Secrets of magic hype


Pathfinder Second Edition General Discussion

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nick1wasd wrote:
Filthy Lucre wrote:
I don't care about summoner or magus. I just want to know if the other classes are getting new feats, new spells, or new options. Has anyone heard anything related to those?
    Feats? Not many, we know of a seldom few, but not too many
  • WHOLE BUNCHA NEW SPELLS! Over 100 spells for all 4 spell lists: cantrips, focus spells, level 1-9s, 10s, whole enchilada!
  • New options in the form of items and archetypes, as well as new TYPES of magic, like runic and emotional magic. Items that grow with you(?) like Relics except less high power. New items you can burn when casting a spell to give it extra effects (like a DoT on fireball).
It has a lot for everyone, even martials, although not too much, that's G&G's department.

This flexible casting I keep hearing about - wouldn't this easily replace the wizard's spell substitution arcane thesis?


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Filthy Lucre wrote:
nick1wasd wrote:
Filthy Lucre wrote:
I don't care about summoner or magus. I just want to know if the other classes are getting new feats, new spells, or new options. Has anyone heard anything related to those?
    Feats? Not many, we know of a seldom few, but not too many
  • WHOLE BUNCHA NEW SPELLS! Over 100 spells for all 4 spell lists: cantrips, focus spells, level 1-9s, 10s, whole enchilada!
  • New options in the form of items and archetypes, as well as new TYPES of magic, like runic and emotional magic. Items that grow with you(?) like Relics except less high power. New items you can burn when casting a spell to give it extra effects (like a DoT on fireball).
It has a lot for everyone, even martials, although not too much, that's G&G's department.
This flexible casting I keep hearing about - wouldn't this easily replace the wizard's spell substitution arcane thesis?

Not really, because Spell Substitution lets you keep all your spellslots in a day, whereas Flexible Casting gives you 1 less spell slot per spell level, and makes you a spontaneous caster a la 5E Wizard. So you make a tradeoff of pure flexibility in exchange for a smaller gas tank. Spell Substitution will still have it's place, but it could probably use some love in light of this :P


An item that gives +1 to spell attacks or +1 to spell DCs. Do we...

Know nothing one way or the other?
Know they're in the book?
Know they're not in the book?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
nick1wasd wrote:
Filthy Lucre wrote:
I don't care about summoner or magus. I just want to know if the other classes are getting new feats, new spells, or new options. Has anyone heard anything related to those?
WHOLE BUNCHA NEW SPELLS! Over 100 spells for all 4 spell lists: cantrips, focus spells, level 1-9s, 10s, whole enchilada!

Not that it will help some classes, since many spellcasters are restricted to choosing their spells from the Core Rulebook.


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Filthy Lucre wrote:

An item that gives +1 to spell attacks or +1 to spell DCs. Do we...

Know nothing one way or the other?
Know they're in the book?
Know they're not in the book?

I'm almost entirely sure there are none coming and Paizo doesn't plan to make any as they don't feel such things fit with the math or balance of the game.

Side note, especially in regards to spell DCs, I do agree with them there.

Liberty's Edge

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Filthy Lucre wrote:

An item that gives +1 to spell attacks or +1 to spell DCs. Do we...

Know nothing one way or the other?
Know they're in the book?
Know they're not in the book?

Option 3. It has been confirmed they are not in the book.


Pathfinder Lost Omens, Rulebook Subscriber

Also, super easy to homebrew if you want to!


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Ravingdork wrote:
nick1wasd wrote:
Filthy Lucre wrote:
I don't care about summoner or magus. I just want to know if the other classes are getting new feats, new spells, or new options. Has anyone heard anything related to those?
WHOLE BUNCHA NEW SPELLS! Over 100 spells for all 4 spell lists: cantrips, focus spells, level 1-9s, 10s, whole enchilada!
Not that it will help some classes, since many spellcasters are restricted to choosing their spells from the Core Rulebook.

That definitely is a downside to playing PFS.


