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Gortle’s Spell Guide for the Sorcerer PF2 Remastered
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Gortle’s Spell Guide for the Sorcerer PF2 Remastered

Introduction

Ratings

The Spell Lists

Arcane Spells

Cantrips, Combat

Cantrips, Utility

Arcane 1st level spells

Arcane 2nd level spells

Arcane 3rd level spells

Arcane 4th level spells

Arcane 5th level spells

Arcane 6th level spells

Arcane 7th level spells

Arcane 8th level spells

Arcane 9th level spells

Arcane 10th level spells

Divine Spells

Cantrips, Combat

Cantrips, Utility

Divine 1st level spells

Divine 2nd level spells

Divine 3rd level spells

Divine 4th level spells

Divine 5th level spells

Divine 6th level spells

Divine 7th level spells

Divine 8th level spells

Divine 9th level spells

Divine 10th level spells

Occult Spells

Cantrips, Combat

Cantrips, Utility

Occult 1st level spells

Occult 2nd level spells

Occult 3rd level spells

Occult 4th level spells

Occult 5th level spells

Occult 6th level spells

Occult 7th level spells

Occult 8th level spells

Occult 9th level spells

Occult 10th level spells

Primal Spells

Cantrips, Combat

Cantrips, Utility

Primal 1st level spells

Primal 2nd level spells

Primal 3rd level spells

Primal 4th level spells

Primal 5th level spells

Primal 6th level spells

Primal 7th level spells

Primal 8th level spells

Primal 9th level spells

Primal 10th level spells

Focus Spells

Rituals

Difficult Spells

Glyph of Warding

Battle Forms

Sample Spell Lists

Arcane Sample Spell List

Level 1

Level 8

Level 20

Low Spell DC

Debuffing

Divine Sample Spell List

Level 1

Level 8

Level 20

Low Spell DC

Naughty Spells

Occult Sample Spell List

Level 1

Level 8

Level 20

Low Spell DC

Primal Sample Spell List

Level 1

Level 8

Level 20

Spell Suggestions for Direct Damage.

Balanced Approach

Low Spell DC

More Information

Introduction

This is a review of all the spells in Pathfinder 2e. The old version of this guide from before the remaster is here. It follows on from my Sorcerer Class Guide here. I update these guides regularly when I find something interesting to add.

There are a lot of spells here. I really appreciate the work Paizo has put in. Do yourself a favour and explore a bit. Some of the original spells are much better in this edition. Some are really terrible. But there are a good number of new spells as well. Hopefully this will highlight some good options for you.

 

As this list is for a spontaneous caster I’ve rated more flexible spells higher. I’m also looking at more general adventuring and combat. If you are roleplaying in a more social/espionage/intrigue style game then you are going to want different spells.  If you have a spell book then some of the spells I’ve ranked lower are worthwhile to have available for specific scenarios. Housekeeping spells like Quick Sort and Restyle obviously have their place in a game world, they are just not that useful to most adventurers. Umbral Extraction is cool, but you really can’t afford to learn it at the expense of something else. For world building spells have a look at this Swingripper video. If you want all those cool out of combat utility spells, or those spells which are really good in that one situation, then be a wizard not a sorcerer. That is what wizards do. I suppose Arcane Sorcerers can too with their spell book. Witches have some options which change things too. Have a look at this guide on the Resentment Witch to see how that affects spells. Mathfinder has a video on how to do a Prepared Spell Caster. His points are the right way to approach things  - though I disagree with his conclusions because a Sorcerer almost has the same level of flexibility, and should have a very good range of spells.

Remember with Crossblooded Evolution you can get a spell off any of these lists.

I’m not going to rank Elemental spells separately, they mostly look like a restricted Primal list anyway. Focus spells are generally class specific so look at other guides for that.

If you have any questions you can probably find me on the Paizo forum. I want to hear from you if a spell has a good use or a problem I haven’t mentioned. If I am aware my interpretation of a spell is non standard I will try to let you know what the most common interpretation is.

Please be aware of the limitations of spells with the Incapacitation trait. It is a really crippling rule that denies you the possibility of significant success in a spell against high level opponents. Doubly frustrating as you want to bring your spells out against tough opponents. I’ve never liked level based restrictions on spells, though they have always existed with things like the Power Words. Scare for example just cut out at a certain level but you knew so you just stopped taking it. To be fair the best way to know if you can use an Incapacitation spell is to count the number of enemies. If there are 1 or 2 they are probably higher level than you so don’t bother. Grumble, grumble, game balance, helping the story…. In simple terms it just about quarters the effectiveness of these spells and they should normally be totally avoided. However some of them like Charm and Suggestion are still useful even when you are targeting low level minions, and not the boss. Area effect spells are less affected as you hope the GM won’t put you up against large numbers of creatures above your level.  I’ll let you make that decision. Think about heightening spells to mitigate this disadvantage. In fact you normally really need to take these spells in your top slots to use them.

There are a lot of options for Summoning. Many of them can cast useful spells of a lower level if you can talk to them. Using summoning for direct offence is not as good as it was before, there are still plenty of good things you can do. Here's a link to some other peoples guides: Exocist’s guide to summoning or Tarondor’s Wizard Guide, The Bestiary is my Spellbook: A Pathfinder 2 Summoning Guide, List of Summonable Creatures, standout_animals_to_summon_with_summon_animal

Heightening Spells. Many spells are worthwhile heightening because they have a simple scaling effect like extra damage, or a higher level summoned creature, or just to beat incapacitation or a counteract check. But some change significantly in other ways - I’ll note those ones I like at each level as a reminder.

I try to keep this Guide up to date regularly. Updated with Player Core 2 but some links are to Demiplane as Nethys was late. I’ve included a dozen Mythic spells from War of Immortals but they require a Mythic point to cast. Done up to Battle Cry.

Ratings

Red  = This is a bad option, or it doesn’t really work for its stated purpose. Some of these are so bad I would never use them even if I got them for free. Others are just too narrow for general adventuring, but might be very useful for mundane life.

Orange ★★ = Can be useful in particular circumstances. Perhaps a bit weak. You normally have better things to do.

Green ★★★ = This is often a good option

Blue ★★★★ = These are the strong options, this is a feature worth taking in a range of circumstances.

Purple ★★★★★ = If you can, then you should be taking this. If not, then you need to know why.

The Spell Lists

Here is a breakdown of the 4 spell traditions; rating their different capabilities, everything on a scale of 0-4, on a number of different overlapping axes. PF2 sticks to its themes well, or rather they did up to the Remaster.

