Principia Arcana
A Foundation In the Unknown 

The evolving guide to Modular Wizardry for Pathfinder 2nd Edition


Last Content Update: 14th, October, 2020

Products included: Pathfinder 2nd Edition Core Rulebook, Lost Omens World Guide, Lost Omens Character Guide, Gods & Magic, Gamemastery Guide, Advanced Player's Guide, Pathfinder Society Guide

Adventure Paths:  {All AP’s featured on the Archives}

Errata Compliant: Errata 1.0


Foreword

Hey everyone! Old_Man_Robot here with a very early, and very primitive class guide to the PF2 Wizard! (I’ve also been told to plug that I’m the Powder keg of Justice guy, for some additional nerd-cred)

This is the first class guide I've ever done, but I’m a massive fan of the public service that they provide to all those confused about a class. Since the launch of PF1, I’ve read probably every class guide several times when building characters, and now it’s time to pay it forward. After much popular demand, the name of this guide has been changed to “Principia Arcana: A Foundation in the Unknown”, because everyone hated the old name, and this one is way way more pretentious (and ergo more Wizardly).  

The conceit of this guide is that I plan to return to it with each new book that’s released, and add in all the relative sections overtime. I’m hoping that by getting in early and building up from there, this task won’t be nearly as daunting as it seems from the outset. Guess we’ll see!  I also enjoy the cute little symmetry of writing a modular guide to a modular system.

Speaking of modularity, get ready to see that word a lot as you play Pathfinder 2nd Edition, especially if, like me, you enjoy digging into the structure of the game's design and understanding it from the bottom up. The game has really taken a shift in structure from the previous edition, and moved character creation into a far less formalised space. For players, this is great! More options, more design room, more possibilities, more fun!  For guide writers however, it makes the job more expansive, as the list of relevant options and considerations will only grow and grow.

In order to give each part its due, I’ve broken down this guide into several parts which will focus on each part of character creation separately. That said, this is a Wizard guide! And so we’re only going to care about those options that are important to Wizard optimization.

This means that we won’t follow the ABC’s of character creation, instead, we’ll be taking a CAAB model (Class, Archetype, Ancestry, Background). In short, the first part of this guide will be all about the Class Chassis of the Wizard, as it will be a lens through which to judge the other aspects of character creation. It’s also the longest and most complicated part, so, from my end, it's best to knock it out of the way first. After that we’ll be looking at Ancestries, then finally Backgrounds, as this is the descending order of importance for character understanding and optimisation.

I’ll take this moment to also say what this guide won’t be! Even though with PF2, we’re technically driving a new car, there isn’t a need to reinvent the wheel. If you are familiar with Treantmonk’s guide to Wizards, much of the class analysis and role breakdown has remained largely unchanged. While everything about the actual options themselves is different, the essence of the Wizard hasn’t changed all that much. The power of certain aspects has moved up and down respectively, but that's to be expected with any new edition. Either way, if you haven’t read it, read the first 10 pages or so, then skim the rest at your leisure!

Under Construction

There exists a possible future where, one day, many years from now, I may remove this image from the guide. When that happens I expect PF 7th edition will be out, but one day it will be removed.

Until that time however, please be aware that this guide is very much a work in progress and is equally under construction.

If you are a returning reader, you may mind substantial differences from time to time.This will reflect one of several things, from new content being added, rules being clarified, the weight of information changing my opinion, or I was just plain wrong.

In any case, nothing here will be “final” until I remove the above image!

Writing Style and Guide Format

Since this guide went live, I’ve gotten numerous comments on both my style of writing and the way certain sections are nested in seemingly unintuitive places. There is a certain amount of truth to that. If I was writing a technical manual, the “top-down” design of the guide would probably be a lot different, as would the style overall. However, this isn’t a technical manual (well, kinda), and as such I took a different creative approach. I decided to focus more on the “conversational” aspect of things, addressing subjects as they would arise naturally in conversation, rather than in a more text booky manner.

To combat this, you’ll find not only a detailed document outline (Left), an equally comprehensive table of contents (Below), but, when needed, I’ll also direct you to various other places of reference throughout the guide. This way, as this thing inevitably balloons to an outrageous size, the devoted reader won’t get too lost in all my side tangents.

Gradings, Shorthand & Glossary

Speaking of not reinventing the wheel, here’s the same old colour guide you already know!

New (25/11/19): Someone asked for a colour blind mode to be added to the ratings system which uses Stars instead of colours. That was such a good and simple idea that I’m a little ashamed it wasn’t something I did from the start. It’ll take me some to add the stars (and half-stars) to the whole guide, so please bear with me, but at least it will be underway!

Sky Blue (★★★★★): The best in slot option for the class! Sky Blue options are Blue’s which distinguish themselves from the rest of their ilk by either being just better or are gaming changing / build  defining.

Blue (★★★★): A very strong option for the class, does what you need when you need it or sets up a build. If an option is Blue, and you like it, feel free to take it! Sometimes an option has been listed as Blue simply because it competes with a Sky Blue for slot options, and those are hard to beat!  

Green (★★★): Greens are reserved for those options which are good at what they do, but are inherently limited or of situational value. If you find yourself in love with a Green option, don’t worry! Many Green options take an uptick in strength within particular builds, but suffer when not part of those said builds.

Orange (★★): Orange (Previously Black) are your neutral or meh options. Many will be take’em or leave’em style, or just plain dull. If it’s not good, but also not expressly bad, then it’s Orange.

Red ():  Red’s suck. If it’s Red, it either does nothing, is a trap, is pointless, or in some rare cases is a direct downgrade. Sometimes it's actually better to not select anything at all over selecting a Red.

Gold (??): Gold is not a grading itself, but rather that given in tables to those options which are too expansive or have too many options to actually include in any single topic-box. Gold ratings will be those options which will end up with their mini-guide or subsections to go through their various options.

[>], [>>] & [>>>]: In keeping with PF2’s new action system, the number of > in the brackets will indicate the number of actions the thing takes. It’s just like in the book, so hopefully it’s pretty obvious!

[F]: Free Actions

[R]: Reactions, Re-Actions?, Reaction Actions? Whatever, they’re great!  

Content Notes

It would be dishonest of me to say that all the information presented in this guide is purely the result of my own research or interpretation.

Like many of you reading this, I scour the various places of the “PathfindOSphere”, constantly looking for new builds, new rulings, new interactions, new everything. All with the aim of adding it to this guide.

I will endeavor to provide credit and sourcing where appropriate. As a corollary, not every aspect of this guide will actually agree with my own interpretation of the rules. While I try to present each section in its own context and provide the internal rationale for stated interpretations, these interpretations may not be of the consensus, and in cases where no clear ruling exists, they remain until one does.

Update: Information and material from Playtests will not be included until they are actually released. One of the things that has been an issue with this guide is that material changes drastically between final playtest and actual release. Sometimes leaving entire sections outdated literally the day it should be most useful. So save your emails folks!

Contentious Information

As with every RPG system ever invented, there are circumstances where rules are vague, need clarification or simply in need of errata. Sometimes this creates circumstances where particular rulings, option analysis or builds are deemed Contentious by the community and are hotly debated.

As you progress through the guide, you will occasionally come across the following tag:

This is to indicate that there is some level of debate about the validity of the information presented in that section of the guide, and, as the tag suggests, you should talk to your DM about it before showing up to play.

Whenever I place one of these tags in the guide, you can be sure that I have also sent the attached question off to Paizo for clarification. At the time of writing (October 2019), we don’t yet have any official errata for additional clarification (apart from some mentioned in a stream in August).

When items become clarified, the relevant sections become updated and the Contentious tag will be removed or modified as appropriate.

Thank you for your patience and understanding.     

Feedback

Please send any and all feedback, requests, or questions  to

  • principiaarcana@gmail.com

Chances are I won’t reply to your email directly, but if it's something that gets implemented I'll 100% give you a call out! I’d also ask that you please respect the notes on content as laid out above.

Don’t want to email me directly but want to discuss something in the guide in a more general sense? Feel free to leave a comment in the Paizo discussion thread on the guide, found here.

Are you that guy who found my work email and spammed my work inbox with your own work email? Seriously Matt, enough.  

 

As ever, I’d ask that you keep things civil and productive!



Contents

Foreword        1

Under Construction        3

Writing Style and Guide Format        4

Gradings, Shorthand & Glossary        4

Content Notes        5

Contentious Information        6

Feedback        7

Contents        8

Part 1: Class Chassis        14

1.1: The Basics        14

What is a Wizard?        15

Stat Priorities & Boosts        16

What Matters & Why        16

Boost Structure and the Awkward +1        17

Gradual Ability Boosts        19

The Case for Charisma        20

Bon Mot        20

Demoralise        21

Priority Shift        23

Skilling On Up        24

Proficiencies & Advancements        25

Arcane Spellcasting        25

1.2: Arcane School        26

Abjuration        27

Conjuration        27

Divination        27

Enchantment        27

Evocation        28

Illusion        28

Necromancy        28

Transmutation        29

Universalist        29

Cascade Casting        30

How to Cascade effectively        32

Cascade Chains        34

1.3: Arcane Thesis        35

Improved Familiar Attunement        35

Metamagic Experimentation        35

Spell Blending        36

Spell Substitution        37

1.3.1 Advanced Player Guide Thesis        38

Staff Nexus        38

1.4: Wizard Feats        40

Feat Sources        40

Errata - 16/08/19        41

Retraining        41

Feats!        42

Metamagic Feats        49

1.5: Mastering Magic!        53

Spell Classes        53

Class A        53

Class B        54

Class C        54

Spell Anatomy        55

Controversies Settled        55

How does Spellcasting actually work then?!        56

Understanding Triggers        56

The Ready Action        57

Sustained!        57

The Flaming Sphere debate        60

Breaking (17/12/19):        61

Sustaining Summons        64

1.6: Familiars!        66

Familiar Abilities        66

Master Abilities        70

The Minion Trait        71

Ouch! Familiar Combat        72

APG Shakeup: Crazy Good!        73

Specific Familiars        73

Familiar Master        76

Part 2: Archetypes        78

2.1: Intro to Archetypes        78

How to Multiclass        78

Class Feats - The powerhouse of the Multiclassing cell        79

2.2: Multiclass Archetypes        81

Foreword on Multiclass Archetypes        81

Free Multiclass Archetypes        81

The Alchemist        82

Archetype Feats        82

What do we get?        83

Understanding Alchemy        84

Pokemon, but on Meth        88

The Barbarian        91

Archetype Feats        91

What do we get?        92

The Bard        95

Multiclass Spellcasting and you!        95

A little bit of Spontaneity        97

Archetype Feats        98

What do we get?        100

The Champion        102

Call it Heavy Metal        102

The Cleric        104

Fastest Spellsinger in the West        104

Divine Bond        106

Archetype Feats        108

What do we get?        109

Domain Initiate        109

The Divine Spell List        111

Traditions in a Blender        111

The Druid        116

The Animal Order - Animal Companions        116

Size Matters        120

The Wild Order - Wildshaping        122

Archetype Feats        124

2.3: Class Archetypes        127

Foreword on Class Archetypes        127

2.4: Organizational Archetypes        128

Foreword on Organizational Archetypes        128

Magaambyan Archetypes        129

Magaambyan Attendant Dedication        130

Halcyon Speaker Dedication        133

Halcyon Spellcasting        136

Spells for halcyon days        137

Spontaneously Awkward        139

Magic Warrior Dedication        140

Mighty Morphing Power Ranger        142

Mighty Polymorphing Power Ranger        144

2.5: General, Generic and Other Archetypes        147

General Word on General Archetypes        147

The Familiar Master        147

Abilities that count        148

3 Dimensional Tactical Spellcasting        148

Invisible Killer Space Rocks        148

Part 3: Ancestries        149

3.1: Core Ancestries        149

Dwarf        149

Core Features        149

Heritages        151

Feats        152

Elf        154

Core Features        155

Heritages        156

Feats        157

Gnome        160

Heritages        162

Goblin        164

Half-Elf        166

Half-Orc        168

Halfling        170

Human        172

3.2: Lost Omens Ancestries        173

Hobgoblin        173

Leshy        174

Lizardfolk        175

3.X: Adopted Ancestries        176

Part 4: Backgrounds        177

Let’s talk about boosts        178

Some Call Outs        178

Part 5: General & Skill feats        181

General Feats        181

Skill Feats        184

Nonspecific        184

Assurance        185

Acrobatics        186

Arcana        186

Unified Theory        186

Unified Rituals        187

Athletics*        187

Quick Jump        188

Cloud Jump        188

Breaking News: 19/05/2020        189

Jumping 101        190

Oh wait, it means what?!        192

In a single bound!        192

Adding more feats        193

What about turning?        195

Cloud Jump has a 2nd paragraph you know        196

Crafting        196

Other people's work        197

Deception        197

Diplomacy        197

Intimidation        197

Lore        197

Medicine        197

Nature        197

Occultism        198

Performance        198

Religion        198

Society        198

Stealth        198

Survival        198

Thievery        198

Part 6: Spells        200

Other People’s Work        200

6.0: Spell Reviews        200

Arcane Tradition        200

Cantrips        200

1st Level        204

2nd Level        219

6.1 : Core Spells        228

6.2: Lost Omens Spells        228

6.3: Gods & Magic Spells        229

Part 7: Items and Equipment        231

Staves, Wands and Scrolls - The Pillars of additional Spells        231

Staves        231

How do Staves work?        231

Charges        232

Relics        233

Adventuring Gear        234

Bandoliers        234

Part 8: Builds; Putting it all together        236

Part 9: Hints, tricks and tips        237

Part 10: Mathematical Analyses        238

Simple Math Analysis        239

Maximum Potential Spells Per Day        240

Complex Math Analysis        243

Part 11: Errata Discussion and notes        244

#1.0 - 30/10/19        244

Part 12: Archived & Historical information        246

Archived - 18/12/2019        247

Anatomy of a spell        247

Less is More        249

Rulebreakers        252

Change Log        255



Part 1: Class Chassis

1.1: The Basics

The Wizard is the preeminent caster of the Arcane Tradition, and is the only “Fulltime” one presented in the core book. Unlike every other iteration of the D&D to date, Wizards and Sorcerers are no longer, necessarily, book buddies. In any case, the Wizard remains the master of the Arcane Arts, and that’s the way we like it!