Sporkedup wrote:
Ravingdork wrote:
nick1wasd wrote:
Filthy Lucre wrote:
I don't care about summoner or magus. I just want to know if the other classes are getting new feats, new spells, or new options. Has anyone heard anything related to those?
WHOLE BUNCHA NEW SPELLS! Over 100 spells for all 4 spell lists: cantrips, focus spells, level 1-9s, 10s, whole enchilada!
Not that it will help some classes, since many spellcasters are restricted to choosing their spells from the Core Rulebook.
That definitely is a downside to playing PFS.

I mean, you could find the spells during a PFS adventure etc. As long as they aren't forbidden etc

Dark Archive

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Kalaam wrote:
Sporkedup wrote:
Ravingdork wrote:
nick1wasd wrote:
Filthy Lucre wrote:
I don't care about summoner or magus. I just want to know if the other classes are getting new feats, new spells, or new options. Has anyone heard anything related to those?
WHOLE BUNCHA NEW SPELLS! Over 100 spells for all 4 spell lists: cantrips, focus spells, level 1-9s, 10s, whole enchilada!
Not that it will help some classes, since many spellcasters are restricted to choosing their spells from the Core Rulebook.
That definitely is a downside to playing PFS.
I mean, you could find the spells during a PFS adventure etc. As long as they aren't forbidden etc

I also consider it at least possible that, as this is a core line book and focused on magic, that the spells chapter or statements/errata issued by paizo/pfs might open this specific book up.

Something like "anytime a feat, class feature or ancestry feature would let you select a common spell from a list in the core book you may select a common spell from the appropriate list in this book instead".

After all, PFS does want to encourage people to buy books, and forbidding or boon gating everything new works against that goal.


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Filthy Lucre wrote:
I don't care about summoner or magus. I just want to know if the other classes are getting new feats, new spells, or new options. Has anyone heard anything related to those?

The only class-specific options in this book are the new Elementalism options for Monks (new stances) and Druids (new Circles), and the Runelord class archetype exclusive to Wizards. Every other option is either regular or class archetypes for multiple classes, or GM-facing options for their worlds.

Also, there's, like, 200+ new spells, so that affects all spellcasters too.


Paul Watson wrote:
Filthy Lucre wrote:

An item that gives +1 to spell attacks or +1 to spell DCs. Do we...

Know nothing one way or the other?
Know they're in the book?
Know they're not in the book?

Option 3. It has been confirmed they are not in the book.

And they've said such a thing won't exist in a future supplement book. Such a decision would need to be errata'd into the Core Rulebook, and right now they aren't wanting to go that direction.


Ezekieru wrote:
Paul Watson wrote:
Filthy Lucre wrote:

An item that gives +1 to spell attacks or +1 to spell DCs. Do we...

Know nothing one way or the other?
Know they're in the book?
Know they're not in the book?

Option 3. It has been confirmed they are not in the book.
And they've said such a thing won't exist in a future supplement book. Such a decision would need to be errata'd into the Core Rulebook, and right now they aren't wanting to go that direction.

So the only real options for attack spell blasters is going to be magus, Eldritch archer and true strike spam, I hope this changes at some point in the future.


There might be feats or items that support attack spells without them being specifically tied to magus. At least, I hope there are, since attack spells tend to be fairly lackluster as a result of not having a miss effect.


So attack spells have one of two problems, no on miss effect or lower accuracy. I can't see how you could fix it without making options that end up feeling required


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Pathfinder Adventure Path Subscriber

If you think a +1 to spell attack rolls makes spell attack roll spells work perfectly, and that they are complete garbage without them, then you are probably not actually caring about the actual math of spell attack roll spells, but the optics of attack rolls and how they get boosted in PF2. Talk to your table about that, because a +1 isn’t going to change the math enough for your experience of spell casting in PF2 to radically shift.


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Unicore wrote:
If you think a +1 to spell attack rolls makes spell attack roll spells work perfectly, and that they are complete garbage without them, then you are probably not actually caring about the actual math of spell attack roll spells, but the optics of attack rolls and how they get boosted in PF2. Talk to your table about that, because a +1 isn’t going to change the math enough for your experience of spell casting in PF2 to radically shift.

Can you give a concise explanation of the math, because the larger action cost, the lower accuracy and the limited resources are a big hurdle. The goal I have and I've seen around here are accuracy for attack spells being similar to weapon attack rolls.

