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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Liberty's Edge

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AestheticDialectic wrote:
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

Untrue. The Remaster is equivalent to an errata. The Magus will, for the moment, stay unchanged.


S. J. Digriz wrote:

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).

I was thinking about that too, but it doesn't seem to work. Note that this light asks for a willing creature to be attached to.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Captain Morgan wrote:
Because as of 2021 there was exactly one creature with weakness to acid.

I hate it when this stupid forum software truncates a quote, not quoting the part to which I want to reply. :-(

Interestingly, I tried searching AoN for creatures with weakness to acid. According to the documentation this is a complex search for "weakness.acid". When I do this, I get zero hits. However, when I changed the "acid" part to "cold", I also get zero hits, even though looking at the full list of creatures the first entry is Adult Gold Dragon, which does have a weakness to cold. So either I'm doing it wrong, or AoN is not working correctly.


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Ed Reppert wrote:
Captain Morgan wrote:
Because as of 2021 there was exactly one creature with weakness to acid.

I hate it when this stupid forum software truncates a quote, not quoting the part to which I want to reply. :-(

Interestingly, I tried searching AoN for creatures with weakness to acid. According to the documentation this is a complex search for "weakness.acid". When I do this, I get zero hits. However, when I changed the "acid" part to "cold", I also get zero hits, even though looking at the full list of creatures the first entry is Adult Gold Dragon, which does have a weakness to cold. So either I'm doing it wrong, or AoN is not working correctly.

Using the number filter on AoN to select creatures with at-least Weakness 1 to Acid, I found four creatures with a Weakness to Acid. For Cold, I found 77.

In comparison, about 133 creatures are resistant to Acid, with 199 resistant to Cold.

That indicates to me that there should be more creatures weak to Acid added. May the next version of the Bestiary take this into account.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Schtroumpf wrote:
I love this, but one thing I've still yet to see any word on is if there'll be any rules to replace the other aspects of the verbal component besides the concentrate trait, i.e. needing to be able to speak and hear yourself. And if there'll still be ways to disrupt spellcasters in that way. A fellow player was able to use the old Powerful Inhalation focus spell to great effect on an enemy the other day, and I'm hoping the rules will be updated to keep this sort of niche around, with spells like Silence too.

They could introduce bonuses or penalties for various levels of speaking, as well as for various levels of gestures. For example, a -1 penalty to the casting if you're silent or not making any gestures, no penalty or bonus if you're speaking normally or making minimal hand gestures, +1 bonus for speaking loudly or making more obvious hand gestures, +2 for yelling or jumping around/dancing like a fool. ;-) OTOH that's probably contrary to the designers' desire to simplify casting.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Xenocrat wrote:
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.

sarcasm? i cannot tell the magus is still great but not a fan of losing shocking grasp

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
The Raven Black wrote:
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...

nit pick but wizards at least are not as far s i can tell getting a buff here and are getting a slight nerf but maybe im missing something

Liberty's Edge

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Ed Reppert wrote:
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.

The whole class is in an OGL book.


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Pathfinder Rulebook Subscriber
jimthegray wrote:
Xenocrat wrote:
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.
sarcasm? i cannot tell the magus is still great but not a fan of losing shocking grasp

No, Xenocrat is serious, and correct. If you're unwilling to use the blended approach Aaron mentioned, you shouldn't use the magus at all. Particulary because Arcane Cascade won't work anymore without spell schools. But if you are playing with the magus, there's zero reason not keep playing with shocking grasp.

Pretending you can't use the magus anymore is silly, but so is pretending you can't use Shocking Grasp. It just illustrates how silly complaining about this is.

PS it is trivial to house rule around the Arcane Cascade issue. Just use Detonating Array as a model: use the damage of the triggering spell, or force damage if it didn't deal damage. But if you can figure that out, you're likely savvy enough to realize you can still use Shocking Grasp.


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The Raven Black wrote:


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.

