Player Core Preview: Spells and Spellcasting, Remastered

Thursday, September 21, 2023

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

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

Spellcasting

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

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

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

Spell Statistics

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

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

Cantrips

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

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

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

Caustic Blast [two-actions] Cantrip

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

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


Read Aura Cantrip 1

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


Light [two-actions] Cantrip 1

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


Focus Spells

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

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

Waking Nightmare [two-actions] Focus 1

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

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


What About Normal Spells?

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

Thunderstrike [two-actions] Spell 1

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

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

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


Tree of Seasons [two-actions] Spell 6

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

Logan Bonner)
Pathfinder Lead Designer

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Tags: Pathfinder Pathfinder Remaster Pathfinder Roleplaying Game Pathfinder Second Edition
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Easl wrote:
Captain Morgan wrote:
The default seems to be 3d4 for single target to start, or 2d4 plus a significant rider, multi target, or niche benefit.

Oh that's quite good. I'd take 3d4 over d4+4 any day. I think it equals or outperforms it 70% of the time.

I'd too. But I don't believe 3d4 is actually the base. 2d4 is the base. 1d4 when it exists is that significant rider and should be for a price. It's just a Needle Darts is an outlier, and is already fixed in PFS: 'Any spells which require metal to function (such as needle darts [page 144]) require the PC to be holding at least one chunk of that metal or an item made of that metal.' So, that's the price.

Ignition has only 2d4 and the 'rider' is persistent on a crit, which also existed for Produce Flame.


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MEATSHED wrote:
The Raven Black wrote:
I believe Shocking Grasp being the inescapable bread and butter of the Magus is not a good thing for the game.
Then make more melee spell attacks? Like there are only 14 arcane slot spells that work with normal spell strike and several which aren't that great with it (scorching ray and ray of enfeeblement for example), I don't think it was needed for that number to be lowered.

It affects the first few levels of magus and barely matters there. At level 1 horizon thunder sphere lags shocking grasp by 2.5 points of damage (3d6 ~ 10.5 and 2d12 ~ 13) and the gap closes completely at higher level.

If an extra 2.5 points of damage once per day at level 1 is your hill to die on I am concerned.

In all seriousness though I am guessing that there are more spells in those two player cores than in old core + APG. Simply because they have a lot more room than before since they have two player - facing books rather than a player facing book and a catchall book.

Just a guess, obviously.

Verdant Wheel

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Errenor wrote:
Ignition has only 2d4 and the 'rider' is persistent on a crit, which also existed for Produce Flame.

And 2d6 as a melee spell, iirc too


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Pathfinder Lost Omens, Rulebook Subscriber

"rather than having a player need to learn how splash damage works for the purposes of a single spell the way acid splash did."

https://2e.aonprd.com/Spells.aspx?ID=1331
Doh!
Acid Splash wasn't the only splash spell, they just added the second splash spell ever in Rage of Elements: Exploding Earth. And it does... bludgeoning splash damage? Thats kinda weird, but it makes sense in context, earth is flying out in a radius and smacking people.
I'm guessing RoE went to print before they decided to get rid of splash as a spell effect! haha. Wonder if they'll errata Exploding Earth then?

Either way, I think its sad, I think they should have leaned into the splash trait and made more spells with it, instead of abandoning it for spells. I thought it was a really cool different effect, and I'd rather have more different and unique choices rather than more of the same type of AoE effects.


Shocking Grasp should have been a cantrip, not a 1st-level spell.

Electric Jolt sounds more powerful than a cantrip IMO, especially if you can select one or two targets with it.


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rainzax wrote:
Errenor wrote:
Ignition has only 2d4 and the 'rider' is persistent on a crit, which also existed for Produce Flame.
And 2d6 as a melee spell, iirc too

Yup, which makes it slightly better in melee than before, and also scales significantly better. Hello, Magus.


Yea, Produce flame is a 2d6 melee cantrip than has a significant bonus effect that you can still use it at range. I have a feeling gouging claw will get something similar to make up for its lower damage, or they might go crazy and make it like 3d6.


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MEATSHED wrote:
Captain Morgan wrote:
MEATSHED wrote:
The Raven Black wrote:
I believe Shocking Grasp being the inescapable bread and butter of the Magus is not a good thing for the game.
Then make more melee spell attacks? Like there are only 14 arcane slot spells that work with normal spell strike and several which aren't that great with it (scorching ray and ray of enfeeblement for example), I don't think it was needed for that number to be lowered.
Again, we don't actually know that the overall number was lowered. We know 2 were "removed" while still being eligible for use, and that dozens of new spells will be added, any of which could fill the now vacant mechanical niche.
I don't really see it happening is the thing, there has been 2 new slotted attack spells printed after secrets of magic, paizo just doesn't make them a lot (which makes sense given people's problems with spell attacks, just kind of sucks for magi.)

