Spellcaster classifications


Pathfinder Second Edition General Discussion


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Spellcasters can be classified in a number of ways. For example, by Tradition, by whether they are Prepared or Spontaneous, by whether they need a spellbook for all their spells, and possibly by other criteria I'll think of later or someone will bring up later. Here's my list:

Animist
Divine Tradition, Prepared and Spontaneous (Apparitions). Spellbook only for Uncommon or Rare spells. Repertoire for Apparition spells. Four spell slots per rank.

Bard
Occult Tradition, Spontaneous, Repertoire, Spellbook only for Uncommon or Rare spells. Three spell slots per rank.

Cleric
Divine Tradition, Prepared, Spellbook only for Uncommon or Rare spells. Three spell slots per rank.

Druid
Primal Tradition, Prepared, Spellbook only for Uncommon or Rare spells. Three spell slots per rank.

Magus
Arcane Tradition, Prepared, requires Spellbook. Two spell slots per rank.

Necromancer
Occult Tradition, Prepared, requires Dirge instead of Spellbook. Two spell slots per rank.

Oracle
Divine Tradition, Spontaneous, Repertoire, Spellbook only for Uncommon or Rare spells. Four spell slots per rank.

Psychic
Occult Tradition, Spontaneous, Repertoire, Spellbook only for Uncommon or Rare spells. Two spell slots per rank.

Sorcerer
Any Tradition (depends on Bloodline), Spontaneous, Repertoire, Spellbook only for Uncommon or Rare spells. Four spell slots per rank.

Summoner
Any Tradition (depends on Eidolon), Spontaneous, Repertoire, Spellbook only for Uncommon or Rare spells. Two spell slots per rank.

Witch
Any Tradition (depends on Patron), Prepared, requires Familiar instead of Spellbook. Three spell slots per rank.

Wizard
Arcane Tradition, Prepared, requires Spellbook. Three spells slots per rank.

Seven prepared spellcasters, two get a free spell book at character creation, two don't need a spell book for common spells, and three have special "spell books" (Dirge, Eidolon, Familiar).

Six spontaneous casters. Twelve total casters, because the Animist is both.

Runesmith is not listed here because "runes are not spells", but the class works similarly to a spontaneous caster. Some runes are of a specific tradition, some are just "Magical". A Runesmith's repertoire can have as many as twelve runes, but the Runesmith can etch only half as many runes as are in his repertoire on a given day.

Kineticists aren't spell-casters either, but they do manipulate the six elements (earth, air, fire, water, wood, metal) and virtually all of their abilities have the Primal trait. From the class description: "The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow." Most impulses are gained through feats.

Note: the "slots per rank" above is based on the max according to the class's spell slot table. Some have more, e.g. the cleric's divine font spells (Heal or Harm).

There are also Focus spells, which all spellcasting classes have and some non-spellcaster classes (Champion, Monk, Ranger) can have.

Did I miss anything?

I hope this article might be useful to some players and GMs. :-)


If Runesmith gets an honorable mention, then Kineticist definitely should as well.


Finoan wrote:
If Runesmith gets an honorable mention, then Kineticist definitely should as well.

Thanks. Added a paragraph for them. Still counting them as martials. :-)


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I don't think Spellbook is correct for Cleric-style casters. At least, the Learn a Spell says "A spell you learn is added to your repository of spells, such as a spellbook for a wizard, familiar for a witch, or spell list for a cleric or druid." I don't think spell list is ever used to mean a spellbook-like item. My understanding is that once a cleric-style caster Learns a Spell, they can just prepare it without needing the aid of something.

Though how it is worded here, it does seem like a spell list is a repository in the way a spellbook or witch's familiar is. But if we read it like that, the spells from a cleric's deity would also be held in a spellbook (Deity section for Cleric: "Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list once you can prepare spells of their rank as a cleric.")

Dark Archive

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Uncommon and Rare spells have to be learned, but they do not add a spellbook for spontaneuous casters, they are just added to the list of spells one could add to the repertoire.


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I would have to agree that the spellbook categorization should only apply to classes that have to learn common spells, not uncommon or rare spells, as those by default have to be learned by everyone. I would also broaden this description to a "spell repository" or something similar, because Necromancers and Witches use a spellbook-like mechanic while not calling it a spellbook.

On a lesser note, I do think the Wizard ought to be included as a four-slot caster, as they do get a fourth spell slot per rank that factors into their balance. Those slots are less versatile than other spell slots, but they're certainly more versatile than a Cleric's divine font.