I cant think of any math that will fix the problem that this part of the game isn't fun.


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Pathfinder Adventure Path Subscriber
wegrata wrote:
Unicore wrote:
If you think a +1 to spell attack rolls makes spell attack roll spells work perfectly, and that they are complete garbage without them, then you are probably not actually caring about the actual math of spell attack roll spells, but the optics of attack rolls and how they get boosted in PF2. Talk to your table about that, because a +1 isn’t going to change the math enough for your experience of spell casting in PF2 to radically shift.

Can you give a concise explanation of the math, because the larger action cost, the lower accuracy and the limited resources are a big hurdle. The goal I have and I've seen around here are accuracy for attack spells being similar to weapon attack rolls.

I cant think of any math that will fix the problem that this part of the game isn't fun.

Personally, I have had a lot of fun with wizards having a spell attack or two in my back pocket for targeting enemies with low ACs and for combining with truestrike against bosses, but they are definitely not every round spells in my experience. I think this is a good thing. My primary point was, whether you see the value of having one or two on reserve or not, their value does not hinge on getting item bonuses.


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Unicore wrote:
wegrata wrote:
Unicore wrote:
If you think a +1 to spell attack rolls makes spell attack roll spells work perfectly, and that they are complete garbage without them, then you are probably not actually caring about the actual math of spell attack roll spells, but the optics of attack rolls and how they get boosted in PF2. Talk to your table about that, because a +1 isn’t going to change the math enough for your experience of spell casting in PF2 to radically shift.

Can you give a concise explanation of the math, because the larger action cost, the lower accuracy and the limited resources are a big hurdle. The goal I have and I've seen around here are accuracy for attack spells being similar to weapon attack rolls.

I cant think of any math that will fix the problem that this part of the game isn't fun.

Personally, I have had a lot of fun with wizards having a spell attack or two in my back pocket for targeting enemies with low ACs and for combining with truestrike against bosses, but they are definitely not every round spells in my experience. I think this is a good thing. My primary point was, whether you see the value of having one or two on reserve or not, their value does not hinge on getting item bonuses.

Awesome, I'm sincerely glad you're having fun with your wizard. I'm playing a fire elemental sorcerer and not mirroring your experience. I mostly use single target attack spells and don't have true strike. Is this style of play just out in the cold.

Also I'd very much like to see the explanation of the math for how these spells are functional without true strike.


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Enemy flatfooted, status bonus, Aid, giving enemy status penalty, it have a few ways.


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Pathfinder Adventure Path Subscriber
wegrata wrote:
Unicore wrote:
wegrata wrote:
Unicore wrote:
If you think a +1 to spell attack rolls makes spell attack roll spells work perfectly, and that they are complete garbage without them, then you are probably not actually caring about the actual math of spell attack roll spells, but the optics of attack rolls and how they get boosted in PF2. Talk to your table about that, because a +1 isn’t going to change the math enough for your experience of spell casting in PF2 to radically shift.

Can you give a concise explanation of the math, because the larger action cost, the lower accuracy and the limited resources are a big hurdle. The goal I have and I've seen around here are accuracy for attack spells being similar to weapon attack rolls.

I cant think of any math that will fix the problem that this part of the game isn't fun.

Personally, I have had a lot of fun with wizards having a spell attack or two in my back pocket for targeting enemies with low ACs and for combining with truestrike against bosses, but they are definitely not every round spells in my experience. I think this is a good thing. My primary point was, whether you see the value of having one or two on reserve or not, their value does not hinge on getting item bonuses.

Awesome, I'm sincerely glad you're having fun with your wizard. I'm playing a fire elemental sorcerer and not mirroring your experience. I mostly use single target attack spells and don't have true strike. Is this style of play just out in the cold.

Also I'd very much like to see the explanation of the math for how these spells are functional without true strike.

They work really well against low AC targets, the issue is depending exclusively on them. You lose out on the biggest advantage of magic which is picking the right spell for the situation you are encountering. You can't really look at the math generally because spells work by fact of creatures having variation in resistances, weaknesses and defenses.


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Kyrone wrote:
Enemy flatfooted, status bonus, Aid, giving enemy status penalty, it have a few ways.