(I would like to make a small edit to this as it is false, rage of elements does have 3 spell attacks, none of them have the attack trait for some reason)


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I don't think the magus was designed with the intention of using spell slots for spellstrike with much, if any, frequency. Given the comment in this very thread by one of the designers stating they rely on their cantrips more than anything


AestheticDialectic wrote:
I don't think the magus was designed with the intention of using spell slots for spellstrike with much, if any, frequency. Given the comment in this very thread by one of the designers stating they rely on their cantrips more than anything

I do mostly rely on cantrips. It seems the spell slots were for big spike damage on occasion with some powerful attack spell.


I do rely on my cantrips for spellstrike. After level 5 I'll generally only prepare 1 attack roll spell


Doesn't horizon thunder sphere and hydrologic push catch up to shocking grasp at spell rank 5 anyways? The difference before that isn't that big of a deal either.


Exactly and I like the crit riders on those spells better


Every class except kineticist is getting reprinted right? Because yeah, psychic needs an update for oscillating wave and for any other special cantrips that are changing with the remaster.


aobst128 wrote:
Every class except kineticist is getting reprinted right? Because yeah, psychic needs an update for oscillating wave and for any other special cantrips that are changing with the remaster.

At least right now only 16 are getting reprinted. 8 in each player core.

Ex: Magus is not getting reprinted.


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

Player Core 1 and 2 will cover the 16 classes in the original Core Rulebook and the Advanced Players Guide. Reprints of classes in later books (Magus and Summoner from Secrets of Magic, Gunslinger and Inventor from Guns and Gears, Psychic and Thaumaturge from Dark Archive) have as far as I know not been announced yet.


aobst128 wrote:
Doesn't horizon thunder sphere and hydrologic push catch up to shocking grasp at spell rank 5 anyways? The difference before that isn't that big of a deal either.

Horizon Thunder Sphere does.

Hydraulic Push is written so the double damage doesn't double beyond the base damage. Lack of double damage on a hit isn't as good for crit damage.

As long as you can get through to disintegrate.


Yeah, that's odd. I assume hydraulic push will be cleaned up in the remaster.


aobst128 wrote:
Yeah, that's odd. I assume hydraulic push will be cleaned up in the remaster.

Oh yes that spell is weird.

But yeah sphere is fine. It's basically the same as shocking grasp.

Liberty's Edge

Ed Reppert wrote:
Player Core 1 and 2 will cover the 16 classes in the original Core Rulebook and the Advanced Players Guide. Reprints of classes in later books (Magus and Summoner from Secrets of Magic, Gunslinger and Inventor from Guns and Gears, Psychic and Thaumaturge from Dark Archive) have as far as I know not been announced yet.

Not reprints but IIRC errata have been mentioned as a likely way to update the content of non-Remastered books to the new rules.

aobst128 wrote:
Every class except kineticist is getting reprinted right? Because yeah, psychic needs an update for oscillating wave and for any other special cantrips that are changing with the remaster.

You can still use Produce Flame, so Oscillating Wave does not actually need an update/errata.

Maybe this, in addition to getting away from the OGL names, is why many spells have different names in addition to different abilities.

And maybe in time they will update Oscillating Wave to reference Ignition instead (which does not seem unfeasible at first glance).

It seems that we are getting the best of both worlds, with the new content being in addition to the old one.

Except for things that keep the same name, where it is an either/or as always for errata. Core classes are the main culprits there.

So, I expect PFS rules to align to the Remastered versions when these exist but to keep pre-Remaster spells, items ... still available like they were before.

For example, Shocking Grasp.

Unless they put into place a ruling specific to this spell to ban it from PFS, as they already do for many other things.


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Seems spells in the remaster are generally getting buffed which is fine by me. I'm mixed on the cantrip changes but it looks like they'll be more varied and useful. No longer will electric arc be king.


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AestheticDialectic wrote:
I don't think the magus was designed with the intention of using spell slots for spellstrike with much, if any, frequency. Given the comment in this very thread by one of the designers stating they rely on their cantrips more than anything

Cascading Ray, the Spellstriker Staff, Meteoric Spellstrike, Lunging Spellstrike, most uses of Expansive Spellstrike all kind of disagree with that. They are at least designed to give bonuses to, if not explicitly support, Spellstriking with a slotted spell. (Sustaining Steel, too.) While it's certainly not mandatory to use your spell slots on attack-roll spells, it's at least a compelling option.

