Potential spell errors and balance concerns


Skills, Feats, Equipment & Spells


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I'll be adding to this as I find things. I encourage others to as well. NOTE: I don't actually think every balance concern should be fixed, but I want the designers aware of them.

1. Sleep (3rd) seems strictly better than Paralyze at the same level. Asleep is in many (but not all) ways a worse condition than paralyzed, and Paralyze only affects one humanoid target (vs. unrestricted 5' burst for Sleep).

2. Shapechange's limitation to forms of lower level polymorph spells you actually know. This is awful for spontaneous primal/arcane casters, and completely useless for the Aberrant bloodline sorcerer who receives it as a bonus spell but cannot actually learn any lower level polymorph spells to which it could apply - they're off list and not on his bonus list.


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Persistent (ongoing) damage is OP as all get out.

Requires a nat20 (once per turn, after taking damage) to resolve the condition (it otherwise has no duration). A Medicine skill check (at DC 15) reduces that to a flat 15 check (contrary to the Medicine skill's own description).


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3. Disjunction. ARE YOU KIDDING ME? Why would I ever want to use a 9th level spell to take out a single magic item? Just delete this trap option so some poor fool doesn't take it.

4. Miracle, Wish, etc. Probably should specify that they ignore material costs for things like Raise Dead (assuming they do).

5. Let's look at level 1 Wizard school powers. Some should probably be be improved, and Mark shouldn't have claimed that autoheightening on these sorts of things made them a power level in between your best spells and your cantrips. That's not true of any of them even at low levels, and several are worse than a cantrip.

Abjuration (Protective Ward): [C] +1 Armor boost in a 10' radius, requires concentration, no heightening. Compares to shield, which has the same AC, the same action cost, but doesn't cost spell points, doesn't protect allies, and also gives you the shield block reaction.

Conjuration (Augment Summoning): [B] +1 to attack, AC, and saves for a summon as a free action when you summon a creature. A fine fire and forget, but your limitation here is going to be how many Summon Monster spells you actually will prepare and cast in a day. This makes your limited spells better, but doesn't stretch them out. No heightening.

Divination (Diviner's Sight): [A] I actually like this as it gives you some save insurance when it's not your turn, and insurance with a chance of extra jackpot if you're performing an attack roll (double that cantrip damage) or a skill check (get that knowledge roll to work). No heightening.

Enchantment (Charming Words): [F] Two actions to only make a target not attack you for one round, the party is still fair game (stunned on a crit fail, but don't plan for that). Bad action economy, no heightening.

Evocation (Force Bolt): [B] It's force damage, and the low damage at least autoheightens every level. But it's not that much better than a cantrip.

Illusion (Warped Terrain): [B] Creating 4 squares of difficult terrain to slow down approach lanes to you is decent, basically inflicting Hampered 10 on anyone approaching (or escaping) through it. The heighten to affect flying creatures is nice, too.

Necromancy (Call of the Grave): [C] This is theoretically a meh-to-decent debuff, but only if you coordinate with a party member to hit them before it wears off. You won't personally benefit unless you crit, and then not much. No heightening. Why not just cast Daze?

Transmutation (Physical Boost): [B] You can buff a friend trying a combat manuever. No heightening, and an inconsistent d4 roll will probably frustrate you, even if a 2.5 avg improvement sounds good. Yay?

Universalist (Hand of the Apprentice, Optional): [D] If you're a regular wizard why are you trying to deliver your melee weapon damage at short range via two actions? If you have a decent weapon proficiency in your build, don't you have something better to do with your two actions that doesn't use up a resource and a feat?


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Xenocrat wrote:

I'll be adding to this as I find things. I encourage others to as well. NOTE: I don't actually think every balance concern should be fixed, but I want the designers aware of them.

1. Sleep (3rd) seems strictly better than Paralyze at the same level. Asleep is in many (but not all) ways a worse condition than paralyzed, and Paralyze only affects one humanoid target (vs. unrestricted 5' burst for Sleep).

2. Shapechange's limitation to forms of lower level polymorph spells you actually know. This is awful for spontaneous primal/arcane casters, and completely useless for the Aberrant bloodline sorcerer who receives it as a bonus spell but cannot actually learn any lower level polymorph spells to which it could apply - they're off list and not on his bonus list.

Telekinetic Projectile

There seems to be an error in the heightened portion of its stat block. It goes from 1d10 for the standard spell dmg to 1d8+casting stat mod for 3rd level heightened, and then 2d10+casting stat mod for 5th level heightened. I would imagine its supposed to read 1d10+casting stat mod for 3rd lvl.


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The Swamp of Sloth power does not include the failure and success results for the save.

The Tanglefoot cantrip doesn’t list base duration, only heightened durations.


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My initial impressions are that a lot of non-damage spells are so limited in utility and/or duration, that they never justify the cost of the spell slot. A free use of a skill will get the job done better in many cases.