Gotta agree with you, Raven. :-)

We know that the Remaster will change the Light spell in ways that appear to make the Wayfinder's ability to shine light on things no longer viable. We have no idea what changes may be coming to the Wayfinder itself.

Apparently jumping to conclusions on no evidence is the thing now. Don't schools teach basic logic any more? :-(


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Captain Morgan wrote:
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.

I know for my Starlit Span finds Arcane Cascade a joke and waste of an action: there is NO scenario where Acid Arrow + Arcane Cascade would ever be used by her. I'm NOT betting that I JUST so happened to have an Acid Arrow in one of my 4 slots when I could have a spell that's always ready.

Second I'M getting every cantrip I can that works with spellstrike. With the new unified spell proficiency and the dropping of stat to damage for cantrips here is NO reason not to pick up every applicable cantrip with ancestry/archetype feats: there aren't THAT many that actually do. My question would be, why aren't you using every cantrip you can so you are ready for any situation? When I have a barely alive enemy next to another one, I'm more than happy to splash the wounded one and hit the other [and maybe for persistent damage too].

Basically, I'm rejecting your basic premises that it's an either or choice AND that every magus is standing 5' away from their target AND they should be blowing a slotted spell AND Arcane Cascade just to trigger weaknesses...


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

Another thing I wonder: are there any bits of Paizo's IP that WotC have adopted under the OGL? What, if anything, are they doing/planning to do about that? I guess they might figure they're too big for Paizo to come after. I wonder if Paizo would be thinking the same way? Maybe it's because I just finished re-reading the Mad Wizard Weber's Honor Harrington series. :-)


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Pathfinder Rulebook Subscriber
graystone wrote:
Captain Morgan wrote:
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.

I know for my Starlit Span finds Arcane Cascade a joke and waste of an action: there is NO scenario where Acid Arrow + Arcane Cascade would ever be used by her. I'm NOT betting that I JUST so happened to have an Acid Arrow in one of my 4 slots when I could have a spell that's always ready.

Second I'M getting every cantrip I can that works with spellstrike. With the new unified spell proficiency and the dropping of stat to damage for cantrips here is NO reason not to pick up every applicable cantrip with ancestry/archetype feats: there aren't THAT many that actually do. My question would be, why aren't you using every cantrip you can so you are ready for any situation? When I have a barely alive enemy next to another one, I'm more than happy to splash the wounded one and hit the other [and maybe for persistent damage too].

Basically, I'm rejecting your basic premises that it's an either or choice AND that every magus is standing 5' away from their target AND they...

You have 5 cantrip slots. Even limiting to attack rolls, you have:

Produce Flame/Ignition
Ray of Frost
Telekinetic Projectile
Needle Darts
Gouging Claw
Phase Bolt
Slashing Gust

All of which deal have more situational utility than acid splash. And that's without getting into whatever new attack spells are added, or just using the old acid splash. (Which by RAW require you to hit to deal splash damage. If your goal is to reliably trip weakness of hurt wounded creatures, the basic save of Caustic Ray would be better, even for a magus.)

Freaking out about Shocking Grasp was myopic. Freaking out about acid splash is a joke.


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Ed Reppert wrote:
Another thing I wonder: are there any bits of Paizo's IP that WotC have adopted under the OGL? What, if anything, are they doing/planning to do about that? I guess they might figure they're too big for Paizo to come after. I wonder if Paizo would be thinking the same way? Maybe it's because I just finished re-reading the Mad Wizard Weber's Honor Harrington series. :-)

Likely nothing, even if they had a plausible case. Paizo can't afford the legal fees to challenge Hasbro.

Liberty's Edge

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graystone wrote:
Captain Morgan wrote:
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.

I know for my Starlit Span finds Arcane Cascade a joke and waste of an action: there is NO scenario where Acid Arrow + Arcane Cascade would ever be used by her. I'm NOT betting that I JUST so happened to have an Acid Arrow in one of my 4 slots when I could have a spell that's always ready.