In other words... You don't use your spell slots in trivial or moderate encounters. You really want to concentrate most/all against the hardest encounter of the adventuring day. In order to actually do that, you need one slot to first-round buff, maybe a reaction spell, and then what? For me, it's at least one slotted spell to kill a single-target enemy as quickly as possible, because that's my role in the party-- it's certainly not to buff myself and others, or inflict status effects, or Demoralize, or use combat maneuvers. It's to make strong attacks, and it's hard to beat a True Strike into a Shocking Grasp Spellstrike (until you get Disintegrate and Polar Ray).

At low levels you might work in a long-duration buff (i.e. Longstrider or False Life). You might stock up on True Strike and Magic Weapon-- both at least as compelling as a slotted damage spell early on. But even then you want those burst turns against CR+2 enemies to just end a fight ASAP.


PF2 Magus waw designed with using max level spells for spellstrike. Its why invented wavecasting instead of just giving them "Warpriest" casting (which support buffs a lot more).

* P.S. Just in case, note that I don't like the fact Magus is so focused on just spellstrikes. But it is still a fact that is what they do in this edition.


Riddlyn wrote:
I do rely on my cantrips for spellstrike. After level 5 I'll generally only prepare 1 attack roll spell

Well, as you level, other options open up. You can get Imaginary Weapon at 6 from Psychic dedication. You can get Fused Staff at 8 to power Spellstrikes with staff charges, or Standby Spell at 8 to not slot a Spellstrike at all.

And when you're preparing 1 attack roll spell, that's 25% of your spell slots.


Tooosk wrote:
Riddlyn wrote:
I do rely on my cantrips for spellstrike. After level 5 I'll generally only prepare 1 attack roll spell

Well, as you level, other options open up. You can get Imaginary Weapon at 6 from Psychic dedication. You can get Fused Staff at 8 to power Spellstrikes with staff charges, or Standby Spell at 8 to not slot a Spellstrike at all.

And when you're preparing 1 attack roll spell, that's 25% of your spell slots.

Yep the same number of high level spells as the full casters get. Funny that.


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Temperans wrote:

PF2 Magus waw designed with using max level spells for spellstrike. Its why invented wavecasting instead of just giving them "Warpriest" casting (which support buffs a lot more).

* P.S. Just in case, note that I don't like the fact Magus is so focused on just spellstrikes. But it is still a fact that is what they do in this edition.

What was said was:

Michael Sayre wrote:

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

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

Which is what I brought up. Slotted spells are meant to be used to do damage sometimes. You ought to remember that if you're using a staff for true strike, staff of divination, you aren't using it for damage spells and your actual slots are extremely limited. They do go all the way to 9 as a compromise. So they can cast spells and be a blend of magic and martial and so that they can slot in some spells to get near max damage with them. It's just that you'll probably do this 2 times a day, you can do it 4 times but then leaning perhaps too hard into being a one trick pony. The magus can use spells like wall of stone as well as any full caster and it would be a shame to not take advantage of that


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AestheticDialectic wrote:
Temperans wrote:

PF2 Magus waw designed with using max level spells for spellstrike. Its why invented wavecasting instead of just giving them "Warpriest" casting (which support buffs a lot more).

* P.S. Just in case, note that I don't like the fact Magus is so focused on just spellstrikes. But it is still a fact that is what they do in this edition.

What was said was:

Michael Sayre wrote:

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

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

Which is what I brought up. Slotted spells are meant to be used to do damage sometimes. You ought to remember that if you're using a staff for true strike, staff of divination, you aren't using it for damage spells and your actual slots are extremely limited. They do go all the way to 9 as a compromise. So they can cast spells and be a blend of magic and martial and so that they can slot in some spells to get near max damage with them. It's just that you'll probably do this 2 times a day, you can do it 4 times but then leaning perhaps too hard into being a one trick pony. The magus can use spells like wall of stone as well as any full caster and it would be a shame to not take advantage of that

I mean, that Sayre quote is just factually incorrect about the Magus. Ignition is at best a very minor buff to a Magus with Gouging Claw-- pretty much only a significant one if the Magus is dumping INT, which is rarely recommended.

And then the "too micro" quote when there simply isn't another single-target touch attack roll spell in the game? The micro is important when you're talking about replacing the "only one" of something, especially when it's the rank 1 option.

Now, perhaps another slotted spell "replaces" the single-target touch spell nature of Shocking Grasp but does a different type of damage. In which case everything we're discussing is insignificant. But given there aren't other options

For your other points, I've found that I generally have enough Hero Points and casts of True Strike from other means (low level archetype slots, Studious Spells, Ring of Wizardry, Endless Grimoire) that it's not necessary to use the staff charges for more, although it's an efficient source of them if you don't choose the other options. That said, it's hard for a lot of the archetypes to even use a staff in that manner, since Fused Staff doesn't let you cast True Strike without shifting the weapon into staff form, RAW. (If your GM rules you can, or your Spellstriker Staff can cast True Strike while it's shifted into weapon form which is unclear, or you're Twisting Tree, or you'll just suffer with a lower weapon damage die, then maybe that's the best plan.)

