Secrets of magic hype


Pathfinder Second Edition General Discussion

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Gisher wrote:

Geomancer Occultist Spell List

Cold: 1st—frostbite, 2nd—frigid touch, 3rd—sleet storm, 4th—creeping ice, 5th—icy prison, 6th—freezing sphere.

Desert: 1st—sun metal, 2nd—shifting sand, 3rd—cup of dust, 4th—fire shield, 5th—flame strike, 6th—sirocco.

Forest: 1st—entangle, 2nd—tree shape, 3rd—speak with plants, 4th—arboreal hammer, 5th—tree stride, 6th—liveoak.

Jungle: 1st—nauseating dart, 2nd—sickening entanglement, 3rd—venomous bolt, 4th—poison, 5th—snake staff, 6th—swarm skin.

Mountain: 1st—stone fist, 2nd—stone call, 3rd—stone shape, 4th—obsidian flow, 5th—cave fangs, 6th—move earth.

Plains: 1st—mount, 2nd—gust of wind, 3rd—plant growth, 4th—aspect of the stag, 5th—control winds, 6th—whip of ants.

Planes (Other Than the Material Plane): 1st—endure elements, 2nd—rope trick, 3rd—blink, 4th—dimensional anchor, 5th—planar adaptation, 6th—plane shift.

Swamp: 1st—mudball, 2nd—burst of nettles, 3rd—lily pad stride, 4th—slowing mud, 5th—insect plague, 6th—mass fester.

Underground: 1st—expeditious excavation, 2nd—darkvision, 3rd—meld into stone, 4th—echolocation, 5th—suffocation, 6th—conjure black pudding.

Urban: 1st—urban grace, 2nd—share language, 3rd—urban step, 4th—zone of silence, 5th—telepathic bond, 6th—statue.

Water: 1st—air bubble, 2nd—slipstream, 3rd—water breathing, 4th—fluid form, 5th—geyser, 6th—control water.

This is handy!

Thanks! (^_^)=b

Carry on,

--C.


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Psiphyre wrote:


...
This is handy!
Thanks! (^_^)=b

Carry on,

--C.

I really loved the Geomancer Occultist design. Having that adapting spell list was really useful since your other schools required (basically) permanent selections. I'm hoping the Geomancer options in PF2 will offer similar flexibility.


I'm hoping some of the new archtypes open up new metamagic options for casters. Having more variety there will be awesome, even if I'd prefer them to be available without an archtype.


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I'm honestly really pumped for rare consumable components. Trinkets for martials go to fairly high levels. A high level consumable you slap onto your spells could go a long way towards making your spells really feel like they have teeth. Then, as int casters, wizard and witch would benefit even more from crafting.


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I'm stoked on the lore sections. For RP, it's cool to understand how a character might view magic to inform why they chose what they do. Not very crunchy, but a cool to dynamic for the game.

I'd also be excited if there is at least a small section explaining how they fey are able to twist primal magic to create their illusions and enchantments.


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Btw, that hand spell (on 5e called bigby hand) is on SoM.


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Kyrone wrote:
Btw, that hand spell (on 5e called bigby hand) is on SoM.

Oh hell yeah. I've been waiting for this spell to return. The whole group of spells is well suited for the new PF2 spell structure. Gonna slap some demons.


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Ahahah That's litteraly a Golden Sun spell xD Love it


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Idk if this has been discussed elsewhere but I'd love for SoM to have a general feat that changes any innate spellcasting to use the stat and tradition of your casting class. As it stands charisma casters of the corresponding tradition are the classes that benefit most from innate spellcasting, at least when an attack roll or saving throw is used. As an example, a dhampir necromancer wizard casting vampiric exsanguination from the symphony of blood feat using his wizard DC would feel very nice.


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Kalaam wrote:
Ahahah That's litteraly a Golden Sun spell xD Love it

I mean, bigby's hand predates Golden Sun so I never really thought of it that way, but that is pretty cool.


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Kalaam wrote:
Ahahah That's litteraly a Golden Sun spell xD Love it

Ahh, good memories...