Example: Suggestion is a 4th level spell, and only has a duration of 1 minute on a failed save. Now the stipulation for it is not just that the target won't do anything self- destructive, but won't do anything not in it's self-interest. It's pretty bad if a 7th level wizard, at the hefty expense of a 4th level slot, can't get a target to inconvenience themselve for a minute. But a rogue or barbarian could most likely get the job done with simple intimidation.


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Color Spray seems even more overpowered than usual. There is no limit to how strong of an enemy it can affect and now the DC scales with your level so it doesn't matter that it's only a level 1 spell.


Sycondaman wrote:
Color Spray seems even more overpowered than usual. There is no limit to how strong of an enemy it can affect and now the DC scales with your level so it doesn't matter that it's only a level 1 spell.

Yes, but they have to fail by 10 to get the old minimum affect of one round stunned. It's fine.


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Quote:

DIVINE DECREE SPELL 7

Casting Somatic Casting, Verbal Casting
Range 40 feet; Area 40-foot aura
Duration varies
You utter potent words linked to your faith. Choose an alignment
your deity has (chaotic, evil, good, or lawful). You can’t cast this spell
if you don’t have a deity or your deity is true neutral. You deal 7d6
damage to creatures of that alignment in the area; each creature
must attempt a Will save. Creatures that match the alignment are
unaffected. Those that neither match nor oppose it don’t suffer
effects other than damage and treat their result as one degree better.

Bolded the part I think is an error - you deal damage to creatures of that alignment, but creatures that match the alignment are unaffected? I feel like this should read "creatures not of that alignment", or re-written to be "according to their alignment".


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Quote:

GUIDANCE CANTRIP

Casting Somatic Casting, Verbal Casting
Range touch; Targets one creature
Duration until the start of your next turn or until dismissed
You ask for divine guidance, granting the target a +1 conditional bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, it’s bolstered.

Also, guidance is extremely lackluster, especially with the bolstered line. Was that really needed?


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Aviana wrote:
Quote:

GUIDANCE CANTRIP

Casting Somatic Casting, Verbal Casting
Range touch; Targets one creature
Duration until the start of your next turn or until dismissed
You ask for divine guidance, granting the target a +1 conditional bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, it’s bolstered.
Also, guidance is extremely lackluster, especially with the bolstered line. Was that really needed?

Agreed, this needs single action, no bolstered, or maybe range to make it at all worthwhile. Single action and range are the changes I would make.


Let's look at 8th level Wizard school powers (4th power level). As we saw above, the 1st level intro powers are pretty weak, and that bonus feat for the Universalist looks pretty good by comparison. Will later options change that?

Abjuration (Energy Absorption): [A] Defense against elemental damage as a reaction. Good/reasonable action economy, good heightening, saves you other defenses against elemental damage, since you can adjust/tailor the type as it hits you.

Conjuration (Dimensional Steps): [C-] The initial range is bad, the heightening makes it meh later on, but what really hurts this is that it's a Somatic action and you're going to provoke if you use this to avoid provoking. So why bother? The PF1 version needed a nerf; no one needs this.

Divination (Vigilant Eye): [A] This has 10 times the duration of regular Clairvoyance, is the same level, and only takes two actions rather than a full minute to cast. But what really sells it is you can cast it on the other side of a door or wall (less than 1' thick) that you touch.

Enchantment (Dread Aura): [B] No heightening. This is a worse Dirge of Doom. You get it two levels later than the Bard, have to spend spell points to start and maintain it, and require an extra action to start it. But it's still a decent debuff on the enemies if you're close enough. The good news is your first school power is so bad you'll never use it, allowing enough points to use this for two whole fights per day. I say this needs free concentration, no spell points to maintain.

Evocation (Elemental Tempest): [B-/B] You do a small amount of damage to a melee attacker who hits you, assuming you cast an elemental spell and this first. Heightens to 2d8 per expended spell level at 6th, which is not terrible.

Illusion (Invisibility Cloak): [A-] Invisibility is always useful, and this heightens to the Improved Invisibility later. It would be an A+ if it didn't require concentration.

Necromancy (Life Siphon): [B+] Self healing while casting your specialty spells is nice; you'll be casting them often. But the amount isn't great.

Transmutation (Shifting Form): [B] I can see using this for Darkvision, Scent, or an emergency Swim speed, I guess. But it's not exciting.

Universalist (Universal Versatility): [C] You can pick a different 1st level school power every day, and even change on the fly at the cost of spell points. Diviner's Sight would be nice to have, and maybe Force Bolt, but this costs you two feats to get here. Just say no.

So overall the 4th level powers are pretty reasonable, and certainly better than the 1st level ones. But I don't think they provide a reason to pick a specialist rather than Universalist school. They're supposed to provide a boost over cantrips and extend your spells. I think the Illusionist, Diviner, and Evoker get there, as I can see regular use of those powers. The rest are afterthoughts.