As for Wall of Stone, it depends on party composition and role. If you already have an Arcane or Primal caster who can cast that Wall of Stone, you are very possibly better off doing damage instead of crowd control. And Wall of Stone is very much a multi-target encounter winner-- but in the general case, those fights are easier than single-target encounters and may not be when a Magus should be using their limited slots for the day.

Picking full-caster utility spells on a Magus is just taking away the thing they're best at and uniquely suited to do-- magical burst damage with melee proficiency. You'd be much better off being a full caster if you want to cast things like Wall of Stone on your most significant turns. (Although getting a Spellstrike-capable Focus Spell is enough to allow utility spell slots, though that marginalizes Conflux Spells.)

Liberty's Edge

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Tooosk wrote:
AestheticDialectic wrote:
Temperans wrote:

PF2 Magus waw designed with using max level spells for spellstrike. Its why invented wavecasting instead of just giving them "Warpriest" casting (which support buffs a lot more).

* P.S. Just in case, note that I don't like the fact Magus is so focused on just spellstrikes. But it is still a fact that is what they do in this edition.

What was said was:

Michael Sayre wrote:

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

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

Which is what I brought up. Slotted spells are meant to be used to do damage sometimes. You ought to remember that if you're using a staff for true strike, staff of divination, you aren't using it for damage spells and your actual slots are extremely limited. They do go all the way to 9 as a compromise. So they can cast spells and be a blend of magic and martial and so that they can slot in some spells to get near max damage with them. It's just that you'll probably do this 2 times a day, you can do it 4 times but then leaning perhaps too hard into being a one trick pony. The magus can use spells like wall of stone as well as any full caster and it would be a shame to not take advantage of that

I mean, that Sayre quote is just factually incorrect about the Magus. Ignition is at best a very minor buff to a Magus with Gouging Claw-- pretty much only a significant one if the Magus is dumping INT, which is rarely recommended.

And then the "too micro" quote when there simply isn't another single-target touch...

Cantrips will not be using stat modifier to damage anymore.

And I believe attack spells will not be balanced for being melee by having extra high damage anymore, since this is what made Shocking Grasp the unbalanced goto spell for the Magus. Ignition is likely a good hint of things to come on that side.


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Tooosk wrote:

I mean, that Sayre quote is just factually incorrect about the Magus. Ignition is at best a very minor buff to a Magus with Gouging Claw-- pretty much only a significant one if the Magus is dumping INT, which is rarely recommended.

And then the "too micro" quote when there simply isn't another single-target touch attack roll spell in the game? The micro is important when you're talking about replacing the "only one" of something, especially when it's the rank 1 option.

Now, perhaps another slotted spell "replaces" the single-target touch spell nature of Shocking Grasp but does a different type of damage. In which case everything we're discussing is insignificant. But given there aren't other options

For your other points, I've found that I generally have enough Hero Points and casts of True Strike from other means (low level archetype slots, Studious Spells, Ring of Wizardry, Endless Grimoire) that it's not necessary to use the staff charges for more, although it's an efficient source of them if you don't choose the other options. That said, it's hard for a lot of the archetypes to even use a staff in that manner, since Fused Staff doesn't let you cast True Strike without shifting the weapon into staff form, RAW. (If your GM rules you can, or your Spellstriker Staff can cast True Strike while it's shifted into weapon form which is unclear, or you're Twisting Tree, or you'll just suffer with a lower weapon damage die, then maybe that's the best plan.)

As for Wall of Stone, it depends on party composition and role. If you already have an Arcane or Primal caster who can cast that Wall of Stone, you are very possibly better off doing damage instead of crowd control. And Wall of Stone is very much a multi-target encounter winner-- but in the general case, those fights are easier than single-target encounters and may not be when a Magus should be using their limited slots for the day.

Picking full-caster utility spells on a Magus is just taking away the thing they're best at and uniquely suited to do-- magical burst damage with melee proficiency. You'd be much better off being a full caster if you want to cast things like Wall of Stone on your most significant turns. (Although getting a Spellstrike-capable Focus Spell is enough to allow utility spell slots, though that marginalizes Conflux Spells.)

Endless grimiore might not work on a magus, the requirement is you can prepare a spell of the appropriate level. Since you won't have the slots due to wave casting you technically can't prepare a spell of that level

Quote:
If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell.

On the rest, archetype is nice if you are playing a free archetype game. My current one I am implying a magus and we aren't doing free archetype, and more over I grabbed sentinel for heavy armor. I'm perplexed you brought up staves giving you more slotted spells but then bring up it not working unless you're twisting tree. Studious spells does give more slots you can put true-strike into, it also has other uses. Personally I think studious spells shouldn't have that wave cast function and instead give 2 slots per rank up to rank 4 with the limitation, but that is neither here nor there.

