaster- otherwise it would seem a bad idea to print an article showing how Magus lose their iconic spell and not show the new alternative.


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Evilgm wrote:
Captain Morgan wrote:


Man y'all Magus stans are really missing the forest for the trees. Getting bent out of shape because one spell is different when most other spells will be too feels rather silly.

It's not just iconic "one spell" though, it's the main spell for a Magus to use if they want to blow a spell slot for extra damage rather than another True Strike. It doesn't really matter if Cantrips got a couple of points more efficient for Magus when they lose one of the fun things about the class- blowing someone up with a big damage spell.

Captain Morgan wrote:


There will be new attack spells.
Obviously they'll occasionally print new attack spells, but based on everything we've seen past the Core book I wouldn't be too convinced of them being any good. Secrets of Magic was the Magus book and had very little in the way of decent attack spells, and so far there's no sign of one coming in the Remaster- otherwise it would seem a bad idea to print an article showing how Magus lose their iconic spell and not show the new alternative.

Please stop assuming all Magi players use that spell. It's so not the case 3 different Magus and none have learned that spell


5 people marked this as a favorite.
Zi Mishkal wrote:
remassacred

what is this, 2010?


I mean thunderstrike seems better than shocking grasp for everyone that isn't a magi, it's just odd to make it the replacement for shocking grasp. Might have been cool for it to be like a spell attack against reflex DC so magi could still spellstrike with it by default ( It would probably still get complaints because it's not the big damage funny spellstrike though).

Liberty's Edge

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Four lights? There are FIVE lights!


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I'm happy with the cantrips they have released. 3d4 when you want to single target is good and how they are handling it with a 1d8 burst and a 2d4 line as well as a 2d4 ranged but 2d6 melee cantrip it feels like there is less of a cantrip meta that existed with electric arc and telekinetic projectile.

The area of effect cantrips bring good damage if you catch some creatures in it. The single target of 3d4 that can cause bleed and can interact with cold iron weakness is cool too.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
WatersLethe wrote:
Were there magi that took shocking grasp instead of magic weapon at early levels?

i take both


None of the wizard Pc's I play with seem rabidly attacking my carefully designed encounters as if they represented some sort of personal affront. I guess I've been protected by amazing math.

Preview looks neat, but I still won't know until I see the big picture. I'd hope removing/altering a Magi's silver bullet means something else replaces it. I'm eager to at least know if my table wants the changes or not, and it's hard during the hype circuit to dodge all the kneejerk stuff.


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Realising that horizon thunder sphere exist, i think this change is a buff for spellcasters since you can have a dedication to your opposite tradition and have the same power.

RPG Superstar Season 9 Top 16

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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?


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Michael Sayre wrote:
The-Magic-Sword wrote:


HUH yeah unexpected, we originally thought it was a replacement for Sudden Bolt.

I wonder if we'll just get some more spell attacks, or if they'll hit the Magus with an errata that makes it not rely on spell attacks.

One thing to keep in mind is that magi have extremely limited slots and are more reliant on their cantrips and focus spells. Ignition is a significant buff for the magus with how it boosts their basic routine compared to produce flame, while thunderstrike is much better for classes like the wizard, who are significantly more reliant on their slotted spells.

Giving too micro a look at a specific interaction can lead to missing a broader macro picture where each kind of class and character got buffs in the places they most needed it.

That's true, it probably says something that I was practically considering it a Magus class feature without really thinking about it.


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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.


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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.


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The Shocking Grasp replacement not being a great choice for the 2e Magus is not really any more upsetting than "scimitars are a bad choice for the Magus 2e" is.

We had our scimitar dancing, summered in Minata, shocking grasp magi in PF1 because it was effective, not because that was some specific fantasy that people wanted to fulfill.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Captain Relyk wrote:
I feel like 2e needs to support or give the ability for players to do harmless magical tricks for the sake of roleplay.

I second this. Roleplay enabling spells would be a wonderful thing to fill out more.

My personal wishlist item is a low level spell that allows a bard to summon an illusionary orchestra to accompany them, so they can perform more complicated songs.

As it stands, you need to be quite high level to do that. Would be lovely for a low level bard to pull off that sort of thing.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
PossibleCabbage wrote:

The Shocking Grasp replacement not being a great choice for the 2e Magus is not really any more upsetting than "scimitars are a bad choice for the Magus 2e" is.

We had our scimitar dancing, summered in Minata, shocking grasp magi in PF1 because it was effective, not because that was some specific fantasy that people wanted to fulfill.

Heh, I actually get this from it, but I'm not stressed about it either.


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Overall good changes. I like more flexible spells. I like the change in Caustic Burst. I can get behind losing KAS to damage if single target cantrips move to 3d4 baseline.

Clerics seem to be better than ever (no need for Cha anymore and thankful fix for alignment damage to spirit damage). Also clerics can pick up primal spells easily enough from druid archetype using Wis as KAS so win win for them.

The removal of tradition DCs is good helps other casters more than wizard since Int is only good for Wizard, Witch and Psychic unless they get a class ability that always allows them to use Int no matter the tradition (in which case wizards are an exciting class to ignore class feats and just archetype into other caster classes). Wizard still lacks something, maybe the reworked focus spells will blow me away. Feat list is still anemic with many feats only likely to be relevant 2 or 3 times over a long campaign.

Cha casters are overall in a good place.

Dark Archive

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1) Why are people treating post OGL replacement of shocking grasp as if shocking grasp was now banned from tables?

2) Horizon thunder sphere is 3d6 spell strike spell for level 1 so its not like similar option doesn't exist

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


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Horizon Thunder Sphere has almost identical damage to Shocking Grasp, except it's already ranged and you can spend an extra action to get half damage on a miss (which, while not particularly relevant for Spellstrike, is still really good and I'd argue makes it better than Shocking Grasp most of the time anyways because of what that does for your expected values)

Shocking Grasp has relatively high damage at level 1, but it's outscaled by lots of spells when its conditional bonus doesn't apply.


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I really like how Light works. An elegant amalgamation of Light and Dancing Lights. Plus, no more silly need to cast light on objects (which always irked me).

Thunderstrike feels like a mix of Shocking Grasp and Call Lightning, which I like. Great range, too. I think I'm still more likely to use it on back ranks casters over melee though, as the perks of targeting people in armor are not enough to stop me from targeting people with less hit points.

I don't like the ambiguous duration of Waking Nightmare though. Does the mental damage from strikes only affect the foe while they are Frightened by this spell? Or can it be extended if something else makes (or keeps) them Frightened? Also, it feels like a lot of tracking at the table (remembering what level of Frightened they are, remembering to subtract from their rolls, remembering to take mental damage from strikes). Maybe I'm not big on debuffing, but this spell doesn't feel like it'll be fun.

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I understand removing Casting Modifier from Cantrip damage *but* I hope that there is at least one cantrip that acts like Daze did where it gets *only* modifier damage (with no additional unless heightened).

Having lower on average but predictable damage output can be useful.

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