Exploring the Magic: Pathfinder 2e Spell Lists

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Pathfinder 2e spell lists provide players with a comprehensive collection of spells that they can use in their adventures. These spell lists are categorized based on the class that can access them, such as bards, clerics, druids, sorcerers, and wizards. Each class has its own unique spell list, flavored to match their respective abilities and themes. Spell lists serve as a reference for players to easily identify the spells that their characters can learn and cast. This allows players to plan their character progression and select the spells that best suit their playstyle and strategy. For example, a bard may want to focus on enchantment and illusion spells to enhance their abilities as a charismatic performer, while a wizard may prefer to specialize in evocation spells to unleash destructive elemental magic.



Good Spell List

So I felt like discussing my favourite spells across levels these are spells that I feel if you don't have something coming to mind are worth picking up.

1st Heal, Soothe (both are good every level), Fear, Magic Missile (good every three when you have no other spells that would be directly applicable)

2nd Invisibility, Mirror Image, Spider Climb, Fairy Fire/ See invisible (having a invisible counter is pretty cool)

3rd Slow, Fear (again), Dispel Magic, Time Jump, Rousing Applause

4th Invisibility (again), Dimension Door, Phantasmal Killer

5th Synaesthesia, Wall of Ice

6th Wall of Force, Slow (best spell in the game at this level IMO), heroism

7th Haste (giving your whole party extra actions is pretty cool),Tempest of Shades, true targets

8th Prismatic Wall, Mind Blank,

9th Weird, Prismatic Sphere, Heroism, Synaesthesia (again)

So are there any many stays I am missing or spells people think I am overrating ?

I assume that you only want slotted spells, so no focus spells or rituals, right?

I love the Magus, so I have to throw Shocking Grasp in the hat. While its not the most exciting spell around, it does serious work, and scales well for heightening.

Another spell I like is Draw the Lightning at 4th. Not as great for non-magus casters, it gives a nice damage boost for an entire combat, while also having the chance at dealing some damage up front. Great value, and doesn't really compete much with too many other spells at its own level, for a magus anyway.

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Ray of frost is one that is near and dear to my heart. I can't tell you how many scrapes my sorcerer has survived nearly untouched just because she could keep her distance. Easily on par with electric arc just because of its long range. Another favorite (particularly as a signature spell) is dispel magic. I've lost count how many bad guys' plans I've totally ruined with that spell.

Darkness to blind everyone? Not today!
Flood the room with control water? Nope!
Divide the party with a wall of fire? What wall of fire?

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Goddess, there are many cool and good spels that aren't in this list that I need to do many posts to put all them:

1º lvl:
Acidic Burst: Excellent if you are surrounded. It's a good area damage for a lvl 1 spell that doesn't affect you and aren't too large to affect nearby allies. It's also heighten well but at high levels if you could keep the distance may be better to switch to fireball

Agitate: Many people don't notice but it's an excellent spell to damage the opponent action economy. Besides being non-lethal it's still does a very good damage (2d8 mental), endures well (1 round in success, 2 rounds in failures or 4 in critical failures) and may force and opponent to suffer an AoO due the fact that step isn't one of the allowed actions. Also doesn't have incapacitant trait. It's a guaranteed damage or a good indirect action penalty + AoO and also heighten well.

Animate Dead/Summon Animal/Summon Construct/Summon Fey/Summon Lesser Servitor/Summon Plant or Fungus: Many people don't like PF2 summon spells due the action economy penalty of sustain the spell and their low AC, but they still a good way to flank opponents or make them to wast some actions attacking summoned creatures or even do some additional damage for spellcasters using only one action after summoned.

Bane: A non-incapacitant and non-sustained debuff that endures 1 minute (basically an entire encounter), very good for warpriests and any melee multiclasses martials with some caster dedication. It's cheap and may used no matter whats your opponent level.

Bless: While bane is a very good spell for melee, bless is a very good spell for ranged. It's have the same advantage of bane of being 1 minute duration without need to be sustained is an excellent spell for a party with 2 or more ranged chars due the fact they could keep an formation to all receive the bless benefit but it's a little more limited for usage in melee formations due the low emanation range without use of an action yet it's cheaper than non-heightened heroism so it's good for martials with some spellcaster dedication also helps warpriest to compensate a little their low weapon proficiency progression.