With this in mind, you could pivot the above into the following categorizations:

Magical Tradition

  • * Arcane Magus, Wizard
  • * Divine Animist, Cleric, Oracle
  • * Occult Bard, Necromancer, Psychic
  • * Primal Druid
  • * Variable Sorcerer, Summoner, Witch

    Spell Slots Per Rank

  • * 2 Slots Magus, Necromancer, Psychic, Summoner
  • * 3 Slots Animist*, Bard, Cleric*, Druid, Witch
  • * 4 Slots Oracle, Sorcerer, Wizard

    Classes with an asterisk have additional spell slots: the Animist ends up being one 9th-rank slot short of being a 4-slot caster, and the Cleric has additional spell slots from their divine font.

    Spell Collection

  • * Spontaneous Animist, Bard, Oracle, Psychic, Summoner, Sorcerer
  • * Prepared Animist, Cleric, Druid, Magus, Necromancer, Witch, Wizard
  • * Has a Spell Repository Magus, Necromancer, Witch, Wizard

    ---

    With the above, I think there are a few observations to be made:

  • * All dedicated arcane spellcasters so far are prepared and have a spellbook.
  • * All prepared spellcasters that either are arcane or occult, or can be arcane or occult like the Witch, use a spell repository of some kind.
  • * There's only one dedicated primal caster, and one of the two dedicated arcane casters is an offshoot of the other.
  • * Of the four traditions, occult casters are arguably the most thematically diverse, with glamorous Bards, macabre Necromancers, and uncanny Psychics all casting from the same spell list.

    There's more classifications to be made around focus pool sizes, feats, HP per level, armor proficiency, and so on, but OP's metrics are already a good start.


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    I think there is also room here for comments on each class's primary gameplay style or focus, even though I realize this might spark some debate or controversy, given that it is always possible to build a character that deviates from the standard archetype:

    Spellcasters

    Animist
    A spellcaster focused on using single-action, sustained focus spells. Gameplay varies depending on the apparition's focus spell currently available. They can do it all: from unleashing blasts—especially in small areas, usually at short range—to providing magical support and healing, or even enabling melee combat. Players can mix and match these styles based on their preferences, the situation, and the apparitions being used.

    Bard
    An area-based support class relying primarily on magical focus cantrips, complemented by healing, support, and debuffs derived from occult spellcasting. They are also capable of fighting on the front lines with weapons, depending on available subclass abilities (which can be combined via feats if the player finds that interesting).

    Cleric
    The game's primary healer. They possess the most powerful healing spells in the game—available in abundance and at maximum potency—which can be further enhanced to increase healing output and even remove conditions. Secondarily, they function well as a versatile auxiliary spellcaster using divine magic (support, buffs, debuffs, and even damage dealing) or as a front-line combatant if a heavy-armor subclass is chosen, acting as a healing tank and magical support in those instances.

    Druid
    An all-around primal spellcaster. Typically distributes its capabilities well across all roles possible for the class, thanks to a relatively robust chassis capable of using medium armor and shield blocking, combined with powerful damage spells from the primal tradition and highly sustainable focus spells or battle forms that can be cast using focus points.

    Necromancer
    A mass summoner of expendable battlefield creatures, extremely focused on focus spells. Acts primarily as a battlefield controller while dealing damage to enemies via Thralls, protecting or buffing allies and self, or debuffing enemies—relying mainly on focus spells but capable of supplementing them with traditional occult spells or even armed combat.

    Oracle
    An extremely sustainable spellcaster capable of fulfilling various roles, depending on the wide range of choices and combinations regarding subclass, focus spells, cursebound feats, and a large number of spell slots.

    Psychic
    A non-verbal spellcaster focused on using focus spells mixed with amplified cantrips. Acts primarily as a secondary healer, support, debuffer, or even a magical damage dealer.

    Sorcerer
    A powerful, customizable spellcaster capable of choosing a specific casting role based on the selected subclass. Features a large number of spell slots that are well-complemented and enhanced by extra effects derived from their bloodline and/or focus spells.

    Witch
    A powerful, customizable spellcaster capable of choosing a specific casting role based on the selected subclass. Assisted by a powerful familiar and—typically offensive—cantrips and focus spells that help complement their standard spells.

    Wizard
    An arcane spellcaster capable of altering how they use their spell slots, whether by swapping out already prepared spells or by converting lower-rank spell slots into higher-rank ones.

    Hybrid Casters/Gish

    Magus
    A martial combatant capable of combining armed combat skills with arcane magic—primarily damage-dealing spells. Highly versatile, especially regarding damage types, and able to fill various martial combatant roles depending on the chosen subclass.

    Summoner
    Possesses an eidolon that operates alongside them and functions effectively as a martial combatant. With a sturdy chassis—boasting a large pool of HP and high saving throws—the Summoner supports their eidolon and allies on the front lines with buffs, healing, debuffs, and utility spells, even supplementing damage with magic while their eidolon engages enemies in martial combat.