Wizards are full 10th level casters, who get their spellcasting cranked all the way to Legendary. Due to the top-down changes in the game, Wizards are no longer as frail or as natively combat averse as in previous editions / gamelines. While, by themselves, Wizards aren’t capable of being true Gishes, it’s much easier than in any edition previous! The removal of Arcane Spell Failure on armour means we’re only limited by our Profiences, and, as we’ll see, those are easy to get. We can now, finally, get decent sword-swing, full-plate-wearing, Wizards without compromising our spellcasting one bit!

Much of the spellcasting in PF2 has been standardised and homogenized across all the caster classes. This is kind of a mixed bag for us, in some cases - like metamagic - we’re the winners, in others we lose out.  

What is a Wizard?

The Wizard sits in an unusual place in PF2. If you are coming from, as most data indicates you are, either PF1 or D&D 5e, then you might already be familiar with the typical Wizards “shtick” but not its current form. To understand the rest of this guide and the place of the Wizard in the PF2 ecosystem, it is important to understand both what the Pathfinder 2nd edition is and isn’t.

Let's start with what the Wizard isn’t:

  • The Wizard is not a Knowledge class.

Unlike in previous editions and games, the Wizard isn’t especially good at knowledge checks. Recall Knowledge, as an action, has become massively important to the system, with many abilities and actions keying off it. The Wizard has no real claim to be a class that performs these Recall Knowledge checks especially well or in an interesting way.

Classes like the Rogue, the Investigator and the Bard are all knowledge classes, as they have feats and abilities and interact with and benefit from their use of Recall Knowledge.

While you may object to the idea that an Intelligence driven class is not a knowledge class, it's sadly true. Wizards have the worst skill progression in the game. They are tied at that progression with a good many other classes, but it still remains that for all their “smarts” they don’t get much more than a few extra skills stuck at “trained”. The Witch also suffers from this problem as well, but to a slightly lesser degree thanks to a few interesting class feats.

But what of the value of a high Int? Well it does serve its place. Any Int based skill you attempt will naturally benefit from your stacking of it. However, this isn’t PF1, with ability mods going sky high. Your Int ability bonus caps at +7, which you share with Investigators and Mastermind Rogues, who also stack Int. Non-Mastermind Rogues leverage their lack of Int bonus by going wide, if not deep, by having many times more skills and skill boosts than you can play with. Bards have, of course, always been fighting with the Wizard for the role of “magical knowledge man”, and in PF2 they wholly usurp the title.

  • The Wizard is not the “master of magic” 

In addition to the general streamlining of magic that came with this edition, many of the magic oriented perks that Wizards enjoyed are either now gone, given to other classes, or shared for everyone to enjoy.

Previous niches like “best at prepared Metamagic '' are either plain gone from the game or do not belong to the Wizard any longer.

Instead the Wizard relies on a handful of niches in order to break themselves out from other casters. While, at this stage, I don’t wish to ruin any enthusiasm you have for the class, I should say from the outset that Wizards are, by and large, not explicitly nor exclusively good at anything in particular. I’ve bolded the above phrase because it's something I want you to keep in mind while looking at and comparing builds among other classes.

The Wizard is the king of marginal advantage, and you’ll need to be both smart and resourceful in order to make those marginal advantages mean something.

You can’t roll in and throw spells like there is no tomorrow, you can’t crumb stop a particular save, you can’t draw a circle around a particular type of magic and say “I’m the best at this”. None of these things are possible for the Wizard… on a regular basis.


Stat Priorities & Boosts

Since Part 2: Archetypes will probably be this guide's unending chore, holding off on such an important part of the character discussion until it's done is probably foolish. With that in mind, I expect that I may need to rewrite this section in the future, as the weight of new releases crushes the base numbers. But that’s my problem, not yours, so let’s get on with it!

PF2 launches with the familiar stat array now common across D20 games. Their roles and importance are mostly unchanged from PF1, apart from in a few respects.

New to PF2 however is the “Boosts'' system. Gone now are the days of rolling your stats randomly, accidently getting a book-smart barbarian or brain dead Wizard, instead we now have a system of curated and targeted stat assignment which allows you to craft your character how you like. While some people have complained about this, as someone who has been playing TTRPG’s for a few decades now, after a while the novelty wears off and you just want to play the character you want to play.

What Matters & Why

Stat

Priority

Discussion

Strength (★★)

5

If you are planning on going for the Champion Dedication, I would advise swapping the priority of Dex with Strength, apart from that, all we really want Strength for is some additional Bulk and Athletics check.

Dexterity (★★★★)

3

Dex, nowhere near as powerful as its PF1 version, Dex lost out in many key ways to Wisdom in this edition, moving it from our 2nd priority to 3rd.

Still important for AC (more than before) and saves, plus dex skills. The power of Wisdom simply knocks it down a step.

Constitution (★★★)

4

Good old Con! Good for saves and staying alive. While I've placed its priority lower than Dex, in almost all circumstances you’ll be boosting them both equally. The lack of con based skills just means it’s technically lower than Dex, but it won’t matter.

Intelligence (★★★★★)

1

Literally our key and most important stat. If you ever find yourself without maximum possible Int, you are either doing it wrong or having more fun RPing a brick-Wizard than an effective one.  

Wisdom (★★★★.5)

2

Wisdom has moved way up in importance to Wizard’s from PF1. While none of our class abilities draw from it, it is one of the best secondary stats all around.

The structure of spells, and their chance of having effects even on a save, means that critically making the save matters now. So run up those Will save numbers!

Both perception and initiative now key off Wisdom. These were some of the most important things to Wizards in PF1 and that hasn’t changed now. Going first and being able to spot danger before it squishes us is vital.

Charisma ()

6

Charisma is probably the only genuine dump stat we have in PF2. Archetypes which rely on Charisma are, so far, underwhelming, and it provides little in the way of secondary benefit. If you really really have some Charisma based skills, maybe just take Assurance in that skill instead?  

Boost Structure and the Awkward +1

The boost system of PF2 is a really nice way of allowing you to curate your character's development all across its career. Boosts however, have some mild awkwardness in their design which annoys me, as a perfectionist, in ways that probably fails to even be noticed by anyone else but power gamers.

What am I talking about?

The Boost system seems to be designed in such a way where it encourages players to focus on their core stats while largely ignoring about 2 less than useful ones. In the table below I’ve put up a standard array for a Human Wizard with their boost progression from 1 to 20.

Base

5th

10th

15th

20th

Strength

10

-

-

-

?

Dexterity

12

14

16

18

?

Constitution

12

14

16

18

?

Intelligence

18

19

20

21

22

Wisdom

16

18

19

20

?

Charisma

10

-

-

-

?

See the problem?

As with PF1, we only gain a modifier increase at set levels. As always, our goal is to boost our important stats as high as possible. Most important of all being Int. However, at 20th level, when we should be capstoning our character and reaching the heights of power, we find an awkward decision with our boosts.

At each boost stage, we are only able to boost any given ability score once. Topping out our Int at 20th means we have 3 additional boosts which we can disrupt between 5 ability scores. However, assuming that we have dutifully maximized our scores whenever possible, we are forced to use a boost on a score that will not grant any benefit whatsoever!

Worse yet, in order to maximize our overall boost impact, we kinda have to put 2 of our 3 boosts into our dump stats, which, at 20th level, I’m going to assume we haven’t built around at all.

Even if we then put 2 boosts into our dump stats, we are still left with a boost which puts a +1 into a stat and we then get no mechanical impact.

If you really want, you can use all 3 boosts to gain effect whatsoever, but at the very least get an awkward +1 which does nothing for us. Great!  

Gradual Ability Boosts

Introduced as a variant rule in the Gamemastery Guide, Gradual Ability Boosts (GABs) are an amazing twist on the boost system, outshining both the traditional boost system and Point-Buy in what it does for character progression and prowess. I am so in love with GABs that in one of my home games we immediately redid everyones stats.  

For those unfamiliar, GABs break down the ability boosts gained on every 5th level and instead spread them out across every level you gain, bar 3. Why is this so good? Well first and foremost, access to your boosts sooner means you get access to your core abilities sooner - meaning marginally more powerful characters at earlier levels. However, these also have knock-on effects for other things. Qualification for feats and archetypes can now happen more dynamically and the feeling of leveling up becomes all the richer.

Let's look at how this shakes out

1st

2nd

3rd

4th

5th

Set 1

[Starting]

Boost

Boost

Boost

Boost

6th

7th

8th

9th

10th

Set 2

-

Boost

Boost

Boost

Boost

11th

12th

13th

14th

15th

Set 3

-

Boost

Boost

Boost

Boost

16th

17th

18th

19th

20th

Set 4

-

Boost

Boost

Boost

Boost

When laid out like this, it becomes pretty obvious why it’s such a nice system and how it works as an elegant inclusion within the existing rules.  What's more, given that 20th level is unusually the end of play, we actually have 3 more impactful boosts that we wouldn’t otherwise get our hands on.

Further, given that most play happens between levels 1-5, I think it's a pretty solid win all round.

Now, going back to the array from the previous section, let’s see how this would look under GABs.

1st

2nd

3rd

4th

5th

Set 1

[Starting]

+2 Wis (18)

+2 Con (14)

+2 Dex (14)

+1 Int (19)

6th

7th

8th

9th

10th

Set 2

-

+1 Int (20)

+2 Con (16)

+2 Dex (16)

+1 Wis (19)

11th

12th

13th

14th

15th

Set 3

-

+1 Wis (20)

+2 Con (18)

+2 Dex (18)

+1 Int (21)

16th

17th

18th

19th

20th

Set 4

-

+1 Int (22)

+1 Wis (21)

+2 Chr (12)

+2 Str (12)

Look at the difference!

20 Int at 7th instead of 10th! 22 at 17th instead of 20th! This also means 24 much earlier as well. Having that extra +1 to Wisdom at 2nd instead of 5th is huge as well!

Beg your GM for this folks, it's just a better system.

The Case for Charisma

Charisma has become a bit of a funny stat for Wizards. While my previous stance on the value of Charisma holds true in a general way, there now exists several interesting and potent feats that not only key off Charisma, but help the Wizards noted “3rd action” problem.

Let’s take a look at some examples:

Bon Mot

If you’ve had a chance to read the APG, I’m sure the Bon Mot feat has leaped out to you. Bon Mot has a ton of things going for it.

It can be taken at character creation, it requires almost no investment, it doesn’t have an immunity rider, potentially lasts a whole minute, takes only a single action,  can be used an unlimited number of times, and most importantly, hits two really important saves.

The “problem” with it comes in the form of the Diplomacy check required to land the effect. Your ability to hit your opponents Will DC with a skill check is only marginally better than your ability to hit them with a will based spell in the first place.

If you can land Bon Mot, you could probably have landed your spell. However a combo of Bon Mot into a Will targeting spell increases the likelihood of the spell not only hitting, but critting as well.

Demoralize

Not a feat, but an action that’s inherent with the intimidate skill, however it does have quite a bit of feat support which really ups both its power and utility.

Demoralize shares a good number of the strengths highlighted with Bon Mot, but with a different reward. Frightened in a broader but diminishing reward which doesn’t last nearly as long as Bon Mot.  

However, there does exist an action chain which may act as a form of “Wombo-Combo” in the open round of combat.

Coming in at 7th level, Battle Cry can create a chain of actions which sees you start combat by Demoralizing a foe (-1/-2 to their Will save), taking your first action to Bon Mot them at their reduced will save, hopefully land Bon Mot for maybe a minute, then follow up with your Will targeting spell for 2 actions

Since both Diplomacy (needed for Bon Mot) and Intimidate run of Charisma, both target Will Saves, and reward by penalizing Will Saves further, the Charisma based Wizard is further pushed down a path of building around Will.

Lending itself naturally to aiding both the Illusion and (surprisingly) Necromancy schools, a Charisma focused Wizard can make quite the potent obstacle on the battlefield.

Priority Shift

No matter what, Intelligence is king for Wizards. No stat will ever matter more or be prioritized higher.

If you like the sound of the Charisma based Wizard, I would shift the stat priority listed previously as follows:

Stat

Priority

Strength 

6

Dexterity 

4

Constitution 

5

Intelligence 

1

Wisdom 

3

Charisma 

2

The Wizard has only really 2 stats which we don’t overly care about in a general sense, those being Strength and Charisma. If we want to make Charisma work for us, it needs to be our second highest stat, ending with at least a +5 modifier. End-game skill enhancing items allow us somewhere between a +3/+4 bonus bonus to either Demoralize or Bon Mot, which gives them either a +1/+2 edge over your normal spell casting.

This assumes you take both Diplomacy and Intimidate to Legendary and invest in either decent items to support them or buy/make Silver Tongue mutagens.

As an aside, perhaps an oddly strong contender for the Charisma Wizard is the Hobgoblin. As discussed a bit further in Part 3.2: Lost Omen Ancestries: The Hobgoblin, a Hobgoblin Wizard, making use of a  Demoralize, Bon Mot. Dread Aura and Agonizing Rebuke, can make a hell of an impact on the battlefield without ever spending a single spell slot.

Skilling On Up

Coming with the completion of Part 5: General & Skill Feats!


Proficiencies & Advancements 

Proficiencies, that thing you never thought about in PF1 unless you wanted to use an exotic weapon, are now super duper important to the whole system. The wizard, as the premier arcane caster for this edition, is, sadly, none too impressive with some pretty vital things. Thankfully the system does give us ways to work around the core weaknesses of the class.

First off, let's look at how our spellcasting advances across our career.

Proficiency

Trained

Expert

Master

Legendary

Level

1st

7th

15th

19th

I’m not sure why Piazo chose the levels they did for these advancements, but I’m guessing they’ve crunched their internal design math to ensure levels of competitiveness against average saves.  I mean, I sure hope so, because these level advances - like almost all aspects of magic - have been standardized across all of the caster classes in the core game. If we end up running into bottleneck levels, chances are this is an intentional design choice to keep us on our toes.

