Best pathfinder 2e spells reddit Potentially would be starting at lvl 8 but I'd be more than happy to hear options for all spell levels if anyone has experience all the Magic Missile and Horizon Thunder Sphere shine hard when you have 3 Actions available. I’m curious as to what other people’s responses are like. Electric Arc really shines in two-target cases, often outperforming levelled spells. Note that you can pre-cast this spell in some circumstances. Occult spell list has tons of great spells for it, and bard's composition cantrips massively increase the party's offensive output and decrease enemy's output via inspire courage (status bonus to attack rolls for party) and dirge of doom (frightened condition to all enemies). Edit: Also, I recommend against quicken spell. I have a level 5 Imperial Sorcerer with the Runescarred dedication and am looking at level 3 spells. Other good 1st rank spells are true strike, fear, and magic missile. I'm playing a Maestro Bard and really not sure what spells to pick. For 2nd rank spells, you want inner radiance torrent. Ignite Fireworks is more The best control based caster IMO is a Bard. But at 15 you could easily have 2-3 boosts to that stat, plus master skill proficiency, but expert is more likely. It has all the metamagic spells and a good mix of all types except for healing. However, nothing in the entry for the Sustain a Spell action suggests this, so really it's up to the GM. In a way it works like Wish/Miracle, but only from level 1! Many low level summons have innate spells of level 4! Just as an example: I use a level 5 spell slot to summon Silvanshee, who can cast 4th level gaseous form THREE times! And also 4th level read Omens . You still have a lot of utility as a bard: Good point. 2nd level longstrider is a nice movement speed boost. Magic weapon is the strongest spell you can cast at 1st level, easily, and will remain so until around level 3-4. I recommend looking over the build and finding what dedications best fit the character. Would ideally like an even mix of (self) buffs and spellstrikes. It's automatically difficult terrain and then it is save or entangle. 5/1E Dispel Magic due how spells DCs works in 2E. gg/pathfinder2e or f. Some of I have a review and some suggestions in my Spell Guide. Beyond that I’m not sure. Mauler dedication is good too. What are some go-to spells for a Druid and what metamagics work best with what spell? If you're making a caster-focused build: I'd usually start with Spell Focus Conjuration + Augment Summoning. "Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times. Three action spells take 2 rounds to cast from a wand. I've added in a list of recommend heightened spells at each level as well. Shield Other turns any party member into a tank, but it works best on an armored shield bearer to begin with. Also remember that most casters are expected to have a staff, so that also is another pile of spells you don't have to worry about. For magus it opens up the ability to add more cantrips or situational ones like chill touch, some 1/day spell(s) and then the secondary effects. It has all the metamagic spells and a good mix of all types except for Jump, Shrink Item, Glyph of Warding, Sleep 4, and Black Tentacles are probably my 5 favorite arcane spells. Reading through the Spell lists myself I'm of the opinion good higher level spells are slim pickings currently, with many classics getting weird restrictions on them that nerf them unnecessarily (making Project Image 30 yard range + line of sight only runs contrary to the entire point of the spell). Okay, per my previous thread, I've created a draft resource which tries to help newcomers to (currently - Fear heightened to 3rd level is a great area debuff spell and one of the best Primal spells to target Will saves. gg. the premier place on I'm used to 4e and 5e cleric and 4e invoker, both of those had pretty solid guides available for something like 'hey, this spell is blue, it's probably good. It ALSO boosts your eidolon's intimidate. Due to being a legacy spell from 1e AD&D, whose rounds were 1 minute long and had 10x10 foot squares, this spell lasts for minutes/level and has a stupidly huge 40-foot radius spread. It’s really frustrating at low levels to spend a spell slot and either miss your attack roll or have the enemy roll a saving throw. for 300 gold. But they are still good in combat if you are willing to sacrifice the action. It is an amazing spell if you want to use spells with attack rolls like shocking grasp or Disintegrate. There's not really anything that buffs your offence. Illusory