Though if we're adding Golden Sun Psynergy, I'd love to see Ragnarok get adapted into a spell sometime. One of the most iconic abilities in my opinion from that game, summoning a giant sword to crash/stab into the target.


I was going over the seven Runelords and their sins/weapons to find out which of them would make a good base for a Wizard with the Archetype. I can't find the lucern hammer on archives of Nethys. It's the weapon of choice of Xanderghul, Runelord of Pride.

Do you think we'll get the lucern hammer as a new weapon in SoM? It would be weird to have a Runelord archetype but not all of the seven iconic weapons of the Runelords in the game.


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WWHsmackdown wrote:
Idk if this has been discussed elsewhere but I'd love for SoM to have a general feat that changes any innate spellcasting to use the stat and tradition of your casting class. As it stands charisma casters of the corresponding tradition are the classes that benefit most from innate spellcasting, at least when an attack roll or saving throw is used. As an example, a dhampir necromancer wizard casting vampiric exsanguination from the symphony of blood feat using his wizard DC would feel very nice.

This part. Charisma makes sense for non casters, but if you're an actual caster why wouldn't it use your casting stat?


Charon Onozuka wrote:
Kalaam wrote:
Ahahah That's litteraly a Golden Sun spell xD Love it

Ahh, good memories...

Though if we're adding Golden Sun Psynergy, I'd love to see Ragnarok get adapted into a spell sometime. One of the most iconic abilities in my opinion from that game, summoning a giant sword to crash/stab into the target.

I guess Weapon Storm or Impaling Spike+Power Attack would kind of feel like odyssey.


Blave wrote:

I was going over the seven Runelords and their sins/weapons to find out which of them would make a good base for a Wizard with the Archetype. I can't find the lucern hammer on archives of Nethys. It's the weapon of choice of Xanderghul, Runelord of Pride.

Do you think we'll get the lucern hammer as a new weapon in SoM? It would be weird to have a Runelord archetype but not all of the seven iconic weapons of the Runelords in the game.

I doubt it, personally. It feels weird to get a random new weapon in the game in a magic-focused book, which also leads me to believe that we probably won't be seeing the runelords' weapons (Whose proper name I have forgotten and can't find with Google-foo) or the Alara'hai, either, unfortunately.


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Blave wrote:

I was going over the seven Runelords and their sins/weapons to find out which of them would make a good base for a Wizard with the Archetype. I can't find the lucern hammer on archives of Nethys. It's the weapon of choice of Xanderghul, Runelord of Pride.

Do you think we'll get the lucern hammer as a new weapon in SoM? It would be weird to have a Runelord archetype but not all of the seven iconic weapons of the Runelords in the game.

At a guess I'd say the archetype will avoid mechanics for specific polearms (so a Pride Runelord wouldn't need to use a Lucerne Hammer for their feats to work) and they'll print the specific weapon in a later book if it becomes necessary. Xanderghul isn't exactly running around to complain, so I think they can get away with it.


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Pathfinder Rulebook Subscriber

Polearm feats on a wizard archetype seem interesting. There's an opportunity there to make feats that are sort of tailored at promoting that kind of combat on someone who isn't supposed to do that kind of thing normally and I'm wondering if we'll see stuff like that.


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

This very old module will tell you the names of the seven swords, I think. Not sure we have original Thassilonian names for the Alara'quin. Might ask James Jacobs.

Lucerne hammer is described on wikipedia. Basically it's a warhammer with a very long shaft and some additional stuff on its head. I suppose you'd have to stat it yourself. I'd base that on the warhammer and the four polearms that *are* in the game.


Is the runelord just for changing their focus spell and starting weapon proficiecies or will it affect their casting too?

Dark Archive

So... I just realized with the new reveals about the magus that my current magus does not work anymore: I had built him with the rogue archetype and given him sneak attack and magical trickster, making him a powerful damager, but with the new changes and sneak attack being triggered off of individual attack rolls, that does not work any longer. Yet I am still stoked to see everything the magus has to offer in the new book.