Arcane

Divine

Occult

Primal

Size of the List

4

2

3

3

Targets Reflex

4

2

1

4

Targets Fortitude

4

3

3

3

Targets Will

4

3

4

1

Targets AC

3

1

2

3

Numerical Buffs

1

3

3

1

Other Buffs

3

2

3

3

Debuffs

3

3

4

2

Healing

0

4

2

3

Summons

4

2

2

3

Battle Forms

3

2

1

4

Meta

4

1

3

1

Control

4

2

3

3

Single Damage

4

1

3

4

AoE Damage

4

2

2

4

Illusions

3

0

3

1

Mental

3

2

4

1

Elemental

4

1

1

4

Necromantic

2

4

4

1

Force

3

2

3

0

Sanctification Effects

1

4

1

0

Walls

3

1

2

4

Movement

3

2

1

4

Senses, Detects

3

3

3

3

Arcane Spells

The largest, best and most offensive spell list. It has all the meta spells and a good mix of all types except for healing. So movement, buffs and utility powers, direct damage, area damage, illusions, can attack all 3 saving throws with a good range of direct damage and debuffs, access to all energy types.

As this list is for a spontaneous caster I’ve rated more flexible spells higher. If you have a spell book - and you should get one via Arcane Evolution - then some of the spells I’ve ranked lower are well worthwhile in it.

Cantrips, Combat

Choose at least two offensive cantrips. You want more. They all have their place. Different elemental damage types, range, multitarget, 3 different saving throws, area of effect. These are good default actions throughout your adventuring career when you don’t want to spend spell slots. So more important early when you have less spell slots. They are heightened for free.

If you get this cantrip via the Elemental Wrath Elf feat it is verbal only, which means that it won’t trigger an Attack of Opportunity/Reactive Strike if you are caught in melee. Hence some Magus take this to spellstrike with. Personally I like it from the same place to get non acid splash damage.

The following points are all quite technical and other GMs will no doubt have other opinions. If you are planning on taking this spell please check with your GM.

Ammunition technically has to be unattended so the GM may require the ammo to be dropped before it can be used. A free action so not really a problem.

Against certain targets you may want special pellets. Some are more vulnerable to bludgeoning than piercing or slashing. Some are more vulnerable to silver or cold iron or adamantine. The spell says No specific traits or magic properties of the hurled item affect the attack or the damage” but there is no restriction on normal non magical characteristics of the object. The physical shape will inform whether the damage is bludgeoning, piercing or slashing. Lighter objects are thrown faster so the damage is not affected. The type of material doesn’t normally matter, except for particular targets. Things like Silver are clearly not a trait, just another property. A Holy Avenger does not have a Cold Iron trait even though it is made of it. There are just no material traits. The clause is intended to stop anyone trying to get any benefits from using a flaming striking dagger as a projectile - and it does this.Some GMs will feel that allowing non trait properties to work is going too far. But technically a silver object will trigger the weakness of a Werewolf.

Finally the attack is still a magical attack that does magical damage because the spell has the Evocation trait - the magic school trait means that it is magical.

Cantrips, Utility

Arcane 1st level spells

A note on the interaction of this and Dangerous Sorcery Sorcerous Potency.

Balance wise

The wording of Magic Missile combines the damage against each target. You get the bonus damage on each damage roll, that is against each target.

The other thing that people get wrong with Magic Missile is that because of the rules on Activities technically all the missiles are resolved at once. Which is a big change from every other edition of the game. You can't snipe one at a time and see what the result is before targeting your other missiles. I am not really a fan of this change but it is there. Once you comprehend this change, the whole issue makes more sense.

Another change from earlier editions is that Magic Missile is affected by Concealment.

Check out the Wand of Manifold Missiles or the new version Wand of ShardStorm

The rules for unconscious mean that only the first hit will get the full AC benefit as the target will wake up then maybe being only off-guard from prone. Anyone else unconscious will then get a perception check at the start of their turn. They are likely to make that check as someone in the party will be in noisy armour.

Incapacitation makes it necessary to heighten it and renders it largely useless against bosses.

So as an AC penalty to one attack it can work. I just don't see it is worth it at all till rank 4 when the prone and no perception check case apply. Until then there is a strong chance to wake up every turn.

Arcane 2nd level spells

Heightened spells: Longstrider / Tailwind for an 8 hour buff, Illusory Disguise covers voice and scent, Illusory Object gets sound smell and touch, Lock is permanent

 

I see this as working best for a multiclassed martial rather than a pure caster.

Useful in combat and out of combat.

A dragon flying in will cause some people to run away. Natural Selection means that almost everyone runs and hides before they confirm what they think is dangerous, actually is.  Or the guard might open the gate and rush out to help when he sees an injured man in uniform returning.

Read up on illusions - the bottom line is illusions start being believed, they can’t be ignored until the opponent takes a seek action or interacts with it. So normally  it will consume at least one action. Do expect that the GM will give out free action perception checks to disbelieve if you do something too unbelievable. But by the same token if it is an expected and believable illusion then your GM should probably not even take a seek action against it.

Probably worthwhile considering starting the illusion at range, as there is no reason it can’t use a ranged strike. The illusion has its own multiple attack penalty, and doesn't use the casters. Choose the right weapon so it shouldn’t get a penalty for range, but it does get two actions and can critically hit. At range your opponents may choose to split their forces or move and waste several actions trying to deal with it before they realise what it is.

Arcane 3rd level spells

Heightened spells: Fear multi targets and becomes awesome, Illusory Disguise lets you impersonate a specific target, Comprehend Language gives you speech. Jump is every round. Dehydrate is 10ft radius and 4d6 persistent damage.

There is a significant group of people who argue that Slow is perhaps the strongest spell in the game and deserves to be nerfed by Incapacitation. I’m not quite at that point myself but I do agree it is very effective. As far as defence against Slow - you can improve your Fortitude score, or get yourself Quickened by Haste or a Potion of Quickness. The two conditions don’t counteract each other; they coexist and effectively nullify each other.

Arcane 4th level spells

Heightened spells: Darkness even if they have darkvision, Pest Form gets flight, Sleep is save or be unconscious, Enlarge is size huge, more damage and more reach, Invisibility keeps working even after you attack, Web at this level is big enough to waste a full turn on a normal failure, Phantom Steed can walk on water and ignore difficult terrain.  Thermal Remedy is 10 hit points for the party for 2 hours. Blazing Armory is for everyone. Carryall becomes useful as it flies and can carry people for 8 hours.