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Xenocrat wrote:
Aviana wrote:
Quote:

GUIDANCE CANTRIP

Casting Somatic Casting, Verbal Casting
Range touch; Targets one creature
Duration until the start of your next turn or until dismissed
You ask for divine guidance, granting the target a +1 conditional bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, it’s bolstered.
Also, guidance is extremely lackluster, especially with the bolstered line. Was that really needed?
Agreed, this needs single action, no bolstered, or maybe range to make it at all worthwhile. Single action and range are the changes I would make.

Really, my opinion is bolstered is the biggest problem. You used to be able to have your low level cleric giving people little bonuses when they didn't have anything better to do pretty much every battle, and the target being bolstered after one use shuts down that basic usefulness.


Xenocrat wrote:
The Tanglefoot cantrip doesn’t list base duration, only heightened durations.

Also, this part absolutely needs to be clarified before final print. By context, I'm assuming one round. But also, I shouldn't have to assume.


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Since it works on skill checks, I think it work cause issues if Guidance didn't have Bolstered.


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Aviana wrote:
Really, my opinion is bolstered is the biggest problem. You used to be able to have your low level cleric giving people little bonuses when they didn't have anything better to do pretty much every battle, and the target being bolstered after one use shuts down that basic usefulness.

Guidance spam was a very real and annoying issue imo

If it's optimal to just have it on everyone until you get into combat, you just need to kill the option. Either remove it, or give people a more intuitive way to get the bonuses.

As it stood, you basically had to count rounds between everything at low levels because there was no reason to not have guidance up on everyone at all times


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Aviana wrote:
Quote:

DIVINE DECREE SPELL 7

Casting Somatic Casting, Verbal Casting
Range 40 feet; Area 40-foot aura
Duration varies
You utter potent words linked to your faith. Choose an alignment
your deity has (chaotic, evil, good, or lawful). You can’t cast this spell
if you don’t have a deity or your deity is true neutral. You deal 7d6
damage to creatures of that alignment in the area; each creature
must attempt a Will save. Creatures that match the alignment are
unaffected. Those that neither match nor oppose it don’t suffer
effects other than damage and treat their result as one degree better.
Bolded the part I think is an error - you deal damage to creatures of that alignment, but creatures that match the alignment are unaffected? I feel like this should read "creatures not of that alignment", or re-written to be "according to their alignment".

"SAME TEAM! SAME TEAM!"

I haven't really dug into the spells yet, but I happened to look at Power Word Kill, and I have concerns. I thought they were trying to tone down the insta-kill spells, but this one seems to be even stronger than in PF1: anyone 14th level or lower instantly dies, no save.


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Hopefully barkskin has a typo. Otherwise it has become worthless: "The target’s skin is covered in bark. The target gains resistance 1 to bludgeoning and piercing damage and weakness 2 to fire."

My son has suggested that it could be used as a debuff. Cast it on an enemy before the party attacks it with persistent fire attacks.

RPG Superstar 2015 Top 32

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Fear spell seems to be not worth its slot. Only a critical failure gets an actually useful result (fleeing target), and the mere save failure is just a meager frightened 2 that wears off fast. Considering other 1st level spell options, this one is not going to be used much. (Poor sorcerers who get it as bloodline one).


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Laik wrote:
Fear spell seems to be not worth its slot. Only a critical failure gets an actually useful result (fleeing target), and the mere save failure is just a meager frightened 2 that wears off fast. Considering other 1st level spell options, this one is not going to be used much. (Poor sorcerers who get it as bloodline one).

Fear 2 is useful if you coordinate with other team members who can take advantage of the full penalty before it starts to wear off. And you still get a -1 to their save on your next turn. Not useless by any means.

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In the dinosaur form spell, basic version is +9 to damage, heightened-5 is +6 to damage, and heightened-7 is +18 to dmagae. The middle (heightened-5) number looks wrong.


Leng's Sting: It does 4d6 poison damage on a success, but on a failure the stage 1 condition only inflicts drain 1 (1 round), and on stage 2 only drained 1 and confused (1 round).

This is contrary to other poison spells in the book, compare to Spider's Sting and Purple Worm Sting, both of which also inflict the success poison damage at each stage in addition to debuff conditions. While drained in a bad condition, it also lingers even after the poison is cured, so this spell definitely needs to have poison damage every round to be worthwhile and consistent.

RPG Superstar 2014 Top 32

"Charming Words" lists the success-failure in the wrong order. It goes from failure to success, every other spell goes from success to failure.


It's unclear how 10th level slots interact with the Sorcerer/Wizard regular spells chart notation that bloodline and specialist schools provide you with one extra spell of any level that you can cast. As written it seems to allow them a bonus spell slot (not that most specialists can take advantage with the scarce options), but perhaps it was meant to be limited to only the baseline spells on those charts.

It doesn't seem ambiguous that the Wizard's arcane focus can be used to recast a 10th level spell, but perhaps that isn't intended.