Object is my favorite spell in the whole game and will do a ton of work even when the disbelieve DCs are low. Pathfinder 2e doesn't allow for multiple summons in most cases, and the action economy doesn't take as long as it used to. You'll get more value at 10 out of something like scroll savant. Okay, per my previous thread, I've created a draft resource which tries to help newcomers to (currently Occult) spellcasting by providing a curated selection of 10 spells every rank that are good general choices. starstone. This spell is purple for Cloistered but Green for Warpriest. Later you can branch out into Evocation and/or Transmutation via Expanded Arsenal. Join us on for more discussion on discord. I currently have Haste (bloodline), Slow, and Fireball. Conjuration school also covers some of your CC spells like Vinetrap. This is the best spell of this level if you meet the requirements to cast it. 3rd: - Fear heightened to 3rd level is a great area debuff spell and one of the best Primal spells to target Will saves. If you aren't going to let someone else fight for you, the next best thing is Entangle. Obviously a lot I'm writing another of "Tarondor's Guides. No it says when you cast them from the "spellheart" No, the Conducting rune already does that. It also has other useful buff spells like mirror image, fly, heroism, etc. So for the first category: spells you cast every day at lowish level. - Slow is an excellent single target debuff, with a still-useful effect on a Just to let people know I have updated my guide to spells. Once I get to final draft, I'll turn off - Fungal Infestation is an interesting damage spell that deals damage over time and gives enemies additional weaknesses for you and your party to exploit. Disintegrate (6th level): Yes it's good for destroying items, but otherwise dealing damage isn't the most unique spell in existence. In terms of extremely strong spells, some that come to mind are Heal, Invisibility 4, Slow, Synaesthesia, Chain Lightning, Longstrider 2, Haste 7, Calm Emotions, Wall of Stone. A level 7 wand is a level 15 item. " So by raw, the intention is that you only sustain a spell multiple times if it says so. . I'll always note that Storm Druid's Tempest Surge is a fantastic Order focus spell which you can also get with feats, and one of the better ways to blast in the game is to rely on auto heightened focus spells. Some number of (usually saving throw based) spells that may or may not deal damage but have a good effect regardless. Commenting is turned on (for now) for everyone, so if you want to leave feedback there, you can. Magic Missile - The go to murder a person with low health for low spell cost and only 1 action - you can outright murder a GM's dying state NPC you hate for whatever reason by spending 3 spell slots that are all magic missile lvl 1 and nuke it for dying +1 per cast. With Sooth as my signature spell, this means I need to pick 3 spells that doesn't get to be heightened at higher levels. Once you get to third levels spells, Time Jump from Secrets of Magic is also incredibly useful in some situations. Playing spell casters and agonizing over spells from session to session is one of my favorite pastimes. So a trained person has +17 if they have +0 to the relevant stat. Animated Assault is great for boss fights where you expect little movement. You can take Irori's granted spell Jump too, which could give you some potentially great mobility options. " Do you find it more useful to have all spells reviewed (as in my recent [Guide to Dispel Magic: This is a way stronger version of 3. If you were to craft your own Personal Staff you'd be limited to spells with the same trait, like electricity for example. An extra spell at -2 spell levels once per day is not really that strong. Magus spell strike uses the same Cast a Spell terminology so it would work with this. Note No wizard is going to learn and prep 'color spray' as say a 7th level spell as they have so many more (and better) options, whereas a Sorcerer might just pick that up as their first signature spell as a short range AoE will save spell that drops The *Dungeon Crawl Classics* Role Playing Game is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. Hi all, I'm looking for opinions on the best spell selections for a Dex based Laughing shadow Magus with wizard/cathartic mage free archetype. If a fight looks tough, cast it on your favorite martial on turn 1, unleash and start using your cantrips. Since I currently have so few spell slots I’m saving the spells for oh shit moments and largely relying on cantrips. Arcane The