There is no saving throw and you can put it on enemies. So this is going to be effective for general free form chaos, and wasted actions - totally dependent on what the GM will do with your opponents when you “polymorph” half his monsters. At level 5 it could mask a creature's scent if they had a damaging scent aura which some do, and also will make it a bit hard for a group of monsters to trust their allies as they won’t even sound the same. The right thing is for the GM to do is to have the creatures waste actions to make a disbelieve check, that is how all illusions work.

Arcane 5th level spells

Heightened spells: Command ten creatures, See Invisibility 8 hours, Spider Climb hour long, Dimension Door you no longer need line of sight, Hallucinatory Terrain can now hide structures, Veil gets voices and scent, Impeccable Flow is now +2 to saves, Locate can now find specific creatures. Tremorsense lasts 8 hours.

Hideous Laughter 

Scouting Eye

However, expect that some GMs will object if you enclose enemies in individual little boxes of stone, or if you try to drop it on enemies. This spell is a good reason to have some sort of teleportation effect available, though the line of effect rules might stop you (typically you have to be able to see where you are going). Defensively a flight ability outside will help, but if your enemy is using it a lot you need a Passwall, a disintegrate, a teleport, or just be strong enough to smash it down in a few hits. You can’t dispel this wall like the D&D5 version.

Limits some GMs put on the spell to tone it down:

But each of these is arguable. I typically go with the first 3 limits here and don’t accept the rest.

I also always have larger creatures bash larger holes in the wall, not little 5x5 sections which would doom them to being trapped for a very long time.

To defend yourself versus this spell pick up an Insistent Door Knocker

Arcane 6th level spells

Heightened spells: Hallucination, Slow and Roaring Applause target up to ten creatures, Enlarge for the whole party, Phantom Steed can fly for 8 hours, Stoneskin at resistance 10 is great. Elemental Sense is 8 hours.  Fireproof becomes permanent. Heatvision is all day.

A stat block for a harmless creature would be nice. I can’t find one even in the bestiary. For now I suggest using the stats from Pest Form.

Arcane 7th level spells

Heightened spells: Haste party wide, Fly for an hour, Invisibility Curtain that doesn’t go down when you attack, Veil the whole party can be specific individuals, Forceful Hand can now grapple at range, Paralyze is multiple targets, Rally Point can teleport a group. Entwined Roots is party damage resistance of 10.  Thermal Remedy is 15 hit points for the party for 8 hours.

.

https://2e.aonprd.com/Spells.aspx?ID=261

Minions act in your turn as well. So you can endlessly try options with your minion till you get the right one. Even if the minion is killed each time, you can retry.

Yes I think this is so strong it’s broken. But I can’t see a rules reason to disallow it. It has been errated now you only get to retry once. However offensively you can combine this with a major debuff and this will allow you to reroll if you get a bad result.

Arcane 8th level spells

Heightened spells: Confusion multiple targets, likewise Mask of Terror, Impeccable Flow is now +3 to saves. Zephyr Slip helps the entire party.

Arcane 9th level spells

Heightened spells: Banishment multi targets and becomes useful, Entwined Roots is party damage resistance of 15.

 

Arcane 10th level spells

Heightened spells: Temporal Ward is permanent

Divine Spells

A much smaller list than the other 3 traditions. But the best healing and good buffing and protective magic. Don’t think you have to take a pacifist type cleric, there are plenty of offensive spells here. If you don’t mind negative energy spells there is plenty of direct damage here too. Spirit Damage is a very big improvement for Divine spells - I find it greatly improved over alignment damage.

Choose your deity and alignment carefully. Divine magic requires a deity or other divine source. Clerics and Champions are required to worship their deity. Oracles and Sorcerers are not required to worship the divine source of their power, they just get it somehow. They could share sympathies with their divine source, they could resent the deity, or they could even be stealing from the divine source. It is probably best to choose a standard deity, rather than an ideal or a pantheon or something weird, or you can run into rules problems working out who your deity actually is for the purposes of the spells that depend on it. Personally I am happy to negotiate with the GM/player and simply define the characteristics of the chosen divine source of spells, but we are very much into the undefined world of the GM here. I allow the alignment of the divine magic to be different to the characters alignment, but that is an interpretation not everyone likes.

For clerics and champions casting the wrong type of spell is likely anathema, not so for druids, oracles and sorcerers.

The corner alignments are generally better, that is LE,CE,CG,LG as they can get more effect on certain spells. Neutral is not an effective option, but may give you the moral flexibility to cast both good and evil spells It does give you immunity to aligned damage. If unsure, check with your DM as to how he sees alignment because everyone sees it differently, but don’t start a discussion on alignment unless you really enjoy that.

Consider:

Cantrips, Combat

Choose at least two offensive cantrips. I’m struggling to like these. Can you find a way to get a cantrip from elsewhere at full casting DC? Preferably a cantrip that does damage at range without any conditions. Too easy as Charisma is your casting ability.

Well it has all changed with SpellHearts and the remaster underway with Rage of Elements. You can just purchase a Jolt Coil, a common level 3 item if you want to cast Electric Arc. No need for any tricks. There is a good range of other cantrips available too. Rage of Elements has added Needle Darts and Rousing Splash which means you have enough OK combat cantrips to choose from anyway.

Cantrips, Utility

Divine 1st level spells

Divine 2nd level spells

Divine 3rd level spells

Heightened spells: Fear multi targets and becomes awesome, Comprehend Language gives you speech, Protection gives a 10ft radius.

 Which is rank 2 and a more flexible spell.

Divine 4th level spells

Heightened spells: Darkness even if they have darkvision, Silence is useful offensively, Circle of Protection is hour long.  Thermal Remedy is 10 hit points for the party for 2 hours.

Divine 5th level spells

Heightened spells: Command ten creatures, See Invisibility 8 hours, Impeccable Flow is now +2 to saves, Locate can now find specific creatures.

Divine 6th level spells

Heightened spells: Heroism is +2 and very strong now, Roaring Applause targets up to ten creatures, Manifestation Of Spirits up to 5.  Fireproof becomes permanent. Heatvision is all day.

Divine 7th level spells

Heightened spells: Girzanje's March is +2. Thermal Remedy is 15 hit points for the party for 8 hours.

Divine 8th level spells

Heightened spells: Impeccable Flow is now +3 to saves.

Divine 9th level spells

Heightened spells: Heroism is +3 which is insanely good, Banishment multi targets and becomes useful

Divine 10th level spells

Heightened spells: Girzanje's March is +3, Temporal Ward is permanent

Occult Spells

A good broad spell list with many recovery and defensive options. Force, necromancy, psychic, illusions. Lots of buffing and debuffing spells. Almost no elemental damage spells. Limited healing in the Soothe spell.