This might lead to some systematic feat tax, if you need to start taking certain feats at key levels to remain competitive (I’m looking at you Canny Acumen [Perception]). Hopefully this won’t bear out long term, but I haven’t poured through every enemy in the Monster Manual and checked their Level-Save breaks, fingers crossed it's a non-issue!

 

Arcane Spellcasting

So what’s new with your most important class feature? Well a top down structural re-design for one! I get a bit more into the nitty-gritty of this later in the guide, but for now it's important to know that there now exists an inherent link between the actions required to cast a spell and the components which make it up. This leads to an interesting effect on capstone-level play where the power and utility of the Wizard just fucking explodes - who would have guessed!

Overall, your number of spells per day is dramatically down from PF1, but so is everyone’s. So at least we’re not being picked on alone. This means that things like Blasting, never the Wizard’s strong suit, is an even worse option. Once again, things like summoning (Which got a boost to their duration at lower levels) and battlefield control are your best options for bringing the most impact to the game.

We also jazz things up a bit with some “encounter powers” in the form of your Focus Spells from your specialist school, which bring a new resource to manage along with them.

Your Arcane Bond has changed quite a bit since PF1, and will fluctuate in usefulness from being either something you’ll completely forget you have, to being literally your most important class feature! So watchout for that!

Intelligence is both less important and more important to the Wizard than in PF1. The contribution of our keystat got a bit of a Nerf with the removal of additional spells with high Int, but is now tied into your spellcasting more than ever before. With the tiered system of save progression, and the design ethos of “a +1 will always matter”, it means that having only a modest Int will hurt more than ever before, but the rewards from maximizing aren’t as dramatic.  

1.2: Arcane School

All specialist Arcane schools carry with them a pretty powerful bonus, that of an additional spell slot per level. Given the removal of stat based bonus spell slots in PF2, your spells per day are limited to say the least, topping at 3 per level without augmentation. A 25% increase in your spellcasting, across the broad, is enough of a bonus for me to say that, for a lot of people, any school at all is worth it.

The caveat however is that this spell slot is limited to a spell of your chosen school. As with pretty much every edition of D&D ever made, some schools will be more valuable than others and, as such, will influence the power of the options below.

Because I intend to come back to this guide with each new product release, I have opted not to include spellbook considerations into this section of the guide however. It was part of my original intent, but after sitting down to write the section, I realised that future proofing it would be near impossible, with school colour gradings potentially flipping with each new book. Instead, during the Spellbook part of this guide, I've included specific call outs to spells which may impact your choice of Arcane School [Update: I later went against this due to popular demand, check out Part 6: Spells!].  

Abjuration

  • Protective Ward (★★★★)

An encounter power with an encounter long effect is a solid choice, especially at early levels where the +1 will really matter. The early design of PF2 was intended to make sure a +1 always mattered, but in practical play, that won’t bear out. The team-buff aspect however makes it not half bad!  

  • Energy Absorption (★★★★★)

A Reaction power with Heightening?! I’m in love!

Conjuration

  • Augment Summoning (★★★★)

A +1 on ALL checks of a Summon for the duration of that summon is pretty solid. Plus, it's once again an encounter power with a potentially encounter-long effect. Your mileage will vary, but, since you’ve taken the Conjuration school to get it, I’m going to trust that you’ll be on top of your summoning. More on those later in the guide!

  • Dimensional Steps (★★★★)

A very solid power. Teleportation effects are always desired, but, sadly, it's more limited than its PF1 equivalent.  It’s Heightening will be of marginal benefit in most cases, but when it matters it matters. I suspect that you’ll get a lot of mileage out of this while in Exploration mode as well!

Divination

  • Diviners Sight (★★★)

A pretty niche little ability, with a bit of a metagame twist. It can be pretty handy, but the scenarios where it shines will be few and far between.

  • Vigilant Eye (★★★)

Most of the functionality of this ability can be replicated with a familiar. That is not to say that it is not without its niche uses. The fact that it could, in theory, be day-long, has some utility, however, its limited range undercuts a lot of its potential.

Enchantment

  • Charming Words (★)

Pretty limited by all accounts. Could really have stood to be a Reaction. The Stun on a critical failure is nice, but it’s duration overlaps with that of the power, giving it almost no additional functionality.

  • Dread Aura (★★★★)

This is a pretty damn solid debuff and ticks a lot of boxes. Requiring  >> and Sustain hurts it a bit, but not enough for it not to be something you use every single encounter against opponents with minds.

Evocation

  • Force Bolt (★)

Oh hey! Magic Missile is back in form if not name. Too bad it’ll deal less damage than most of your cantrips. It’s autohit is also pretty unimpressive given the damage. A poor showing from an old favorite.

  • Elemental Tempest (★★★)

A decent AoE addition to your combat spells which goes up in value with the more focus points you have. Not terribly impressive, but if you are trying to be a blaster, it’ll come in handy.

Illusion

  • Warped Terrain (★★)

I want to love it… but can’t. I’m way into battlefield control so it definitely appeals to me, and the fact that it's one big action-sink is great for that. Sadly it requires just as much effort from your allies as it does your enemies, but it’s still pretty solid. Stays orange for now, as I haven’t played it yet, I may revisit it once I’ve tried it out a few times.

  • Invisibility Cloak (★★★★)

This is a damn interesting ability once you Heighten it. The chance of perpetual invisibility has a lot of appeal to it, and has tons of utility in Exploration mode. Invest in the Stealth skill if you are going to take the Illusion school, get more bang for your buck.

Necromancy

  • Call of the Grave (★★★)

A strong, if limited, debuff. The fact it’s an Attack rather than a save means you’ll hopefully be able to take out normally Fort-strong meanies.  

  • Life Siphon (★★/★)

As much as I love Reaction powers, this one really needed to be a Free action. The utility it provides is pretty limited, as any party worth their salt will have some better means of healing. Decent in a pinch, bit meh all other times. If you plan to take Alchemist Dedication, just treat this as red. It doesn’t even have the Metamagic tag!

Transmutation

  • Physical Boost (★)

If only you were a Reaction power! Range hobbles its usefulness into the red.

  • Shifting Form (★★★/★)

By its design, it’s situational, but has a lot of situational uses at least. A decent green if taken by itself, red if taken with Alchemist Dedication.

Universalist 

  • Hand of the Apprentice (★★★)

Not strictly a School power, as it's completely optional. By itself, it's not half bad, having some extreme range, and the potential for some decent damage. Rating it green simply because if you want to take it, you probably have a build in mind for it.

  • Universal Versatility (★★★)

 

I’m honestly not 100% sold on this ability, as it's gated behind a two-feat requirement and is limited to only the 1st level powers of each school. It’s day to day worth will be tied to whatever school option you’ve selected, but it is only day to day, which is always strong. Wizard’s prepare for the challenges they’ll face ahead of time, more prep options means more power.


Cascade Casting

Now, you may have noticed that the Universalist school is the only school I’ve assigned a colour grading, and we’ll get to why in a moment. Let's take a look at what the Universalist school gives us to make up for the lack of an additional spell slot per level:

Oh Wow… that’s amazing. I don’t know how to express just how fundamentally game-changing this ability is. Not only does it grant an additional Wizard Feat, it ups the utility of Arcane Bond to amazing heights.

During the Class Feat discussion of this guide, I’ve marked the Bond Conservation, and Superior Bond feats as Sky Blue and  Blue respectively, the Universalist school is why. Whereas the Universalist schools change to Arcane Bond gives them access to a nearly equivalent number of Spells Per Day as a specialist school (*N -1). What happens in-play is actually a remarkable increase. The engine of this increase is Bond Conservation.

In my original draft of this section, I tallied the potential increase in spells per day granted by both Bond Conservation and Superior Bond (along with their interaction together) rather conservatively. At the time, I was operating under an erroneous understanding of the rules regarding the [F] trigger attached to the “Drain Bonded Item” action (See Part 1.5: Understanding Triggers). In actuality, the potential increase in Spells Per Day from Bond Conservation is much greater.

In order to take full advantage of this feat, what we need to do is essentially chain the activation of this feat, turn after turn, each time casting a spell 2 levels lower than the previous spell cast. Because the Universalist may activate their arcane bond once per spell level, and each use of Arcane Bond triggers Bond Conservation, we end up getting a downward chain of casting, from highest to lowest. For example, activating your Arcane Bond for a 10th level spell would trigger Bond Conversation, allowing you to cast an 8th level spell. This 8th level spell would trigger the Bond again, allowing you to cast a 6th, then a 4th, then a 2nd. The same pattern holds true for each spell level down.

Thanks to Reddit users u/RedGriffyn and u/LanceWindmil for pointing this out, and for coming up with the term “Down-casting” to describe it. (UPDATE: 17/10/19 - I’ve renamed the section and process to “Cascade Casting '' in order to fit later publication feat alignment. And its cooler)

In the table below, you will find a comparative tally of the Optimal Spells Per Day possible of both the Specialist and Universalist Wizard. For this tally, we are assuming that both Wizards are 20th level, and are employing the Archwizards Might, Bond Conservation, and Superior Bond feats. We are omitting the bonus spell slot potentially granted from familiars, items and other miscellaneous sources for the time being, mainly so we can focus on what's at hand. The tally also assumes that we’re casting under ideal conditions, with full action dictation, and that each Wizard is casting tactically in order to maximize their Spells Per Day utilizing “Down-casting”.

Let's take a look at how this shakes out:

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

Spec

4

6

4

6

4

6

4

6

4

4

Uni

8

9

7

8

6

7

5

6

4

3

As we can see, thanks to Bond Conservation, the Universalist Wizard comes out well ahead of the specialist Wizard in terms of spells per day. The number modulation between the levels is pretty weird looking, but that's mainly the fault of Superior Bond.

However, there are a few catches to be considered here.

Firstly, let's look at the Bond Conservation feat a moment:

The action requirements in order to utilize Bond Conservation to its fullest will probably not be something you can guarantee in actual play. In order to obtain optimal casting, you would need to be incredibly tactical about your allocation across the day. Making sure to have used enough lower level slots when you cast your higher level spells, in order to allow maximum casting down the chain. You also need to cast it before the end of the following turn, which, depending on what you are casting, may be too restrictive to employ in practice.  

Secondly, while overall spells per day has increased, the canny reader will have noticed that we can only re-prepare spells from the initial 3 slots open to the Universalist, while the Specialist has that slot open to choose from their entire school. So while your number of spells per day is up, your variety of spells is still potentially lower than the Specialist. This issue can, however, be partially addressed if you opt for the Spell Substitution Arcane Thesis.

I’ll leave it up to you if the benefits of the Universalist school outweigh those of a Specialist school plus its associated powers. I honestly can’t say one way or another without a full analysis of spells granted to each school. But, as I said previously, I’m not going to do that to the level needed to make a true judgement, especially since it would make the guide impossible to future proof.  

How to Cascade effectively

One of the more break out conversations that has emerged from this guide so far has been the effective use of Cascade Casting rather than its theoretical maximum.

Certainly the theory crafting of Cascade Casting is pretty unlikely to happen in any actual play, it would require the Wizard to be standing still, turn after turn, just throwing out [>>] spells, without any interruptions from enemies.

Which, while the above might be the dream, lets face it, no DM is going to ever allow that. So, what we now have to do is instead workout the actual tactical value of Cascade Casting while introducing actual play scenarios.

First off, let's understand the above table a bit better.

This chart represents the slot-level breakdown of cascading spells as they go from highest to lowest. I’ve colour coded the level breakdowns as you progress down the chart, so, if you wish to see how each one curves, simply follow the colours as they leap-frog over one another. The colour marked AB is the colour for that levels Arcane Bond use and its corresponding levels gained.

AB = Arcane Bond. Paired with the colour, it simply shows the cascade curve of each level's use of Bond Conservation.

SB = Superior Bond. It’s separated out from the others simply for the sake of clarity.

<# = The number in the # simply shows which higher spell level the extra spell was gained from.

Colour = A simple coding system to help tell apart the different spell levels as they go down. Sorry colour blind folks, I couldn’t think of a simpler way to show this!

So now that we have this chart, what can we pull out of it that we couldn’t before? Admittedly, not much. It’s main purpose at this juncture is simply to illustrate where and how the use of Bond Conservation breaks down in actual numbers.

While most of my calculations are done working from 20th level backwards, if you are below 20th, simply find your highest spell level, check what colours you have access to, and just use the chart to gage what you can and can’t do. Simple!

Now that we understand where our additional spells come from a bit better, the question still remains, “how best do we utilize our Arcane Bond and spell rotations in order to maximize our Spells per Day (SPD)?”.

Unfortunately this is not a simple thing to answer, and will require not just the tactical use of our spells, but a change in how we think of our spells in general.

Done right, it is a highly rewarding system that allows you to flip from a “rationing” mindset to an aggressive one. Where every spell cast now means not just an extra spell later, but potentially several.

Let’s take some time now and work out a play style which best utilizes Cascade Casting and allows you to maximize your SPD!

Cascade Chains

[Coming eventually]


1.3: Arcane Thesis

The initial release of PF2 launches without any class Archetypes as we traditionally know them from PF1, it does however grant most classes functional, if lower spec, archetypes in the form of several 1st level class choices. These choices can be pretty impactful on how the class plays, generally granting abilities and powers impossible to fully replicate.

For the Wizard, these are known as their Arcane Thesis. The thesis set up leaves lots of room for creative changes to the Wizard with future books, and I’m super excited to see what can be done with the set up. With PF2 core, we launch with 4 options to choose from, so let's take a look!

Improved Familiar Attunement 

(★★★★)

We start with perhaps the strongest option of the lot. This thesis grants the Familiar feat for free, and adds career-long value to those familiars, which is fantastic. Familiars are once again the kings of action-economy. Allowing you to trade [>] for [>>] is always going to be a good deal, even if your familiar can’t attack on its own. The value of your familiar just also keeps going up and up with level. Familiar’s also gain a huge tactical boost with the Alchemist Dedication feat, pushing this option to sky-blue.