Aviana wrote:
Xenocrat wrote:
The Tanglefoot cantrip doesn’t list base duration, only heightened durations.
Also, this part absolutely needs to be clarified before final print. By context, I'm assuming one round. But also, I shouldn't have to assume.

Given that they're successfully entangled, does this also mean that in order to use their acrobatics/athletics check to remove the entangled condition, they still need to pass the DC5 flat check in order to perform their acrobatics/athletics check?

We also used context to infer that it lasted one round when I used it yesterday.


Corradh wrote:
Aviana wrote:
Xenocrat wrote:
The Tanglefoot cantrip doesn’t list base duration, only heightened durations.
Also, this part absolutely needs to be clarified before final print. By context, I'm assuming one round. But also, I shouldn't have to assume.

Given that they're successfully entangled, does this also mean that in order to use their acrobatics/athletics check to remove the entangled condition, they still need to pass the DC5 flat check in order to perform their acrobatics/athletics check?

No, neither of those has the manipulate trait.

Scarab Sages

The form spells (polymorph) have some issues and typos.

1) Some of the spells speak about "natural attacks" that are not described anywhewe, while all animals usually have unarmed attacks. Furthermore none of them has "unarmed" trait. This is important as some feats require a weapon attack (such as Savage Slice), so that its use with attacks with "unarmed" trait is prohibited.

2) There is no scent range specified anywhere, while scent rule p. 302 implies it does.

3) It looks strange that while being in the form you preserve old racial traits. I turn into an insect, but I am still human and humanoid by traits. Same for statistics: a huge tyrannosaurus with strength 10 (+0).

4) Plant form 6 level (heightened) damage did not get more dice, while the damage bonus was reduced.

5) Balefull polymorph. Unclear, how exactly the target is changed. So I transform a fighter into a frog. Does it still have 20 strength and 22+ AC? What about medium size and speed 25? Can it move or only make will saves?

6) Shapechange. It is not clear what exactly do we get. I can guess that it just copy the effect of the form spells from before.
So no Monstrocity Form, but what about heightened Dragon Form? Does heightenning to 8 spell level count against the restriction?

7) Animal form. All forms listed to have scent, it could be moved to the bullet with low-light vision. However a bull probably shouldn't have one (compared to shark and canine).
A shark without water brething is also strange.
Attack seems a bit low. While all other forms looks better than strength +6 attack, the animal form is less effective at class levels 5-6 (until heightened).

8) It is strange to see so many different spells with the same effect when others fully use heightening system. All of the form spells have the same text and only the numbers differ. All of them can be easily reduced to three spells:
Animal form (pest sounds rude and negative, all Druids hate you for this :-)) : harmless utility forms here.
Natural battle form (all those spells refer to battle form by the way) : all the animals without much magic here + plants
Supernatural battle form (this is for arcane spellcasters as they do get them) : dragons, elementals, monstrosity.
The two 10-level form spells remain separate as having heigher rarity, however I would also include Nature Incarnate into Natural battle form.

9) The Pest form. Note it is a level 2 spell and do not forget it. It is ridiculous now and looks more like debuff. Like balefull polymorpf. I would rather use it as debuff with all that speed 10, Athletics -4, weakness 5 and AC 13 (any level 1 through 20!), 1 attack damage and no ability to manipulate things.
So effectively you are restricted to only move actions. Then what about climbing (lvl 2 spell), swimming (lvl 3 spell), water breathing (lvl 2 spell for 1 hour, lvl 3 spell 8 hours and lvl 4 spell 24 houts!)? Note that all the normal spells can be used not only by yourself (water breathing even for 5 targets) and everybody remain fully functional.
Can we be glad that we still have senses? Yes you get low-light vision, but Darkvision is lvl 2 spell and lasts 1 hour. Scent could be good, but the range is not specified. I couldn't find any sign of the scent range value except in Shifting Form spell.
So, do we need 10 Stealth that badly (sneaking with speed 5 ft)? Not really. Furthermore, invisibility is level 2 spell. It has less duration, but do not need checks and you are not restricted to only move.
The duration is ok for 2-lvl spell. But even fly has 1 hour variant (and the speed is better). Yes the druid has a feat (!) that allows you to spend 2 (!) form uses to have 1 hour duration. But the spell is avaliable for other classes! Not every druid will take this feat and not every druid even has 2 wild shape uses at 10 level.
So the spell needs more movement types (restrict their use in wild form entry for 1-2 class levels), speed, more duration (at least 1 hour at 7 spell level to match fly).


Xenocrat wrote:
Corradh wrote:
Aviana wrote:
Xenocrat wrote:
The Tanglefoot cantrip doesn’t list base duration, only heightened durations.
Also, this part absolutely needs to be clarified before final print. By context, I'm assuming one round. But also, I shouldn't have to assume.

