Remastered Spell casting reveals


Pathfinder Second Edition General Discussion


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Pathfinder Adventure Path Subscriber

I think one of the most interesting aspects of the 2 new class playtests is that we are getting a glimpse of what the spell casting rules for spell casters will look like remastered. In the animist playtest we are told:

"Regardless of which source you’re drawing on, you are a spellcaster and can cast spells of the divine tradition using the Cast a Spell activity. As an animist, your incantations might be reciting relevant snippets of legends—stories passed down orally—or they might see you calling nearby spirits to honor ancient vows; your gestures could take the form of elegant dances or full-body convulsions as generations of memories and otherworldly energies surge through you."

This seems either to be referencing that the cast a spell activity is going to make it clear that there are "incantations" and "gestures" that will be associated with spell casting and will be like verbal and somatic components, and that individual classes will give advice to players about what they look like/sound like for each class.


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Ah, yes. Looks like it. Good, and as many of us thought.
Also:

Playtest wrote:

SPELLS

Trained in spell attack modifier
Trained in spell DC
CLASS DC
Trained in animist class DC

No traditions (though it may be because of class specifics) and a class DC.

And yes, Conceal Spell is now one fully functional level 2 feat that just works:

Playtest wrote:
You speak with the unheard voice of the spirits instead of your mortal words, allowing you to cast unnoticed. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting.

No Stealth, no Deception, no checks at all.

At least for animist, but I doubt they make wizard's worse.

Liberty's Edge

Errenor wrote:

Ah, yes. Looks like it. Good, and as many of us thought.

Also:
Playtest wrote:

SPELLS

Trained in spell attack modifier
Trained in spell DC
CLASS DC
Trained in animist class DC

No traditions (though it may be because of class specifics) and a class DC.

And yes, Conceal Spell is now one fully functional level 2 feat that just works:

Playtest wrote:
You speak with the unheard voice of the spirits instead of your mortal words, allowing you to cast unnoticed. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting.

No Stealth, no Deception, no checks at all.

At least for animist, but I doubt they make wizard's worse.

And now we know what the subtle trait does too.


Depends on what exactly the subtle trait says but looks like maybe they really got rid of those rolls? (Great if true)


Exemplar showed us how sanctified works too, sort of.

Liberty's Edge

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Temperans wrote:
Depends on what exactly the subtle trait says but looks like maybe they really got rid of those rolls? (Great if true)
Playtest wrote:
You speak with the unheard voice of the spirits instead of your mortal words, allowing you to cast unnoticed. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting.

So subtle = casting unnoticed.


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Errenor wrote:

Ah, yes. Looks like it. Good, and as many of us thought.

Also:
Playtest wrote:

SPELLS

Trained in spell attack modifier
Trained in spell DC
CLASS DC
Trained in animist class DC

No traditions (though it may be because of class specifics) and a class DC.

Michael Sayre confirmed that this isn't class specific but a remaster change. It's a bit tiny change with a large side-effects around the game. Now your spell proficiency isn't linked to any tradition anymore.

Now you will use your best spellcasting DC no matter what tradition you get with MC. So if you are playing with a Bard and take a Primal Sorcerer MC your spell DC will be the highest even using your MC spells for example. Remembering that your attribute still matter so if you take a MC that uses a different attribute this can change your spellcasting DC for the MC.

This change certainly will also affect how Innate Cantrips/Spells will work for spellcasters and martials with spellcasting ability too.
So if you are playing with a gnome bard and take EA as your innate primal cantrip this cantrip DC will be the same of your Bard DC because it's higher.
If you are playing as an elf champion have a good Cha and want to have a ranged secondary attack but don't want to use thrown or simply want something with more range you can take Ray of Frost and it will use your champion's spellcasting DC (some people forget but all champions get expert and master in divine spellcasting together with the champion class DC at levels 9 and 17) without even working that you have the both hands occupied.