As this list is for a spontaneous caster I’ve rated more flexible spells higher. If you have a spell book - and note Occult Evolution is almost a spellbook - then some of the spells I’ve ranked lower are well worthwhile.

Cantrips, Combat 

Choose at least two offensive cantrips. You want more.

The following points are all quite technical and other GMs will no doubt have other opinions. If you are planning on taking this spell please check with your GM.

Ammunition technically has to be unattended so the GM may require the ammo to be dropped before it can be used. A free action so not really a problem.

Against certain targets you may want special pellets. Some are more vulnerable to bludgeoning than piercing or slashing. Some are more vulnerable to silver or cold iron or adamantine. The spell says “No specific traits or magic properties of the hurled item affect the attack or the damage” but there is no restriction on normal non magical characteristics of the object. The physical shape will inform whether the damage is bludgeoning, piercing or slashing. Lighter objects are thrown faster so the damage is not affected. The type of material doesn’t normally matter, except for particular targets. Things like Silver are clearly not a trait, just another property. A Holy Avenger does not have a Cold Iron trait even though it is made of it. There are just no material traits. The clause is intended to stop anyone trying to get any benefits from using a flaming striking dagger as a projectile - and it does this.Some GMs will feel that allowing non trait properties to work is going too far. But technically a silver object will trigger the weakness of a Werewolf.

Finally the attack is still a magical attack that does magical damage because the spell has the Evocation trait - the magic school trait means that it is magical.

Cantrips, Utility

Occult 1st level spells

A note on the interaction of this and Dangerous Sorcery Sorcerous Potency.

Balance wise

The wording of Magic Missile combines the damage against each target. You get the bonus damage on each damage roll, that is against each target.

The other thing that people get wrong with Magic Missile is that because of the rules on Activities technically all the missiles are resolved at once. Which is a big change from every other edition of the game. You can't snipe one at a time and see what the result is before targeting your other missiles. I am not really a fan of this change but it is there. Once you comprehend this change, the whole issue makes more sense.

Another change from earlier editions is that Magic Missile is affected by Concealment.

Check out the Wand of Manifold Missiles or the new version Wand of ShardStorm

The rules for unconscious mean that only the first hit will get the full AC benefit as the target will wake up then maybe being only off-guard from prone. Anyone else unconscious will then get a perception check at the start of their turn. They are likely to make that check as someone in the party will be in noisy armour.

Incapacitation makes it necessary to heighten it and renders it largely useless against bosses.

So as an AC penalty to one attack it can work. I just don't see it is worth it at all till rank 4 when the prone and no perception check case apply. Until then there is a strong chance to wake up every turn. 

Occult 2nd level spells

Heightened spells: Illusory Disguise covers voice and scent, Illusory Object gets sound smell and touch, Lock is permanent

Useful in combat and out of combat.

A dragon flying in will cause some people to run away. The guard might open the gate and rush out to help when he sees an injured man in uniform returning. Natural Selection means that almost everyone runs and hides before they confirm what they think is dangerous, actually is.

Read up on illusions - the bottom line is illusions start being believed, they can’t be ignored until the opponent takes a seek action or interacts with it. So normally  it will consume at least one action. Do expect that the GM will give out free action perception checks to disbelieve if you do something too unbelievable. But by the same token if it is an expected and believable illusion then your GM should probably not even take a seek action against it.

Probably worthwhile considering starting the illusion at range, as there is no reason it can’t use a ranged strike. The illusion has its own multiple attack penalty, and doesn't use the casters. Choose the right weapon so it shouldn’t get a penalty for range, but it does get two actions and can critically hit. At range your opponents may choose to split their forces or move and waste several actions trying to deal with it before they realise what it is.

If you want the illusion to do something on its first turn then sustain it.

Occult 3rd level spells

Heightened spells: Fear multi targets and becomes awesome, Illusory Disguise lets you impersonate a specific target, Comprehend Language gives you speech

There is a significant group of people who argue that Slow is perhaps the strongest spell in the game and deserves to be nerfed by Incapacitation. I’m not quite at that point myself but I do agree it is very effective. As far as defence against Slow - you can improve your Fortitude score, or get yourself Quickened by Haste or a Potion of Quickness. The two conditions don’t counteract each other; they coexist and effectively nullify each other.

Occult 4th level spells

Heightened spells: Darkness even if they have darkvision, Sleep is save or be unconscious, Invisibility keeps working even after you attack, Silence is useful offensively, Circle of Protection is hour long, Phantom Steed can walk on water and ignore difficult terrain. Carryall becomes useful as it flies and can carry people for 8 hours.

There is no saving throw and you can put it on enemies. So this is going to be effective for general free form chaos, and wasted actions - totally dependent on what the GM will do with your opponents when you “polymorph” half his monsters. At level 5 it could mask a creature's scent if they had a damaging scent aura which some do, and also will make it a bit hard for a group of monsters to trust their allies as they won’t even sound the same. The right thing is for the GM to do is to have the creatures waste actions to make a disbelieve check, that is how all illusions work.

Occult 5th level spells

Heightened spells: Command ten creatures, See Invisibility 8 hours, Dimension Door you no longer need line of sight, Hallucinatory Terrain can now hide structures, Veil gets voices and scent, Locate can now find specific creatures. Tremorsense lasts 8 hours.

Hideous Laughter 

Occult 6th level spells

Heightened spells: Hallucination, Slow and Roaring Applause target up to ten creatures, Heroism is +2 and very strong now, Phantom Steed can fly for 8 hours. Heatvision is all day.

Toad. A fun save or suck spell. Useful even on a normal failed save. Game over on a critical fail. But only useful on minions because of   Incapacitation. I’m just not going to use it when I have better options. Single target save or suck is always a bit hit or miss, but now I have to worry about the level of the enemy? Why would I use one of my big spell slots for this?

A stat block for a harmless creature would be nice. I can’t find one even in the bestiary. For now I suggest using the stats from Pest Form.

Occult 7th level spells

Heightened spells: Haste party wide, Fly for an hour, Invisibility Curtain that doesn’t go down when you attack, Veil the whole party can be specific individuals, Forceful Hand can now grapple at range, Girzanje's March is +2, Paralyze is multiple targets, Rally Point can teleport a group.

 

Minions act in your turn as well. So you can endlessly try options with your minion till you get the right one. Even if the minion is killed each time, you can retry.