Second I'M getting every cantrip I can that works with spellstrike. With the new unified spell proficiency and the dropping of stat to damage for cantrips here is NO reason not to pick up every applicable cantrip with ancestry/archetype feats: there aren't THAT many that actually do. My question would be, why aren't you using every cantrip you can so you are ready for any situation? When I have a barely alive enemy next to another one, I'm more than happy to splash the wounded one and hit the other [and maybe for persistent damage too].

Basically, I'm rejecting your basic premises that it's an either or choice AND that every magus is standing 5' away from their target AND they...

I MCed my Starlit Span Magus in Cleric for the eventual Fire Ray, but I really appreciated getting Divine Lance and Disrupt Undead to broaden even more my choice of damage types.

That said, I do NOT usually prepare Acid Splash for the reasons mentioned by Captain Morgan above (and adding Shield to the list).

Liberty's Edge

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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I hope beyond hope they've either changed attack cantrips/spells to all have a miss effect or be 1 action, otherwise they'll just outright suck even harder than they already do.

Liberty's Edge

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I feel all the changes here are for the best of the game's future.

Having KAS modifier to cantrips had them working differently than other spells for no perceivable reason. Yet, people did not complain about those other spells. So cantrips should be fine.

Also, you could cast a slotted spell and have a good chance of dealing less damage than a cantrip with KAS modifier. Not a good feeling TBT.

Finally, removing KAS modifier from Electric Arc might just be the thing that finally balances it compared to other cantrips.

Many big thanks to the whole Paizo team who grabbed the OGL debacle and turned it into this great opportunity at improving PF2 yet again thanks to their hard work and great game design skills.


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!

I love the Remaster, but options are *already* gone from Archives of Nethys.


DemonicDem 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 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!

I love the Remaster, but options are *already* gone from Archives of Nethys.

Which options?


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DemonicDem wrote:
I love the Remaster, but options are *already* gone from Archives of Nethys.

You mean like this one?

Additionally, AoN has already announced their intent to keep all pre-master content on the site, with an option to toggle which sources you see.


The Raven Black wrote:
AestheticDialectic wrote:
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
Untrue. The Remaster is equivalent to an errata. The Magus will, for the moment, stay unchanged.

Magus already has issues such as arcane cascade not working with remaster content and a specific complaint was "well what about in this scenario where non-remaster stuff is not allowed" at present there is no remaster Magus and thus would be exempt at these same tables until we actually get a remaster Magus. Obviously we can still play the magus and by extension use shocking grasp. Anywhere that doesn't allow shocking grasp doesn't allow the magus by the same criteria

Classes not in the remastered player core books are:
Gunslinger
Magus
Summoner
Thaumaturge
Inventor
Psychic

Presumably these would be in a hypothetical player core 3 that comes out later down the road with any errata they need


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

Those classes are not in core now, and they will probably not be in core in the Remaster.

I would rather expect errata for non-core classes that need to be changed to work with the remaster.


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Pathfinder Rulebook Subscriber
Reckless wrote:

I hope beyond hope they've either changed attack cantrips/spells to all have a miss effect or be 1 action, otherwise they'll just outright suck even harder than they already do.

Welp, be prepared to be disappointed. We know for a fact this isn't the case. That said, they are largely getting some kind of situational buff of another. Ray of Frost will add weakness to bludgeoning, Needle Darts triggers weakness, longer ranges, what have you.


Captain Morgan wrote:

You have 5 cantrip slots. Even limiting to attack rolls, you have:

Produce Flame/Ignition
Ray of Frost
Telekinetic Projectile
Needle Darts
Gouging Claw
Phase Bolt
Slashing Gust

All of which deal have more situational utility than acid splash. And that's without getting into whatever new attack spells are added, or just using the old acid splash. (Which by RAW require you to hit to deal splash damage. If your goal is to reliably trip weakness of hurt wounded creatures, the basic save of Caustic Ray would be better, even for a magus.)

Freaking out about Shocking Grasp was myopic. Freaking out about acid splash is a joke.

