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

More Paizo Blog.
Tags: Pathfinder Pathfinder Remaster Pathfinder Roleplaying Game Pathfinder Second Edition
201 to 250 of 355 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Liberty's Edge

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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.

i dont follow? why would any gm think that?

Grand Lodge

2 people marked this as a favorite.

Yeah, I don't understand that ruling at all.


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

acid splash is not a weapon and does not have the splash trait. the spell says "Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage."

splash damage is not a term defined in the game. some GMs identify that as just another kind of damage tpe

Grand Lodge

6 people marked this as a favorite.

It was "splash" "acid damage". Seemed fairly simple to me. But irrelevant now.


6 people marked this as a favorite.

I ran Acid Splash like splash damage. I considered it an inconsistency they missed in regards to splash damage that wasn't worth fixing as it was a small amount of damage added.


2 people marked this as a favorite.
Ectar wrote:
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.

Magus ought to go up to 10hp with feat options for heavy armor, even if it is gated behind inexorable iron and/or sparkling targe. I also want to see spellstrike let you used combat maneuvers so that magus can be more flexible, and lastly I want spell combat back. 2 action activity that combines a two action spells and a one action strike as a little action economy boost. Basically "I cast magic weapon and strike" for 2 actions instead of three. I also think arcane cascade is clunky AF and difficult to find opportunities to use, but it is what it is and I don't think it is going anywhere


4 people marked this as a favorite.

Arcane Cascade is clunky.

Magus has efficient and useful conflux spells.

The class is feast or famine. Last night my magus missed like 4 or 5 spell strikes in a row. That was annoying. When he hits he does great damage, especially crits. But those rounds of chained misses are terrible.

Magus was way too powerful in PF1. Now it seems right if you like the crit fisher or go big or go home style of play.


So.. I'm still trying to get used to the more granular math of 2E, but... Thunderstrike doesn't look.. all that good. I'm not experienced at all with tactical.. stuff, or set-up or anything from a mid-combat perspective; however,

A precious spell slot just to do... /possibly/ 16 damage, at best? Like, I see the Clumsy too, but I'm not sure if that'll do much. I'm still getting used to the smaller, granular nature of the math, so I have no scale or reference for what's 'good', but just at first glance I can't figure out how that'd be worth casting, and it depresses me a little bit. But again, I'm... still trying to get used to the small-scale math.

Even if it's ranged, it still looks *really* sad compared to what Shocking Grasp could do.


GnollMage wrote:

So.. I'm still trying to get used to the more granular math of 2E, but... Thunderstrike doesn't look.. all that good. I'm not experienced at all with tactical.. stuff, or set-up or anything from a mid-combat perspective; however,

A precious spell slot just to do... /possibly/ 16 damage, at best? Like, I see the Clumsy too, but I'm not sure if that'll do much. I'm still getting used to the smaller, granular nature of the math, so I have no scale or reference for what's 'good', but just at first glance I can't figure out how that'd be worth casting, and it depresses me a little bit. But again, I'm... still trying to get used to the small-scale math.

It's one of those awkward areas where rank 1 slotted spell damage has to juggle not outshining martials in the realm of single target damage but being worth using a limited resource. This spell for your normal spellcasters is much better than shocking grasp in terms of actually being usable, but I would never prepare this spell personally


Deriven Firelion wrote:

Arcane Cascade is clunky.

Magus has efficient and useful conflux spells.

The class is feast or famine. Last night my magus missed like 4 or 5 spell strikes in a row. That was annoying. When he hits he does great damage, especially crits. But those rounds of chained misses are terrible.

Magus was way too powerful in PF1. Now it seems right if you like the crit fisher or go big or go home style of play.

Yeah, and I think that would stay, but getting a little more versatility and being less of a one trick pony would be nice, and I think the squishy-ness is unnecessary. I would happily made due if they gotta keep it, but I figure it would be nice not to have to spend my second level feat on sentinel


2 people marked this as a favorite.

For a 1st level spell it is good in that it does damage with a rider of Clumsy 2.

Clumsy reduces AC and stacks with Off-guard. So if you have to martials flanking for Off-guard and hit the target Thunderstrike applying Clumsy 2, you shift the AC of the target by a total of 4 allowing for more martial hits and crits increasing the overall party damage.