Yes I think this is so strong it’s broken. But I can’t see a rules reason to disallow it. It has been errated now you only get to retry once. However offensively you can combine this with a major debuff and this will allow you to reroll if you get a bad result.

Occult 8th level spells

Heightened spells: Confusion multiple targets, likewise Mask of Terror.

Occult 9th level spells

Heightened spells: Heroism is +3 which is insanely good, Banishment multi targets and becomes useful, Synesthesia is multitarget

Occult 10th level spells

Heightened spells: Girzanje's March is +3, Temporal Ward is permanent

Primal Spells

One of the best lists. It gains a lot of elemental direct damage spells. The healing available is pretty good. There are lots of good options at every level and several low level spells that heighten well throughout. Maybe at very high level 8,9,10 the spells fall off a bit in power. To give you a taste for the list here are some typical Primal spells.

For direct damage Electric Arc, Scatter Scree, Scorching Ray, Fireball Chain Lightning  Horrid Wilting The primal tradition is chock full of these options. They are simple fun and a useful default, though often you have better options.

For buffing Longstrider, Protector Tree, Shattering Gem, Haste, Stoneskin , Clone Companion, Envenom Companion, Organsight, Elemental Gift

For debuffs Slow, Obscuring Mist, Ignite Fireworks, Dispel Magic  

For healing Heal,  Restoration, Neutralize Poison 

For control plenty of shove/prone/walls Gust of Wind, Lose the Path , Aqueous Orb, Wall of Water,  Wall of Stone, Pillars of Sand, Burning Blossoms  

For utility the basics are covered Darkvision, Light, Dragon Form, Air Walk

For melee you have all the Polymorph Battle forms starting with Animal Form and going all the way up the list to Nature Incarnate for Godzilla form.

The list has spells that target Reflex and Fortitude, but for standard offensive spells that target the Will defence there is not much. At lower levels it is Fear - which is quite good BTW as it lowers all their defences typically. Plus from level 3 it works on multiple targets after they are mixed into your ranks.

What you are missing are illusions, enchantments beyond the basic Charm and Fear, force spells, raise dead, teleport plus anything that is meta in the sense of modifies attack numbers directly, or meta magic. Secrets of Magic added a few more enchantments, but you are still light on: Lose the Path, Glimmer of Charm and Burning Blossoms  

Cantrips, Combat 

Choose at least two offensive cantrips. These are good default zero cost actions throughout your adventuring career. These are a key reason you need your Charisma maximised.

If you get this cantrip via the Elemental Wrath elf feat it is verbal only, which means that it won’t trigger an Attack of Opportunity/Reactive Strike if you are caught in melee. Hence some Magus take this to spellstrike with. Personally I like it from the same place to get non acid splash damage.

Cantrips, Utility

Primal 1st level spells

Don’t take too many, as out of combat there are other healing options that don’t cost spell slots.

Primal 2nd level spells

Heightened spells: Longstrider / Tailwind  for an 8 hour buff, Pass Without Trace is an 8 hour buff

The damage is Ok initially but gets a lot better as the spell level goes up. All forms get reach by spell level 4. Caps at spell level of 5.

 

I see this as working best for a multiclassed martial rather than a pure caster.

 

Primal 3rd level spells

Heightened spells: Fear multi targets and becomes awesome. Jump keeps going. Dehydrate is 10ft radius and 4d6 persistent damage.

There is a significant group of people who argue that Slow is perhaps the strongest spell in the game and deserves to be nerfed by Incapacitation. I’m not quite at that point myself but I do agree it is very effective. As far as defence against Slow - you can improve your Fortitude score, or get yourself Quickened by Haste or a Potion of Quickness. The two conditions don’t counteract each other; they coexist and effectively nullify each other.

Primal 4th level spells

Heightened spells: Darkness even if they have darkvision, Pest Form gets flight, Enlarge is size huge, more damage and more reach, Web at this level is big enough to waste a full turn on a normal failure, Pass Without Trace is an 8 hour buff for the party, Phantom Steed can walk on water and ignore difficult terrain. Thermal Remedy is 10 hit points for the party for 2 hours. Blazing Armory is for everyone.

Caps at spell level of 6, which gets you reach

Primal 5th level spells

Heightened spells: Spider Climb hour long, Hallucinatory Terrain can now hide structures, Humanoid Form gets darkvision and enlarge. Tremorsense lasts 8 hours.

However, expect that some GMs will object if you enclose enemies in individual little boxes of stone, or if you try to drop it on enemies. This spell is a good reason to have some sort of teleportation effect available, though the line of effect rules might stop you (typically you have to be able to see where you are going). Defensively a flight ability outside will help, but if your enemy is using it a lot you need a Passwall, a disintegrate, a teleport, or just be strong enough to smash it down in a few hits. You can’t dispel this wall like the D&D5 version.

Limits some GMs put on the spell to tone it down:

But each of these is arguable. I typically go with the first 3 limits here and don’t accept the rest.

I also always have larger creatures bash larger holes in the wall, not little 5x5 sections which would doom them to being trapped for a very long time.

To defend yourself versus this spell pick up an Insistent Door Knocker

Primal 6th level spells

Heightened spells: Slow target up to ten creatures, Manifestation Of Spirits up to 5. Enlarge for the whole party, Phantom Steed can fly for 8 hours, Stoneskin at resistance 10 is great. Elemental Sense is 8 hours. Fireproof becomes permanent. Heatvision is all day.

A stat block for a harmless creature would be nice. I can’t find one even in the bestiary. For now I suggest using the stats from Pest Form.

Primal 7th level spells

Heightened spells: Haste party wide, Fly for an hour, Entwined Roots is party damage resistance of 10. Thermal Remedy is 15 hit points for the party for 8 hours.

Primal 8th level spells

Heightened spells: Dragon Form is very very fast, Mask of Terror now targets multiple creatures. Zephyr Slip helps the entire party.

Primal 9th level spells

Heightened spells: Banishment multi targets and becomes useful, Entwined Roots is party damage resistance of 15.

 

Primal 10th level spells


Focus Spells

Are covered with the bloodline in my Sorcerer’s Guide . A lot are single action and therefore useful even if they seem a bit less on average than a Druids focus spells. But most are still very good. I have not covered Focus spells move broadly. That is more suited to a specific class guide.

Rituals

Just a note to say you can use them if you can find them. You need the skill of the primary check. But yes an arcane sorcerer can perform a resurrection ritual if they have expert religion.