On cantrips, The Raven Black said it already, but all cantrips are getting stats removed. So gouging claw and inginition will likely be about the same in terms of damage

Lastly wall of stone is one example, but yes if you have a wizard using some of these spells is less necessary but you have the whole arcane list. You ought to utilize what you can from it. Being a one trick pony is fine, but you're not using all your tools to your advantage


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Captain Morgan wrote:
Tooosk wrote:

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

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

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

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

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

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

My real problem with this change is with Elemental Wrath. I use this with my magus as a workaround to solve the Attack of Oportunity Reactive Strike problems to melee magus because the Elemental Wrath changes the Acid Splash to verbal concentration only.

If the Elemental Wrath becomes linked to Caustic Blast I will be forced to get Expansive Spellstrike to keep this working.

I hope this would be changed to another attack cantrip instead.


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People really are hyperfocusing on one thing in a very unhealthy way. I mean I get it when people become upset about their favourites changing and it's a bit of a bummer if we don't get a good electricity damage option somewhere, but hell, quite a few of you are acting like the Magus' entire being revolved around Shocking Grasp.

Meanwhile I'm over here looking at the focus point changes and wondering why I would ever touch my slots (and often my cantrips) for attacks every again. Pretty much as Michael said, though probably not with quite this in mind. For the "great" cost of a second level feat (Psychic Dedication), I get a focus spell that does almost the same damage as a highest level SG plus a pushback for shenanigans/damage mitigation on top. That I can spam every fight without even looking at my slots. Instead I can use my slots for problems I cannot simply hit harder or simply hit even harder in other ways. Meaning overall my Magus will become objectively stronger than the pre-change variant relying on Shocking Grasp ever could have been.

And people are complaining???????


The Raven Black wrote:

Cantrips will not be using stat modifier to damage anymore.

And I believe attack spells will not be balanced for being melee by having extra high damage anymore, since this is what made Shocking Grasp the unbalanced goto spell for the Magus. Ignition is likely a good hint of things to come on that side.

If they errata Gouging Claw (which is from Secrets of Magic and thus not on the Remaster schedule) to have another damage die instead of modifier, it will be identical in damage to Ignition. Whether it changes or not, Ignition is no significant improvement.

Shocking Grasp by itself isn't unbalanced. It's very clearly balanced for melee-range single-target damage. There's nothing wrong with melee-range damage spells in the same way that there's nothing wrong with melee martials doing more damage than ranged martials.

The only issue of it being overpowered is Starlit Span's "You can deliver the spell even if its range is shorter than the range increment of your ranged attack", but even that is barely stronger than Reach Spell.

Karmagator wrote:
For the "great" cost of a second level feat (Psychic Dedication), I get a focus spell that does almost the same damage as a highest level SG plus a pushback for shenanigans/damage mitigation on top.

Actually it's two feats to get Imaginary Weapon, at 2nd and 6th level, which now competes with Attack of Opportunity on a class with no built-in reactions unless you take reaction spells. And you don't get it until 6th level, a quarter or possibly just half of the game you're playing, after the levels which Shocking Grasp is best at-- it is obsoleted by Disintegrate and Polar Ray at higher levels. (But with the Focus Point changes, getting as many Focus Points in your pool as possible is now pretty much a build requirement.)

But that's beside the point. The point is that the designer is implying that it's okay to replace a favorite Magus spell with one that Wizards will like more, because Magi use cantrips anyway. Except no, that's not clearly the design-- if not then they have some feats to rewrite. When you give a class 4 to 6 spell slots to use, they care about what's in those slots!


What feat does the magus need at 6th to use imaginary weapon?


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Psi development.


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Karmagator wrote:

People really are hyperfocusing on one thing in a very unhealthy way. I mean I get it when people become upset about their favourites changing and it's a bit of a bummer if we don't get a good electricity damage option somewhere, but hell, quite a few of you are acting like the Magus' entire being revolved around Shocking Grasp.

Meanwhile I'm over here looking at the focus point changes and wondering why I would ever touch my slots (and often my cantrips) for attacks every again. Pretty much as Michael said, though probably not with quite this in mind. For the "great" cost of a second level feat (Psychic Dedication), I get a focus spell that does almost the same damage as a highest level SG plus a pushback for shenanigans/damage mitigation on top. That I can spam every fight without even looking at my slots. Instead I can use my slots for problems I cannot simply hit harder or simply hit even harder in other ways. Meaning overall my Magus will become objectively stronger than the pre-change variant relying on Shocking Grasp ever could have been.

And people are complaining???????