Command: Another non-incapacitant "debuff". Extremely good against armed opponents due the many actions they need to use to retake their weapons or if they carry more than one weapon to usually to force the to switch to an inferior weapon. For non armed opponent you can force then to prone what's isn't very action efficient (you will use an 2 action spell to force an opponent to use 2 actions in pratice, one to prone and another to stand) but once drop prone is a move action this can be used to force an AoO reaction of closer allies.

Create Water: Excellent for prepared spellcasters, especially druids and clerics due their access to all common spells for free. This spell may save the party from die of thirst.

Fear: Already pointed by topic creator, it's a good debuff spell due their lack of incapacitant trait and because works even if the opponent has success against will save. But loosed mostly of it's efficiency if the opponent has Resolve or Greater Resolve or Bravery. Maybe a little overrated by many players.

Goblin Pox: While Fear is little overrated IMO this spell for other side is usually underrated. It's basically a fortitude version of fear but's way better. Sickened condition does the same status penalties that frightened condition does but also prevents the opponent to ingest things (including potions and elixirs) and doesn't automatically ends each end of opponent turn. Instead in case of success in spell's fortitude check that opponent will need to use an action to try to reduce the condition if not it will have to continue using new actions to trying to reduce it or the affliction will continue affecting it. In case of failure in spell's fortitude check it will receive the Goblin Pox disease that not only will force the sickened for 1 round before allow to try to reduce it but also if the opponent failure to resist it's next fortitude checks it will improve the disease adding slow 1 and if failure again the condition will endure for the rest of the day and no more tests will be allowed! In this stage only spells could try to reduce/remove the disease. Also if disease is more than stage 1 the saves doesn't end it, only reduces it to earlier stage and new checks will be necessary to it's redution and may allow it to improve again.

Heal: It's a well know spell that's speaks by itself.

Horizon Thunder Sphere: Despite not being so good has Magic Missiles due it's attack trait, it's a good alternative for primal spellcasters once it's 3 actions version when fail still does half-damage but without the risk of being completely canceled due evasion/juggernaut/resolve and the hit-rate could be improved using Shadow Signet.

Illusory Object: This considered one of the mostly overpowered spells in the game. Depending how the caster uses this spell it can do effects that overwhelms mostly stronger spells. I heard stories of some creative players that creates false jails to protect ranged chars of a party from melee opponents or simulate wall spells or avoid entire encounters hiding in fake walls or creating false traps and so on. During an encounter is harder to someone to try check if something is an illusion or not specially when their lives are in danger or when there's an "obvious" way to circumvent something created by illusion like for example focus in melee characters outside the fake jail instead trying to check if the jail is real or around the fake wall instead to check if it really exists. This is a cheap spell that can benefit a lot a creative spellcaster.

Mage Armor: It's a classic, if your are unable to wear an armor like a wizard/sorcerer this spell will probably help you to live one more day. Also this spell could help a monk with spellcaster dedication or with Trick Magic Item feat to gain some item bonus in AC without broke "no armor" pre-requisites.

Magic Fang: Despite not being so good as the 1E counterparts this still a very good spell at earlier levels due allow players to have access to +1 striking before the strike rune is available for them.

Magic Missile: Simply the best single target damage spell. Unable to miss (could only be "blocked" by shield cantrip. Yet this only works once and usually doesn't blocks all damage) does force damage, one of the less (if not the less) resistant/immune energy type by monsters and heighten stupidly well. Could also be divided to hit different targets but in this case it can be less effective than many area spells.

Magic Weapon: Despite not being so good as the 1E counterparts this still a very good spell at earlier levels due allow players to have access to +1 striking before the strike rune is available for them.

Penumbral Shroud: When used against opponent that don't have darkvision or low-light vision this could make every one be concealed against it which turn it as a good non-incapacitant debuff with 10 minutes duration.

Phantom Pain: Another stronger non-lethal mental damage spell. It's a 2 action spell that in practice does almost so much damage as Magic Missiles due the persistence damage and in case of the opponent have success in will save only looses the persistence damage but in case of failure make a sickened condition that while endures causes persistence damage.

Ray of Enfeeblement: Non-incapacitant melee martial debuff that does enfeebled even if the target success it's save (but can have it's effectiveness diminished a lot due juggernaut) it's not efective against every test like frightened and sickened but also cannot be removed from other means than magic.