This situational bonuses apply equally to all attack rolls and still leave casters behind


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Unicore wrote:
wegrata wrote:
Unicore wrote:
wegrata wrote:
Unicore wrote:
If you think a +1 to spell attack rolls makes spell attack roll spells work perfectly, and that they are complete garbage without them, then you are probably not actually caring about the actual math of spell attack roll spells, but the optics of attack rolls and how they get boosted in PF2. Talk to your table about that, because a +1 isn’t going to change the math enough for your experience of spell casting in PF2 to radically shift.

Can you give a concise explanation of the math, because the larger action cost, the lower accuracy and the limited resources are a big hurdle. The goal I have and I've seen around here are accuracy for attack spells being similar to weapon attack rolls.

I cant think of any math that will fix the problem that this part of the game isn't fun.

Personally, I have had a lot of fun with wizards having a spell attack or two in my back pocket for targeting enemies with low ACs and for combining with truestrike against bosses, but they are definitely not every round spells in my experience. I think this is a good thing. My primary point was, whether you see the value of having one or two on reserve or not, their value does not hinge on getting item bonuses.

Awesome, I'm sincerely glad you're having fun with your wizard. I'm playing a fire elemental sorcerer and not mirroring your experience. I mostly use single target attack spells and don't have true strike. Is this style of play just out in the cold.

Also I'd very much like to see the explanation of the math for how these spells are functional without true strike.

They work really well against low AC targets, the issue is depending exclusively on them. You lose out on the biggest advantage of magic which is picking the right spell for the situation you are encountering. You can't really look at the math generally because spells work by fact of creatures having variation in resistances, weaknesses and...

So you're suggesting I explain the math correctly but say you can't look at the math generally, I'm not understanding what action you're recommending I take.

I also disagree with the fundamental premise that you shouldn't use primarily attack spells. You can. Use primarily save spells, why wouldn't that follow for attack spells? Also why would it be required you use true strike with them against bosses? Those things seem like fundamental problems with attack spells IMO


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Pathfinder Adventure Path Subscriber

Spell attack roll spells target 1 of 4 defenses. Saving throw spells target the other 3 defenses. Most bosses have higher ACs than players and it is not often the best defense to target, especially with spells that do nothing on 2 out of 4 success tiers. Against bosses that are oozes, for example, spell attack roll spells are destroyers.

I am saying comparing spell attack roll spells to all saving throw spells is not a great comparison because it is like choosing to use only 25% of your optional resources.

EDIT: A will save only caster is going to have a lot of similar problems.


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Unicore wrote:

Spell attack roll spells target 1 of 4 defenses. Saving throw spells target the other 3 defenses. Most bosses have higher ACs than players and it is not often the best defense to target, especially with spells that do nothing on 2 out of 4 success tiers. Against bosses that are oozes, for example, spell attack roll spells are destroyers.

I am saying comparing spell attack roll spells to all saving throw spells is not a great comparison because it is like choosing to use only 25% of your optional resources.

EDIT: A will save only caster is going to have a lot of similar problems.

The 1 of 4 defences is a good point and not one of seen stated that way. Thanks.

Disagree on the will save caster, the majority of those spells have an on miss effect, so it's not totally wasted, and from what I've encountered in game and stated on these forums is that saves are intended to pass most of the times, so the normal average end state is some net positive for the team, unlike attack roll spells.

I'd actually be in favor of items, feats, archetypes, whatever to support a caster that focuses on a specific save being effective.

This is a game and all these play styles are equally valid and should have similar levels of support in the system. What's fun for one person isn't the same as what's fun for another


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wegrata wrote:


I'm playing a fire elemental sorcerer and not mirroring your experience. I mostly use single target attack spells and don't have true strike. Is this style of play just out in the cold.

Just want to look in on this, but how? At a quick glance, an elemental sorcerer can literally only access 9 spell attack roll spells. The only fire ones there are Elemental Toss, a level 1 focus, and Produce Flame, a cantrip. Basically all the remaining spells are very low level.

Are you just leaning very heavily on those two? Because if you are, I suppose I can see why you're feeling frustrated and ineffective...