AGP UPDATE:  With the release of the AGP, familiars got a massive boost in power and utility. I’ll expand on this in Part 1.6, but for something I already considered to be one of the best options out there, it got so much better!

Metamagic Experimentation 

(★★★★)

I love free feats! In a system which uses feats as its base for modularity, a class option which gives you two feats, one of which can change daily, is going to be strong. Wizard’s won bigtime with this edition's change to metamagic. Being able to apply them on the fly instead of having to prepare your spells with them ahead of time adds greater tactical value than ever before. Given that your spell slots are also at more of a premium than ever, this change is a win-win for Wizards.

So far, of the 7 Metamagic feats open to Wizards in the core book, none of them are particularly game-changing. I’ll talk more about the feats themselves in the relevant section, however, part of the rating for this Thesis is for future proofing. As the gameline goes on, being able to select a daily rotating feat will hopefully have increasing value. I’ll also throw a shout to the capstone feat Metamagic Mastery, which utterly changes how you interact with metamagic feats. It is, in my opinion, well worth an additional 10th level spell slot (I am, however, prepared to eat those words with future 10th level spells).

Spell Blending

(★★★)

I really want to like this ability, but the numbers simply don’t bear out. Between the very limited number of spell slots open to you, and this Thesis’ in-built limitation of only 1 bonus slot per level, it means your Cost To Benefit is marginal at best. Once we factor in things like Scroll Savant and feats which augment Arcane Bond, I feel like the aim of this Thesis can be achieved in other, more cost effective, ways. That said, check out Part 2.2: The Cleric: Traditions in a Blender for an interesting interaction between this Thesis and your multiclass spell slots.  

A great many people seem to overvalue this particular thesis for its ability to give you more access to your higher level slots. While it is true that it does this, by and large Wizards aren’t lacking as much for slot access as other Casters. Plus, I can’t help but feel that this line of thinking is rooted in the previous editions spell system, where lower spell level meant more. This isn’t true of PF2 and a 1st level spell can be just as impactful as a higher level one. Yes, early level spells are weaker in their design than higher levels, but it really does depend on the spell and situation in particular.

It’s honestly not the “auto-take” that it's touted to be.

Spell Substitution 

(★★★)

The mileage of this ability will vary depending on how much rest your DM gives between encounters. It’s a fine pressure-valve if you find yourself really in need of a situational spell which you wouldn't ordinarily prepare. The fact that you can swap back later also gives the ability a ‘no harm no foul’ feel to it. The ability is merely green however simply because, by its nature, it's of situational value.

There is, however, the need for greater discussion of this Thesis beyond what I’m mentioning here. While I will get into this later on in the guide, if you are reading this, chances are you have been reading some other sources as well. A lot of people online are heavily touting this Thesis as the flat out best, and a “must take” compared to the others.

While I hate to tell people they are wrong in how they approach the game, in this case they flat out are. A lot of the discussion in this vein centres on comparisons between Wizards and Arcane Sorcerers (With Arcane Evolution). In Part 8: Builds; Putting it all together, I will discuss this at some length, and so I won’t get too much into it here, just know: Don’t buy the hype. Judge a Wizard as a Wizard and not as a Sorcerer, their strengths are not the same.  

1.3.1 Advanced Player Guide Thesis

Staff Nexus

(★★★★)

Let's get this out of the way right now. The Staff Nexus Thesis is really really good. If we are talking about an end-game build / look at things, a Universalist Wizard with Staff Nexus will have the potential to throw around a number of spells per day which literally dwarfs that of any other caster bar none. A Universalist Wizard also suffers the least from the spell sacrifice required to charge your staff due to the expended slot priming a later Cascade.

Depending on what ends up happening with the familiar gained from the Witch MC Dedication and how that ruling transpires, this may become my default Wizard thesis in the future.

It takes a long time to really get online, and you might forget you have it between levels 1-3, but once you get that first additional charge set, you will really start feeling its strength.

P.S: Invest in a Shifting weapon property rune for your staff, and enjoy having your hands free for the rest of your career.


1.4: Wizard Feats

With our first patches of class options out of the way, it’s time to get to the meat of the PF2 modular system, the feats! Feats have gone through a bit of a transformation between the editions, now working somewhere between their previous and optional class features, feats are the spokes on your magical wheels.

As time goes on, this will probably become the single longest part of the guide, but unlike spells, because this is part of the chassis of class, I’ll endeavor to keep this updated as much as possible.

Feat Sources

Feat sources are going to become an ever more important topic for Wizards as the game line goes on. Class feats not only drive your own class features, but serve as the resource that you’ll spend when taking archetypes, be they multi-class or intra-class. This means that class feats are always going to be the bottleneck to our optimisation dreams.

Cracking open the shell of the class, we see that the Wizard gets the standard slew of class feats at every even level, plus access to a couple of extras depending on their choices. The table below doesn’t reflect those granted by Thesis options, unless in the future a Thesis option grants access to a general class feat instead of a specific one.

Natural Ambition, from the Human ancestry, has also been included on the list because just about everyone has some means of access to it and trading an ancestry feat for a class one is a solid swap!

Base

Universalist

Natural Ambition

2nd

1st

1st Onwards

4th

6th

8th

10th

12th

14th

16th

18th

20th

10

1

1

Errata - 16/08/19

Apparently the class feat granted to Wizards at 1st level was a mistake… not a design mistake, which honestly it kinda was, but they literally did not mean to print it! So when your fancy physical book says

“At 1st level and every even level thereafter”

Or when describing the Universalist

“You gain an extra Wizard class feat”

Or when it was added to the reference tables

All of these mistakes have now been removed from this guide! They’ll probably be removed from online sources soon as well. But for you folks, like me,  who bought the first print run of the core? Get a sharpie I guess? Post-it notes?  

Now, what does this mean for us? Basically it amounts to the rich getting richer and the poor getting less access to famailars. Our two Thesis topics rated Blue and Sky Blue are now actually more valuable for utility, and the Natural Ambition feat for Humans is even stronger. Good for them I guess!  

Retraining

The other important thing that we need to understand when looking at class feats is how we can retrain them. The table above shows that we can get an awful lot of feats at 1st level, but of our options, choices open to us at 1st aren’t going to be things we necessarily want career-long.

When it comes to class feats, thankfully, retraining is pretty simple and quick! Let's take a look!

Simple! We have a type for type replacement system with little invest or bother. There, however, a few restrictions on howe can retrain which need to be paid attention to, and will have an impact on the value of a few of our feat sourcing options.

This does rain on our parade somewhat. Having to stick to options generally open to you at the time of original selection means that our handful of 1st level feats will remain as some of our lowest tier choices. Hopefully this is an issue which will lessen with time. More products means more feats, and more feats in that 1st level slot hopefully.

At the moment, it means that there is no good reason not to pick up a familiar. Even without investing in any of the possible upgrades, the added utility for a 1st level feat is will worth it.

But enough foreplay! Onto the feats!

Feats!

Name

Level

Action

Thoughts

Counterspell (prepared) (★★★)

1st

[R]

I’ll more than likely revisit this rating in the future. The move to a Reaction makes it a competitive choice if you build around it, and that’s why I’m tentative. In previous editions, counterspells were generally pretty poor uses of a turn, but not so much now. Green is honestly probably too high for this feat, especially since Clever Counterspell is all the way at 12th and has an additional feat tax. Might be good to retrain into though, so green for now.

Eschew Materials (★)

1st

-

Why is this still even a thing? It's either an entirely lateral move, or, in some circumstances, a direct downgrade due to free hand requirements. The problems that this feat are designed to address are so situational that I feel it’s more an issue with your DM hating you, than anything else.

Familiar (★★★★★)

1st

-

See Part 1.6: Familiars! if you are on the fence. If you have a 1st level feat though, you should probably just take it.

Hand of the Apprentice (★★★)

1st

The power itself is pretty meh, but it’s got the longest range of anything at 1st level and starts your access to focus powers.

Spellbook Prodigy (★)

1st

-

I’ve been running and playing games somewhere in Pathfinder or Pathfinder adjacent games for well over 15 years now.

Not once have I asked, or been asked how long I’m spending learning spells during downtime.

Don’t get me wrong, removing critical failure is a nice bonus and all, but this is just a feat that answers a question no one was asking.

Cantrip Expansion (★★★)

2nd

-

I don’t mind it! Cantrips in PF2 got the 5e treatment and will now provide career-long damage. Having access to more of the damage dealing ones just means you can rotate damage against enemy resistances. As ever, you’ll never be as good a blaster as a sorcerer, and honestly you shouldn’t try, but having some utility cantrips doesn’t hurt either.  

Enhanced Familiar (★★★★)

2nd

-

Bit torn on this one honestly. I feel like if you want it, and didn’t pick Improved Familiar attunement, you’ve made a mistake. But, at the same time, if that's your Thesis you don’t really need it. Honestly, nothing at 2nd (in the CRB anyhow, this will hopefully change as time goes on) competes with Alchemist Dedication, which I'll cover later. The power of this feat even goes up with Alchemist Dedication, so do with that what you will!

Bespell Weapon (★★.5)

4th

[F]

A fun little ability that I honestly can see getting some love from gishier Wizards. However, its non-cantrip, once per turn restrictions pretty much killed it for me. Might go up to green with a good Universalist build, or with Champion Dedication 

Interestingly, this feat sees more play with a Fighter MC Wizard than vice versa.

________

I recently rather enjoyed a build that used this feat to pretty decent effect. It was based on a Staff Nexus Wizard who used an absurd number of True Strikes and this feat to play at being a melee character.

It was actually pretty fun and showed that this feat had potential thanks to the APG, so it's getting a bit of an upgrade from its previous stance.  

Linked Focus (★★)

4th

-

Before I realised it was a once a day power, I almost had a full build focused around it, now I’m not sure I can rate it higher than Orange. You hurt me Linked Focus, hurt me bad.

Call Bonded Item (★★/★★★★)

4th

[>]

The use and power of this feat hinge on an as-of-yet unanswered question.

For most Wizards, this will be a handy little backup ability which will prevent them from losing their bonded item. It’s worth goes up a bit if you are a Universalist, but not by too much.

The reason this might be worth a 4 star rating relies on how it interacts with the Improved Familiar Attunement Thesis. If you read the “functions identically to your bonded item” line to mean that feats which interact with your bonded item also work on your bonded familiar, then this feat solves one of the biggest with familiars - their presence in harm's way.

Tiny Animals like familiars have 1 Bulk, so they are ideal in that regard. If you are picking up the Familiar Master archetype and intend to use them as a conduit, this feat may be invaluable.

Spell Penetration (★★)

6th

-

This is a very situational feat that reeks of overturning a fear of granting any sort of permanent edge.

Steady Spellcasting (★★★)

6th

-

Honestly, a 25% chance to keep a spell you would otherwise lose is worth it! Pick it up to round your build at later levels.

Convincing Illusion (★★★)

6th

[R]

For illusionists, this is practically a must-take. It's a really strong ability that almost makes up the universal access to true-seeing that this game now has.

Being a reaction on a Wizard limits to one target a round, which impacts its overall value, but I still think it's great.  

Advanced School Spell (See Text)

8th

-

Refer to the Arcane school section of the guide for a closer understanding of how good this feat is/isn’t. The 8th level slot is crowded with good options though.

Universal Versatility (★★★)

8th

-

Has its uses and will be as useful whatever ability you’ve swapped into. Honestly though, since you’re a Universalist, your 8th level feat is Bond Conservation and that's that! 

Form Retention (★★)

8th

-

Meh. It will have its uses i’m sure, but they will be limited and niche uses. The structure of Form Retention kinda renders it a bit useless at everything you reach for Batteforms to do.

Scroll Savant (★★★★)

10th

-

Up to 4 bonus variable spells per day?! Yes please!  

They come with the noted downside of having to find and draw them, but that’s what the Valet familiar ability is for.  

Clever Counterspell (★★★)

12th

-

If you like counterspelling, this makes it possible to do effectively. Has the highest feat requirements of anything on this list and I can’t honestly say it’s worth it.  

Magic Sense (★★)

12th

-

Nifty! Not worth a 12th level feat though.

Diviner Sense (★★★)

12th

-

Quick! Without looking it up, tell me what the “Detect Magic Exploration Activity” is!

If you can’t, good job on being a normal person.

This is actually a rather strong ability tied to a niche activity. If you take this feat, you better pester your GM to use it at every single opportunity.  

Bonded Focus (★★★)

14th

-

If you’ve been loving your Advanced School Spell for the last 6 levels, then this is probably right up your ally. Reliability turning your encounter powers into twice per encounter power is certainly a huge boon.

Reflect Spell (★★★)

14th

-

This is honestly a very solid upgrade. If you’ve taken Clever Counterspell already, then this is 100% your next feat.

Superior Bond (★★★★)

14th

-

Bond Conservation but for the poor-man Specialist wizard. I still really like, and would recommend picking it up even if you are already running Bond Conservation as their interaction is great!

Effortless Concentration (★★★★★)

16th

[F]

A straight up boost to your action economy that impacts multiple fronts, it’s honestly just great. Invest!

Spell Tinker (★★★★)

16th

[>>]

Spell Immunity and Polymorph effects make this feat seriously interesting. I’m rating this blue for the possibilities, and the very real chance of it being broken after a few additional books are printed.  

Strong contender for later level builds with The Druid archetype.

Infinite Possibilities (★★★)

18th

-

A once a day spontaneous spell is interesting, if not game breaking. I do like options though, and if PF2 ever gets its version of Emergency Force Sphere then I’m all the way sold!

Re-Prepare Spell (★★★★)

18th

-

Turn a spell of 4th level or lower into an encounter power?! Change that spell with the Spell Substitution Thesis? Even with its limitations, it’s still going to be a solid choice.

Some light theorycraft puts the possible output of this between 96-144 spells per day, but don’t count on that in play.

Suggestion: Sleep, Heightened to 4th level, seems like one of the strongest choices currently available.  

Oh, also; Super Niche interaction: 4 free charges on a staff!  

Second Chance Spell (★★★)

18th

-

This is an interesting feat that, while I’m not 100% sold on, I feel like can be quite strong.

A lot of enchantment spells have a success condition for their targets which still benefits you in some way, so removing the sting of a crit success is actually really strong.