Pathfinder Adventure Path Subscriber

Yeah the new magus isn’t going to play as well with archetypes generally, as the whole spell strike action is going to be one thing. I know there is a feat for letting you use saving throw spells, so there could eventually be one that let’s spell strike work like it did in the play test, but I am not sure when we would ever see it. The good news is that, for home games, your GM might let you use the play test framework anyway?


Ed Reppert wrote:
Alara'quin...

Ah, that was it. I couldn't find that name for the life of me. Thanks muchly. And we do have names for most, if not all, of them, though the names are all on the formula of [Insert Runelord's Name][Insert Adjective][Insert Polearm].


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

Yeah, I was discounting those because they're not in Thassilonian. ;-)


In fairness the Alara'hai aren't really, either. All of their names are the names of the souls who created the swords, though a chunk of those people were Thassilonian themselves.


Narxiso wrote:
So... I just realized with the new reveals about the magus that my current magus does not work anymore: I had built him with the rogue archetype and given him sneak attack and magical trickster, making him a powerful damager, but with the new changes and sneak attack being triggered off of individual attack rolls, that does not work any longer. Yet I am still stoked to see everything the magus has to offer in the new book.

How would sneak attack no longer work? You don't need magical trickster anymore. As long as they are flat-footed you should still get sneak attack.

Dark Archive

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Riddlyn wrote:
Narxiso wrote:
So... I just realized with the new reveals about the magus that my current magus does not work anymore: I had built him with the rogue archetype and given him sneak attack and magical trickster, making him a powerful damager, but with the new changes and sneak attack being triggered off of individual attack rolls, that does not work any longer. Yet I am still stoked to see everything the magus has to offer in the new book.
How would sneak attack no longer work? You don't need magical trickster anymore. As long as they are flat-footed you should still get sneak attack.

So, in the playtest, the spellstrike was made up of the weapon attack and the spell attack, two different attacks, meaning sneak attack would trigger off of both attacks. It gave the potential for higher damage despite not being mathematically superior because of lower attack modifier for spell attacks. While the description that has been released for the new spellstrike will allow the magus to get sneak attack on a flat-footed foe, it does not give the same opportunity for two sneak attacks values (one for the melee/ranged attack and one for the spell attack). Magical trickster was not needed in the playtest to get one sneak attack, but it was needed for two with a spellstrike; now, it appears that there is very little synergy between the magical trickster feat and the magus.


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Ha, I'd never even considered that! Though at this point, I'd consider it from Paizo's perspective to be closing an unintentional loophole...

Would have made a very slick dual class. Still probably would.


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We heard of a magus feat that basically makes you shoot the residual magic of the spell at the target as a secondary spell attack, I guess this would apply to Arcane Trickster.


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Pathfinder Rulebook Subscriber

I think Avi Kool said it's Cascading Ray. It was also in the playtest. as a 10th level feat. Could work with Arcane Trickster.

Narxiso's take is neat. Hadn't considered it, but it's pretty cool. Don't know if every GM would interpret it that way, though.

It kind of illustrates how the playtest's Striking Spell was more similar to 1e's Spell Combat than Spellstrike, but that discussion is in the past.

I know it is not ideal for those that loved it, but one can always keep playing the playtest Magus in home games. If anything, its seems to be less powerful than the official one.


I kind of liked Striking Spell mechanically, would have been nice to see it become Spell Combat to play with action economy.
Instead we get strong focus spells that are powerful Action Economy boosters, which serves the same purpose. It's fine too.


richienvh wrote:

I think Avi Kool said it's Cascading Ray. It was also in the playtest. as a 10th level feat. Could work with Arcane Trickster.

Narxiso's take is neat. Hadn't considered it, but it's pretty cool. Don't know if every GM would interpret it that way, though.

It kind of illustrates how the playtest's Striking Spell was more similar to 1e's Spell Combat than Spellstrike, but that discussion is in the past.

I know it is not ideal for those that loved it, but one can always keep playing the playtest Magus in home games. If anything, its seems to be less powerful than the official one.