I question your thinking acid splash has limited utility then you take multiple spells that deal the same damage types: Gouging Claw [slashing or piercing], Telekinetic Projectile [bludgeoning, piercing, or slashing], Phase Bolt [piercing], Needle Darts [piercing] and Slashing Gust [slashing]... After Needle Darts [for special materials] and Telekinetic Projectile [all physical dam types] they seem more redundant than acid splash. Adding to this, Slashing Gust requires a free hand which makes it problematic for a lot of magus.

The Raven Black wrote:

I MCed my Starlit Span Magus in Cleric for the eventual Fire Ray, but I really appreciated getting Divine Lance and Disrupt Undead to broaden even more my choice of damage types.

That said, I do NOT usually prepare Acid Splash for the reasons mentioned by Captain Morgan above (and adding Shield to the list).

I did a similar thing but with a Wellspring Gnome/First World Magic. So 5 for class, 2 from ancestry and 2 from multiclass for 9 cantrips: I can't see no taking acid splash over multiple similar physical damage spells. And A can also swap out 8 cantrips a day if i wish.


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Zaister wrote:

Those classes are not in core now, and they will probably not be in core in the Remaster.

I would rather expect errata for non-core classes that need to be changed to work with the remaster.

However they plan to do it, I think my point stands that if you ban shocking grasp for being pre-remaster then you ban the magus


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
AestheticDialectic wrote:
Zaister wrote:

Those classes are not in core now, and they will probably not be in core in the Remaster.

I would rather expect errata for non-core classes that need to be changed to work with the remaster.

However they plan to do it, I think my point stands that if you ban shocking grasp for being pre-remaster then you ban the magus

I wouldn't.

Dark Archive

2 people marked this as a favorite.
AestheticDialectic wrote:
Zaister wrote:

Those classes are not in core now, and they will probably not be in core in the Remaster.

I would rather expect errata for non-core classes that need to be changed to work with the remaster.

However they plan to do it, I think my point stands that if you ban shocking grasp for being pre-remaster then you ban the magus

I mean, this is definitely untrue.

"The magus class is available, but you can't use spells from the old Core Rulebook" is probably precisely the way my tables will end up ruling it. Similarly, no APG spells when Core 2 comes out.

Of course the books aren't perfect 1:1, but if they were, we wouldn't be getting new books, at all.

But I do feel a bit for the magus class, losing one of it's most commonly used tools.
Thunderstrike is cool, but calling it a replacement for Shocking Grasp probably seems somewhat disingenuous for players who previously utilized Shocking Grasp.

Liberty's Edge

AestheticDialectic wrote:
Zaister wrote:

Those classes are not in core now, and they will probably not be in core in the Remaster.

I would rather expect errata for non-core classes that need to be changed to work with the remaster.

However they plan to do it, I think my point stands that if you ban shocking grasp for being pre-remaster then you ban the magus

I think I see what you mean.

But the Remastered/post-errata Magus will IMO be little different from the current one. And Shocking Grasp will be gone.

But other spells, whether completely new or Remastered versions of current spells, will be available.

Liberty's Edge

graystone wrote:
Captain Morgan wrote:

You have 5 cantrip slots. Even limiting to attack rolls, you have:

Produce Flame/Ignition
Ray of Frost
Telekinetic Projectile
Needle Darts
Gouging Claw
Phase Bolt
Slashing Gust

All of which deal have more situational utility than acid splash. And that's without getting into whatever new attack spells are added, or just using the old acid splash. (Which by RAW require you to hit to deal splash damage. If your goal is to reliably trip weakness of hurt wounded creatures, the basic save of Caustic Ray would be better, even for a magus.)

Freaking out about Shocking Grasp was myopic. Freaking out about acid splash is a joke.

I question your thinking acid splash has limited utility then you take multiple spells that deal the same damage types: Gouging Claw [slashing or piercing], Telekinetic Projectile [bludgeoning, piercing, or slashing], Phase Bolt [piercing], Needle Darts [piercing] and Slashing Gust [slashing]... After Needle Darts [for special materials] and Telekinetic Projectile [all physical dam types] they seem more redundant than acid splash. Adding to this, Slashing Gust requires a free hand which makes it problematic for a lot of magus.