The requirement to actually cast the spell again, locking in actions on the following round, isn’t so hot however and the reason I’m not calling this feat amazing. It is pretty strong however.

Archwizard’s Might (★★★★)

20th

-

Oddly, this isn’t our most powerful capstone, but powerful it is. Take that extra 10th level slot to the bank. Also, just FYI, nothing stops you recharging these slots with Arcane Bond!

Metamagic Mastery (★★★★.5)

20th

-

With the death of the Component-Action link, so too does Metamagic Mastery take a hit. No longer a class-defining kingmaker, instead MMM retains its core value as increasing your action economy overall.

The .5 rating comes from its still very potent addition to the use of Bond Conservation

Spell Combination (★★★/★★★★)

20th

-

This is a really interesting ability, and honestly, I’m not sure how to really categorie it. Like several aspects of the Wizard, once the spell list develops its potential will only grow. I feel like Sorcerers would get more out of it, but this is for Wizard’s only baby!

Spell Mastery (★★★)

20th

-

“Hey OMR, why is this green but Scroll Savant is Blue? They do mostly the same thing but 10 levels apart”

Exactly...

Reclaim Spell (★★★)

20th

[>]

I don’t know that the perfect spell for this feat is. It has a wide and varied usage envelope and, I’m sure in time the community will find something that breaks this feat.

There does not appear to be any restrictions on its use, only that it requires 10 minutes of downtime to reprepared the spell.

This means, in theory, that you can keep any spell whose duration is greater than 50% of its up time, reprepared indefinitely.

It is really hurt by the 4th level or lower requirement, this being a 20th level feat and all.

It's strong, but I don’t think you’ll ever really get a chance to enjoy that strength in play.

Metamagic Feats

I’m cleaving off feats with the metamagic tag from the main body of class feats. While metamagic isn’t as niche for the Wizard as in previous additions, given the power of the metamagic thesis and the Metamagic Mastery capstone feat, metamagic deserves its own space.

Name

Level

Action

Thoughts

Reach Spell (★★★)

1st

[>]

A fine bit of MM to kick us off. My only real problem with Reach Spell is that, after pouring through the spellbook, wizards don’t have an awful lot of touch spells to pick from, giving it somewhat limited functionality. That said, gotta love Chill Touching from 30ft away at level 1.

With some additional play under my belt I feel like Reach Spell really should be the pick of every young Wizard with a feat to cash in. It really helps in those early levels.

Widen Spell (★★★)

1st

[>]

Niche by design, but I keep finding more and more uses for it.

Conceal Spell (★★)

2nd

[>]

One of the few cases of feat tax we’ll encounter in this guide. By itself, this ability is pretty meh, as it requires too many other things to go right and has marginal value. It’s not baaaad but I would probably rate it lower if we didn’t need for Silent Spell.

Energy Ablation (★★★)

2nd

[>]

I suspect they made an oversight with this feat, in that it can trigger off cantrips.

Because of that however, the feat is elevated a bit. I suspect that it will save a few lives, but probably less than spending the same action striding out of range could have done!

Non Lethal Spell (★★★)

2nd

[>]

It does what it does and does it well.

You can now Fireball the room and only knock everyone out instead of TPKing

Silent Spell (★★★)

4th

[>]

With our new understanding of Spell Anatomy (See ), Silent Spell goes from a Must Have to a Meh.

Like all Greens, it's situationally useful and is good at what it does. In spite of the feat tax, being able to bake in Conceal Spell is handy.

Bond Conservation (★★★★★)

8th

[>]

A great feat for any Wizard and a must for the Universalist. If you are a Universalist and not taking this feat, what are you even doing? The 8th level feat slot is packed with great choices, and if you are a Specialist you’ll probably be grabbing Advanced School Spell over this. Definitely come back get it later though, see Part 1.2: Cascade Casting

Overwhelming Energy (★★★★)

10th

[>]

Super nifty for your blasting options! An honestly strong option with little drawback that will allow you get extra mileage even from your cantrips.

Quickened Casting (★★)

10th

[F]

My stance on Quickened Casting has changed somewhat with more playtime, but only marginally so.

Quickened has many undesirable aspects to it, and previously I had set it as Red for that very reason. Being once a day, still costing an action, and capping it to your spell level -2, means that it will never be a great feat. On top of that, the 10th level slot is getting more and more crowded with better options.

So why the shift? Mainly because it allows you to line up the occasional nova or end a fight a bit earlier. I’ve received enough feedback from people all sharing the “it saved our asses” sentiment to keep calling it trash, and so I will yield.  

Forcible Energy (★★)

12th

[>]

The value of this feat really depends on your party configuration. If you have a Tempest Druid or Flame Oracle, then you will probably be able to get 10-15 extra damage a round on a single target.

With a less focused party, or one light with casters / elemental runes, it's not so hot.


1.5: Mastering Magic!

Under Construction! Please mind the mess!

Portions of this section of the guide are due to be archived and replaced with more accurate and up to date information. Please bear with me during this transition.  

Spell Classes

Across this guide I may make reference to certain classes of spell. These classifications have nothing to do with their tradition or which classes can cast them. It's a system of classification wholly of my own invention that I will use to talk about the nature of certain spells and how best they are to be used. This system also does not give reference to how good or powerful a spell may be, (and indeed there will be spells of all power tiers in each class) but rather to talk about their role in a Wizard's arsenal.

Class A

Wizard’s in PF2 have a lot of ways to get access to situational spells or additional casting options. Be this through scrolls, staves, wands, or a just whole pile of class feats. However, our one true source of spells remains our precious precious spell slots.

Because spell slots require investment and are, by and large, difficult to change once you’ve committed to them, we need to fill our spell slots with spells that are not only powerful but open to a wide variety of uses and applications.

These are Class A spells. Spells which we want to fill our slots with and we can use them in lots of ways, encounter after encounter, in powerful and possibly creative ways. Class A spells are important for all Wizards, but picking Class A spells is vital for Universalists who intend to Cascade Cast. Because one of the weaknesses of the Universalist school is a lack of spell diversity, at least from slots, we want those spells we do prepare to really pack a lot of punch and to be applicable to many different encounter types.

Class A spells don’t have a single form or function, and so they can be hard to pin down exactly, they may not even have obvious or straightforward combat applications. Class A spells do however share some traits which you should look for when selecting spells. Class A mostly impacts the flow or shape of encounters and generally they fall into the realm of “battlefield control”. Class A spells are used to stamp your will on the encounter and run as a counterpoint to whatever tactical designs the GM had in mind. Good Class A spells allow you, the Wizard, to dictate how combat is going to go, or at the very least, enable setups and combos from other team interactions. Those familiar with PF1 Wizards will recognise this as the design-space that Wizards often fell into while optimising. This is even more true in PF2, but now with some additional mechanical incentive.

Class B

Class B spells are the general bread and butter of most spell lists. Class B spells are the thing you reach for when you want a specific effect but with limited to no use outside of that effect. Most blasting spells fall into this Class, along with utility spells like Dispel Magic. Class B spells can be game-wrecking powerful at times, and are, in their limited element, simply the best thing you can do in that moment.

Their strength also belies their weakness.

For example; you and your party have been hunting down a gang of tribal necromancers giving a town trouble. Expecting magic and trickery, you prepare several castings of Dispel Magic. However, as you progress through play you actually find yourself fighting mostly the barbarian counterparts to the tribal necromancers, as you make your way through their tribal lair to their unholy throne. For you, you prepared wrong that day. Turns out you needn’t need 3 Dispel Magics prepared and you kinda ended up sitting on those slots all day.

Things like the above are the inherent risk of any prepared caster.

This is why, in my opinion, Class B spells are not to be prepared in your spell slots, where possible, and instead built into things like staves and wands. Staves got a big functionality kick up in PF2 and should now be considered an essential part of any Wizard’s kit. As you progress through levels, you should actually design several staves for yourself, all themed around a particular set of needs. While you can only have one staff charged a day, having a blasting staff or a counter-caster staff, both filled with Class B spells, is the best use of your resources.

Class C

Class C spells are those sorts of spells that I always want to have prepared, but can rarely actually justify it. They are primarily reactionary or defensive spells which handle unusual situations, but keep you alive and ticking. Class C spells can almost always be described by the word “situational”.

Feather Fall is perhaps my favorite example of a Class C spell. For what it does, Feather Fall is a fantastic spell, it ticks all the right boxes for a spell of its level and function.

But how many times a day should I prepare it? Should I even bother to prepare it at all? Sure I might think my encounter-day is going to be all underground and so no need, but what if a chasm-spanning bridge collapses, what if I’m shoved off a ledge? What if none of those things happen and I could have used a much better spell instead?

Class C spells are those best left to other magic sources beyond our spell slots. Wands, Arcane tattoos, staves, assorted magic items. Class C spells are the sort of things you want to design a bunch of and hold as your ace in the hole.

Spell Anatomy

Controversies Settled  

As consistent readers of this guide will know, by far and away the biggest controversy to emerge from its writing was the discussion around the former contents of this section. (Archived for posterity in Part 12: Archived & Historical Information: Archived - 18/12/19: Anatomy of a Spell)

After months of waiting, we finally received some direct information about the “Spell Components = Actions” Debate.

Hands up, I was flat wrong.

As you’ll read in a moment, my rationale for believing what I did was sound, and you can see the echoes of the former system literally all over the structure of spells. It appears that rather than rework the spell system between Playtest and Official Release, Paizo instead decided to leave it as it was but weaken the necessary verbiage and thus break the link between components and actions.

Obviously this wasn’t as explicit as it could have been, and indeed wasn’t even clear to all of us who didn’t realise that the verbiage change was intended to break the link. But, in any case, it’s now confirmed and we can all move on.

What did this confirmation look like you ask? Once again, Mark Seifter (Who has been on a Q&A tear recently!) jumped into the discussion thread on the Paizo forums regarding the interaction of Silent Spell, Metamagic Mastery, and spell components, and set us straight.

So yeah! That is pretty explicit.

The Component-Action link is dead, long live Arbitrary Cast Times. 

How does Spellcasting actually work then?!

Under Construction!

Understanding Triggers

Under Construction!

The Ready Action

As a side note, you won’t be able to cast most spells off a ready action without Metamagic Mastery’s capstone interaction.

For me, this is a super disappointing inclusion. Since most offensive / utility spells are at least [>>], and the Ready action is [>>] by itself, AND stipulates that the readied action can only be [>] or Free, it makes it a fairly limited tactic for wizards for most of their career.

Once you have access to Metamagic Mastery  however, then the Ready action opens up its full potential. You have to jump through some hoops, and accept only marginal gain, but it's a little extra mileage out of an already great capstone. Just in case you weren’t sold on this feat already.

Sustained!

Contentious - The following section has been deemed contentious and submitted for FAQ or is in need of additional developer clarification. please speak with your DM before bringing it to the table.

If you have been looking over your spellbook, you may have noticed that some spells either have a duration of “sustained” or have some option which kicks in when you sustain a spell.

Sustaining a spell has actually changed a fair deal since PF1, and now it has more versatility than ever. Let's brush up on just how this works.

So sustaining a spell is basically a single [>] we take on our turns in order to keep a spell effect from a previous turn going. That’s obvious! Why bother talking about such an obvious thing and why does it have the Contentious tag? Well my friends, you may have missed something in the sustain action, or, rather, missed the lack of something.

As presented, there is no limit on how many times a spell can be sustained a turn, bar the number of actions you have open to you. Think about that for a moment, then go back to your spell lists.

When you sustain the spell, comma.

One might assume that a spell can only be maintained once in a round, and that the effects of said spell, once maintained, only occur once in the following rounds.

This is not, however, so. While not true for all sustainable spells, many of them are worded in such a way that, as long as you are willing to spend [>] using the “Sustain A Spell” action, then you get their effects multiple times in the round.

So what does this mean for us?

At present, not an awful lot. At the time of writing, not many Arcane spells have overly exciting effects when sustained multiple times in a round. This will naturally change over time, but, at present, it’s not anything to get too excited about.  

Unless you’ve decided to take a Divine casting multiclass Dedication that is! While they, as a whole, will be discussed in more detail in Part 2.2: Multiclass Archetypes, for now, all you need to know is that they grant limited access to some Divine spells.

Divine spells like Spiritual Weapon and Spiritual Guardian, both of which are pretty nifty little spells. While both are too hard to screenshot here, effectively, each time they are sustained you get a strike action with one of the most favorable modifiers open to you in the whole game!  Treated as spell attacks, adding your stat mod to damage, and having decent base damage in their own right, they allow you to play at being a melee combat like the big boys, without having to get too close.

What’s more, you can actually get a little additional mileage from the Effortless Concentration feat! Even more reasons to like it!

The Flaming Sphere debate


Breaking (17/12/19):

In a discussion thread on the Paizo forums, Mark Seifter graced us with some information about this very issue

We have it coming in the next errata batch. Sustain a given spell once per round only, unless the spell specifically encourages you to do so more than once like Spiritual Weapon.“

That’s some solid information in regards to rules as intended! It looks like the days of the Flaming Sphere debate may already be coming to a close. Sadly, Mark was not more forthcoming about the details at this time, nor even a timescale.

We'll let you guys know, but there's other steps along the way to deciding that go through multiple departments before we ourselves know for sure, and then we need to make sure it's all set and we're sure we can hit it. The last thing we want to do is give a timeframe and then have it be inaccurate.

Happy holidays!

So what can we pull out of this? Not very much sadly. We know that something will change, and we know that a new “rule of thumb” in terms of sustained spells is coming. We don’t yet know the shape of it or which spells will be affected.

It’s a good shout that Flaming Sphere will not exist in its current form (See below why), but other spells like Spiritual Weapon will in fact encourage it.

Until it's out, guess we’ll just have to wait. For the time being, remember to consult your GM on how you folks think the spell should work for your table.


For canny readers of their spellbook, as we went over the previous section, you may have been wondering about the Flaming Sphere spell and why it was omitted. On a surface read, Flaming Sphere would look to be one of the spells who gains the most from the Sustain rules. However, a debate has started due to the spell's particular wording, which calls this into question.  