largest, best and most offensive spell list. Contingency (7th level): Get another's spells effect to occur under a specific scenario. These are - buff your allies: Spell & composition cantrips, Aid action (Inspire competence & Performance to Aid) - debuff the Enemy: Bon Mot, Dirge of Doom & Spells - heal & remove debuff for your allies (Battles Medicine + Assurance, Medic Dedication) if your GM doesn't allow Tech-Reliant, use Secular Medic. The new Heightening system does make up for a I have a review and some suggestions in my Spell Guide. Shield Other and Heroism are great, but in different ways. Harm and Channel Smite are a big ol trap; you are better off multiclassing into fighter for attack of opportunity and use the spell slots for utility. So movement, buffs and utility powers, control, battle forms, summoning, direct damage. It's a very versatile spell against all magical effects and different from older 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 Arcane is the best tradition; arcane is the only tradition that gives longstrider and true Strike. A tabletop role-playing game community for everything related to Pathfinder Second Edition. The spell that makes Be-spell worth it 100% of the time as well. Hi! I was intrigued about which spells are the favorite ones from other players, I don't care if it is because they are the more useful, or if they are the bests, or if simply you like them for roleplay reasons, it is only to know other player preferences and investigate about them and I think it would be also very interesting for other players, so I previously created a survey for Arcane, Primal Now, if you're really sad you didn't get yourself any decent damage spells, you can take the runescarred archetype. Some have great heighted effects. Ignite Fireworks and Telekinetic Maneuver (which you can True Strike!!!) are my go-to choices. Here's the Google Doc. Just as good at fireball if scaled to 4th level. Rogues can get a lot of mileage out of True Strike, especially if you get a staff of divination from somewhere. That damage racks up fast. People will praise the crap out of the slow spell and call it the best spell in the game because even on a success it takes away an action, but in the same breath will call summons useless because enemies can frequently one-shot them. ) Vomit Swarm (AoE spell that deals damage and sickens when creatures fail their saves. gg In Blue Frog's handbook, he says that at level 8 a Spell Blending wizard can have "2 level 1 spells, 2 level 2 spells, 5 level 3 spells, and 6 level 4 spells," but the language of spell blending says "Bonus spell slots must be of a level you can Hi I’m new to pathfinder and I’m playing a dwarf cleric war priest and I’m having trouble choosing new spells and with it being so different from 5e I feel like what I think would be good may not actually be and vice versa. I came here to say this: Psychic is top focus spell because their whole class is built around it, but Storm Druids, especially one who Order Explorers into animal, wave, or fire, also gets great focus spells. A level 6 druid built for it can have 3 focus points and have both single and multitarget focus spells comparable to top level slots that hit both reflex and fortitude, could be anti-caster, I do think the primal list has a ton of spells between rank 1-3 that can support you for a whole campaign. Some good lower level spells: True Strike Enlarge Blur Mirror Image Invisibility Longstrider Haste Heroism Fly For Rank 1 spells- look at Bless, Heal, Magic Weapon (the absolute best spell for the first couple of character-levels if you or your martial teammates use actual weapons). Illusory Object is better at 2nd level. My wizard was packing 12+ True Strikes every day in our Strength of Thousands campaign. For only 2 feat you get 1 arcane cantrip (aka electric arc), 1 1st, 2nd and 3rd level arcane spells which are all innate so their DC equals your occult spells DC. What other level 3 arcane spells are you having a good time with out there? Blur, 4th level invisibility and mirror image are the best defensive options, miss chance is far more effective than wizard AC. Spell Turning (7th level): Reflects a spell back to the caster "UNIQUE" ARCANE SPELLS WITH ANALOGUES My favourite are Summon spells that summon creatures who have cool innate spells. It is up to date with the latest rule books. Jump's a good 3rd action to get to someplace innaccessible to melee threats. Sooth would clash with Phantom Pain and Magic Missiles for my signature spell position. xvzr fbfzzj mtul mxy asfji kebnn yxuksb ujhtnbaum pwv avqbw