Given that they're successfully entangled, does this also mean that in order to use their acrobatics/athletics check to remove the entangled condition, they still need to pass the DC5 flat check in order to perform their acrobatics/athletics check?

No, neither of those has the manipulate trait.

I suppose the next question is whether the check to remove entangled is an immediate one-time check, or if they can continue to make the checks each round when the spell is heightened if they fail the initial check.

Liberty's Edge

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Xenocrat wrote:

3. Disjunction. ARE YOU KIDDING ME? Why would I ever want to use a 9th level spell to take out a single magic item? Just delete this trap option so some poor fool doesn't take it.

4. Miracle, Wish, etc. Probably should specify that they ignore material costs for things like Raise Dead (assuming they do).

5. Let's look at level 1 Wizard school powers. Some should probably be be improved, and Mark shouldn't have claimed that autoheightening on these sorts of things made them a power level in between your best spells and your cantrips. That's not true of any of them even at low levels, and several are worse than a cantrip.

Abjuration (Protective Ward): [C] +1 Armor boost in a 10' radius, requires concentration, no heightening. Compares to shield, which has the same AC, the same action cost, but doesn't cost spell points, doesn't protect allies, and also gives you the shield block reaction.

Conjuration (Augment Summoning): +1 to attack, AC, and saves for a summon as a free action when you summon a creature. A fine fire and forget, but your limitation here is going to be how many Summon Monster spells you actually will prepare and cast in a day. This makes your limited spells better, but doesn't stretch them out. No heightening.

Divination (Diviner's Sight): [A] I actually like this as it gives you some save insurance when it's not your turn, and insurance with a chance of extra jackpot if you're performing an attack roll (double that cantrip damage) or a skill check (get that knowledge roll to work). No heightening.

Enchantment (Charming Words): [F] Two actions to only make a target not attack you for one round, the party is still fair game (stunned on a crit fail, but don't plan for that). Bad action economy, no heightening.

Evocation (Force Bolt): [B] It's force damage, and the low damage at least autoheightens every level. But it's not that much better than a cantrip.

Illusion (Warped Terrain): [B] Creating 4 squares of difficult terrain to slow down approach lanes to[/b][/b]...

Agreed, Wizard school powers are too weak. They need to be STRONGER than a cantrip. For casters, a cantrip (which you can use EVERY TURN) is the baseline ability. If I have a special ability that costs my finite spell points, it needs to be at least as good if not better than a cantrip, otherwise why cast it?

It's important to look at opportunity costs. Since you can always cast a cantrip with 2 actions (mostly), then any ability that uses 2 or more actions and thus prevents you from casting your cantrip or another spell must provide at least as much value as the cantrip. You are sacrificing your cantrip to use that ability. Most of the wizard powers as written aren't worth sacrificing a cantrip for.

I wish the school powers were more like Dirge of Doom (which is a SUPER COOL cantrip) that can be used to combo with other spells.

Cantrips, by the way, are an awesome improvement over PF1.


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Archimedes Mavranos wrote:
Cantrips, by the way, are an awesome improvement over PF1.

And they're still bad.

Sure, they're better than they used to be, sure you can use them forever without running out, but they're still (regularly) a worse idea than a cross bow.

Also, it's the rare (attack) spell that has a range greater than 30 feet. I haven't tried to find an exhaustive list, but Ray of Frost (60) and Acid Arrow (120) are the only two I've come across.

Liberty's Edge

Draco18s wrote:
Archimedes Mavranos wrote:
Cantrips, by the way, are an awesome improvement over PF1.

And they're still bad.

Sure, they're better than they used to be, sure you can use them forever without running out, but they're still (regularly) a worse idea than a cross bow.

Also, it's the rare (attack) spell that has a range greater than 30 feet. I haven't tried to find an exhaustive list, but Ray of Frost (60) and Acid Arrow (120) are the only two I've come across.

Yeah, I couldn't believe that in the The Lost Star live stream the wizard/sorcerer was toting a crossbow to get shots in between spells. A caster should NEVER need to carry a ranged weapon because they can't cast a spell with their last action. There needs to be 1 action cantrips to fill in the action economy.


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There need to be more 1 action spells period.

Heck, one that does one third the standard damage (e.g. for every 3 dice a spell gets, this one gets 1) I'd use that as a single-action damage spell. It wouldn't be very efficient, slot-wise, but I'd at least consider using it. Especially as something I can do while maintaining concentration on two other spells (say...summon monster and bless? Spiritual weapon and bane?)

Note: 1/4 scaling is what cantrips are, and they're ever so slightly behind the scaling on melee weapons when you factor in potency runes


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Occult Sorcerer power Tentacular Limbs is largely incompatible with the occult spell list. There are very few touch-range offensive spells on the occult list. Definitely not enough to make the power worthwhile IMO.


Archimedes Mavranos wrote:
Draco18s wrote:
Archimedes Mavranos wrote:
Cantrips, by the way, are an awesome improvement over PF1.