Let’s take a quick look at the spell’s text to get ourselves up to speed.

The particular verbiage of issue here is “On Subsequent Rounds” and what that means for the intended workings of the spell.

Some camps argue that wording means that Flaming Sphere is designed to only be usable once per round, and that additional sustaining of the spell does nothing of worth. Meaning that the spell is an additional 3d6 (without heightning) on top of your other [>>] casts. In terms of numbers, this seems more in line with overall damage trends we see at lower levels.

Other camps argue that the wording merely prevents you from sustaining the spell on the same round the spell is cast, preventing a 6d6 fireball in a single turn. This interpretation however would mean that, for the following 9 turns, the spell would deal upto 9d6 per round. At 3rd level.

Both arguments have some merit to them, and I think it will take an FAQ to clear it up. Until that time however, it will be your DM’s decision.

Personally, the second interpretation looks to be correct as per Rules as Written. This makes Flaming Sphere one of the most efficient damaging spells in the game. Being flexible in the number of times you can sustain it each turn, is relatively light on your actions, allowing you to move and cast other spells as needed, while pumping up the damage on turns when you can stay still.

For some context; Cast as an 8th level spell, with the help of the Effortless Concentration feat, the spell can have a potential damage output of 36d6 per round (9d6 per sustain x4 sustains), for up to 9 rounds, with an additional weaker first round. This means that, for a single spell slot, Flaming Sphere has the potential to deal 333d6 damage. Averaging this, we get the result of 1165 points of fire damage!  Needless to say this is well above the damage potential of any other spell yet printed, and makes it the most efficient damaging spell in the entire game by a wide, vast, expansive, margin.

Infact, pulling out some examples from the current Monster Manual, if we take the 5 currently highest levels enemies in print we see the following:

Monster

HP

Relevant Defences

Pleroma

335

Regeneration (20)

The Grim Reaper

320

Resistance: all damage (15)

Mu Spores

350

Regeneration (50)

Resistance: Acid 20, all (except sonic) 10

Tor Linnorm

440

Immune to Fire, so okay, I’ll give you this one.

Treerazer

550

Regeneration (50)

Resistance: Acid 20, cold 15, fire 15, physical 20

Apart from Tor Linnorm and perhaps Treerazer, we see that a single 8th level Flaming Sphere can (in theory), handily kill all the most powerful enemies currently in the game.

So that’s why there is a debate!

Sustaining Summons

Speaking of Effortless Concentration and why it's amazing, did you know that it allows an even more direct and powerful boost to your action economy than is immediately obvious? If you did, good for you! If not, let's learn some more about Summon minions and how you control them.

That’s right! A minion that comes about due to a spell or magical item effect counts as a Summoned Minion, and with Summoned Minions the action you use to command them is the Sustain a Spell action.

For most of your career, this won’t have too much of an impact on your use of Summons. Unlike with other sustained abilities as noted above, commanding a minion is explicitly restricted to a Once Per Turn ability. So sadly we can’t trade 3 actions for 6 (not that you would really want to). What we do get, however, with Effortless Concentration is an effective 2 additional actions per turn on those turns where we have a Summoned Minion up.

The value of this will depend on what you have summoned, and the utility of summoned monsters has changed somewhat from PF1. I’m going to discuss this further in Part 6: Spells, however, for now, even if we just consider them as an Animal Companion (See Part 2.2: The Druid: The Animal Order - Animal Companions). This alone is a pretty solid upgrade on your actions per turn.

Having your full 3 actions each turn, plus 2 additional from Summons is huge. As we’ll see when we deep dive into Summons later on, this will end up turning into many more spells per day being thrown around.

I just wish something like this existed for Familiars… Speaking of!


1.6: Familiars!

Familiars have changed a lot between the editions, their role in boosting your action economy, however, remains the same!

 

Firstly, getting a familiar is no longer a free or inherent part of the class. You want one? Going to have to select for it. Thankfully a familiar can be obtained with a simple 1st level feat which any Wizard can grab, or comes for free with the Improved Familiar Attunement Thesis.

 

Much like everything in PF, your familiar is now as modular as you are, minus all of the commitment. Whereas in PF1 your familiar was a well ordered and structured bestie, with particular inherent traits depending on what it is and your level, instead PF2 gives us a system for crafting bespoke familiars from a host of options.

Split between Familiar Abilities and Master Abilities, by default, your familiar gets to pick a mere 2 per day. Thankfully there are a number of ways to augment the number of these abilities you have access to, and, best of all, you aren’t stuck with any of your choices.  Each day, during spell preparation, you can reselect any of your familiar's abilities just like your spells.  

Let’s take at our options, shall we?

Familiar Abilities  

Ability Name

Restrictions

Thoughts

Accompanist (★★)

-

Pretty sure this is just for Bards. If we ever get an ability that works off Performance then it may be worth something, but until then, meh!

Amphibious (★★★)

-

Playing an aquatic campaign? Want a goldfish as a buddy? Then this is the ability for you!

Burrower (★★★)

-

Burrowing is more limited than I’d like considering we’re dealing with magic here, but it’s great for finding buried treasure I guess!

Climber (★)

-

Why Climb when for the same cost you can fly at the same speed. Climb might have a few edge cases over flight, but generally it's the worse of the two.

Damage Avoidance (★★★)

-

Green by default, but I actually really like it. If you know you are sending your Bud into a combat zone, it pays to throw this on him.

Darkvision (★★/★★★★)

-

Have Darkvision yourself? Then it's orange. Don’t have Darkvision? Well you (kinda) do now!

Fast Movement (★★★★/★★)

-

Almost always Blue if you intend to use your familiar to its max. Some folks may wish their familiars to be home-bodies, but this is great for maximising fluff-bros usefulness.

Flier (★★★★★)

-

3 Dimensional movement is amazing. Straight boost to utility, helps them avoid danger, marginal additional value with the Enlarge spell. Great all round!

Focused Rejuvenation (★★★)

-

This was a sorely needed ability for our little pals. Until now, damage done to our Familiars ate into the parties healing budget just like another party member would.

This finally gives us a means to reliably heal outside of combat which isn’t going to mess with other party members.

Independent (★★★★★)

-

This ability frankly blows the lid off familiars and makes them one of the best choices in the game.

This ability works like having some form of super quickened, if for a more diverse but limited set of actions. Positioning, fetching items, throwing switches, doing little jobs. Tons of things that would otherwise eat up an action can how be offloaded onto your familiar. It's crazy good.

 This + Manual Dexterity are king.

Kinspeech (★★)

Prerequisite: Speech

6th level

Personally, I have a soft spot in my heart for abilities like this. If it was just a little bit less restrictive, I’d probably go Green.

Lab Assistant (★ / ★★★★)

Prerequisite: Manual Dexterity

Quick Alchemy

Helps solve some action economy issues with the Alchemist and its Dedication. Goes up to Blue if you feel like picking up the Quick Alchemy feat as well.

Manual Dexterity (★★★★★)

-

This is like 40% of the entire reason familiars are so good. Extra manipulation actions at a low-low cost!

Master’s Form (★★★)

Manual Dexterity & Speech abilities

This is a weird ability which, I’m not going to lie, is probably as useful as you are creative.

It's on the surface uses are many, but combined with other abilities, some illusions and some good deception work, and you have a powerful bag of tricks.

Partner in Crime (★★★)

For what it does, it's actually very strong. Gaining a reaction and then automatically succeeding / Crit succeeding on the aid check is actually really strong.

Taken with Independant and you can even mitigate the prep action required.

Thievery is not a skill we only care about, Deception has its uses however. If you are going in on the Charisma Wizard, then this will probably be for you.

Plant Form (★★)

Plant Familiar

Pretty much limited to Leshy familiars and ergo the Druid, it's still kinda nifty.  

Poison Reservoir ()

Homunculus

Familiar

At the time of writing the ability is literally broken and cannot be taken as there are no homunculus familiars. That said, it doesn’t look great anyhow.

Resistance (★★★)

Just a solid ability. If you know what you are facing, then it's a great idea to equip your fluff.

Scent  (★★★)

-

If you need it you need it. Abilities like this really benefit being able to mix and match now.

Skilled (★★★)

-

Another solid ability. Giving your familiars between a +4 to +7 to your selected skills.

Familiar skill use is an underrated effect due to their marginal chances of success at certain tasks. Making it so your familiar is able to do things like pass a Treat Wounds test is kinda huge.  

Speech (★★★★)

-

Someone is about to get ALL the treats. Oh, and your familiar is now one of the best scouts possible. Plus, now you get bonus RP chances!

Spellcasting (★★★★)

-

An excellent ability with a ton of versatility. At its worst, it amounts to an additional 5th level spell slot, at its best it allows for you to effectively cast from a mile away.

Freeze Mask (★★★)

Mask Familiar,

Magaambyan Attendant Dedication  

It’s cool, it’s flavourful, it’s fun.

It’s a little useless a lot of the time, but for those worried about the safety of their familiar, this can go a long way to help.

Toolbearer (★★★)

Another great utility ability that gets you around some action restrictions. It ups the usefulness of bandoliers and ensures access to both Alchemist and Healers kits.  

Touch Telepathy (★★)

It certainly has its place, and I’m glad to have it rather than not, but it's not something I’m going to want or need everyday

Tough (★★★)

A decent boost for your familiar, raising HP from 5 to 7 per level. It's not amazing, but it's worth it if you intend to get the most out of your familiar.

Valet (★★★)

Another excellent ability which maximises your action economy. Not every character will get a big use out of this, but Alchemists, Eldritch Archers and the like will love this. In the right build this might be considered a ★★★★

Master Abilities

Ability Name

Restrictions

Thoughts

Cantrip Connection (★★/★★★)

Must be able to prepare Cantrips

Honestly, you probably don’t need this. You get enough cantrips to cover your bases, but if you are investing in your familiar's ability count, it can't hurt I suppose.  

Extra Reagents (★/★★★★)

Must have the Infused Reagents class feature.

Did you take the Alchemist Dedication? Then you’re taking this.

Familiar Focus (★★)

Must have a Focus Pool

This ability will really be as strong as your School Spell, however, being once a day is a real kick in the teeth.

Innate Surge (★★)

-

It's not great. It might swing wildly depending on what sort of innate spells you are packing, but I’m not thrilled with it.  

LifeLink (★★/★★★★)

-

Look to the section on combat familiars below, and in Part 2.2: The Alchemist: Pokemon, but on Meth to see why this might be Blue. If you aren’t thinking of using your furball to bite things, you can take or leave it.

Share Senses (★★★)

-

It’s a solid ability with a lot of uses and I really like it.

I would recommend using this until you can get a Collar of Empathy companion item, and then never use this again.

The Collar is a less restricted version of this ability with the bonus of freeing up an ability slot.

Spell Battery (★★★★)

Must be able to cast 4th level spells

Yep, it's good! Note, I decided not to include this in the Spells per Day table because it’s kinda awkward to factor in there.

Spell Delivery (★★/★★★)

-

Can have its uses, more so if you are going to throw fluffbutt into combat. That said, I’d rather just use Reach Spell.

A lot of the value we can derive from these abilities will also come from our ability to several of them at a time.

If you aren’t planning on taking the Improved Familiar Attunement Thesis, which grants an additional 4 abilities across your career (for a total of 6), then I highly recommend taking Enhanced Familiar for an additional 2 (or take both, for 8!).  Simply put, two abilities is not enough. If you like the idea of using your familiar to attack (see below), then you’ll definitely need at least one of those options.

The Minion Trait

So how do Familiars actually work and what is their role in enhancing your action economy? Familiars, much like Summons, now operate using something known as the minion trait. It’s a new, and somewhat universal system to help govern any other being under the wizards direct control.

You can have any number of minions at one time, however, you are limited in your ability to command them. The system is basically a direct 2-1 trade in your favour. By spending [>], you can order a being with the minion trait to use up to [>>]. If you ever decide to become a big, scary, necromancer, with a horde of undead, it means you’ll only ever be able to directly command 3 of them in any given round. This does mean that your effective actions in that turn double to 6, which is a pretty sweet deal.

Your familiar works just the same way. By using [>] to issue it a command, your familiar can take any  [>>] that it would be capable of. There is, however, a bit of ambiguity in what a minion can do without a direct command, as the system does recognise that sentient beings won’t just drool in the corner without your word. Let’s take a look!

See what I mean? “Act how they please” is vague at best. In practical terms, I imagine when not in Encounter mode, your familiar will be able to act without limitations and you won’t have to consider your action delegation. But it’s what happens in Encounter mode that bears some FAQ / Errata clarification. The additional question of will your familiar count as just an animal or get the upgrade to full sapience due to its connection to you. If it can talk does that mean it can think? Who knows!  

 

Ouch! Familiar Combat

Natively, Familiars can’t attack. Nothing expressly prevents them from doing so, but, by themselves, they simply lack any means of making an attack action. In order to take the Strike action, it's required that you have some means of attack.

All we need to do then, in order to get a tiny combat pal, is to find a way to give your familiar an attack. As the gameline goes on, the number of ways to do so will probably grow, however, as of right now, your options are limited.

Part 2 of this guide will deal with archetypes, which is a massive discussion in and of itself, however, by taking the Alchemist Dedication we open up the possibility of combat familiars from level 2. Our main vector for doing so is the Bestial Mutagen. Normally not so great, the fact that mutagens can now be taken by anyone means our famailars can now enjoy their benefits.

I’ll talk about this more in depth, however, at the end of the Alchemist Dedication discussion, where I'll break down the numerous benefits and interactions opened up by this feat.

APG Shakeup: Crazy Good!

With the APG now here, we have more familiar options, powers, uses and tricks than ever before. What's more we now have two extremely important additions to the game, those being Specific Familiars and the Familiar Master archetype.

Specific Familiars

With the APG, we get a new concept for PF2, that of the specific familiar. Unlike in PF1, where each familiar had a distinct profile right from the get-go, PF2 familiars started life as generic blobs without distinction bar the abilities you granted them.

