Exclusive Spells


Pathfinder Second Edition General Discussion

Grand Lodge

Are there any (non-focus) spells that are exclusive to the Arcane list, the Divine list, the Occult list, or the Primal list?

Liberty's Edge

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There are, a bit too many to go over from from level 0-9 but I'll touch on level 10 spells.

Arcane: Wish
Divine: Avatar, Miracle
Occult: Alter Reality, Fabricated Truth
Primal: Dinosaur Fort, Element Embodied, Nature Incarnate, Primal Herd, Primal Phenomenon, Summon Kaiju

Clearly, there have been some favorite children chosen here with Arcane getting exactly 1 exclusive 10th level Spell, Divine and Occult each getting two, and Primal, woooo-boy, Primal got the silver spoon prep-school trust fund treatment with a whopping six exclusive 10th level Spells.

Grand Lodge

Themetricsystem wrote:

There are, a bit too many to go over from from level 0-9 but I'll touch on level 10 spells.

Arcane: Wish
Divine: Avatar, Miracle
Occult: Alter Reality, Fabricated Truth
Primal: Dinosaur Fort, Element Embodied, Nature Incarnate, Primal Herd, Primal Phenomenon, Summon Kaiju

Clearly, there have been some favorite children chosen here with Arcane getting exactly 1 exclusive 10th level Spell, Divine and Occult each getting two, and Primal, woooo-boy, Primal got the silver spoon prep-school trust fund treatment with a whopping six exclusive 10th level Spells.

Are the exclusive lists published anywhere, or can one use AoN to find them?


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Aristophanes wrote:
Are the exclusive lists published anywhere, or can one use AoN to find them?

One of the filters for AoN is Tradition. So you can click on one of them for a green circle and then click twice on the others for a red circle. That way the only things left should be whatever tradition you are focusing on.


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Using this method isolates 16 Arcane spells, 36 Divine spells, 39 Occult spells, and 51 Primal spells.

Liberty's Edge

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Man alive the dev team really loves the Primal Tradition, wowie, I never realized.


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That ends up being 16/559 arcane spells, 36/330 divine, 39/516 occult, and 51/397 primal.

There's barely any arcane spells that aren't on another list. Lots of overlap with occult and primal there, despite being the largest spell list.


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Themetricsystem wrote:

There are, a bit too many to go over from from level 0-9 but I'll touch on level 10 spells.

Arcane: Wish
Divine: Avatar, Miracle
Occult: Alter Reality, Fabricated Truth
Primal: Dinosaur Fort, Element Embodied, Nature Incarnate, Primal Herd, Primal Phenomenon, Summon Kaiju

Clearly, there have been some favorite children chosen here with Arcane getting exactly 1 exclusive 10th level Spell, Divine and Occult each getting two, and Primal, woooo-boy, Primal got the silver spoon prep-school trust fund treatment with a whopping six exclusive 10th level Spells.

I will note that wish, miracle, alter reality and Primal Phenomenon are basically the same spell (miracle and primal phenomenon could arguably be considered worse due to your god/nature being able to refuse stuff but you are probably mostly using it to be a flex slot).

Radiant Oath

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Themetricsystem wrote:
Man alive the dev team really loves the Primal Tradition, wowie, I never realized.

It's only love when those spells are better than what other lists have access to. When the spells are Dinosaur Fort then it's more about memes than quality.


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Well, it's more that there's like 10 spells for "turn into animal" of different kinds. The spells aren't bad, but... it's more one spell with several versions so you unlock more forms as you level.

If you count all of those as a single spell, primal isn't ahead at all.

Liberty's Edge

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Dubious Scholar wrote:

That ends up being 16/559 arcane spells, 36/330 divine, 39/516 occult, and 51/397 primal.

There's barely any arcane spells that aren't on another list. Lots of overlap with occult and primal there, despite being the largest spell list.

Actually, Arcane has lots of overlap because it is the largest spell list.

Many spells should not have been on the Arcane (Mental+Material) list. They ended up there because they were staples of the Wizard's list in previous editions and because Wizard was the defining Arcane caster in the CRB.


Pathfinder Rulebook Subscriber
The Raven Black wrote:
Dubious Scholar wrote:

That ends up being 16/559 arcane spells, 36/330 divine, 39/516 occult, and 51/397 primal.

There's barely any arcane spells that aren't on another list. Lots of overlap with occult and primal there, despite being the largest spell list.

Actually, Arcane has lots of overlap because it is the largest spell list.

Many spells should not have been on the Arcane (Mental+Material) list. They ended up there because they were staples of the Wizard's list in previous editions and because Wizard was the defining Arcane caster in the CRB.

out of curiosity, what specific examples do you have of spells you think arcanists shouldn't have but do?


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There's a lot of "Stuff that involves the Undead" that is on the Arcane spell list because "Necromancy is an Arcane School" but doesn't really make sense when you consider that Arcane Magic is supposed to be Mental+Material.

Like "Animate Dead" and "Invoke Spirits" shouldn't really be Arcane Spells.

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