I believe he said he thought it was bespell weapon but I think he meant energized strikes from the description he gave. It's damage booster like precise strike.


I saw something about magus getting to fuse staffs with weapons in reddit. is this true? Can I finally have the shifting rune ecocation staff greatsword I've been hankering for?


WWHsmackdown wrote:
I saw something about magus getting to fuse staffs with weapons in reddit. is this true? Can I finally have the shifting rune ecocation staff greatsword I've been hankering for?

Lvl 6 feat. Fuse a staff to a weapon yes. I don't know about the shifting though.

Dark Archive

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I’m pretty sure it was stated somewhere that shifting runes will never work with staves under the rules presented in SoM.

Which sucks pretty hard.

I miss gauntlet-staves.


Riddlyn wrote:
richienvh wrote:

I think Avi Kool said it's Cascading Ray. It was also in the playtest. as a 10th level feat. Could work with Arcane Trickster.

Narxiso's take is neat. Hadn't considered it, but it's pretty cool. Don't know if every GM would interpret it that way, though.

It kind of illustrates how the playtest's Striking Spell was more similar to 1e's Spell Combat than Spellstrike, but that discussion is in the past.

I know it is not ideal for those that loved it, but one can always keep playing the playtest Magus in home games. If anything, its seems to be less powerful than the official one.

I believe he said he thought it was bespell weapon but I think he meant energized strikes from the description he gave. It's damage booster like precise strike.

Nah, unless you misquoted that was a different part and probably also a different person. Avi spoiled a bunch of different things and they definitely described Cascading Ray coming back at one point.


yea if any magus can fuse a staff to a weapon that means they can all eventually have martial weapon with 8 charges and just as many spells. that's not bad are all for a feat.


I imagine it'll have some limitations (either it'll be restricted to Staff Magus but I doubt it) or you need to spend an interract action to switch between the two. Most likely to allow all Magus subclasses to have access to staves and not feel gimped on expanded spellcasting.


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Kalaam wrote:
I imagine it'll have some limitations (either it'll be restricted to Staff Magus but I doubt it) or you need to spend an interract action to switch between the two. Most likely to allow all Magus subclasses to have access to staves and not feel gimped on expanded spellcasting.

I would think that for the cost of a level 6 feat you can have both functionalities at the same time, since 'using an interact action to switch between the two' is already something you can do: You just wear the staff and use an interact action to wield it.


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Just wanted to chime in on something that was semi confirmed on last night's paizo live (wasn't too much for spoilers right after paizocon but there was a couple things). James case said he made sure there was support for unarmed magus. Which was mostly in the playtest but I'm glad that its something they looked out for in the final version too, I was a little worried when none of the magus styles of fighting were for unarmed attacking specifically.


Goodham wrote:
Kalaam wrote:
I imagine it'll have some limitations (either it'll be restricted to Staff Magus but I doubt it) or you need to spend an interract action to switch between the two. Most likely to allow all Magus subclasses to have access to staves and not feel gimped on expanded spellcasting.
I would think that for the cost of a level 6 feat you can have both functionalities at the same time, since 'using an interact action to switch between the two' is already something you can do: You just wear the staff and use an interact action to wield it.

If that's the case then itll slot nicely into caster MCing since basic spellcasting is lvl 4 and breadth is lvl 8. convince a dm for a ring of wizardry or buy a wand and your magus will be stacked to the gills with spellcasting. You won't have much else but you WILL have spells. That's my lame but joy inducing magus build: Get greatsword magus, get spell slots, profit!


Alfa/Polaris wrote:
Riddlyn wrote:
richienvh wrote:

I think Avi Kool said it's Cascading Ray. It was also in the playtest. as a 10th level feat. Could work with Arcane Trickster.

Narxiso's take is neat. Hadn't considered it, but it's pretty cool. Don't know if every GM would interpret it that way, though.

It kind of illustrates how the playtest's Striking Spell was more similar to 1e's Spell Combat than Spellstrike, but that discussion is in the past.