Sanctuary: This is a way stronger version of 3.5/1E sanctuary due how spells DCs works in 2E. It's a very strong spell if your char wants to keep a completely supportive stance during an encounter.

Shillelagh: Despite not being so good as the 1E counterparts this still a very good spell at earlier levels due allow players to have access to +1 striking before the strike rune is available for them. Also gives even more damage against aberrations, extraplanar creatures, and undead.

Shocking Grasp: As beowulf99 said is an excellent spell to use if you are playing with Magus or Eldritch Archer (especially if you are using a fighter chassis) due it's high damage, extra effectiveness against metal armors.

Soothe: A little lesser heal for occult spellcasters but despite being less effective yet is very useful and save many lives also +2 will saves helps against many spellcasters in special mental debuffers.

True Strike: Other well know spell useful for any spellcaster now matter if they are full casters, wavecasters or multiclasses you probably have some kind of attack that you don't want to miss.

Pathfinder 2E Spell DB

Это было создано, чтобы помочь людям быстро найти информацию для своих игр 2E - если вам интересно, это здорово! Я написал аналогичный для тестирования для моей местной группы. На этот раз я портировал на веб-сайты и мобильные телефоны и подумал, что я расскажу об этом другим.

Используйте это приложение, чтобы быстро находить заклинания, отмечать заклинания, которые вы используете на своем персонаже, искать нужные DC для уровня, узнавать, что делает черта оружия, и многое другое!

Примечание: это сделано фанатами. OGL & Community Использовать контент из Paizo интенсивно - полную информацию можно найти в приложении.

Это приложение использует торговые марки и / или авторские права, принадлежащие Paizo Inc., которые используются в соответствии с политикой использования сообщества Paizo. Нам прямо запрещено взимать с вас плату за использование или доступ к этому контенту. Это приложение не опубликовано, не одобрено и не одобрено специально Paizo Inc. Для получения дополнительной информации о Политике использования Paizo в сообществе посетите веб-сайт paizo.com/communityuse. Для получения дополнительной информации о Paizo Inc. и продуктах Paizo, пожалуйста, посетите paizo.com

Последнее обновление 4 июл. 2023 г. Развлечения

For example, a bard may want to focus on enchantment and illusion spells to enhance their abilities as a charismatic performer, while a wizard may prefer to specialize in evocation spells to unleash destructive elemental magic. Furthermore, spell lists provide a sense of customization and specialization for different classes. While some spells may appear on multiple spell lists, each class typically has its own exclusive spells that make them distinct and unique.

Безопасность данных

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Чтобы контролировать безопасность, нужно знать, как разработчики собирают ваши данные и передают их третьим лицам. Методы обеспечения безопасности и конфиденциальности могут зависеть от того, как вы используете приложение, а также от вашего региона и возраста. Информация ниже предоставлена разработчиком и в будущем может измениться.

What exactly is 'on your spell list'?

I can think of a couple of different interpretations of that. Anything from 'a spell that you are able to cast yourself tomorrow if you decide to', to 'any spell that you might possibly be able to cast if you retrained your character'.

Prior to APG I was using the interpretation that it would be any spell on the spell list of your casting tradition that you have access to. So any common primal spell for a Druid, or any common divine spell plus the handful of uncommon spells that a particular Cleric knows.

Where it gets a bit tricky is with the Witch. They can pick up spells from other traditions from Lesson feats. Now a divine tradition Witch can learn Mage Armor, Sleep, and Hydraulic Push. So are those spells now 'on your spell list' and can be cast from wands or scrolls? I don't see anywhere that it says that it is added to your spell list. But it seems silly that it wouldn't be. The Lesson feats add the spells to your spells known, so is that the same thing as putting them on 'your spell list'?

If learning a spell is the same as putting it 'on your spell list', does that mean that your spell list is only the spells that you actually know instead of all the spells of your tradition? Am I just delusional in thinking that you can get a scroll or a wand of a spell that you don't actually know in order to cast the spell from the item? i.e., could a Sorcerer with primal spell tradition cast a scroll of Hydraulic Push if they don't actually have Hydraulic Push on their spell repertoire?

breithauptclan wrote:

Prior to APG I was using the interpretation that it would be any spell on the spell list of your casting tradition that you have access to. So any common primal spell for a Druid, or any common divine spell plus the handful of uncommon spells that a particular Cleric knows.

