Player Core Preview: Spells and Spellcasting, Remastered

Thursday, September 21, 2023

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

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

Spellcasting

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

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

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

Spell Statistics

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

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

Cantrips

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

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

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

Caustic Blast [two-actions] Cantrip

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

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


Read Aura Cantrip 1

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


Light [two-actions] Cantrip 1

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


Focus Spells

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

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

Waking Nightmare [two-actions] Focus 1

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

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


What About Normal Spells?

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

Thunderstrike [two-actions] Spell 1

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

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

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


Tree of Seasons [two-actions] Spell 6

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

Logan Bonner)
Pathfinder Lead Designer

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

Thank you for changing tracking multiple spell proficiency. My players will LOVE this <3
Edit: I am curious how the light spell works. If you gotta sustain up to 4 lights at the same time or whenever you sustain you can move the lights.


12 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Do not open:
OGL Explosive Runes!


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

shocking grasp thunderstrike being a save spell really gonna peeve the magi.


3 people marked this as a favorite.
Will Huston wrote:
shocking grasp thunderstrike being a save spell really gonna peeve the magi.

Oh dang, that's a good point actually


9 people marked this as a favorite.

this is an awesome blog! As someone who likes building characters, the change to casting proficency adds so much! I love that you list reasons for the changes. I'm so glad you all changed Acid Splash.

The Remaster is truly bringing out the best in 2e.


6 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Good stuff! Thunderstrike is extremely strong now that it's reflex. Definitely a solid single target damage pick for its casters.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

*reads Light cantrips* wait; is this changing the Shadow undead’s weakness or are shadows gone with OGL?


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Martialmasters wrote:
Will Huston wrote:
shocking grasp thunderstrike being a save spell really gonna peeve the magi.
Oh dang, that's a good point actually

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

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


Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Excitement increasing.


Darn, I was hoping they would show us how Form Spells would change, mostly for a clue into how Wild Shape has changed, if at all.


This is very exciting. I cant wait for the other changes to be revealed. What a fun way to explore new spells


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm hoping Thunderstrike is only replacing shocking grasp in that it is taking its place on revamped creatures, items, and bloodlines/deities. They have said that OGL-era options will still be valid and I think magi will be happy about that when choosing attack spells.


2 people marked this as a favorite.
Will Huston wrote:
shocking grasp thunderstrike being a save spell really gonna peeve the magi.

Yeah its a bit weird because like yeah both are single target lightning spells but shocking grasp has been magi bread and butter even from 1e and replacing it with a lower damage ranged save spell does make it not super great for them. Hopefully there is a 2d12 level 1 attack spell for them to use.


Pathfinder Adventure, LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber
Will Huston wrote:
shocking grasp thunderstrike being a save spell really gonna peeve the magi.

I was about to make another complaint but then I forgot this isn't starfinder. is melee spells that don't provoke just not a thing in PF2e?


6 people marked this as a favorite.

Awesome stuff; I can't wait to try out the new caster multiclassong. Also excited to give spirit damage a whirl on the cleric. I think P2e casters were the real winners out of this OGL debacle

Dark Archive

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

The number of spells and abilities which makes trees are steadily growing.

I’m excited to build my Arbourmancer!


Martialmasters wrote:
Will Huston wrote:
shocking grasp thunderstrike being a save spell really gonna peeve the magi.
Oh dang, that's a good point actually

At least wr get remastered Gouging Claws in player core. It was mentioned as one of the spells of the Protean Form Wizard Curriculum.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Hoping that someone puts a digital FAQ/Errata for updating existing cards to the new content.....

Also hoping that new card sets will be released with the official text :D

Dark Archive

8 people marked this as a favorite.

Caustic Blast as a 5ft burst makes SO much more sense with it's +2 Heightening, rather than it's previous version of single target with minimal splash. That feels way more balanced!