Specific Familiars break from this by providing a series of possible familiars which do in fact have their own profiles and benefits. The way in which this is done is a little lackluster. Each Specific Familiar comes with two unique parts; a series of required abilities which are needed to obtain the familiar and act as a “cost”. These required abilities are locked in place once purchased and can’t be changed. The other are those unique abilities that come with that specific familiar and are essentially what you are buying with the required abilities.

Familiar

Required Abilities

Granted Abilities

Unique Abilities

Discussion

Aeon Wyrd (★★★★★)

(3)

(4)

Aeon Stone Reservoir, Can’t Walk, Constructed, Crystalline,

All granted abilities

This super cheap can be obtained from 1st level in many cases and comes with several powerful abilities, which makes it perhaps the strongest of the specific familiars overall.

Construct immunities are amazing, it’s repair-clause works in our crafty favour, and the weakness of Crystalline is thankfully not too common.

Aeon stones are also very powerful, especially when they don’t cost you an investment slot, and come with some extremely rare and novel benefits.

The Society Guide, the book which introduced the Aeon Wyrd, features perhaps two of the most powerful stones in the game. Which is neat.  

Calligraphy Wyrm (★★★)

(6)

(8)

Darkvision, Flier, Ink Spray, Manual Dex, Scent, Skilled, Speech, Stylus Claws

Ink Spray,

Stylus Claws

Highly comparable to the Faerie Dragon, the Calligraphy Wyrm is pretty much a straight upgrade over the Faerie, with both more abilities and more relevant ones at that.

Ink Spray isn’t nearly as strong as Breath Weapon, but its “neutral game”  package is just better.

Dweomercat Cub (★★★.5)

(4)

(5)

Alter Dweomer, Darvision, Detect Magic, Scent, Speech

Alter Dweomer,

 

Detect Magic

Alter Dweomer has a handful of strong conditions which, under the right circumstances, can be very powerful. In particular the Conjuration and Illusion effects, both of which are easy for you to meet the conditions of in addition to enemies.

A Familiar Master, using Familiar Conduit, that uses the Message cantrip on their Dweomercat cub, has easy access to an invisible source-point for their spells for a few rounds every 10 minutes.

Faerie Dragon (★★★)

(6)

(6)

Amphibious, Darkvision, Flier, Manual Dex, Speech, Touch Telepathy

Breath Weapon

A worse deal than the Calligraphy, with some redundant ability granted abilities, the prize here is the Breath Weapon.

Stupefied and Slowed are both incredibly strong conditions and being able to deploy them once per hour at a save comparable to your own is super strong.

Before the society guide game along, I would have said it was the best specific familiar overall, now it’s not so much.

Imp (★★★★)

(8)

(8)

Darkvision, Flier, Manual Dexterity, Resistance (fire and poison), Skilled (deception), Speech, Touch Telepathy

Imp Invisibility,

 Infernal Temptation

The Imp is an extremely powerful familiar with two amazing unique abilities. Its granted ability suite is great, and in general it does everything you want it to do.

The problem is the extremely high cost required to get it.

The only way to obtain one as a Wizard is through the Familiar Master Archetype. Don’t get me wrong, it's a fantastic archetype, but it's a lot of high feat cost for access.

Even then it places a strong peg on your customisation options. By investing fully into additional ability feats, your Imp can have 4 customisable options. This is still a massive win, but it's a very high cost.

Poppet (★★)

(1)

(2)

Constructed,

Flammable

All granted Abilities

When it was first discussed on stream, I was super excited for the poppet. When they talked about “endlessly modifiable” and “extreme customisation”, I was really excited to see that they had cooked up.

Marketing BS turned out to be the answer.

The poppet is a low-cost Specific familiar that locks out access to other more interesting familiars for access to the Constructed ability. The only familiar to come with an ability which is a straight negative, you can at least buy it off.

With Improved Familiar it becomes an effective 0 cost way to have a Constructed Familiar - Which is great, don’t get me wrong - but I can’t help be feel I was oversold on this one.  

Spell Slime (★★★)

(4)

(3)

Climber, Darkvision, Tough

Magic Scent,

Ooze Defence,

Slime Rejuvenation

Spell Slime is Best Slime!

From a favour point of view, I utterly love the Spell Slime. I also think it holds a very unique niche as a “durable” familiar. It’s also Flubber.

Mildly easier to hit, but with more HP and a strong healing mechanic, the Spell Slime is a pretty decent familiar. Moderate cost, but with a decent bang for your buck.

If you GM likes to target your familiar, get a Spell Slime.  

Familiar Master

While I’ll talk about the Familiar Master fully in its archetype discussion, I just thought I would mention it here as it is, in my opinion, one of the best Archetypes a Wizard can get.

Familiar Conduit is a literal game changer and something that can really impact every aspect of your build if you take it. Combine that with the ability to have as customisable a familiar as a Witch, plus access to every possible specific familiar.

It's a real winner in my book.



Part 2: Archetypes

Under Construction! Please mind the mess!

Part 2 of this guide is a vast and roving beast which grows more complex each day. This section may forever be under some form of review, so please don’t hold formatting issues against me.  

2.1: Intro to Archetypes

Archetypes take a massive departure from their PF1 equivalents in terms of both form and function. Almost unrecognisable from the original, anyone who experienced “Variant Multiclassing” last edition will be immediately familiar with what's going on here.

PF1 Variant Multiclassing was a really innovative switch up to the way by which characters have multiclassed since multiclassing has been a thing. From 2e to 5e, players have literally just stacked classes on top of each other, operating as their respective class levels for the features offered. For many, partially martial classes, this system worked great and allowed some unique - if awkward to RP - characters to arise. The method was, however, horrible for full casters. Losing class levels in your primary caster class always meant taking a steep power cut. For prepared casters, even a 1-level dip, could seriously put you behind the curve. Spontaneous casters getting an even worse deal and perhaps losing out on access to whole spell levels.

Now, all that is gone (For now anyhow), and has been replaced with what is perhaps the most elegant means of multiclassing ever brought to the table.

For those who never used Variant Multiclassing in PF1, and are new to the archetypes of PF2, never fear, cause I’m about to break this down.

How to Multiclass

Quite frankly, multiclassing has never been easier, at least in terms of the current system of taking dedication feats to do so. Unlike in previous editions, where stacking class levels on top of each other could create awkward and messy characters, the new design is an extremely elegant method and one I’m a massive fan of.

However, this does not mean that there are not things that we need to be aware of before jumping in!

Much like everything is PF2, Mutliclassing is now as modular as everything else. Letting you decide just how much investment you want in your secondary class.Investment is also a key term here, because, unlike with PF1, where you could in theory have a character made up of 20 1st level dips, Mutliclassing is more about resource allocation rather than just dipping in and out at key levels. Let’s take a look!

Class Feats - The powerhouse of the Multiclassing cell

 Your class feats are now the resources by which we obtain and drive multiclassing! All aspects of your multiclass experience are now driven by which, and how many, of your class feats you have traded in for Multiclass feats instead.

While not wholly standardised, both your class feat allocation and the number of Multiclass feats open to you, are in a rough alignment. Which means we can start talking about various multiclass options just from the perspective of how good they are, but how resource intensive they are as well.

By default, every character you will ever play in PF2 will have access to at least 10 class feats across their career. Most classes will have access to more than this base 10 in various ways, and I've already broken down the Wizards options in Part 1.4: Wizard Feats: Feat Sources. What also matters, however, is not just the number of feats we have, but the level at which we get them, as all Multiclassing feats bring with them a level requirement. Below is a table which breaks down the various level intersections the Wizard will experience with both class feats and a broad swath of the Mutliclass options.

Class Feats

Universal Multiclass

Spellcasting Multiclass

Martial Multiclass

Outliers

1st (Universalist)

2nd

Dedication

4th

“Basic” Option

“Basic” Casting

Class Feature / Focus Spell / Resiliency  

6th

“Advanced” Options

Secondary Class Feature

8th

“Breadth” feat

10th

“Monk’s Flurry” (Monk) /

“Uncanny Dodge” (Rogue)

12th

“Expert” Casting

Final Class Feature

14th

“Diverse Armour Expertise” (Champion)

16th

18th

“Master” Casting

20th

I imagine that, once new classes get added to the multiclass table, that “Outlier” column will have to be renamed to some sort of emergent trend. Given that the only real outliers belong to the Monk, Rogue and Champion, I’m tempted to call it “tricky martial” as it is, but I’ll leave it as is for now.

Anyhow!

So what does this table tell us? It tells us that multiclassing is actually going to be a matter of strategic resource allocation more than anything else, but it also tells us that this will not be the same across the broad.

Given that martial and spellcasting multiclasses tend to have slightly different feat placements, it means we’ll have slightly different power spikes depending on which option you go for. It also means we’ll need to do some build plotting too in order to maximise our investment at key levels.

For example, if we wish to choose a spellcasting multiclass option (More about that in Part 2.2: Multiclass Archetypes: The Bard: Multiclass Spellcasting and you!) we may find ourselves very tempted at 8th level to take one of the various “Breadth” feats that comes with them. However, 8th level is also the level that Bond Conservation comes online. Bond Conservation is such a huge power spike, that it can be hard to justify really taking anything else. Thankfully, however, we aren’t hard-locked into taking the Multiclass feats at these levels, and we can simply delay until the next time we get a class feat to take them.

2.2: Multiclass Archetypes

Foreword on Multiclass Archetypes

Free Multiclass Archetypes

 


The Alchemist

Source: Pathfinder 2nd Edition Core Rule Book

  • Stats Required: Intelligence 14

We start off the archetypes list with the, hands down, strongest option on the list for Wizard. I cannot express just how strong of an option is, especially right at level 2! It’s like going up an additional level. The power spike this creates at 2nd is amazing. Let’s break this all down!

Archetype Feats

Name

Level

Requirements

Thoughts

Alchemist Dedication

2nd

Intelligence: 14

This is, honestly, one of the strongest 2nd level feats you could ever ask for. The number of goodies we get from such a small investment is insane. We’ll walk through it in this section, but I’m just blown away by how good this is for Wizards.

Basic Concoction 

4th

Alchemist Dedication

Trading a 4th level class feat for a 1st / 2nd level one isn’t a great trade for me. The options are also pretty so-so for is. Too bad we’re only allowed one Familiar at a time, or else this would be Sky Blue for that alone!

Quick Alchemy

4th

Alchemist Dedication

Personally, due to the much more limited access to reagents that wizards get vs alchemists, I’m not overly fussed on this feat. However, I can recognise its power, and usefulness.

Advanced Concoction 

6th

Basic Concoction

Definitely better than the basic version, and best taken at later levels than at 6th. It’s got some decent options that can fit a variety of styles.

Expert Alchemy

6th

Alchemist Dedication

Expert in Crafting

Did you take Alchemist Dedication at 2nd? Feel like its power is starting to drop off around level 4 or 5? Good news! This is your 6th level feat!

Master Alchemy

12th

Alchemist Dedication

Master in Crafting

This will take Advanced Alchemy all the way up to level 15 eventually, which is damn strong. We get an awful lot of mileage and utility out of the 3 Sky Blue feats in this list. All 3 are worth taking asap!

What do we get?

  • Proficiencies
  • Trained in Alchemical Bombs
  • Trained in Crafting 
  • Trained in Alchemist Class DC
  • Feats
  • Alchemical Crafting  
  • Class Features
  • Infused Regents
  • Special
  • 4 Additional 1st level alchemical formulas  

Okay, wow! There is an awful lot to unpack here, as this feat comes LOADED with features right off the bat! Let’s go through this step by step, as it will also serve as a good way to talk about the new alchemy system before Part 7. Before we get into the knitty-gritty however, lets go over some of the basic stuff that comes with the feat.

First up, Proficiencies! The standout here is becoming Trained in Crafting. Crafting has changed from a specific skill to a general skill, in that it now governs your general ability to build or create just about anything. Given how limited our skill increases are, this is a god send if you ever want to craft more than one type of thing. Crafting plays to our strengths, as an Int skill, and is key to both using archetype well, and taking the later feats. It’s a handy skill to have, and getting it for free here is just a nice little bonus. Our other Proficiencies aren’t so great. If you are playing a game which you think isn’t going to go beyond level 5, and you like throwing bombs, then go ahead and treat both Trained in Alchemical Bombs & Alchemist Class DC’s as solid Blue’s. The problem is that never get anything above Trained and so they will rapidly begin to lag behind saves. At low levels, tossing a few bombs is a great boost to what you can bring to combat, however, the true value of alchemical items, at least for Wizards, is pretty much everything besides the bombs.

The flip side to the crafting skill now being generalised is that you now need specific feats to craft just about everything. This is pretty similar to PF1, and in some cases better, so I’m pretty cool with that.

Let’s take a look at Alchemical Crafting for a moment!

Not an awful lot to unpack there, except that we can now also craft permanent alchemical items in our downtime, in addition to those temporary ones gained from infused reagents. So we gain some extra utility, the ability to make some extra cash between adventures, and we also gain our first patch of formulas. Pretty damn solid!  

Understanding Alchemy

Alchemy, as a system, has changed quite a bit since PF1 and thankfully for the Wizard, to our benefit.

Our interaction with alchemical items will come in two main forms;

  1. Items created using the downtime crafting rules - which will be covered in Part 7
  2. Temporary - and free - items created using the Infused Reagents which we just got access to!

Both of those are pretty great in their own way, however, the more mundane crafting will be saved for later. Right now it's time to break down what we get from the infused reagents feature, and why the Alchemist Dedication is worth investing in. Let’s take a look at the Infused Reagents feature and see that this gives us!

Of note, we only get a number of reagents per day equal to our level (plus an additional one with one of our familiar features). This takes a bit of the wind out of our sails and means that our early alchemy is going to be far more limited than an actual alchemist, but, you know, that’s pretty fair. Given that as we level up, this disparity will matter less and less, I’m also not that broken up about it. This does also lead into part of my reasoning for not overly loving Quick Alchemy - since it is far more resource intensive than simply using Advanced Alchemy.

Plus, we’re wizards! Preparation is what we’re all about! None of this “by the seat of your pants”, “making it up as you go along”, spontaneous nonsense.  

Back to the matter at hand though! Next up is the Advanced Alchemy feature, as it will be the actual driver of what we can do with our infused reagents.