And they're still bad.

Sure, they're better than they used to be, sure you can use them forever without running out, but they're still (regularly) a worse idea than a cross bow.

Also, it's the rare (attack) spell that has a range greater than 30 feet. I haven't tried to find an exhaustive list, but Ray of Frost (60) and Acid Arrow (120) are the only two I've come across.

Yeah, I couldn't believe that in the The Lost Star live stream the wizard/sorcerer was toting a crossbow to get shots in between spells. A caster should NEVER need to carry a ranged weapon because they can't cast a spell with their last action. There needs to be 1 action cantrips to fill in the action economy.

The only 1 action cantrip I have seen used so far is shield, which is not a bad "I have one action left so I improve my AC" spell.


RealAlchemy wrote:
The only 1 action cantrip I have seen used so far is shield, which is not a bad "I have one action left so I improve my AC" spell.

And then on round two you have an action you don't know what to do with.

(Also, casters should never need to rely on the Shield spell...if you are in melee, you've done something very very wrong)


Draco18s wrote:
RealAlchemy wrote:
The only 1 action cantrip I have seen used so far is shield, which is not a bad "I have one action left so I improve my AC" spell.

And then on round two you have an action you don't know what to do with.

(Also, casters should never need to rely on the Shield spell...if you are in melee, you've done something very very wrong)

Uh...it works on ranged damage, too. And short spell ranges don't allow you to stay out of Stride, Stride, Strike range of very many enemies.


Oh, sure, it does. And sure, stride-stride-strike is a thing.

But good party composition and placement prevents that sort of thing.

Just as I'm the only person to never get shot in a Shadowrun firefight (because I took cover...) I play my wizards as the soft squishy meatbags they are: I stand somewhere where the fighters will be dragging aggro and between me and the Big Scary Thing.


Xenocrat wrote:
Aviana wrote:
Quote:

GUIDANCE CANTRIP

Casting Somatic Casting, Verbal Casting
Range touch; Targets one creature
Duration until the start of your next turn or until dismissed
You ask for divine guidance, granting the target a +1 conditional bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, it’s bolstered.
Also, guidance is extremely lackluster, especially with the bolstered line. Was that really needed?
Agreed, this needs single action, no bolstered, or maybe range to make it at all worthwhile. Single action and range are the changes I would make.

Perhaps if the Bolstered on this was reduced to 1 hour it would work better while not bogging the game down.

Bolstered seems to be a real issue in spells and powers as is. In most cases, creatures should not get bolstered against a spell or power unless they critically succeed against it. Granted just like in real life one can only carry so much and would run out of grenades, the same is true for spells and spell slots.

Take blindness for instance, I know for a fact that if I keep lighting off white phosphorus that blindness will stick, perhaps permanently. I see the spell working in this capacity. It feels like an unnecessary over correction in the vast majority of cases.


Draco18s wrote:
Archimedes Mavranos wrote:
Cantrips, by the way, are an awesome improvement over PF1.

And they're still bad.

Sure, they're better than they used to be, sure you can use them forever without running out, but they're still (regularly) a worse idea than a crossbow.

Also, it's the rare (attack) spell that has a range greater than 30 feet. I haven't tried to find an exhaustive list, but Ray of Frost (60) and Acid Arrow (120) are the only two I've come across.

I find it a bit difficult to see how a spellcaster would be better served using a crossbow than offensive cantrips.

At 1st level, the the crossbow might seem to have an advantage (spellcasters are trained in simple weapons and spell rolls, and the crossbow does 1d8 compared to the spell's 1d4, unless you've got Ray of Frost) but targeting touch AC when the spellcaster's accuracy is going to be shaky anyways seems to favor the cantrip.

Once you gain a few levels, your cantrips gain power and begin to deal far more damage than the crossbows, as they get more dice and add your spellcasting ability modifier to the damage. At mid-to-higher levels, the difference in proficiency between your spell rolls and crossbows makes the cantrips a no-brainer.


Rules Artificer wrote:
At 1st level, the the crossbow might seem to have an advantage (spellcasters are trained in simple weapons and spell rolls, and the crossbow does 1d8 compared to the spell's 1d4, unless you've got Ray of Frost) but targeting touch AC when the spellcaster's accuracy is going to be shaky anyways seems to favor the cantrip.

If things are that close in power I'd still prefer a crossbow.

Whiiiich also has a range of 120 feet, which is 4 times greater than nearly all spells.

AND I can either load or fire the crossbow with my 3rd (otherwise) wasted action. I can't split a cantrip the same way.

Quote:
Once you gain a few levels, your cantrips gain power and begin to deal far more damage than the crossbows, as they get more dice and add your spellcasting ability modifier to the damage. At mid-to-higher levels, the difference in proficiency between your spell rolls and crossbows makes the cantrips a no-brainer.