This is the definition of spell list:

Magical Tradition
Spellcasters cast spells from one of four different spell lists, each representing a different magical tradition: arcane, divine, occult, and primal.

Learning spells or adding them to your repertoire,from other traditions does not at it to your spell list, unless specifically stated.

Hmm. Reading through the rest of the paragraphs on Magical Tradition.

Magical Tradition wrote:

In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from.

A witch learning spells from a Lesson feat would be right in line with the examples given. So would that be adding the spell to 'your spell list'? It doesn't explicitly say so, but that seems to be the intent. It does explicitly say that a Witch of primal tradition casting Mage Armor would be casting a non-standard primal tradition version of Mage Armor.

breithauptclan wrote:

Hmm. Reading through the rest of the paragraphs on Magical Tradition.

Magical Tradition wrote:

In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from.

A witch learning spells from a Lesson feat would be right in line with the examples given. So would that be adding the spell to 'your spell list'? It doesn't explicitly say so, but that seems to be the intent. It does explicitly say that a Witch of primal tradition casting Mage Armor would be casting a non-standard primal tradition version of Mage Armor.

expect some GM variation, but no it does not add it to your spell list. It allows you to cast it even if not on your spell list, rather than adding it to your spell list. Some GMs may allow it, but as written, you couldn't use wands to spells learned this way.

A witch's knowledge from their patron comes in the form of lessons, which you can learn by selecting feats like Basic Lesson. Each lesson grants you a hex and teaches your familiar a new spell, adding it to the spells you can prepare using your witch spellcasting. You gain this spell even if it's not on your tradition's spell list.

Pathfinder 2e spell lists

This encourages players to choose a class that aligns with the desired spellcasting abilities they want for their characters. In addition to the core class spell lists, there are also domain spell lists for clerics and primal spell lists for druids. These lists contain spells that are tied to specific domains or aspects of nature, further enhancing the thematic elements of these classes. This allows players to tailor their divine or natural magic to align with their character's faith or connection to the natural world. Overall, Pathfinder 2e spell lists play a crucial role in shaping the magical abilities of characters and adding depth to their gameplay. They offer a wide range of options for players to explore and provide a framework for players to build their spellcasting characters. Whether it's wielding destructive fireballs, healing wounds, or manipulating the minds of others, spell lists give players the tools they need to create memorable and powerful spellcasters in the world of Pathfinder 2e..

Reviews for "Building Your Arsenal: Best Spells from Pathfinder 2e Spell Lists"

- John - 1/5 rating - I really didn't like the spell lists in Pathfinder 2e. They felt so limited and constrained compared to other RPG systems I've played. It was frustrating to have such a small selection of spells to choose from, especially when I wanted to create a unique and diverse character. It felt like my options were severely limited, and it took away from the overall enjoyment of the game for me.
- Sarah - 2/5 rating - The spell lists in Pathfinder 2e were a major disappointment for me. I found them to be overly complicated and convoluted. It was difficult to keep track of all the different spells and their effects, and it made spellcasting feel like a chore. I also felt like there was a lack of balance in the spell lists. Some classes had access to much more powerful spells than others, which created an imbalance within the game. Overall, I was not satisfied with the spell lists and it hindered my enjoyment of the game.
- Michael - 2/5 rating - I was really excited to play Pathfinder 2e, but the spell lists were a letdown. They felt incredibly generic and lacked creativity. It seemed like the same spells were recycled over and over again, with just slight variations. I was hoping for more unique and interesting spells that could really make my character stand out, but unfortunately, that wasn't the case. The spell lists felt unimaginative and uninspired, which was a major disappointment for me.
- Emily - 3/5 rating - While I didn't hate the spell lists in Pathfinder 2e, I can't say I was overly impressed either. They felt a bit underwhelming and lacked depth compared to other RPG systems. I was hoping for a wider variety of spells to choose from, especially when it came to utility and support spells. It felt like there were too many combat-focused spells and not enough versatility for non-combat situations. Overall, the spell lists didn't live up to my expectations and left me wanting more.

The Ultimate Reference: Pathfinder 2e Spell Lists

Choosing Wisely: Navigating Pathfinder 2e Spell Lists