Delving into the Shadows: Exploring Occult Spells in Pathfinder 2e

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Occult spells in Pathfinder 2e encompass a wide range of magical abilities and effects. These spells draw power from the hidden, mysterious, and otherworldly forces that exist beyond the material plane. Unlike arcane and divine spells, which are associated with specific traditions and sources of magic, occult spells in Pathfinder 2e are typically associated with the occult tradition. This tradition encompasses the study and manipulation of supernatural and psychic forces, including divination, enchantment, illusion, and necromancy. Occult spells often focus on the mind and soul, allowing practitioners to peer into the thoughts and memories of others, alter their perceptions, and even control their actions. These spells can be used to deceive opponents, gather information, or influence the emotions and desires of others.



2e Occult Classes

I’m sure we’ll see more than just Bard relatively soon, but it has me curious; what do folks want back from 1e, and what do you want to see changed? I never played 1e, so I’m ignorant of the existing classes other than the fondness several friends have for Kineticists.

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If we follow the basic pattern for casters:

There's prepared, spontaneous, and gish layouts for each.

Arcane has the Wizard, the Arcanist?, and the Magus.

Divine has the Cleric, the Oracle, and the Inquisitor?

Primal has the Druid, the Shaman?, and the Hunter?. Though Kineticist should probably fit into primal somewhere.

Pick-a-list has Witch, Sorcerer, and Summoner.

Following these guesses:

Occult could have the Psychic, the Bard, and the Occultist.

I want a psychic real bad. Im blanking on the mechanics outside the spellslots tho. Composition/hex focus cantrips for minor telekinetic or esp effects with stronger focus point variants?

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I'd say that the Kineticist should be part of a 4th category that isn't yet part of your matrix. The Magus and Summoner gishes are more or less martials that trade 2 class features for wave casting. So it stands to reason that another method would be a "caster" that gives up the majority, or all, of its spells in order to get a surfeit of class features.

That's where I think the Kineticist will end up.

As to the OP, my answers have changed slightly since the last time this question came around so:

Of the 6 OA classes, the Psychic and Kineticist seem like sure bets to be converted largely unchanged. Some changes of course; Psychics couldn't really heal HP in PF1 and I personally want Kineticists to play up the mental aspects of their abilities at the expense of the elemental (I want to play Carrie, not Azula), but it could go either way. Spiritualists are probably adequately covered by the summoner, and if more is needed the best way to accomplish that would be by giving the summoner more feats IMO.

Mesmerists could be a class archetype, given that it was a knock-off bard in PF1, but I'm increasingly less sure that it should be. Where I draw the line on "class archetype" or not is if the new class can make use of the old class's feats, and I don't think most bard feats fit. Specifically, about 35 of the 70 bard class feats involve their Muse, so replacing that cuts down on the number of available feats considerably. Most of the rest are decidedly music themed, with only a few being general occult or spellcasting, like Soulsight and Reach Spell. So it may well be better off just starting from scratch and giving the new class access to the on-theme bard feats rather than try and shoehorn the two together. It could even become a prepared caster or a gish, or both, to further separate the two. But if they can find a way to use the Muse class feature with the mesmerist, then a CA makes perfect sense. Edit: Or if Mesmerist was just a Bard muse in and of itself, with the music being their method of hypnosis, that could work too.

The Medium and the Occultist could go several ways, and I'm not entirely certain which direction I'd like to see them take, aside from being certain I want the Occultist class renamed. I prefer Antiquarian, but I'm sure others have suggestions.

I'm actually more interested in what new classes the Occult tradition can encompass. I had an idea for a Dreamcaster that focused on AoE and terrain manipulation by pulling Dream essence into the material plane, and I want to see something that messes with fortune/misfortune effects but what other options might there be?

Thread: Pathfinder second edition: The best spells by level?

These spells can be used to deceive opponents, gather information, or influence the emotions and desires of others. Some occult spells also involve summoning and communicating with spirits, allowing for interactions with beings from other planes of existence. These spells can provide access to forbidden knowledge, divine guidance, or even the ability to bind and control powerful entities.

Pathfinder second edition: The best spells by level?

I was thinking of making a half-elf rogue (thief) for Pathfinder second edition and using the multiclass archetypes to get spellcasting in two traditions. I was curious as to what people thought were the best spells to take for each level (from cantrip to level 8) in the cleric list and wizard list (although you can chime in for the primal and occult lists too!).

Last edited by Particle_Man; 2019-08-13 at 10:49 PM .

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Occult spells pathfinder 2e

In Pathfinder 2e, occult spellcasters, such as witches and occultists, have access to a unique set of spells that reflect their connection to hidden forces. These spells often have unique mechanics and effects, such as the ability to manipulate time and space, create illusions that can interact with the physical world, or tap into the primal forces of life and death. Occult spells can be a versatile and powerful tool in the hands of a skilled spellcaster. Whether they are used for exploration, combat, or manipulation, these spells offer a wide range of options for characters looking to tap into the hidden mysteries of the multiverse. Overall, occult spells in Pathfinder 2e offer players a chance to explore the supernatural and delve into the arcane secrets of the cosmos. With their wide range of effects and unique mechanics, these spells provide a rich and flavorful gameplay experience for those who dare to delve into the realm of the occult..

Reviews for "The Secrets of Occult Evocation: Mastering Spells in Pathfinder 2e"

- Sarah - 1 star
I was really disappointed with the "Occult Spells Pathfinder 2e" book. The spells provided were incredibly underwhelming and didn't add any value to the game. I was hoping for some unique and powerful spells, but all I found were generic and lackluster options. Additionally, the book lacked proper organization and it was difficult to find the spells I was looking for. Overall, I would not recommend this book to anyone looking for interesting and impactful spells.
- Michael - 2 stars
I had high expectations for the "Occult Spells Pathfinder 2e" book, but unfortunately, it fell short. The spells presented were mostly rehashes of spells already available in other sourcebooks. I was hoping for a creative and innovative approach to occult spells, but instead, I found myself reading spells that felt uninspired and repetitive. The book was also filled with unnecessary fluff and lacked concise explanations for the spells. I would recommend looking for other resources if you're looking for more interesting spell options.
- Emily - 2 stars
I was really excited to get my hands on the "Occult Spells Pathfinder 2e" book, but it left me disappointed. Most of the spells presented in the book were incredibly situational and niche, making them almost useless in the majority of gameplay scenarios. The few spells that seemed interesting were overshadowed by the abundance of lackluster options. Furthermore, the book lacked proper balance, with some spells feeling overpowered while others were completely useless. I would not recommend this book to anyone looking for spells that enhance their gameplay experience.

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