The complain is because their "solution" highlights all the issues that spell attacks had and they kept ignoring, which they might potentially. Even removed spell attacks as an option in the first place.

If you are allowed to have 3 spells every 30 minutes that deal as much damage as a 9th level spell which you can only cast 2 to 4 times A DAY then the entire argument that "this must be weak because balance" fall apart like tissue paper.


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Tooosk wrote:
Karmagator wrote:
For the "great" cost of a second level feat (Psychic Dedication), I get a focus spell that does almost the same damage as a highest level SG plus a pushback for shenanigans/damage mitigation on top.
Actually it's two feats to get Imaginary Weapon, at 2nd and 6th level, which now competes with Attack of Opportunity on a class with no built-in reactions unless you take reaction spells. And you don't get it until 6th level, a quarter or possibly just half of the game you're playing, after the levels which Shocking Grasp is best at-- it is obsoleted by Disintegrate and Polar Ray at higher levels. (But with the Focus Point changes, getting as many Focus Points in your pool as possible is now pretty much a build requirement.)

No, what I described was Telekinetic Projectile, which you very much get at level 2. You can reach similar results with Produce Flame as well, you don't need Imaginary Weapon.

Btw, I get Polar Ray, but why would you ever use Disintegrate as a Magus?

Tooosk wrote:
But that's beside the point. The point is that the designer is implying that it's okay to replace a favorite Magus spell with one that Wizards will like more, because Magi use cantrips anyway. Except no, that's not clearly the design-- if not then they have some feats to rewrite. When you give a class 4 to 6 spell slots to use, they care about what's in those slots!

That's because they do, which is the weird part. By the very nature of Spellstrike you will use cantrips and focus spells most of the time. The Magus never has enough spell slots to do otherwise, even if you prepare only attack spells. So why exactly do these feats exist and why are they so weak? The Magus' design has always been inconsistent in that point, even in the playtest.

The complain is because their "solution" highlights all the issues that spell attacks had and they kept ignoring, which they might potentially. Even removed spell attacks as an option in the first place.

If you are allowed to have 3 spells every 30 minutes that deal as much damage as a 9th level spell which you can only cast 2 to 4 times A DAY then the entire argument that "this must be weak because balance" fall apart like tissue paper.

That on the other hand is a complaint I can understand, because spell attacks have always been in a really weird place for anyone but the Magus. I'm not complaining, because I don't play regular casters, so this is a net win for me, but it is definitely very odd.

But most complaints here seem to be only about Shocking Grasp in particular, not the broader implications of the Remaster.


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The deal with imaginary weapon is its crazy amp and how quickly the damage scales. Nothing comes close if you want big damage with spellstrike. Can even be used with spell sweep too to ruin a second targets day.


aobst128 wrote:
The deal with imaginary weapon is its crazy amp and how quickly the damage scales. Nothing comes close if you want big damage with spellstrike. Can even be used with spell sweep too to ruin a second targets day.

I mean, it's 2 average damage per spell rank more than amped TKP, but loses the CC, so it isn't that crazy without Spell Swipe.


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Karmagator wrote:
aobst128 wrote:
The deal with imaginary weapon is its crazy amp and how quickly the damage scales. Nothing comes close if you want big damage with spellstrike. Can even be used with spell sweep too to ruin a second targets day.
I mean, it's 2 average damage per spell rank more than amped TKP, but loses the CC, so it isn't that crazy without Spell Swipe.

Well if you've got the psychic dedication, you might as well grab the upgrade at level 6. Might take some retraining if you're starting with tkp but it's worthwhile I'd say.


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Karmagator wrote:
Btw, I get Polar Ray, but why would you ever use Disintegrate as a Magus?

Because you just used Polar Ray on them and their Fort saves are now debuffed. Or if they have dying levels you'd rather not deal with and would prefer to simply vaporize.

Alternatively if you know their AC is enormously debuffed. Magi critting with that thing can be appalling.

But yeah it's normally not great on a magus.


It's funny with an offhand gauntlet bow and disintegrating bolts. Double tap your disintegrate.

Liberty's Edge

Tooosk wrote:
The Raven Black wrote:

Cantrips will not be using stat modifier to damage anymore.

And I believe attack spells will not be balanced for being melee by having extra high damage anymore, since this is what made Shocking Grasp the unbalanced goto spell for the Magus. Ignition is likely a good hint of things to come on that side.

If they errata Gouging Claw (which is from Secrets of Magic and thus not on the Remaster schedule) to have another damage die instead of modifier, it will be identical in damage to Ignition. Whether it changes or not, Ignition is no significant improvement.

Shocking Grasp by itself isn't unbalanced. It's very clearly balanced for melee-range single-target damage. There's nothing wrong with melee-range damage spells in the same way that there's nothing wrong with melee martials doing more damage than ranged martials.