Most of these are clearly outside of normal adventuring. So if you are preparing a stronghold, creating a teleport portal, want to summon or talk to an extraplanar creature, bind things, reincarnate, awaken animals and animate objects etc etc. There is a lot here.

I’d just like to highlight. Animate Object This is where you go if you want to make yourself a broom to sweep your house, or a chest to follow you and carry your stuff, or a heavy crossbow that will reload itself when commanded (1 action instead of 2). Even a guardian suit of armour or a statue. It's all level gated so you can’t get combat effective followers like this. But still story wise and for utility it is pretty good.

Difficult Spells

This is a small list compared to most games of this type.

I’ll go through a couple in particular

Glyph of Warding 

Has lots of different interpretations and the designers have addressed this spell and made some clarifications. In some games it's almost useless while adventuring because GMs won’t let it be moved, in other games it is 4+ free scrolls. I don’t accept that you can’t move it. More importantly in classic stories it has always been used like that, eg GITP (Explosives runes being the ancestor of this spell). Here is how to use it legally and efficiently.

Basically you can’t force someone else to activate it, they have to choose to interact with it. So using this spell on an item to use like a grenade is just going to fail. Ditto for putting it on an arrow, or on your armour etc.  Which is sensible. You also have to use all the triggers - move, touch or open - not just one. But this still effectively allows you to put glyphs on small items that you can safely carry around, but which trigger when someone else touches each item. 

  1. Convince your enemy to take the trapped item. Cast a glyph on a pouch of coins, or a slab of fresh meat, or a bottle of wine (take a drink first). Toss it to your enemy, and see if they catch it or pick up the bait. Maybe your GM will ask for a Diplomacy or Deception check. It's not likely to work once combat has started but it may be a nice way to start a combat.
  2. Toss the item close to your enemies and get an ally to move forward and touch the item to set it off. Hopefully that ally is immune or resistant to the effect, or just expendable. Wondering what to do with the Level 1 Summoned Animal you were using for trap detection, think no further. Then again a Summoned Elemental can be immune to the Fireball you have in your Glyph.
  3. Get an ally to activate it, while it's on you. You can’t as you are carrying the item around. Though they could carry it then you could touch it. Perhaps your familiar can do it, they can’t activate items but they can activate traps. The problem is the spell has to be hostile and now you have included yourself and an ally in the area of effect.

The question really is what hostile effect can you put in them that is useful when triggered? Immunity is hard to organise but it's not impossible. Heal and Harm are hostile to some creatures and not others technically you could just use those, but your GM may require it to be hostile to you. Your GM might consider a darkness spell to be hostile, or a blinding flash - which you might be prepared to use as an escape plan. Fiery Body, Ooze Form have immunities and there are others especially in summoned creatures. But Divine casters have the best option, alignment based damage eg Divine Wrath. Post remaster it is even better being restricted to enemies. You and hopefully your party are immune and often your enemies won’t be. Spells like Ash Cloud work as well as you can potentially move away after triggering it and it only affects creatures at the start of their turn.

This has been released in the remaster as a Ritual Rune Trap.

Battle Forms

Wildshape and BattleForms have lots of rules problems unfortunately. The rules for 1-4 are clear but some people do other things anyway. So check with your GM.

  1. Technically in a Battle Form you can only attack with the listed attack. Which technically stops Athletics skill checks that are attacks like Shove and Escape. Everyone ignores this limit on Athletics as it's just unreasonable for something animals do quite often and quite well.This has been errated
  2. When you are working out your unarmed attack modifier to substitute into a Battle Form, you add up your unarmed Proficiency bonus, your Strength or Dexterity modifier,  plus your Item bonus. Then later when you are using it in the Battle Form you may apply Circumstance  or Status bonuses, plus penalties.  Each type of bonus only applies once.
  3. You get the +2 status bonus if and only if your unarmed attack modifier is higher.
  4. You can’t talk or cast spells in a Battle Form.
  5. Nobody knows for sure how to do damage for Battle Forms. It is defined using terms that aren’t used anywhere else. Use the Damage Bonus and the Damage dice in the form; you definitely can’t add in extra dice from Striking Runes on hand wraps, probably your Strength doesn’t add to damage as I think it's included in the standard damage equation in the total known as the Damage Bonus, most likely Additional Damage (Rage, Sneak Attack, Weapon Specialization, Flaming Rune, etc) does add as Paizo have said it's not a bonus but a separate lot of damage. For discussion goto the link

Sample Spell Lists

Just to help you get started putting together a spell list. Adjust to your taste. These are very generic spells from before the remaster with no particular build in mind. Paizo have provided sample spell lists for NPCs that could be worth a look if you want a theme.

Arcane Sample Spell List

Level 1

Cantrips : Electric Arc, Ray of Frost, Shield, Detect Magic, Light  

1st: Gust of Wind, Color Spray, Shockwave

Level 8

Cantrips: Electric Arc, Ray of Frost, Shield, Detect Magic, Light  

1st: Gust of Wind, Summon Animal, Befuddle, Shockwave

2nd: Blood Vendetta, Flaming Sphere, Illusory Creature, Invisibility, Hideous Laughter

3rd: Fireball, Haste, Vampiric Touch, Fear

4th: Blink, Fly, Resilient Sphere, Phantasmal Killer , Ooze Form 

Level 20

Cantrips: Scatter Scree, Ray of Frost, Shield, Detect Magic, Light  

1st: Gust of Wind, Summon Animal, Befuddle, Longstrider , True Strike

2nd: Blood Vendetta, Flaming Sphere, Illusory Creature, Enlarge

3rd: Aqueous Orb, Haste, Vampiric Touch, Fear, Slow, Shadow Projectile 

4th: Stoneskin , Dimension Door, Resilient Sphere, Phantasmal Killer, Invisibility  

5th: Glimmer of Charm, Acid Storm, Pillars of Sand, Shadow Siphon, Shadow Walk

6th:  Aura of the Unremarkable, Chain Lightning, Disintegrate, Dragon Form, True Seeing , Slow  

7th: Contingency, Eclipse Burst, True Target, Frigid Flurry, Haste

8th: Disappearance, Horrid Wilting, Maze, Undermine Reality 

9th: Foresight, Implosion, Meteor Swarm, Weird, Prismatic Shield  

10th: Wish

 

Low Spell DC

Spells for Arcane that depend less on your Spell DC or not at all.