Spells that combine damage with a helpful rider are valuable in PF2.


It's clumsy 1 and by my reading of it appears to only apply against enemies wearing/made of metal


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

Thanks. I realy overlooked that. I should stop writing something in the dead of night after long shifts. Sorry.


2 people marked this as a favorite.

The more I read about the Remastered edition, the more it is sounding like Pathfinder 3.0, not even Pathfinder 2.5. There are so many changes, not just in mechanics, but in concept as well. I'm sure there must be some marketing reason why they are not changing the number, but the reality is that this is a new edition.


Karneios wrote:
It's clumsy 1 and by my reading of it appears to only apply against enemies wearing/made of metal

I guess still a little worse than Tempest Surge in some areas and better than others, but weaker than shocking grasp for pure damage.

Liberty's Edge

10 people marked this as a favorite.
Swiftbrook wrote:
The more I read about the Remastered edition, the more it is sounding like Pathfinder 3.0, not even Pathfinder 2.5. There are so many changes, not just in mechanics, but in concept as well. I'm sure there must be some marketing reason why they are not changing the number, but the reality is that this is a new edition.

The engine is not changed : not a new edition.

You will be completely able to play pre-Remaster adventures with Remastered rules and PCs, with only minor changes mostly having to do with alignment.

Compare to playing PF1 adventures with PF2 rules and PCs. It needs a full conversion.

Remastered is mostly a big bag of errata for PF2.


8 people marked this as a favorite.
Swiftbrook wrote:
The more I read about the Remastered edition, the more it is sounding like Pathfinder 3.0, not even Pathfinder 2.5. There are so many changes, not just in mechanics, but in concept as well. I'm sure there must be some marketing reason why they are not changing the number, but the reality is that this is a new edition.

Wait, what mechanics are being changed? I've seen nothing beyond the occasional "Grab now requires a roll," and "we're clarifying Recall Knowledge." Could you explain this more clearly?


1 person marked this as a favorite.

Mostly seems OK. However there are two things I do not like:

The inconsistency in casting times being after the title or in the middle of the title line.

That one is a minor annoyance, but the other is much worse: Light being a completely different spell from CRB light, but overloading the name. The name clash is an incompatibility, of the sort that very quickly adds up to a .5 edition (and .5 editions are always a terrible idea). We can hope it is an isolated incident, but Paizo choosing to showcase that kind of own-goal does not inspire confidence, sadly.

(There is also the inconsistency of Waking Nightmare having a Saving Throw entry rather than Defence, but I assume that's a typo.)


Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber
GameDesignerDM wrote:
DemonicDem wrote:
GameDesignerDM wrote:
DemonicDem wrote:


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.

Well, actually... the elemental spell list linked in that (SoM) archetype is the RoE one (not the SoM one), missing Blistering Invective and Flammable Fumes. Should be an easy fix, though, as there really is no good reason why those two spells are missing the obvious fire trait, which would automatically add them to the RoE list.

Lantern Lodge

1 person marked this as a favorite.
Unicore wrote:
splash damage is not a term defined in the game.

Core rulebook pgs 544 & 637:

Quote:

splash (trait) When you use a thrown weapon with the splash trait, you don’t add your Strength modifier to the damage roll. If an attack with a splash weapon fails,succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure),

the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target’s weaknesses or resistances. You don’t multiply splash damage on a critical hit.

For example, if you threw a lesser acid flask and hit
your target, that creature would take 1d6 persistent acid
damage and 1 acid splash damage. All other creatures
within 5 feet of it would take 1 acid splash damage. On
a critical hit, the target would take 2d6 persistent acid
damage, but the splash damage would still be 1. If you
missed, the target would take 1 splash damage. If you
critically failed, no one would take any damage.

It's not spelled out how it would affect spells, but a reasonable connection can be made from provided information.


6 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Except Acid splash doesn't have the splash trait and the way it's splash damage is written out in the spell doesn't work like weapons with the splash trait - the spell doesn't do splash damage on a failure.

All in all, the spell was a mess from day one and it makes a lot of sense that they decided to just avoid having spells interact with splash at all, because spells can already target different defenses and do damage on a successful save. It being an area of effect cantrip does everything that you really needed out of a spell that did splash damage anyway.