    Pseudo-Casters

    Alchemist
    Utilizing bombs with powerful damage-over-time (DOT) effects and debilitating additives, a variety of alchemical elixirs, and useful alchemical tools, this is the game's most versatile non-magical combat class (alchemical items do not count as magic in any way, save for extremely rare exceptions). It is capable of efficiently fulfilling various roles usually reserved for spellcasters, all while maintaining incredible sustainability.

    Kineticist
    An unlimited wielder of elemental magic. Possesses an extremely robust chassis, with high HP and powerful saving throws. With a variety of potent and utility-focused impulses, they can fill the role of most primal spellcasters at close range, all without worrying about daily or even per-combat resource management (except for healing).

    Runesmith
    A wielder of runic magic capable of everything from buffing creatures—without concern for costs or duration—to detonating magical runes on enemies to trigger various effects. All this while maintaining the robust chassis of a martial combatant and full weapon-fighting capability.


    Dr. Frank Funkelstein wrote:
    Uncommon and Rare spells have to be learned, but they do not add a spellbook for spontaneuous casters, they are just added to the list of spells one could add to the repertoire.

    But you can't add to the Repertoire except on level-up, as I read it.

    "I learned this spell a couple of months ago, but I couldn't add it to my Repertoire until now, and since I haven't used it since I learned it, I've forgotten it."


    Ed Reppert wrote:
    Dr. Frank Funkelstein wrote:
    Uncommon and Rare spells have to be learned, but they do not add a spellbook for spontaneuous casters, they are just added to the list of spells one could add to the repertoire.

    But you can't add to the Repertoire except on level-up, as I read it.

    "I learned this spell a couple of months ago, but I couldn't add it to my Repertoire until now, and since I haven't used it since I learned it, I've forgotten it."

    Retraining rules cover that issue.


    Teridax: I thought I had read that the Eidolon is the spell repository for the Summoner but I can't find it now and don't have time to look further. :-(


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    Ed Reppert wrote:
    Teridax: I thought I had read that the Eidolon is the spell repository for the Summoner but I can't find it now and don't have time to look further. :-(

    Nope, the Summoner's a spontaneous spellcaster! The flavor text does state your magic comes from your connection to your eidolon, and your eidolon's tradition does determine the tradition of spells you can cast, but in practice you know your spells, not your eidolon.


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    Ed Reppert wrote:
    Teridax: I thought I had read that the Eidolon is the spell repository for the Summoner but I can't find it now and don't have time to look further. :-(

    Not quite; the eidolon is not responsible for the summoner's spell repertoire in the same way a familiar is for the witch. The bond with the eidolon is the source of the summoner's magical energy, but the spell repertoire belongs to the summoner.

    Summoner Spellcasting wrote:

    Your link to your eidolon grants you limited magic connected to your eidolon's nature. You are a spellcaster and can cast spells using the Cast a Spell activity. As a summoner, when you cast spells, your incantations call upon forces related to the spellcasting tradition determined by your eidolon, and your gestures often echo the shape of the rune that you and your eidolon share.

    Each day, you can cast one 1st-rank spell. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as a summoner, the magical link with your eidolon grants you additional spell slots per day, as well as higher ranks of spells. Your total number of spell slots and the highest rank of spells you can cast are shown on the Summoner Spells per Day table. Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Charisma, your spell attack modifier and spell DC use your Charisma modifier.

    Spell Repertoire wrote:

    The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-rank spell of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

    You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Summoner Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell. At 3rd level, you add the first 2nd-rank spell to your repertoire. At 4th level, you gain your second 2nd-rank spell, and so on. When you add spells, you might select a higher-rank version of a spell you already have so that you can cast a heightened version of that spell.

    Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa.

    Link Spells wrote:

    Your connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond.

    Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots; you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. The full rules for focus spells appear here.

    You learn the evolution surge link spell, which allows you to grant your eidolon one of several useful benefits.


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    Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    Ed Reppert wrote:

    Bard

    Occult Tradition, Spontaneous, Repertoire, Spellbook only for Uncommon or Rare spells. Three spell slots per rank.

    Some issues with the how you are classifying the PF2e bard:

    1) As mentioned, the bard doesn't require a spellbook to learn Uncommon or Rare spells, only access (a scroll, someone else's spellbook, a teacher that knows the spell, etc.).

    2) A bard with the Esoteric Polymath feat does have a spellbook, but only requires it to add one spell in their repertoire as an additional signature spell or add one extra spell temporarily to their repertoire during daily preparations. If the bard also has Eclectic Polymath (12th level feat), they can add the extra temporary spell to their repertoire by replacing an existing spell during the next day's preparations (without needing to retrain or wait for their next level increase).

    3) An 18th level bard with Impossible Polymath (requires Eclectic Polymath) can add spells from the other traditions (Arcane, Divine, Primal) to their spellbook and add one of them as an extra temporary spell to their repertoire during daily preparations.