Cantrips: Shield, Detect Magic, Light, Time Sense

1st: Magic Missile, Anticipate Peril, Exchange Image, Summon Animal, Animate Dead, Illusory Disguise, Illusory Object, True Strike, Longstrider, Feather Fall , Fleet Step, Lock, Magic Weapon, Mud Pit 

2nd: Mirror Image, Illusory Creature, Invisibility, Blur, Enlarge

3rd: Ooze Form, Haste , Locate, Shadow Projectile, Wall of Water

4th: Blink, Fly, Dimension Door, Veil, Invisibility , Resilient Sphere, Replicate , Stoneskin

5th: Drop Dead, Passwall , Shadow Walk, Summon Dragon, Wall of Stone 

6th: Unexpected Transposition, Wall of Force, Dragon Form, Mislead

7th: Duplicate Foe, True Target, Haste, Contingency

8th: Disappearance ,Monstrosity Form,  Power Word Stun

9th: Foresight,  

10th: Time Stop, Indestructibility

Debuffing

Most of the conditions are effective to debuff with probably the best are Stupefied, Frightened, and Sickened as they will lower your targets AC and more. Stunning, or slowing your enemy or otherwise denying them effective actions is also very good. It is hard to draw the line as to what type of spell fits into this category.

Cantrips:  Daze, Tanglefoot

1st: Summon Animal for a Skunk which can immediately sicken, Befuddle, Fear, Charm , Command

2nd: Darkness , Fear the Sun, Hideous Laughter, Mind Games, Vomit Swarm 

3rd: Aqueous Orb, Fear, Slow, Blindness if I have Razzle Dazzle, Gasping Marsh, Oneiric Mire, Paralyze 

4th: Resilient Sphere, Phantasmal Killer, Web, Confusion,

5th: Crushing Despair, Command, Black Tentacles

6th: Slow, Flesh to Stone, Vibrant Pattern 

7th: Power Word Blind, Maze of Locked Doors, Force Cage, Inexhaustible Cynicism

8th: Maze, Burning Blossoms, Power Word Stun , Scintillating Pattern, Uncontrollable Dance

9th:  

10th:

Divine Sample Spell List

Level 1

Cantrips : Needle Darts, Daze, Forbidding Ward, Detect Magic, Light, Guidance  

1st: Bless, Command, Heal

Level 8

Cantrips : Needle Darts, Daze, Forbidding Ward, Detect Magic, Light, Guidance  

1st: Animate Dead, Bless, Heal, Magic Weapon, Sanctuary .Summon Lesser Servitor

2nd: Blood Vendetta, Faerie Fire, Spiritual Weapon, Sudden Blight, Warriors Regret 

3rd: Circle of Protection , Heroism , Vampiric Touch, Fear

4th: Calm Emotions, Circle of Protection ,Air Walk, Divine Wrath 

Level 20

Cantrips : Needle Darts, Daze, Forbidding Ward, Detect Magic, Light, Guidance  

1st: Animate Dead, Bless, Heal, Sanctuary

2nd: Blood Vendetta, Faerie Fire, Spiritual Weapon, Sudden Blight,

3rd: Heroism , Vampiric Touch, Fear

4th: Circle of Protection, Air Walk , Divine Wrath, Freedom of Movement, Globe of Invulnerability, Spiritual Anamnesis

5th: Drop Dead, Prying Eye, Shadow Blast, Wall of Flesh 

6th: Repulsion, Spirit Blast, True Seeing , Vampiric Exsanguination 

7th: Eclipse Burst, Ethereal Jaunt, Finger of Death, Sunburst

8th: Antimagic Field, Devour Life, Discern Location, Divine Aura 

9th: Crusade, Foresight, Overwhelming Presence, Wail of the Banshee

10th: Avatar

Low Spell DC

Further Spell Suggestions that don’t care much about your spell DC.

Cantrips: Forbidding Ward or Shield, Detect Magic, Light, Guidance  

1st: Bless, Heal, Summon Lesser Servitor

2nd: Augury, Faerie Fire, Darkness

3rd: Circle of Protection, Heroism

4th: Air Walk,  Freedom of Movement, Silence 

5th: Drop Dead, Prying Eye, Summon Celestial

6th: Scintillating Safeguard

7th: Ethereal Jaunt,

8th: Discern Location, Divine Aura 

9th: Crusade, Foresight

Naughty Spells

Further Spell Suggestions that are Necromantic, Poison or EvilTM. I’m separating them out as many divine casters won’t see these as appropriate.

1st: Animate Dead

2nd: Sudden Blight,  Bone Spray, Boneshaker, Final Sacrifice, Imp Sting

3rd: Rouse Skeletons, Vampiric Touch

4th: Bloodspray Curse, Enervation, Vampiric Maiden 

5th: Blackfinder’s Blades, Blood Feast

6th: Devil Form, Vampiric Exsanguination

7th: Eclipse Burst, Tempest of Shades 

8th: Devour Life 

9th: Massacre , Wail of the Banshee 

Occult Sample Spell List

Level 1

Cantrips : Shield, Needle Darts, Detect Magic, Light, Guidance  

1st: Color Spray, Soothe, Summon Fey

Level 8

Cantrips : Shield, Needle Darts, Detect Magic, Light, Guidance  

1st: Anticipate Peril, Exchange Image, Soothe, Summon Fey, Lose the Path 

2nd: Mirror Image, Spiritual Weapon, Illusory Creature, Vomit Swarm, Hideous Laughter

3rd: Circle of Protection , Heroism , Vampiric Touch, Fear,  

4th: Blink, Phantasmal Killer, Ooze Form 

Level 20

Cantrips : Shield, Needle Darts, Detect Magic, Light, Guidance  

1st: Anticipate Peril, Exchange Image, Soothe, Summon Fey, Lose the Path , True Strike

2nd: Mirror Image, Spiritual Weapon, Illusory Creature, Vomit Swarm

3rd: Circle of Protection , Heroism , Vampiric Touch, Fear

4th: Blink, Fly, Phantasmal Killer, Resilient Sphere , Invisibility 

5th: Glimmer of Charm, Black Tentacles, Blister, Synesthesia, Wall of Flesh 

6th: Aura of the Unremarkable, Blanket of Stars, Spirit Blast, True Seeing ,Scintillating Safeguard, Slow  

7th: Duplicate Foe, Reverse Gravity, True Target, Haste

8th: Disappearance , Maze, Spirit Song, Undermine Reality

9th: Foresight, Overwhelming Presence, Wail of the Banshee, Weird

10th: Time Stop

Low Spell DC

Spells for Occult that depend less on your Spell DC or not at all.