6 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
GnollMage wrote:
So.. I'm still trying to get used to the more granular math of 2E, but... Thunderstrike doesn't look.. all that good.

It's extremely good. Against a party level +2 target, it competes with a raging fury barbarian striking twice (once with MAP) against a +2 creature for most levels of the game, accounting for accuracy and middle saves and the existing bestiary on AoN. While being at range, without taking up your hands, but also while costing a spell slot. (Thing is though, this tends to mean upper half rank slots compete with ranged Strikes too.)

A big part of why is that it now targets reflex, which means half damage on a "miss". Which means your spell slot is unlikely to feel wasted, and it bumps the average damage up.

Analysis is available on the Starstone forums.


1 person marked this as a favorite.
Unicore wrote:

Except Acid splash doesn't have the splash trait and the way it's splash damage is written out in the spell doesn't work like weapons with the splash trait - the spell doesn't do splash damage on a failure.

All in all, the spell was a mess from day one and it makes a lot of sense that they decided to just avoid having spells interact with splash at all, because spells can already target different defenses and do damage on a successful save. It being an area of effect cantrip does everything that you really needed out of a spell that did splash damage anyway.

I definitely can see the "avoid interacting with splash" thing (and an AoE cantrip is neat anyway, even if the damage is pretty sad). But it always played pretty straightforwardly for me and my group. I've never seen a GM make the ruling you described above.

I think we actually had acid splash do the damage on a failure (on the rare occasions the cantrip was used at all). Yes, it's not rules-as-written, but on the other hand rules-as-written fast healing doesn't shut off at 0 hp and 0 hp vampires in mist form who hit their coffins can immediately get up and start murdering you again.

RAW is dumb sometimes.


Pathfinder Rulebook Subscriber
GameDesignerDM wrote:
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.

The Secrets of Magic spell list literally isn't there? What are you talking about? That's the Rage of Elements spell list. It's different.


1 person marked this as a favorite.
Calliope5431 wrote:
But it always played pretty straightforwardly for me and my group. I've never seen a GM make the ruling you described above.

I've seen multiple DM's rule it as a damage type only: one reason is because weaknesses treat splash as its own damage type different from area damage. If every single instance of Splash damage creates a 5' splash, then swarms listing weaknesses area damage AND splash damage seems redundant as every splash damage would be area damage and every example I can think of has the same numerical value for both.


1 person marked this as a favorite.
DemonicDem wrote:
GameDesignerDM wrote:
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.
The Secrets of Magic spell list literally isn't there? What are you talking about? That's the Rage of Elements...

Just bookmark the Way back Machine archives of Nethys and cross reference with any spell containing an elemental trait until AON gets its compatibility programming figured out


Pathfinder Rulebook Subscriber
Calliope5431 wrote:
DemonicDem wrote:
GameDesignerDM wrote:
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.
The Secrets of Magic spell list literally isn't there? What are you talking about?
...

Wow, I didn't think of that, thank you!

Verdant Wheel

Ruzza wrote:
Swiftbrook wrote:
The more I read about the Remastered edition, the more it is sounding like Pathfinder 3.0, not even Pathfinder 2.5. There are so many changes, not just in mechanics, but in concept as well. I'm sure there must be some marketing reason why they are not changing the number, but the reality is that this is a new edition.
Wait, what mechanics are being changed? I've seen nothing beyond the occasional "Grab now requires a roll," and "we're clarifying Recall Knowledge." Could you explain this more clearly?

Wait.

What’s did you hear about clarification of RK?


rainzax wrote:
Ruzza wrote:
Swiftbrook wrote:
The more I read about the Remastered edition, the more it is sounding like Pathfinder 3.0, not even Pathfinder 2.5. There are so many changes, not just in mechanics, but in concept as well. I'm sure there must be some marketing reason why they are not changing the number, but the reality is that this is a new edition.
Wait, what mechanics are being changed? I've seen nothing beyond the occasional "Grab now requires a roll," and "we're clarifying Recall Knowledge." Could you explain this more clearly?

Wait.

What’s did you hear about clarification of RK?

Pretty minor but nice guidelines for tables not already using it that way

https://paizo.com/threads/rzs43vii?Recall-Knowledge-Clarification-in-the


AidAnotherBattleHerald wrote:
GnollMage wrote:
So.. I'm still trying to get used to the more granular math of 2E, but... Thunderstrike doesn't look.. all that good.