I'm very interested to see how something like Daze (or whatever it's analogue will be) will be readjusted. Will it have that same +2 scaling, but with a better damage die? Or will it have d4 damage with +1 scaling, since the Non-Lethal trait already means that there are large swathes of creatures already immune to it (not to mention others who are also immune to Mental effects) and it's single-target? Very curious for that!

(Tangential, but personal gripe: on seeing the Player Core page for the Wizard's feats, I saw that Non-Lethal Spell is STILL a 2nd level feat. WHY?? This really should be a 1st level option, IMO, as it provides less mechanical benefit than even Reach or Widen, which are both 1st)

Dark Archive

1 person marked this as a favorite.
Pathfinder Lost Omens Subscriber

Also, wow, Thunderstrike and it’s Clumsy rider is really strong!


1 person marked this as a favorite.

How is all of this going to affect psychic?

Are the "special" cantrips they get going to remain as normal? Since amps are technically not focus spells, are they being affected at all by these changes?

Dark Archive

1 person marked this as a favorite.
Discojaddi wrote:

How is all of this going to affect psychic?

Are the "special" cantrips they get going to remain as normal? Since amps are technically not focus spells, are they being affected at all by these changes?

While they're not "technically" Focus Spells, Amps still use Focus Points to function, and the overhaul is inclusive of how Focus Points can be used/recovered across the board.

Mainly it just means that Psychics lose that "edge" they had where they start level 1 being able to recover two at a time. I imagine there will be some errata down the line.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
LoreMonger13 wrote:
Discojaddi wrote:

How is all of this going to affect psychic?

Are the "special" cantrips they get going to remain as normal? Since amps are technically not focus spells, are they being affected at all by these changes?

While they're not "technically" Focus Spells, Amps still use Focus Points to function, and the overhaul is inclusive of how Focus Points can be used/recovered across the board.

Mainly it just means that Psychics lose that "edge" they had where they start level 1 being able to recover two at a time. I imagine there will be some errata down the line.

Technically, they still have that part of the edge because they can do in 10 what everyone else is doing with 20 pre-feat.


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

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

Dark Archive

1 person marked this as a favorite.
The-Magic-Sword wrote:
LoreMonger13 wrote:
Discojaddi wrote:

How is all of this going to affect psychic?

Are the "special" cantrips they get going to remain as normal? Since amps are technically not focus spells, are they being affected at all by these changes?

While they're not "technically" Focus Spells, Amps still use Focus Points to function, and the overhaul is inclusive of how Focus Points can be used/recovered across the board.

Mainly it just means that Psychics lose that "edge" they had where they start level 1 being able to recover two at a time. I imagine there will be some errata down the line.

Technically, they still have that part of the edge because they can do in 10 what everyone else is doing with 20 pre-feat.

True, as they exist presently, unless they get errata. It does make it awkward though, now that there's going to be the one feat that grants full recovery of all Focus Points in a single 10 minute rest as opposed to needing to take two feats (or the one additional for Psychic)

That, and Psychic will need further errata to get that feat earlier, because they'll be locked out until 18th level otherwise >.> Unless Paizo decides to go wild and just give the Psychic the ability to recover all points in 10 minutes from level 1 o.O


6 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

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


13 people marked this as a favorite.
Pathfinder Lost Omens, PF Special Edition Subscriber

I hope to see some good Attack Spells in the core since my Magus lost Shocking Grasp


5 people marked this as a favorite.
Captain Relyk wrote:

Love the changes! Glad I can take a multiclass archetype that fits my character, like a wyrmkin cleric with draconic sorcerer, without being hurt by proficiencies. But I am still curious about prestidigitation

Will it be updated to allow us to do things like create magical sparkles, make our eyes change color or glow slightly, or make us or an object smell like rosewater? That way it can better support Roleplay and flavor? I feel like 2e needs to support or give the ability for players to do harmless magical tricks for the sake of roleplay.

You can just say it does it? No need for even more fluff in the spell description. Roleplaying how the spell looks like should be up to the table anyway.


Pathfinder Lost Omens, Rulebook Subscriber

Excellent stuff all around!