    Liberty's Edge

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    Casting attribute makes a difference between the classes too.


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    Adding a few more classifications:

    Heaviest Armor Proficiency

  • Unarmored Cleric*, Psychic, Sorcerer, Summoner, Witch, Wizard
  • Light Armor Bard, Necromancer*, Oracle
  • Medium Armor Animist, Cleric*, Druid, Magus, Necromancer*

    The Cleric and Necromancer's armor proficiency is determined by their subclass.

    Baseline Hit Points Per Level

  • 6 Psychic, Sorcerer, Witch, Wizard
  • 8 Animist, Bard, Cleric, Druid, Magus, Necromancer, Oracle
  • 10 Summoner

    Maximum Non-Expert Saving Throw Proficiency

  • Master Will Animist, Cleric*, Druid, Sorcerer, Witch, Wizard
  • Master Fortitude and Master Will Cleric*, Magus, Summoner
  • Legendary Will Bard, Oracle, Psychic
  • Legendary Fortitude Necromancer

    The Cleric's Warpriest doctrine gives them master proficiency in Fortitude.

    Spellcasting Attribute

  • Intelligence Magus, Necromancer, Psychic*, Witch, Wizard
  • Wisdom Animist, Cleric, Druid
  • Charisma Bard, Oracle, Psychic*, Sorcerer, Summoner

    The Psychic's subconscious mind lets them choose their spellcasting attribute between Intelligence and Charisma

    ---

    With the above, there's a few more observations to derive:

  • The only time a caster can get master proficiency in two saves is if they have only master spellcasting proficiency. This limitation does not apply to legendary save proficiency, however.
  • Every Wisdom caster also gets 8 HP per level and access to medium armor proficiency.
  • The Oracle is uniquely positioned as a 4-slot caster with 8 HP/level and legendary Will saves. Even their light armor proficiency puts them on the higher end of spellcaster defenses.


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    Less useful classifications:

    One Syllable: Bard, Witch
    Two Syllables: Cleric, Druid, Magus, Psychic, Wizard
    Three Syllables: Animist, Oracle, Sorcerer, Summoner
    Four Syllables: Necromancer

    Common Rarity: Animist, Bard, Cleric, Druid, Magus, Necromancer, Oracle, Psychic, Sorcerer, Summoner, Witch, Wizard
    Uncommon Rarity:
    Rare Rarity:
    Unique Rarity:

    Agent Noun: Summoner
    Looks Like an Agent Noun but I Don't Know if That Covers "Someone Who Does Or Practices a Thing" or is Strictly for "Someone Who (Verbs)": Animist, Necromancer, Sorcerer
    Not an Agent Noun: Bard, Cleric, Druid, Magus, Oracle, Psychic, Witch, Wizard


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    Other Less Useful Classifications:

    Linguistically Latin: Animist, Oracle, Sorcerer, Summoner
    Linguistically Greek: Cleric, Necromancer, Psychic
    Linguistically Celtic: Bard, Druid
    Linguistically Persian: Magus
    Linguistically Germanic: Witch, Wizard

    Logo has a Book or Scroll: Cleric, Magus Oracle, Sorcerer, Summoner, Wizard
    Logo has a Weapon: Druid, Magus, Necromancer
    Logo has an Instrument: Bard
    Logo has an Animal: Animist, Summoner, Witch
    Logo has (part of) a Face: Animist, Necromancer, Oracle, Psychic

    Has a Dragon-Themed Subclass: Cleric, Sorcerer, Summoner
    Does NOT Have a Dragon-Themed Subclass: Animist, Bard, Druid, Magus, Necromancer, Oracle, Psychic, Witch, Wizard


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    Yet More, Even Less Useful Classifications:
    Casters with a prime number of letters in their name: animist, druid, magus, necromancer, psychic, and witch.
    Casters with a perfect square's worth of letters in their name: bard.
    Casters with a perfect cube's worth of letters in their name: sorcerer, summoner.
    The names of things that aren't casters at all: alchemist, fighter, commander, pineapple, swashbuckler, Dave.

    Grand Lodge

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    Perpdepog wrote:

    Yet More, Even Less Useful Classifications:

    Casters with a prime number of letters in their name: animist, druid, magus, necromancer, psychic, and witch.
    Casters with a perfect square's worth of letters in their name: bard.
    Casters with a perfect cube's worth of letters in their name: sorcerer, summoner.
    The names of things that aren't casters at all: alchemist, fighter, commander, pineapple, swashbuckler, Dave.

    Whoa, WHOA, WHOA!

    I'll have you know that the greatest scorcerer I ever met was an Awakened pineapple named 'Dave "Pizza topper" Ananas!

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