It's extremely good. Against a party level +2 target, it competes with a raging fury barbarian striking twice (once with MAP) against a +2 creature for most levels of the game, accounting for accuracy and middle saves and the existing bestiary on AoN. While being at range, without taking up your hands, but also while costing a spell slot. (Thing is though, this tends to mean upper half rank slots compete with ranged Strikes too.)

A big part of why is that it now targets reflex, which means half damage on a "miss". Which means your spell slot is unlikely to feel wasted, and it bumps the average damage up.

Analysis is available on the Starstone forums.

Well, I liked it too, but to think of that - Lightning Strike has no sound damage, but works on a line (and has 1d12 lightning dmg extra). So I suppose almost everyone would still prepare only LS 3rd rank onward, considering that striking two targets with it is rather probable (though 5ft-wide line is a bad area... but the range is there at least) and even now I see LS used on only one target all the time.

Unless of course they nerf LS in the remaster or completely remove it.


3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Errenor wrote:

. So I suppose almost everyone would still prepare only LS 3rd rank onward, considering that striking two targets with it is rather probable (though 5ft-wide line is a bad area... but the range is there at least) and even now I see LS used on only one target all the time.

Unless of course they nerf LS in the remaster or completely remove it.

Thunderstrike heightens a d12 and a d4. By level 3 it is 3d12 +3d4. It is better single target damage at every level than lightning bolt


3 people marked this as a favorite.

We can all still use shocking grasp as a spell along with Thunderstrike. Maybe PFS games can't, but tables outside of PFS can use both spells. Magus using Shocking Grasp and casters using Thunderstrike, whichever is better for your character.


1 person marked this as a favorite.
Deriven Firelion wrote:
We can all still use shocking grasp as a spell along with Thunderstrike. Maybe PFS games can't, but tables outside of PFS can use both spells. Magus using Shocking Grasp and casters using Thunderstrike, whichever is better for your character.

Yeah exactly.

I really like thunderstrike. It allows for better caster damage on single targets, which is something they should have AN option for even if it's less strong than the fighter focusing on one guy


2 people marked this as a favorite.
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Swiftbrook wrote:
The more I read about the Remastered edition, the more it is sounding like Pathfinder 3.0, not even Pathfinder 2.5. There are so many changes, not just in mechanics, but in concept as well. I'm sure there must be some marketing reason why they are not changing the number, but the reality is that this is a new edition.

I may well come to believe that when I see the Remastered books. For the moment though I'll go with Paizo's officially stated stance.


I will miss the old schools of magic (would have been cool to superimpose the new ones on them), but I am cautiously optimistic about most of the rest.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Pathfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
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

Those deities never had alignments. There's a difference between removing something and not adding something.


2 people marked this as a favorite.
DemonicDem wrote:
GameDesignerDM wrote:
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.
The Secrets of Magic spell list literally isn't there? What are you talking about? That's the Rage of Elements...

See the updated archetype.

Elementalist Archetype from Rage of Elements wrote:


Secrets of Magic Elementalist: This section updates and expands the elementalist class archetype originally presented on page 206 of Secrets of Magic. If you're using the version of the archetype from Secrets of Magic and are happy with it, you don't need to make any changes—that original version functions the same as using the new text and choosing Inner Sea elementalism for your elemental philosophy!

Liberty's Edge

Cori Marie wrote:
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

Those deities never had alignments. There's a difference between removing something and not adding something.

Concerning the example given of Sairazul, The Crystalline Queen, it seems they are right. She is noted as NG in pathfinderwiki but as "No Alignment" in AoN but they still list her Followers alignments there.

Whereas Ferumnestra, a new deity from Rage of Elements, has No Alignment too but completely lacks the Followers alignments data.


1 person marked this as a favorite.

All the OG Elemental Lords absolutely do have alignments listed in Lost Omens: Gods & Magic.


Pathfinder Rulebook Subscriber
MadamReshi wrote:
DemonicDem wrote:
GameDesignerDM wrote:
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.
The Secrets of Magic spell list literally isn't there? What are you talking about?
...

I'd love it if Archives of Nethys took it that way! But they didn't, and that's why there has been content removed from Archives of Nethys.

the conversation is about Archvies of Nethys removing content, and that's what they did, idk what to tell you.