You can buy magically enhanced crossbows. They do the same or better damage due to the way runes work and scale compared to cantrips. A +1 weapon rune is 4th level treasure, meaning you'll have it at 5th level. At 5th level you also get 3rd level spells.

2d8+1 at DEX+1 vs. AC
or
1d8+INT at DEX+0 vs. TAC

How about a +2 weapon? 8th level treasure, you'll have it at 9th along with your 5th level spells.

3d8+2 at DEX+2 vs. AC
or
2d8+INT at DEX+0 vs. TAC

Still in favor of a crossbow.

Ok, ok, a +3 weapon. Maybe finally cantrips will catch up? This is pretty high level now, 13th! 7th level spells! Expert Spellcasting!

4d8+3 at DEX+3 vs. AC
or
3d8+INT at DEX+1 vs. TAC

I rest my case. +4 weapons come online along side 9th level spells (at 7th) along side Master spellcasting, +1 added to both sides of the equation.

BUT THEN +5 weapons show up with no comparable increase to the cantrip! Well, we get the +1 from Legendary spellcasting on the to-hit side, but damage stays the same (4d8).


Draco18s wrote:
Rules Artificer wrote:
At 1st level, the the crossbow might seem to have an advantage (spellcasters are trained in simple weapons and spell rolls, and the crossbow does 1d8 compared to the spell's 1d4, unless you've got Ray of Frost) but targeting touch AC when the spellcaster's accuracy is going to be shaky anyways seems to favor the cantrip.

If things are that close in power I'd still prefer a crossbow.

Whiiiich also has a range of 120 feet, which is 4 times greater than nearly all spells.

AND I can either load or fire the crossbow with my 3rd (otherwise) wasted action. I can't split a cantrip the same way.

Quote:
Once you gain a few levels, your cantrips gain power and begin to deal far more damage than the crossbows, as they get more dice and add your spellcasting ability modifier to the damage. At mid-to-higher levels, the difference in proficiency between your spell rolls and crossbows makes the cantrips a no-brainer.

You can buy magically enhanced crossbows. They do the same or better damage due to the way runes work and scale compared to cantrips. A +1 weapon rune is 4th level treasure, meaning you'll have it at 5th level. At 5th level you also get 3rd level spells.

2d8+1 at DEX+1 vs. AC
or
1d8+INT at DEX+0 vs. TAC

How about a +2 weapon? 8th level treasure, you'll have it at 9th along with your 5th level spells.

3d8+2 at DEX+2 vs. AC
or
2d8+INT at DEX+0 vs. TAC

Still in favor of a crossbow.

Ok, ok, a +3 weapon. Maybe finally cantrips will catch up? This is pretty high level now, 13th! 7th level spells! Expert Spellcasting!

4d8+3 at DEX+3 vs. AC
or
3d8+INT at DEX+1 vs. TAC

I rest my case. +4 weapons come online along side 9th level spells (at 7th) along side Master spellcasting, +1 added to both sides of the equation.

BUT THEN +5 weapons show up with no comparable increase to the cantrip! Well, we get the +1 from Legendary spellcasting on the to-hit side, but damage stays the same (4d8).

If that's your preference, that's fine, but it's not objectively a better choice than cantrips--situationally, it can be, and it's not like a bad choice on your part or anything, but there is a lot of benefit to having free hands to interact with things like wands and staves (heck, there are a lot of situations where you might want to dual wield a 1H staff and a wand unless I've missed something that prevents it--near as I can tell you can use both to cast somatic gestures through so you're not hampering yourself by filling both hands). The Wand of the Spell Duelist, for example, grants a +1 bonus to hit and on spell DCs, so you want that, but staves also effectively lets you prepare more spells (and gives you a couple of free castings of them). You're not going to get either benefit from a crossbow.

And I feel like getting a one-action-attack to cast after a spell isn't THAT useful a thing--if your spell takes a ranged touch attack, you're probably not going to hit with your crossbow attack, so you give up the opportunity to reposition or to have Shield up in case of sudden unexpected attacks--it's not just the small AC boost, but also the ability to reduce the damage of one successful attack that you lose by not casting Shield.

What I'm getting at is that using crossbow instead of a cantrip for ranged attacks seems like a lateral move. Better in some situations, worse in others, and whichever you choose the difference is going to be reasonably subtle 90% of the time.

Another thing to note--keeping a magical crossbow up to date as an alternative to cantrips of your level once you're higher level means spending money or resources that could be spent on expanding your spellbook or getting scrolls or wands for situationally useful spells that generally aren't worth preparing, if you're a wizard, which better serves your party role. Or else burning a spell slot on Magic Weapon--and if you're doing that, you should be comparing the Crossbow to a spell of the same level as your casting of Magic Weapon, rather than a cantrip.