Sporkedup wrote:
wegrata wrote:


I'm playing a fire elemental sorcerer and not mirroring your experience. I mostly use single target attack spells and don't have true strike. Is this style of play just out in the cold.

Just want to look in on this, but how? At a quick glance, an elemental sorcerer can literally only access 9 spell attack roll spells. The only fire ones there are Elemental Toss, a level 1 focus, and Produce Flame, a cantrip. Basically all the remaining spells are very low level.

Are you just leaning very heavily on those two? Because if you are, I suppose I can see why you're feeling frustrated and ineffective...

Most of my other spells are utility, but even with all the spells being different if you miss, you miss. I can't see how variety in names would change how fun it is.

It does seem like everyone is just saying "that's playing casters worng, badwrongfun"

Horizon Hunters

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I can't wait to see the divine spell list of SoM!


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Pathfinder Adventure Path Subscriber

I think I am trying to say that if you are playing a caster, and you are not having fun doing so, then you might want to consider why and think about what you can change as a player to have more fun, before saying "this system doesn't support a blaster caster."


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wegrata wrote:
Sporkedup wrote:
wegrata wrote:


I'm playing a fire elemental sorcerer and not mirroring your experience. I mostly use single target attack spells and don't have true strike. Is this style of play just out in the cold.

Just want to look in on this, but how? At a quick glance, an elemental sorcerer can literally only access 9 spell attack roll spells. The only fire ones there are Elemental Toss, a level 1 focus, and Produce Flame, a cantrip. Basically all the remaining spells are very low level.

Are you just leaning very heavily on those two? Because if you are, I suppose I can see why you're feeling frustrated and ineffective...

Most of my other spells are utility, but even with all the spells being different if you miss, you miss. I can't see how variety in names would change how fun it is.

It does seem like everyone is just saying "that's playing casters worng, badwrongfun"

That's not what I'm saying at all.

Fire spells are almost all reflex saving throws. I'm just wondering why you lit on what are functionally the two weakest fire spells--other than just that they're the most renewable resources--as your staples? Or at least why if you're leaning hard on two spells, why you picked the two offensive options that are almost exactly the same? They do very similar damage, same range, same element, both spell attack rolls...

I'd never tell someone they're playing wrong but I do wonder why you've placed such a hard limit on how your character can interact in combat. Having options, targeting different saves, interacting with enemies or your allies or the battlefield in different ways? That's kind of the built-in core gameplay of spellcasters. Cutting out almost all of that is of course your choice but I'm just not sure why you would then talk about how gameplay feels limited when it was your decision.

My ultimate point was that people freak out about spell attack rolls being behind. But there are hardly any of them!


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Unicore wrote:
I think I am trying to say that if you are playing a caster, and you are not having fun doing so, then you might want to consider why and think about what you can change as a player to have more fun, before saying "this system doesn't support a blaster caster."

Right you're saying I'm playing the game wrong, and that's why I'm not having fun. What I'm saying is that's a single play style and shouldn't be the only one supported by the game.


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I don’t think it’s unfair to say that it is currently not something the game supports to get spell attack rolls to be equal to weapon attack rolls. You can get close, but not quite.

And I don’t think you’re going to until a class like the Kineticist, something designed around making ranged spell attack rolls as their main attack, comes into the game. Whether the class or archetype will actually make spell attack rolls or special unarmed strikes is of course not something we can know.


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Pathfinder Adventure Path Subscriber
wegrata wrote:
Unicore wrote:
I think I am trying to say that if you are playing a caster, and you are not having fun doing so, then you might want to consider why and think about what you can change as a player to have more fun, before saying "this system doesn't support a blaster caster."
Right you're saying I'm playing the game wrong, and that's why I'm not having fun. What I'm saying is that's a single play style and shouldn't be the only one supported by the game.

I am not sure what the single playstyle I am saying you have to play to say that the game is designed around using different spells against different enemies, not the same spell against every enemy. Even having 2 or 3 thematic spells that target different saves is very possible in PF2.