I know it is not ideal for those that loved it, but one can always keep playing the playtest Magus in home games. If anything, its seems to be less powerful than the official one.

I believe he said he thought it was bespell weapon but I think he meant energized strikes from the description he gave. It's damage booster like precise strike.

Nah, unless you misquoted that was a different part and probably also a different person. Avi spoiled a bunch of different things and they definitely described Cascading Ray coming back at one point.

It was Logan not Avi who spoke about the ongoing damage buff.


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Riddlyn wrote:


It was Logan not Avi who spoke about the ongoing damage buff.

Yeah, again, the ongoing damage buff is completely separate from the mention about the feat to get an extra spell attack (which was Cascading Ray in the playtest).

Dark Archive

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I'm interested to see what they do with Shadow Magic. Shadow Conjuration and Shadow Evocation were always two of my favorite spells since 3.5.

I'm hoping for flavor like that rather than just generic spells with a Shadow trait slapped onto it.


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Pathfinder Rulebook Subscriber

The spellstrike blaster was definitely the more popular archetype, but I wonder how well PF2 wil support utility Magi.

Some of my favorite Magi in PF1 were the sort that skipped the normal shocking grasp optimization and instead used Spell Combat to throw out utility, buffs and battlefield control to help augment their martial abilities instead.

With only 4 slots and a strong emphasis on spellstrike, that might not really be a thing anymore... but it was a neat way to play the class, honestly arguably a lot more fun than shocking grasp spam, so it'd be cool if that kind of character worked in PF2 too.


Doubt that type of character will work well Squiggit. That type of play was largely possible because of the number of spells Magus got/could regain. Along with the existence of multi touch spells and holding the charge.

But I agree it would be great if it was made possible in PF2.


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It's interesting. The magus special power is mixing martial power with higher level spell slots, because martial characters with spell archetypes only had lower level slots which made evocation style blasting kind of mopey (as well as spellstrike trying to fix the inherent action economy issues).

But I wonder is the other types of magus aren't actually doable in a very broad sense with monk/fighter with spellcaster archetypes. Utility and battlefield control spells often work perfectly fine without being heightened, and the generic nature of the solution allows for interaction with all the various spell lists and Ability scores.

Want to be a charismatic user of illusions with a sword? Play a monk with monastic weaponry and an occult sorcerer dedication? Because Magus solves a space with martial + blasting, doesn't mean it has to be the solution to other sorts of spell-swords.

Not being dismissive of the desire, I think those characters rule, I suspect the feat tree to use non-attack spells won't support them especially though. And I wonder if the other solutions are better?


Squiggit wrote:

The spellstrike blaster was definitely the more popular archetype, but I wonder how well PF2 wil support utility Magi.

Some of my favorite Magi in PF1 were the sort that skipped the normal shocking grasp optimization and instead used Spell Combat to throw out utility, buffs and battlefield control to help augment their martial abilities instead.

With only 4 slots and a strong emphasis on spellstrike, that might not really be a thing anymore... but it was a neat way to play the class, honestly arguably a lot more fun than shocking grasp spam, so it'd be cool if that kind of character worked in PF2 too.

Well with staves and rings of wizardry the slots might not be that much of an issue. Maybe a staff magus using staves of illusion etc to manipulate the battlefield from melee range would work fairly well?


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Well it was confirmed that staves works on Magus, and being a prepared caster means that you can sacrifice a slot for more charges for utility, also martial caster feat was confirmed to be on the base class now, so technically the class have 6 slots (though 2 limited to specific spells). With Arcane Cascade stance requiring a spell to be cast to activate it you probably want to cast a spell at distance first anyway before going into melee.

And as always, can MC into Wizard for more slots.


Also the Cascade can be triggered by cantrips and focus spells too apparently, so you could effeciently swap damage type to adapt to weaknesses.


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I'm hoping we get some attack spells with a debuff rider effect. Especially if we get more kinds of debuffs. Like cold spells that give vulnerability to bludgeoning damage for a round or lightning that applies stunned, etc...

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