4 people marked this as a favorite.
DemonicDem wrote:
I'd love it if Archives of Nethys took it that way! But they didn't, and that's why there has been content removed from Archives of Nethys, because that's what this conversation is about.

The splash page for AON has an announcement that they will add a toggle to easily swap between remaster and pre-remaster. Since the toggle does not yet exist, I would assume they're still working on it and that the remaster-only state of some content is temporary.


DemonicDem wrote:
MadamReshi wrote:
DemonicDem wrote:
GameDesignerDM wrote:
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.
The Secrets of Magic spell list literally isn't there?
...

I don't think you understand. In the Elementialist spell list, you can select the Inner Sea Elementialist option to see the exact same spells as the old archetype. The same content is still there.


1 person marked this as a favorite.
MadamReshi wrote:
I don't think you understand. In the Elementialist spell list, you can select the Inner Sea Elementialist option to see the exact same spells as the old archetype. The same content is still there.

I think you may be confusing the split between 4 and 6 elements with the remaster changes. Right now Inner Sea Elementalism on AON doesn't have its pre-remaster only spells like Blistering Invective.


What I really like about the new Elementalist from Rage of Elements is simply this:

Rage of Elements pg 55 wrote:

Elemental Spell List

If you have the elementalist archetype, your spell list consists of all the universal elemental spells listed below, plus any spell that has one or more traits in your elemental philosophy, and no elemental traits that aren’t in your philosophy.

It's really straightforward. If you take Inner Sea Elementalism, any Water, Wood, Air and Earth spells are on your list. Easy, and future proof. The original SoM Elemental Spell List wasn't nearly this clear.

So, for example, in the Cantrips, Healing Plaster isn't on the explicit list on pg 55 (it was on the SoM list.) It doesn't have to be, because it has the Earth trait and is therefore available.

Only question I have is on traditions. You still have your tradition, although you take your spells from the Elemental Spell List. So, would that mean you could take a Divine spell with the Wood trait, as an example? I think it does, but I'm not positive.


2 people marked this as a favorite.
ottdmk wrote:
Only question I have is on traditions. You still have your tradition, although you take your spells from the Elemental Spell List. So, would that mean you could take a Divine spell with the Wood trait, as an example? I think it does, but I'm not positive.

That's my reading of it. The old archetype already had access to spells like flame strike, it would be weird to lose that access with the rework.


1 person marked this as a favorite.

Heck, I'm pretty sure having access to all Elemental spells regardless of originating Tradition was the point of Elementalist getting its own spell list in the first place.


2 people marked this as a favorite.
Shinigami02 wrote:
Heck, I'm pretty sure having access to all Elemental spells regardless of originating Tradition was the point of Elementalist getting its own spell list in the first place.

Pretty sure that's the reason, yeah. You can consult the old SoM list, of course, if you want to.

But I have to say the new elementalist is way clearer than the old elementalist and a lot more interesting.


Sy Kerraduess wrote:
MadamReshi wrote:
I don't think you understand. In the Elementialist spell list, you can select the Inner Sea Elementialist option to see the exact same spells as the old archetype. The same content is still there.
I think you may be confusing the split between 4 and 6 elements with the remaster changes. Right now Inner Sea Elementalism on AON doesn't have its pre-remaster only spells like Blistering Invective.

Ah okay. Understood.


Pathfinder Rulebook Subscriber
Sy Kerraduess wrote:
DemonicDem wrote:
I'd love it if Archives of Nethys took it that way! But they didn't, and that's why there has been content removed from Archives of Nethys, because that's what this conversation is about.
The splash page for AON has an announcement that they will add a toggle to easily swap between remaster and pre-remaster. Since the toggle does not yet exist, I would assume they're still working on it and that the remaster-only state of some content is temporary.

Unfortunately, I've asked several times and they told me they were not doing so, regarding the spell list change.


DemonicDem wrote:
Unfortunately, I've asked several times and they told me they were not doing so, regarding the spell list change.

That's unfortunate. As a workaround, you can see the original list on Pathbuilder by creating a character that uses the original archetype.

201 to 250 of 355 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Paizo Blog: Player Core Preview: Spells and Spellcasting, Remastered All Messageboards

Want to post a reply? Sign in.