The Raven Black wrote:

I MCed my Starlit Span Magus in Cleric for the eventual Fire Ray, but I really appreciated getting Divine Lance and Disrupt Undead to broaden even more my choice of damage types.

That said, I do NOT usually prepare Acid Splash for the reasons mentioned by Captain Morgan above (and adding Shield to the list).

I did a similar thing but with a Wellspring Gnome/First World Magic. So 5 for class, 2 from ancestry and 2 from multiclass for 9 cantrips: I can't see no taking acid splash over multiple similar physical damage spells. And A can also swap out 8 cantrips a day if i wish.

I see. Well, if I had 2 more cantrips, I might have taken Acid Splash too, just to continue my collection of damage types.


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Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Outside of PFS, which seems to be in an uncertain fate, it really seems like y'all are deciding for yourselves that you're not gonna use premaster stuff and then getting mad that you're not able to use premaster stuff.

Definitely wait this stuff out y'all and see what's comin'.

re: acid splash

`weakness_raw:acid` / `weakness.acid:*` only turns up 4 creatures, but `weakness.splash:*` turns up 85, same number as `weakness.area:*`

There are at least 29 creatures with regeneration deactivated by acid, according to a `regeneration AND "deactivated by acid"` query. Wasn't sure how to search the regen line exclusively. Some things are deactivated by 2 energies, but most of those are alphabetical.


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

Hm. I think I may see what I was doing wrong…

Maybe. Using "weakness.acid:*" gets three creatures that do have resistance to acid. Changing acid to cold does get the Adult Gold Dragon (among 76 other creatures) that I couldn't find before.

"weakness.acid:*" gets 3
"weakness.cold:*" gets 77
"weakness.fire:*" gets 159
"weakness.bludgeoning:*" gets 23
"weakness.piercing:*" gets 12
"weakness.slashing:*" gets 69
"weakness.physical:*" gets 3 (this is equivalent to the AND joining of the previous three)
"weakness.force:*" gets 2, one of which is rare and the other unique.

Okay. Enough "fun with AoN" for now. :-)


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Pathfinder Adventure Path Subscriber

I don’t even understand how so many people were able to figure out how the spell acid splash was supposed to work enough to feel comfortable using it. How it did “splash damage” was never defined, and as soon as you hit a GM that said “it is just a damage type that triggers some weaknesses” the spell became useless.


Unicore wrote:
I don’t even understand how so many people were able to figure out how the spell acid splash was supposed to work enough to feel comfortable using it. How it did “splash damage” was never defined, and as soon as you hit a GM that said “it is just a damage type that triggers some weaknesses” the spell became useless.

Wait. There were GMs who did that? Seriously?

Yikes.


Calliope5431 wrote:
Unicore wrote:
I don’t even understand how so many people were able to figure out how the spell acid splash was supposed to work enough to feel comfortable using it. How it did “splash damage” was never defined, and as soon as you hit a GM that said “it is just a damage type that triggers some weaknesses” the spell became useless.

Wait. There were GMs who did that? Seriously?

Yikes.

Some still do.


Temperans wrote:
Calliope5431 wrote:
Unicore wrote:
I don’t even understand how so many people were able to figure out how the spell acid splash was supposed to work enough to feel comfortable using it. How it did “splash damage” was never defined, and as soon as you hit a GM that said “it is just a damage type that triggers some weaknesses” the spell became useless.

Wait. There were GMs who did that? Seriously?

Yikes.

Some still do.

Okay then. Wow.


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So whats interesting is that we now have confirmed that 1 of the main reasons to change cantrips was to nerf the overpowered cantrips at level 1. The mind boggles.


Pathfinder LO Special Edition, PF Special Edition Subscriber
Captain Morgan wrote:
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 , and make regular strikes to trigger the weakness multiple times per turn.