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Unicore wrote:
wegrata wrote:
Unicore wrote:
I think I am trying to say that if you are playing a caster, and you are not having fun doing so, then you might want to consider why and think about what you can change as a player to have more fun, before saying "this system doesn't support a blaster caster."
Right you're saying I'm playing the game wrong, and that's why I'm not having fun. What I'm saying is that's a single play style and shouldn't be the only one supported by the game.
I am not sure what the single playstyle I am saying you have to play to say that the game is designed around using different spells against different enemies, not the same spell against every enemy. Even having 2 or 3 thematic spells that target different saves is very possible in PF2.

Sorry I should have explained what I was referring to.

I meant the "I always have the right tool in my toolbox to exploit my enemies weak spot". Like Link from Zelda or Batman.

That as opposed to

"I have a few tools, but I've perfected my usage of them to the point I can overcome my obstacles"

Pathfinder very much supports the first for casters, but doesn't the second in all scenarios.

It does for "I want to focus on fire" but not "I'm a spell sniper who learned to hit any foe"

Does that help explain my point?

Edit: spelling


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Pathfinder Adventure Path Subscriber

Overspecialization is possible in PF2, it is just never going to be superior to using the right tool, whether you are a fighter, or a caster. It was a very intentional design decision to make building to do only one thing always less of a good idea than it was in 3.x versions of the game.

If using spell attack roll spells is what you want to do as a caster, then you can be a lot more successful doing so if you can pick up truestrike. That is the big math cheat on spell attack rolls and sorcerers have many ways of picking up spells that are not on your list. Playing only spell attack rolls is going against the basic class design of the sorcerer though so you have to be a little creative to make that work.


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Pathfinder Adventure Path Subscriber

Also, the "only will save" caster is going to have a lot of problems in PF2. There are very few will save spells that will work at all against mindless creatures. You are in even worse shape than the spell attack caster when you come up across an enemy strong against your one shtick.

Dark Archive

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Until they make an item that’s basically “Big ol’ Battery of True Strikes” that independent from Staves, which allows a bunch of additional True Strikes per day, I refuse to accept it as the “go to” solution.

Spending two spells per attack simply isn’t sustainable.

Allowing potency runes on attack trait spells is utterly fine with the games math. This has been documented many times on this forum alone. Unless there is a real compensator in SoM, I don’t agree with Paizo that the math works out in this specific instance.


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Agreed on true strike, it seems to be the reason we can't have nice things for casters.


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Pathfinder Rulebook Subscriber
Unicore wrote:

I am saying comparing spell attack roll spells to all saving throw spells is not a great comparison because it is like choosing to use only 25% of your optional resources.

EDIT: A will save only caster is going to have a lot of similar problems.

This isn't entirely accurate. Save-based spells tend to have benefits on a failure, which means even when making the 'wrong' choice, you're looking at a relatively high chance of the spell performing in some capacity. Attack-based spells don't. That's a pretty notable downside that can't be glossed over (not quite on topic, but AC targeting spells also increment MAP, an additional downside that they have to deal with).

AC is also generally more standardized. Certain categories of monster have particularly low AC, but for the most part it stays on a particular track much more tightly than saves, which have a lot more fluctuation between low and high values from monster to monster.


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Pathfinder Adventure Path Subscriber

I think this is a bit of a derail at this point, and it has been discussed to death, but the bottom line is that the developers have made it clear that item bonuses to spell attack rolls are not something that are going to be coming to the game anytime soon for reasons that they have made clear and have been restated here.

Dark Archive

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“They said no” is 100% the answer to the question.

But there is no point trying to dress it up. Attack spells are in an awful place as they are overall poorly designed and lack realistic support to make them work. Just because the devs are sticking to the guns on their design choices doesn’t make this any less true. There just isn’t any debate worth having.


Yea...it is what it is. At least the magus will have the niche of being effective with attack roll spells without true strike.


As a reddit user said a few days ago, the problem with attack roll spells is not that the math is wrong, but that the mayority of attack roll spells we have now suck. Have you seen the new Scorching Ray? And from the current available spells, have you tried Illusory Creature, for example?

We need better spells, not better math.


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Attack rolls spells kind of tend to have pretty high damage when they do hit tho', do they not ?
I feel like hydraulic push deals a lot of damage for its level.


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No sadly.

Disintegrate looks like it does, but the Fort save more or less cancels out the difference. Shocking grasp is high damage, but requires melee. Acid arrow is more or less on par, but needs to land early, etc.