1 person marked this as a favorite.
Captain Relyk wrote:
Will it be updated to allow us to do things like create magical sparkles, make our eyes change color or glow slightly, or make us or an object smell like rosewater? That way it can better support Roleplay and flavor? I feel like 2e needs to support or give the ability for players to do harmless magical tricks for the sake of roleplay.

Probably not, no, but the new Figment illusion cantrip broadly allows creating small illusory visions or sounds.


4 people marked this as a favorite.

This is terrible for Magi, please reconsider this as a replacement for Shocking Grasp as it does not fulfill any of the functions.

Liberty's Edge

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

no real worries on wizards though a nerf on cantrips but my magus is going to hate the chnage to thinder strike/shocking grasp , though my wizard will like the reflex save


I wonder if we'll see more Attack spells being added/replacing some others. I kind of liked Acid Splash on my polearm magi and shocking grasp is iconic xD


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

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

Scarab Sages Design Manager

29 people marked this as a favorite.
The-Magic-Sword wrote:


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

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

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

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


5 people marked this as a favorite.

Hopefully they still have good attack spells for the Magus.

Grand Lodge

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

So does Silence now affect one's ability to concentrate on spells?


13 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

Everything is nice, except...

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

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

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


3 people marked this as a favorite.
Colin cooke wrote:
This is terrible for Magi, please reconsider this as a replacement for Shocking Grasp as it does not fulfill any of the functions.

Losing Shocking Grasp is a blow, but not a fatal one. I wouldn't mind them re-evaluating Spellstrike as a mechanic in regards to allowing non-attack roll effects (because it seems pretty arbitrary). Plus, there are some alternatives, like Admonishing Ray, Briny Bolt, Horizon Thunder Sphere, Hydraulic Push, and Snowball.


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

I have to imagine that there's another melee attack spell somewhere, and that it was done with all of the other casters in mind. They were missing a simple 'smite with lightning' spell aside from the arguably overtuned AP-access Sudden Bolt. ¯\_('•')_/¯

Magus aside, they weren't lying, it's a much stronger spell for the average caster now. It's about 30% less damage at 1st rank but scales about 40% harder (so they're about equal at 2nd rank and Thunderstrike overtakes at 3rd), and a round of Clumsy is often a better effect to have than persistent electric in the armored case.


3 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Were there magi that took shocking grasp instead of magic weapon at early levels?


4 people marked this as a favorite.

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

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

Thunderstrike is definitely an awesome low level spell (though RIP Shocking Grasp) that I would absolutely be rocking it on an Arcane/Primal spellcaster (even if I am a Storm Druid). I wouldn't mind if the spell could be used either as an attack roll or a saving throw, since the added flexibility can already be accounted for the factor that it deals less damage (even if it does two less-resisted damage types). And the Tree of Seasons, while I don't think it's that good, it's a neat flavorful option to provide utility to your party members. It would be cool if there was an option to make it grow all of a specific season, which makes sense from a natural standpoint.


5 people marked this as a favorite.
Michael Sayre wrote:
The-Magic-Sword wrote:


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

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

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

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

I see Magus mulitclassing into pychics for access to repeatable big damage spellstrikes is going to become even more of fixture of core.


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

At your home table, you can still use any of the old spells if you want to and your table agrees. I am glad thunderstrike is different enough that I can offer shocking grasp as a cool alternate spell. I think I will probably do the same with cantrips that add attribute modifiers.


Please tell me you updated Dim the Light for Shadow sorcerers. Please.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Is the new Trained in spell attack modifier and Trained in spell DC going to be an overarching rule that applies to all spellcasters? I'm just thinking about some of the spell casters that aren't going to be part of Core.


2 people marked this as a favorite.
Helvellyn wrote:
Is the new Trained in spell attack modifier and Trained in spell DC going to be an overarching rule that applies to all spellcasters? I'm just thinking about some of the spell casters that aren't going to be part of Core.

It is, yeah.

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