Same for focus spells.
If you are playing with a cleric and no domain spells looks attractive to you. You can take a druid dedication (that's no more restrict your armor too) and take an order spell like Tempest Surge and it will use you same spellcasting DC of your divine spells.

This opened a new world of viable options for MC and innate cantrips.

Liberty's Edge

YuriP wrote:
Errenor wrote:

Ah, yes. Looks like it. Good, and as many of us thought.

Also:
Playtest wrote:

SPELLS

Trained in spell attack modifier
Trained in spell DC
CLASS DC
Trained in animist class DC

No traditions (though it may be because of class specifics) and a class DC.

Michael Sayre confirmed that this isn't class specific but a remaster change. It's a bit tiny change with a large side-effects around the game. Now your spell proficiency isn't linked to any tradition anymore.

Now you will use your best spellcasting DC no matter what tradition you get with MC. So if you are playing with a Bard and take a Primal Sorcerer MC your spell DC will be the highest even using your MC spells for example. Remembering that your attribute still matter so if you take a MC that uses a different attribute this can change your spellcasting DC for the MC.

This change certainly will also affect how Innate Cantrips/Spells will work for spellcasters and martials with spellcasting ability too.
So if you are playing with a gnome bard and take EA as your innate primal cantrip this cantrip DC will be the same of your Bard DC because it's higher.
If you are playing as an elf champion have a good Cha and want to have a ranged secondary attack but don't want to use thrown or simply want something with more range you can take Ray of Frost and it will use your champion's spellcasting DC (some people forget but all champions get expert and master in divine spellcasting together with the champion class DC at levels 9 and 17) without even working that you have the both hands occupied.

Same for focus spells.
If you are playing with a cleric and no domain spells looks attractive to you. You can take a druid dedication (that's no more restrict your armor too) and take an order spell like Tempest Surge and it will use you same spellcasting DC of your divine spells.

This opened a new world of viable options for MC and...

Are we 100% sure that spell DC in Remastered will not just depend on your Class casting stat whatever the source of the spell ?

It would be so much simpler, and in line with not caring about the Tradition for proficiency anymore.


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Yes it's confirmed by both Michael Sayre posts (the bold highlighting is mine is mine):

Michael Sayre wrote:
ElementalofCuteness wrote:
I also hope this is how it is meant to be, it just means that multicasting archetypes just work so much easier now. Which is either a lovely boost or one terrifyuing hishap waiting to happen.
All casters now gain access to a specific tradition from their class but have a unified spell attack and spell DC proficiency progression. This isn't a typo but rather a reflection of the new standard for spellcasters across the game.
Michael Sayre wrote:
AestheticDialectic wrote:
Michael Sayre wrote:
ElementalofCuteness wrote:
I also hope this is how it is meant to be, it just means that multicasting archetypes just work so much easier now. Which is either a lovely boost or one terrifyuing hishap waiting to happen.
All casters now gain access to a specific tradition from their class but have a unified spell attack and spell DC. This isn't a typo but rather a reflection of the new standard for spellcasters across the game.

WAIT A SECOND

If I'm not mistaken this is HUGE

Correct me if I'm wrong, but this means I play a wizard and grab witch archetype with occult spells, those spells use my wizard spell attack and DC progression? Does this also make non int MCD use int? I assume no?

You'll still use the ability modifier appropriate to the class granting you access to the tradition and spells. But the proficiency number added to the ability mod will be constant for all the spells you cast.

Dark Archive

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Wow, that is a pretty impactful change.

I wonder if this also signals a change to the scaling gained from archetype feats themselves as well.


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Pathfinder Rulebook Subscriber

That is huge, yeah. Huge quality of life improvement, simplifies the game, and buffs casters across the board.

Also the Animist feats are much, much better than what pre-remaster casters got. Given how strong some of the previewed witch options are, seems to me like caster feats in general are going to be much stronger and more interesting. Huzzah!

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