The only issue of it being overpowered is Starlit Span's "You can deliver the spell even if its range is shorter than the range increment of your ranged attack", but even that is barely stronger than Reach Spell.

The issue is melee spell attacks in the CRB were not balanced to be used at top level by a martial with good HPs, good accuracy and good armor.


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The Raven Black wrote:
Tooosk wrote:
The Raven Black wrote:

Cantrips will not be using stat modifier to damage anymore.

And I believe attack spells will not be balanced for being melee by having extra high damage anymore, since this is what made Shocking Grasp the unbalanced goto spell for the Magus. Ignition is likely a good hint of things to come on that side.

If they errata Gouging Claw (which is from Secrets of Magic and thus not on the Remaster schedule) to have another damage die instead of modifier, it will be identical in damage to Ignition. Whether it changes or not, Ignition is no significant improvement.

Shocking Grasp by itself isn't unbalanced. It's very clearly balanced for melee-range single-target damage. There's nothing wrong with melee-range damage spells in the same way that there's nothing wrong with melee martials doing more damage than ranged martials.

The only issue of it being overpowered is Starlit Span's "You can deliver the spell even if its range is shorter than the range increment of your ranged attack", but even that is barely stronger than Reach Spell.

The issue is melee spell attacks in the CRB were not balanced to be used at top level by a martial with good HPs, good accuracy and good armor.

I find it unlikely that Shocking Grasp being possibly op was a strong consideration during the change. Even if it wasn't initially balanced for the Magus, the class simply can't use the spell often enough for it to have a meaningful impact on your overall output beyond level 1 and 2. They have also indirectly replaced it with something even stronger, so it can't have been that problematic in the first place.


I think that you are overthinking about Shocking Grasp.

IMO the main reason of it is being replaced in the Remastered version of the game is because is not only its name but its one of the most iconic spells of D&D (a lvl 1 electric spell that that eletrocute the target on touch) and because there's many complains about attack spells being weak so they diminished the dependency of attack spells in the initial levels. So they try to solve various problems at once. Turn it in a very potent electric single damage spell that uses a save and its completely unrelated to OGL and D&D.

And as already said, the Horizon Thunder Sphere already occupies the same niche of Shocking Grasp what sove the problem for Magus and this still valid for remaster once the designers are said and repeated many times that the older supplementary books are still valid and will just receive erratas (otherwise the Magus itself wouldn't playable if the entire SoM was banned).


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The Raven Black wrote:
The issue is melee spell attacks in the CRB were not balanced to be used at top level by a martial with good HPs, good accuracy and good armor.

They didn't stop making melee-range spells that were stronger than their counterparts with the CRB-- Gouging Claw was in Secrets of Magic and Imaginary Weapon was in Dark Archive, as was the Produce Flame psi cantrip upgrade. And Ignition getting a melee upgrade in the remaster.

It isn't as if Shocking Grasp is a massive upgrade over ranged alternatives. It's certainly less damage over Horizon Thunder Sphere than a d12 weapon is over a d6 or d8.


Karmagator wrote:

That's because they do, which is the weird part. By the very nature of Spellstrike you will use cantrips and focus spells most of the time. The Magus never has enough spell slots to do otherwise, even if you prepare only attack spells. So why exactly do these feats exist and why are they so weak? The Magus' design has always been inconsistent in that point, even in the playtest.

The complain is because their "solution" highlights all the issues that spell attacks had and they kept ignoring, which they might potentially. Even removed spell attacks as an option in the first place....

OK, but let's select for turns that "matter".

Against trivial, low, or moderate threats, cantrip or Focus spell Spellstrikes are plenty to carry you through the encounter. At lower levels you may not even need the damage from a slotted spell. But then, you shouldn't use your spell slots on utility spells in these fights either. You should be able to serve your role just fine without using spell slots at all.

If you face one or two severe/extreme fights per day, and those are the fights where your chosen style actually matters? That's 8-10 rounds of fighting (at most) in which you get to cast 4-6 spells. (More with a caster archetype.)

And the Focus changes don't really matter here-- for the trivial to moderate encounters, you'll just be able to finish those quicker, while against the enemies that actually matter, you'll have effectively the same resources.


Tooosk wrote:
The Raven Black wrote:
The issue is melee spell attacks in the CRB were not balanced to be used at top level by a martial with good HPs, good accuracy and good armor.

They didn't stop making melee-range spells that were stronger than their counterparts with the CRB-- Gouging Claw was in Secrets of Magic and Imaginary Weapon was in Dark Archive, as was the Produce Flame psi cantrip upgrade. And Ignition getting a melee upgrade in the remaster.