What an odd statement. You do know it's 2023, right? There are four now that I found, not a lot, but they still exist. There's also some creatures that have their regen shut off by acid and a GM could always make some new creatures with acid weakness. In the end, the existence of the one from 2021 is still enough to prove that a magus in their right mind would spellstrike with Acid Splash.

For proccing weakness in an ideal circumstance, yes you would want to cast at range, Arcane Cascade then smack them with your acid sword, but sometimes ideal circumstances don't happen.

Another example of a "right minded magus" would be one that was themed around acid damage and picked up some acid resistance for the splash.


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Ed Reppert wrote:

Don't schools teach basic logic any more?

Weren't you reading? They got rid of schools.


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Isn't acid used to stop regeneration (such as for trolls and hydras)... or was the rule removed? It may not be used for a weakness, but that's a good reason to use acid.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Mitoh wrote:
Ed Reppert wrote:

Don't schools teach basic logic any more?

Weren't you reading? They got rid of schools.

I thought the Wizard blurb provided whole new schools of civic wizardry and fire pickles.


1 person marked this as a favorite.
JiCi wrote:
Isn't acid used to stop regeneration (such as for trolls and hydras)... or was the rule removed? It may not be used for a weakness, but that's a good reason to use acid.

It's a nonstandard weakness of those creature types, yes. However, in both cases fire damage also works.


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

Don't schools teach basic logic any more?

Weren't you reading? They got rid of schools.

LOL!


3 people marked this as a favorite.
Ed Reppert wrote:
Mitoh wrote:
Ed Reppert wrote:

Don't schools teach basic logic any more?

Weren't you reading? They got rid of schools.
LOL!

I can't read. They got rid of my school before we learned how.

Liberty's Edge

Dubious Scholar wrote:
JiCi wrote:
Isn't acid used to stop regeneration (such as for trolls and hydras)... or was the rule removed? It may not be used for a weakness, but that's a good reason to use acid.
It's a nonstandard weakness of those creature types, yes. However, in both cases fire damage also works.

Depends on the Troll. Thank the deities for RK.


GameDesignerDM wrote:
DemonicDem 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 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!

I love the Remaster, but options are *already* gone from Archives of Nethys.
Which options?

Secrets of Magic Elementalist Spell List is missing. The current one is just the Rage of Elements spell list, which doesn't have all the options Secrets of Magic did. Blistering Invective, Flammable Fumes, etc.

Deities that appeared in Rage of Elements but also was written before have had their alignment removed. ie Sairazul


Sibelius Eos Owm wrote:
DemonicDem wrote:
I love the Remaster, but options are *already* gone from Archives of Nethys.

You mean like this one?

Additionally, AoN has already announced their intent to keep all pre-master content on the site, with an option to toggle which sources you see.

I never mentioned Shocking Grasp??


1 person marked this as a favorite.
DemonicDem wrote:
GameDesignerDM wrote:
DemonicDem 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 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!

I love the Remaster, but options are *already* gone from Archives of Nethys.
Which options?

Secrets of Magic Elementalist Spell List is missing. The current one is just the Rage of Elements spell list, which doesn't have all the options Secrets of Magic did. Blistering Invective, Flammable Fumes, etc.

Deities that appeared in Rage of Elements but also was written before have had their alignment removed. ie Sairazul

The SoM one is right here, for example, and those other spells are still up and findable.


Thunderstrike is 120 feet? Wow, Ray of frost is now so much weaker it is realy hard to pick. Or does Ray of Frost get a rework too?


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Ray of frost is a cantrip and thunderstrike is a level 1 spell.


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Dubious Scholar wrote:
JiCi wrote:
Isn't acid used to stop regeneration (such as for trolls and hydras)... or was the rule removed? It may not be used for a weakness, but that's a good reason to use acid.
It's a nonstandard weakness of those creature types, yes. However, in both cases fire damage also works.

True, but... sometimes you have access to one, but not the other :P

If you prepared Acid Splash, but not Produce Flame, you still have a chance ;)

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