They really are designed to either target AC when it's lower, or be oomphed with true strike. Which is okay for disintegrate, because 1st level slots are not a big resource by then, but attack roll cantrips are big victims.

Also there's a deliberate lull in spellcasting proficiency at 5th-6th level, because 3rd level spells are basically awesome. But attack rolls spells do nothing on fail/miss, so really suffer at that level, as well as there not being any good attack spells at 3rd level. And I always feel like people's impressions of spellcasters are formed at levels 3-6 as they learn the system, and see their proficiency lag without understanding the context. Especially if they use spells that happen to be less good at certain levels, and especially if they just want to do ONE-THING(tm) repeatedly.

Dark Archive

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roquepo wrote:

As a reddit user said a few days ago, the problem with attack roll spells is not that the math is wrong, but that the mayority of attack roll spells we have now suck. Have you seen the new Scorching Ray? And from the current available spells, have you tried Illusory Creature, for example?

We need better spells, not better math.

I don’t really see it. Unless those new spells have:

A) Failure conditions
B) Built in bonuses
C) Re-slot themselves on a miss
D) Some new alleviating mechanic altogether

Then it’s going to be the same issue over again. For multiple levels, normally during the “core” levels of a lot of games, you will be statically unlikely to hit, and because of their design, worse than getting nothing for a miss, you’ve blown a limited resource to do so.

Attack spells just aren’t good options these days.


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Pathfinder Lost Omens, Rulebook Subscriber

Scorching Ray pops off a seperate ray per action, so it has 1-3 chances to hit, if you use the 2 action version thats two rays, And the MAP is confirmed not to apply until after so you're firing off two attack rolls for the price of one slot at your full bonus. The damage also scales up if you take that third action and lets you fire off a third ray.

Though, I'm not sure we know if you can focus the rays on a single target, either way the spell is fantastic. It also creates its own partial success mechanic (since the rays have induvidual attack rolls.)

Liberty's Edge

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The-Magic-Sword wrote:

Scorching Ray pops off a seperate ray per action, so it has 1-3 chances to hit, if you use the 2 action version thats two rays, And the MAP is confirmed not to apply until after so you're firing off two attack rolls for the price of one slot at your full bonus. The damage also scales up if you take that third action and lets you fire off a third ray.

Though, I'm not sure we know if you can focus the rays on a single target, either way the spell is fantastic. It also creates its own partial success mechanic (since the rays have induvidual attack rolls.)

It does seem like quite a neat way to ensure more consistency in your attack roll spell without going away from the baseline assumption that attack spells don't have an effect on a failure. I definitely understand the concern for attack roll spells, and if you're trying to make them a key aspect of your build, there are definitely enemies that will completely mess you up. But if you have an attack roll spell able to be used in a fight, there's a lot of creatures where it's at least equal to the moderate save, and definitely a non-zero chunk of creatures where it's somewhere between the low and moderate save. Outside of oozes and similar creatures, I don't think it's very often below the lowest save. It's also significantly more simple to lower their AC than their save. I think it all comes together to leave spell attack rolls a useful option in a caster's arsenal, but current casters won't be on par with martials at repeated attack rolls as they key schtick. I don't think that's an issue with current caster design - it will be nice to see that sort of more at-will, consistent caster pop up, assuredly as the kineticist, in the future.


The-Magic-Sword wrote:

Scorching Ray pops off a seperate ray per action, so it has 1-3 chances to hit, if you use the 2 action version thats two rays, And the MAP is confirmed not to apply until after so you're firing off two attack rolls for the price of one slot at your full bonus. The damage also scales up if you take that third action and lets you fire off a third ray.

Though, I'm not sure we know if you can focus the rays on a single target, either way the spell is fantastic. It also creates its own partial success mechanic (since the rays have induvidual attack rolls.)

I think it was said that each ray must target a different creature. So to me it is a good area blast that avoids your allies (and will be amazing on Magus with feats allowing to target multiple targets with spellstrike)

Dark Archive

As a bit of an aside. There is still the chance that Accessory Runes, coming in the Grand Bazaar, that might potentially help. Its unlikely, but it doesn't need to be much.

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