But DPS doesn't really seem to be a good choice for wizards anyway, other than as a backup option. Blasting wasn't the best choice for wizards in PF1, and it seems even worse in PF2. Personally, I find spamming Daze or Tanglefoot to be a better use of my cantrips than a crossbow.


arcaneArtisan wrote:
Personally, I find spamming Daze or Tanglefoot to be a better use of my cantrips than a crossbow.

Tanglefoot? The spell that doesn't in any way hinder melee types (the ones most likely to eat your face)?


Draco18s wrote:
arcaneArtisan wrote:
Personally, I find spamming Daze or Tanglefoot to be a better use of my cantrips than a crossbow.
Tanglefoot? The spell that doesn't in any way hinder melee types (the ones most likely to eat your face)?

No, Tanglefoot the spell that reduces the movement speed of any enemy whose positioning you want to control--whether melee type or not--who fail their check to escape (thus making it easier for you and your allies to out-maneuver them and potentially force them to use extra actions to move or to lose a turn of attack entirely) and gives them a 25% chance of failing any manipulate action they attempt.


arcaneArtisan wrote:
Draco18s wrote:
arcaneArtisan wrote:
Personally, I find spamming Daze or Tanglefoot to be a better use of my cantrips than a crossbow.
Tanglefoot? The spell that doesn't in any way hinder melee types (the ones most likely to eat your face)?
No, Tanglefoot the spell that reduces the movement speed of any enemy whose positioning you want to control

The one with a range of 30 feet that slows people by a mere 10 feet of movement? A good portion of your melee types will be impressed with your inability to prevent them from getting to you (and that's at max range, at a target 10 feet away it does nothing).

Sure it might cost them an extra action, but a second attack is pretty crap anyway. Not as garbage as a third attack, but far enough from a sure thing that most people are like "well, it's not complete garbage, but I'll probably miss."

Quote:
and gives them a 25% chance of failing any manipulate action they attempt.

Manipulate: a trait that melee actions don't have.

Considering that tanglefoot bags used to literally glue people to the ground, this is almost not even worth the effort.


Draco18s wrote:
arcaneArtisan wrote:
Draco18s wrote:
arcaneArtisan wrote:
Personally, I find spamming Daze or Tanglefoot to be a better use of my cantrips than a crossbow.
Tanglefoot? The spell that doesn't in any way hinder melee types (the ones most likely to eat your face)?
No, Tanglefoot the spell that reduces the movement speed of any enemy whose positioning you want to control

The one with a range of 30 feet that slows people by a mere 10 feet of movement? A good portion of your melee types will be impressed with your inability to prevent them from getting to you (and that's at max range, at a target 10 feet away it does nothing).

Sure it might cost them an extra action, but a second attack is pretty crap anyway. Not as garbage as a third attack, but far enough from a sure thing that most people are like "well, it's not complete garbage, but I'll probably miss."

Quote:
and gives them a 25% chance of failing any manipulate action they attempt.

Manipulate: a trait that melee actions don't have.

Considering that tanglefoot bags used to literally glue people to the ground, this is almost not even worth the effort.

10 feet of movement per movement action. If you move after casting the spell rather than before, you can easily be out of range--but you seem to be thinking only in terms of what your spell does for you personally when you should be thinking about how it affects the entire team. Making it so every teammate has an increased ability to outmaneuver the enemy is very useful for area denial, getting into flanking position (thus making ally attacks more likely to hit, more likely to crit and setting the rogue up for a sneak attack), creating chokepoints and things like that.

All of which are much bigger contributors to winning the combat with minimal expenditure of party resources than a few points of damage.

And no, melee attacks aren't manipulate actions (though the chance of foiling manipulate attempts is a minor part of the benefit compared to the reduced movement speed), but if you are setting up obstacles or utilizing the environment against the enemy (which you should, it's much more important in 2e than it was in 1e), you can put enemies into situations where they have to burn actions to manipulate things if they want to get those melee attacks in the first place.

Plus it means they're less likely to be able to Point Out a concealed ally to their allies, drop a weapon or item and switch to another, open a door, re-arm themselves after being disarmed, grab onto a ledge when pushed off a cliff, or utilize hazards in the environment against *you*.

Grand Lodge

The silver dragon option for Dragon Form seems to be missing an attack. It is not comparable to the gold, blue or red dragons, which have 4 attacks each.

It is generally hard to read the spell description because it is so dense. Why not simplify the whole spell to just one basic Dragon Form. While the different dragon types have traditionally scaled differently as monsters, it makes less sense to do so with a Form spell. The entry would be a lot easier to read if it just listed a standard set of basic melee attacks and their damage (bite, claw, wing, tail), standard breath weapon damage, and then included a shorter, separate list of each dragon color type which include its unique movement feature and breath weapon type. Varying damage based on color makes less sense with the Dragon Form spell. Some of the variance between metallic and chromatic dragons in the MM is traditionally based on the the fact that the metallics have a second option for their breath weapons. Versatility vs damage. But the Dragon Form spell does not offer such versatility, so why list 10 different damage options?

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