It isn't as if Shocking Grasp is a massive upgrade over ranged alternatives. It's certainly less damage over Horizon Thunder Sphere than a d12 weapon is over a d6 or d8.

Melee attacks doing more damage than ranged attacks is also a fundamental design philosophy that applies to martials as well so I have no idea what Raven Black is talking about.


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Arachnofiend wrote:
Tooosk wrote:
The Raven Black wrote:
The issue is melee spell attacks in the CRB were not balanced to be used at top level by a martial with good HPs, good accuracy and good armor.

They didn't stop making melee-range spells that were stronger than their counterparts with the CRB-- Gouging Claw was in Secrets of Magic and Imaginary Weapon was in Dark Archive, as was the Produce Flame psi cantrip upgrade. And Ignition getting a melee upgrade in the remaster.

It isn't as if Shocking Grasp is a massive upgrade over ranged alternatives. It's certainly less damage over Horizon Thunder Sphere than a d12 weapon is over a d6 or d8.

Melee attacks doing more damage than ranged attacks is also a fundamental design philosophy that applies to martials as well so I have no idea what Raven Black is talking about.

I don't necessarily agree with The Raven Black here but I also don't think either of you are reading them right. They are saying shocking grasp was not designed with spellstrike in mind, which is technically true, but I don't think the designers felt this was a problem at all. The change here is to benefit full spellcasters who need the help, which magus do not, or rather do not in the damage department


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Tooosk wrote:
Karmagator wrote:

That's because they do, which is the weird part. By the very nature of Spellstrike you will use cantrips and focus spells most of the time. The Magus never has enough spell slots to do otherwise, even if you prepare only attack spells. So why exactly do these feats exist and why are they so weak? The Magus' design has always been inconsistent in that point, even in the playtest.

The complain is because their "solution" highlights all the issues that spell attacks had and they kept ignoring, which they might potentially. Even removed spell attacks as an option in the first place....

OK, but let's select for turns that "matter".

Against trivial, low, or moderate threats, cantrip or Focus spell Spellstrikes are plenty to carry you through the encounter. At lower levels you may not even need the damage from a slotted spell. But then, you shouldn't use your spell slots on utility spells in these fights either. You should be able to serve your role just fine without using spell slots at all.

If you face one or two severe/extreme fights per day, and those are the fights where your chosen style actually matters? That's 8-10 rounds of fighting (at most) in which you get to cast 4-6 spells. (More with a caster archetype.)

And the Focus changes don't really matter here-- for the trivial to moderate encounters, you'll just be able to finish those quicker, while against the enemies that actually matter, you'll have effectively the same resources.

Ok, let's do that.

If I really want to powergame, then starting at level 7 I use 4th level invisibility, which most monsters have no way to counter. Then I burn through my 3 focus points. That way, I'll do the same or more damage than the Magus using several slotted attack spells or even one who uses the same cheese strategy as me plus slots instead of focus points. I also use fewer daily resources, since I'm only using 1 slot, so I can do this for at least a second fight as well. After that, I'm still running on about 80% effectiveness for the entire rest of the day. Meanwhile the other one is out of the good stuff after the first half of the first difficult fight or, if they are conserving resources, I'm way ahead.

Lesser, but still good results can be achieved with less cheesy strategies, such as spells improving your mobility (e.g. Jump) to limit your "downtime" and avoid damage. Even if you like using slots for Spellstrike often, you literally have nothing to lose and everything to gain by getting a strong focus spell off of another class.

I really don't see how the focus changes don't matter in these cases. If anything, they matter more, as you have to be less worried about later fights and can go full ham for far, far longer.


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Whenever the topic of the magus and Shocking Grasp comes up I tend to always run the same couple of questions in my head, which I feel can also apply to a few more similar situations:

1. Will the changes to this one mechanic make X too weak?

  • If yes, then X is too dependent on this mechanic anyway and ought to receive direct buffs, which wouldn't be allowed under the mechanic's current implementation.
  • If no, then nothing needs to be done about X's power.

    2. Will the changes to this one mechanic make X not as fun to play as it should be?

  • If yes, then X is too dependent on this mechanic to feel good and would benefit from gameplay improvements irrespective of said mechanic.
  • If no, then nothing needs to be done about X's gameplay feel.

    Really, Shocking Grasp I feel is a red herring here, because if the magus really needs this one spell to be implemented in a certain way to be or feel strong, then the problem isn't with Shocking Grasp, so much as the magus, who'd need changes. Personally, I don't believe the magus needs Shocking Grasp to be good, and in fact I think the net result of all these changes is likely to both buff the magus's power and unshackle them from a single, hyper-synergistic option. Even if I'm wrong, though, I don't think the solution is to keep Shocking Grasp as-is in the remaster, so much as tweak the magus as needed to improve their power and feel.

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