Cantrips : Shield, Forbidding Ward, Detect Magic, Light, Guidance  

1st: Magic Missile, Anticipate Peril, Exchange Image, Soothe, Summon Fey, Animate Dead, Illusory Object, True Strike

2nd: Mirror Image, Illusory Creature, Invisibility

3rd: Circle of Protection, Heroism , Ooze Form, Haste 

4th: Blink, Fly, Dimension Door, Veil, Invisibility 

5th: Synesthesia, Wall of Flesh 

6th: Unexpected Transposition, Wall of Force

7th: Duplicate Foe, True Target, Haste,

8th: Disappearance ,  

9th: Foresight,  

10th: Time Stop, Indestructibility

Primal Sample Spell List

Level 1

Cantrips : Electric Arc, Ray of Frost, Guidance, Detect Magic, Light  

1st: Gust of Wind, Heal , Shillelagh

Level 8

Cantrips : Scatter Scree, Ray of Frost, Guidance, Detect Magic, Light  

1st: Gust of Wind, Heal , Shattering Gem, Summon Animal, Lose the Path  

2nd: Animal Form, Flaming Sphere, Restoration, Sudden Blight, Ignite Fireworks 

3rd: Crashing Wave, Fireball, Neutralize Poison, Wall of Thorns

4th: Dinosaur Form, Stoneskin , Draw the Lightning 

Level 20

Cantrips : Electric Arc, Ray of Frost, Guidance, Detect Magic, Light  

1st: Lose the Path, Heal , Shattering Gem, Summon Animal, Lose the Path 

2nd: Animal Form, Longstrider , Restoration, Sudden Blight, Ignite Fireworks  

3rd: Crashing Wave, Neutralize Poison, Wall of Thorns,  Fear

4th: Dinosaur Form, Fire Shield ,Solid Fog , Stoneskin , Weapon Storm, Draw the Lightning   

5th: Acid Storm, Chameleon Coat, Pillars of Sand, Wall of Stone  

6th: Chain Lightning, Dragon Form, Scintillating Safeguard , True Seeing , Nature’s Reprisal, Slow  

7th: Control Sand, Eclipse Burst, Energy Aegis, Sunburst, Frigid Flurry, Haste

8th: Horrid Wilting, Monstrosity Form, Polar Ray, Wind Walk

9th: Implosion, Massacre ,Meteor Swarm, Upheaval

10th: Nature Incarnate 

Spell Suggestions for Direct Damage.

Note that most of these spells scale simply for extra damage so you are never really short of a choice. This is what most people think the Druid can do and they are not wrong.

Cantrips : Electric Arc, Ray of Frost, Produce Flame, Acid Splash,

1st: Burning Hands, Pummeling Rubble, Shocking Grasp, Shockwave

2nd: Acid Arrow, Feral Shades, Flaming Sphere, Fungal Infestation, Heat Metal, Scorching Ray, Sudden Blight, Sudden Bolt, Worm’s Repast

3rd: Crashing Wave, Fireball, Lightning Bolt,

4th: Weapon Storm,

5th: Acid Storm, Blister, Grisly Growths   

6th: Chain Lightning

7th: Sunburst, Eclipse Burst, Finger of Death, Frigid Flurry

8th: Horrid Wilting, Moonburst, Polar Ray 

9th: Implosion, Massacre, Meteor Swarm

Balanced Approach

Here are some spell suggestions for more control and debuff options. The damaging auras combine well with difficult terrains and push effects. Tanglefoot becomes quite good if you have some of these effects out. It really is possible to play a primal caster with very little direct damage.

Cantrips: Scatter Scree, Tanglefoot

1st: Fear, Grease, Gust of Wind, Lose the Path, Mud Pit, Swampcall

2nd: Boneshaker, Breath of Drought,  Faerie Fire, Darkness, Dispel Magic, Entangle, Fear the Sun, Ignite Fireworks, Magnetic Repulsion, Obscuring Mist ,Rime Slick, Vomit Swarm

3rd: Aqueous Orb, Fear, Slow, Oneiric Mire, Wall of Thorns, Wall of Water, Wall of Wind

4th: Bloodspray Curse, Hallucinatory Terrain, Ice Storm, Spike Stones, Solid Fog

5th: Blazing Fissure, Cloudkill, Flammable Fumes, Glimmer of Charm, Wall of Stone

6th: Nature’s Reprisal, Slow,

7th: Mask of Terror

8th: Burning Blossoms, Whirlwind

9th: One with the Land, Upheaval

Low Spell DC

Spell suggestions for buffing or indirect options. You don’t really need to have a high Spell DC or cast directly into combat to be effective. A lot of these are good buffs just before combat. The battle form spells are good but only in top level slots, or maybe one lower level form for utility scouting.

Cantrips: Detect Magic, Light, Guidance 

1st: Heal, Longstrider, Magic Fang, NettleSkin, Pass Without Trace, Protector Tree, Summon Animal, Summon Fey 

2nd: Animal Form, Faerie Fire, Darkvision, Enlarge, Resist Energy, Spider Climb  Summon Elemental, Water Breathing

3rd: Blazing Dive,Haste, Neutralize Poison

4th: Air Walk, Dinosaur Form, Draw the Lightning, Freedom of Movement, Fey Form, Stoneskin

5th: Passwall, Summon Giant

6th: Blanket of Stars, Dragon Form, Scintillating Safeguard, True Seeing

7th: Control Sand, Corrosive Body,Cosmic Form, Fiery Body, Haste 

8th: Clone Companion, Monstrosity Form, Wind Walk

9th:


More Information

Look at the collection of class guides from either Falco271 or Broken Zenith there is a lot of overlap. You also should look at the wiki from the PF2 reddit site.

Other people's opinions on Spells:

PF2E Spells breakdown by Ruben "Hety" Arutyunyan

Encyclopaedia Arcanum: FedoraFerret’s Guide to Spells

SuperBidi’s Guide To Blasting

For Arcane SpellsTarondor's Guide to the Pathfinder 2e (REMASTERED) Wizard 

For Divine SpellsTarondor's Guide to the Pathfinder 2e (Remastered) Cleric

Knights of the Last Call have a video series on youtube. Here is their public summary spreadsheet

Lord Generic RPG is working on a spell series on youtube.

For remaster changes try youtube Badluckgamer or Wonton77 on reddit has made this review of the changes.

Other Guides I’ve Written:

Builds For Every Class

Ancestry Guide

Barbarian Guide

Druid Guide

Sorcerer Guide

A Review of Every Spell

Useful Equipment

Strategy and Optimisation Guide

Moving Characters From D&D

Rules Problems