Okay, so this is fantastic! Basically, every morning, while pouring over our spellbook and munching some kibble with the doggo, we also magic up some infused alchemical items. Coming at literally no time and no cost is amazing to boot!

Some limitations however. Unlike actual Alchemists, our Advanced Alchemy is hard set to 1, and it doesn’t advance naturally. This means that the items we can create will be capped at those we can get from 1st level formulas. At levels 2-3, this won’t even be a concern, as the actual Alchemist doesn't have any upgrades to these formulas either. Between 4-5 you’ll start to feel the drop off in your items effectiveness.

Thankfully, at 6th we upgrade our Advanced Alchemy level to 3 with the Expert Alchemy feat. Then it upgrades itself at 10th to 5. Once we hit 12th and take the Master Alchemy feat, our Advanced Alchemy hits 7, and raises every level thereafter.

Here’s a quick table to illustrate:

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

-

1*

1

1

1

3*

3

3

3

5

11th

12th

13th

14th

15th

16th

17th

18th

19th

20th

5

7*

8

9

10

11

12

13

14

15

It’s important to note that our number of reagents isn’t affected by our Advanced Alchemy level, simply what we can do with it! This means that, even at the levels where our alchemical potency lags, we can still make up in quantity what we lack in quality.

Speaking of quantity, did I mention that, when using Advanced Alchemy, we create 2 items per 1 reagent spent?! This contrasts with Quick Alchemy, which is a straight 1 for 1 swap. Which means it literally pays to be prepared!

Let’s take a moment to look at what this actually means for a low level Wizard.

Meet Wizzie McAlchoface, he enjoys brewing up a cold one with the lads while studying the arcane mysteries of the universe.

Currently he is a 3rd level Human Wizard with the Alchemist Dedication feat. He’s a specialised Conjurationist with a Familiar, and likes to be useful.

At this level Wizzie has the following spell slots:

Cantrips

1st

2nd

5

4

4*

 

He also has access to his Arcane Bond, which I’ve added to his tally for 2nd level spells, as denoted by the *

Now let’s add Alchemy!

Formulas

1st

8*

To reach 8 alchemical items we can make per day, we take our level in reagents, add 1 from the Extra Reagents familiar ability, for a total of 4. We then infuse those reagents with Advanced Alchemy to get 8 first level items.

5 Cantrips, 8 Spells, 8 Items! Sweet! Assuming that those items are actually worth anything, we’ve potentially doubled our expendable daily utility! At the cost of a single feat! Sadly for Wizzie, as time goes on he never becomes more than Trained in bombs or DC’s, so those features have a sharp drop off as he levels. His utility items however? Good all the way!

 Let’s take a quick look at some of these alchemical items. While I'll go into detail about all the alchemical items that will be open to us by endgame in Part 7, it’ll be worth our time to pull out some of things which Wizzie will be able to do with his 8 daily alchemical items and if they were worth the investment after all.

At present, with our level 1 Advanced Alchemy, we have access to the following things:

Bombs (6)

Elixirs (13)

Poisons (2)

Acid Flask (Lesser)

Antidote (Lesser)

Arsenic

Alchemist's Fire (Lesser)

Antiplague (Lesser)

Giant Centipede Venom

Bottled Lightning (Lesser)

Cheetahs Elixir (Lesser)

Frost Vial (Lesser)

Elixir of Life (Minor)

Tanglefoot Bag (Lesser)

Leapers Elixir (Lesser)

Thunderstone (Lesser)

Beastial Mutagen * (Lesser)

Cognitive Mutagen (Lesser)

Eagle-Eye Elixir (Lesser)

Energy Mutagen (Lesser)

Juggernaut Mutagen * (Lesser)

Quicksilver Mutagen (Lesser)

Serene Mutagen (Lesser)

Silvertongue Mutagen (Lesser)

I’ll let you read up on the details of each of these for yourself, but I’ve included a quick colour code for each item to give you an idea of overall value. Those Mutagens that I’ve marked with a * denote those which take an uptick in quality when used on a familiar.

Unlike in PF1, Mutagens are now for everyone! Feel free to pass them around as party buffs, or empower your familiar with Bestial Mutagen to let it nip at some heels. Additionally, since Wizzie is a Conjurationist, his Summons can also benefit from any of these as well, for additional value.

Elixir of Life will be a solid amount of healing across your career, allowing you to take pity on your poor Clerics spell slots / get yourself out a deadly jam.  

If Wizzie wants to deal a bit more damage, Alchemist’s Fire is decent single target damage, with Frost Vial having some good early, if minor, battlefield control. We have some additional utilities abilities which can really help out in a variety of circumstances.

We also have poisons, which remain largely garbage.

Pokemon, but on Meth

So far, I’ve made a few mentions of using Alchemy to turn your familiars into combatants. It's a fun and interesting edge-case that's possible under a system where familiars were never intended for this function. As we’ll see below, familiars, honestly, aren’t all that great at combat and never will be. They have their moments in the sun however, mostly between levels 2-4, and then never again. So why even talk about it? Well, firstly, I want this guide to be at least somewhat comprehensive in its reflection of the Wizard’s abilities, but, more importantly, it’s also a gateway into a larger discussion which comes a bit later.

Putting that aside for a moment, let’s look at what happens when we give Bathsalts to furrets.

Okay, so as we can see, familiars are pretty much stripped down versions of PC’s, but which also have some very notable drawbacks in terms of their access to bonuses.

 

Let’s also take a look at a few Mutagens which have particular interest if we wish to send our fluff-pals into a fight

Okay! So this is pretty interesting, if not great for us. Since our familiar can’t ever make use of an item bonus, it means that they are going into the fray with an attack modifier of (N = Master’s Level) plus whatever Circumstance or Status bonuses you can find. This isn’t great...

So why bother? Flanking, basically…

Your familiar is a tiny sized, highly mobile, flanking machine. It can get up there and nip at the heels of larger enemies already engaged by your allies. Rendering an enemy flat footed has a range of benefits for your team to exploit, depending on party composition. We also get some additional mileage out of the Rogue Dedication feat if that’s your thing.

It also helps make your familiar at least somewhat effective! Between levels 2-4, it’s going to be rare to come against an enemy which will have an effective bonus higher than Trained (+2), slapping them with a -2 penalty, and, if you’ve picked your targets right, you could hopefully be facing an effective defence of (N = Level) vs an attack of (N = Level).

Now that’s more competitive!


The Barbarian

Source: Pathfinder 2nd Edition Core Rule Book

  • Stats Required: Strength 14, Constitution 14

Initially, I was pretty ready to write off the Barbarian but reddior u/aaa1e2r3 pointed out a few things that made me take another look. The Barbarian doesn’t give us too much on the surface, but does have a handful of useful things which might add some roidy-grumpy spice to your Wizard.

Archetype Feats

Name

Level

Requirements

Thoughts

Barbarian Dedication

2nd

Strength 14, Constitution 14

It’s okay. Getting access to Rage opens up some fun options, however, compared to some other Dedication feats give at 2nd, the barbarian is actually very frugal. It comes with two required stats, one being a tertiary for the Wizard, the other a traditional dump. If you are considering this dedication, I assume you want a gish, so it's not a total waste. If you don’t it's a waste. Plus, without additional feat investment, Anathema is all downside…

Barbarian Resiliency

4th

Barbarian Dedication

I’m always a soft touch for things like this. Between PF2’s standardisation of HP and the weakening of the Toughness feat, things which straight add scaling HP can give you an oddly competitive edge went up against fellow squishies.  

Basic Fury

4th

Barbarian Dedication

There are actually a few really cool options there, however, realistically, you are forced into Moment of Clarity if you want to remain fully functional while using rage. Other standouts are Sudden Charge, which is super nifty, and Second Wind, which is a great means of limitation removal.

Advanced Fury

6th

Basic Fury

With Advanced Fury we get access to up to 10th level feats, and with it we get to see what the actual value of the barbarian can be for the Wizard. I’ll talk about in detail below, but some standouts are Animal Rage, Animal Skin, Share Rage, & Renewed Vigor 

Instinct Ability

6th

Barbarian Dedication

As strong as your personal choice of Instinct. Animal has some of my favorite feats, but Fury is solid if you want to gobble up feats and not worry about RPing up the barbarian aspects of your dedication.

Juggernaut's Fortitude 

12th

Barbarian Dedication, Expert in Fort Saves

Yep, it's good!

What do we get?

  • Proficiencies
  • Trained in Athletics
  • Trained in Barbarian Class DC  
  • Class Features
  • Rage
  • Other
  • Instinct access & Anathema bound

The Barbarian is actually a pretty interesting choice for a Wizard dedication and serves a function almost opposite to what you think of when thinking about barbarians.

This is Rage, it’s pretty neat and does some interesting things for the Wizard. Firstly, and perhaps most important, it gives us a whole mess of temporary HP. This temp HP is actually the best part of Rage for us, and shows what the Barbarian dedication is all about; DEFENSE!

Screw attempting to smash folks with your willowy Wizard muscles, without additional proficiencies or increases in our access to weapons or attacks, the Barbarian doesn’t actually provide the Wizard with a means of being an effective combat gish. What we do get is a whole mess of assorted defensive effects which can really add some staying power.

Abilities like Wounded Rage & Renewed Vigor give a lot of inexpensive and consistent access to temp HP, which is a great little force field effect, and really extends the Wizards somewhat merger health pot. While I'm not a fan of the action it takes to use, the Moment of Clarity feat gives us full access to our spellcasting while Raging.

Speaking of Moment of Clarity, even without it, we aren’t fully locked in our spell casting! Going back to our spell anatomy, you’ll see that the thing that adds the concentration trait is the Verbal Spell component. This means that while Raging, as long as the spell doesn’t require a verbal component, you’re free to cast it!

 

The Arcane spell list also does have a few spells which we can use to pre-buff before entering a rage, and gaining some actual use of those damage buffs, but we’ll talk about those some more in Part 6.


The Bard

Source: Pathfinder 2nd Edition Core Rule Book

I’ll be returning to this soon, I want to play around with it a bit more.

  • Stats Required: Charisma 14

The Bard introduces our first archetype which potentially grants another tradition of spellcasting into the mix. As a whole, I really like the Bard, and the access to separate pools of spells / spell lists is a very exciting prospect, one we’ll get to explore a few times in this section.

Since this is our first port of call into the multi-tradition caster options, let’s take a quick look at the system, see what advantage it has and how it can impact us as Wizards.

Multiclass Spellcasting and you!

Once again, PF2 breaks a long held tradition of the D&D world, and introduces the option of potentially high-level casting to pretty much everyone. The new multiclass system also really shows its strength and robustness with these options. For the low-cost of 3 feats, full martial classes can now have limited access of up to 8th level spells, and with various options to expand that access.

In terms of party configurations and class dynamics, it really takes the pressure off the “mandatory roles” which have developed over the years. In theory, a party full of Fighter / Clerics could operate just as efficiently as if each role was dedicated to a particular party member. Tactically, I’m also a huge fan of planned-redundancy. If several members of a party are each able to augment or add to the role of another, then the party won’t be vulnerable to an unlucky crit wrecking the whole session.

But, beyond all that, it's just a really cool new aspect to the game that I’m super excited to see develop. As PF1 was getting on in years, it started to introduce more and more ways for Wizards to get access to other spell lists / moving spells over to the Wiz/Sorc book. Now this access is an inherent part of the system, and it's just super neat!

Let's start by taking a look at the basics

All caster Archetypes grant access to their specific version of these 3 feats. They have early, mid and late game power spikes which grant very limited casting options. Importantly they come with proficiencies baked in, so, unlike a lot of the martial Archetypes, you can remain somewhat competitive as a core function of the option without additional investment.

Each spellcasting archetype also has a version of a “Breadth” feat. Which marginally increases the spell slots open to you, up to a max of 6th level spells.

In practice, then, we’ll never be a true dual caster. At best we’ll have a couple of tricks per day, drawn from another tradition, and which is best used to shore up holes in the Wizard list, or grant us access to a handful of key spells or tricks which are otherwise lacking for us.

So, with an investment of 4 of our handful of potential class feats, we can get the following casting options from any of the caster multiclasses

Cantrip

1st

2nd

3rd

4th

5th

6th

7th

8th

2

2

2

2

2

2

2

1

1

Not amazing, but not terrible either. In terms of unaugmented spells per day, it's actually a semi-generous 35% increase in spells per day, but once we factor in our various forms of gaining additional casting, it's nothing stellar. Ultimately, It really comes down to the quality of the spells and how we can use them. Like a lot of things in this guide, we have an implicit asterisk for future products.

A little bit of Spontaneity

The bard is a spontaneous caster, and as such, grants the Wizard access to spell repertoire. Having access to a repertoire, even a limited one, is a pretty sweet deal for the Wizard. While preparation will always be our baby, no longer having to pick a few situational spells over more general ones is always going to be a massive boon.

Above are the general rules for your spell repertoire. Of particular interest is the way in which we can change out the spells contained in it.

Retraining is by far the best option for this. Given that for most of your career as a multiclass Wizard, your spontaneous slots are going to be extremely limited, and more than likely situational, the ability to swap these out is a godsend.

The real test on all this, however, is the quality of the spell list. While having access to a handful of spontaneous spells is nice, for the investment required, the late levels they kick in, and their overall scarcity, the return on that investment better be pretty big.

Sadly, for the Bard, it's not great. The Arcane and Occult spell lists have a huge amount of overlap. Most of the value spells which we don’t already have access to are those which are already on both the Divine and Primal lists. This doesn’t make the Bard a bad multiclass spellcasting persay, it just means that the amount of additional utility we can derive from the Occult list is limited at best.

As the game line progresses, this may become a non-issue. At launch, there is a great deal of overlap between the 4 traditions, and the unique aspects of each aren’t amazingly defined. As future products and classes come out however, each will hopefully begin to take a more individual style and shape.

Archetype Feats

Name

Level

Requirements

Thoughts

Bard Dedication 

2nd

Charisma 14

We get the standard Dedication template of a few key skills, but with the notable inclusion of the spellcasting in mentioned above. With this feat with only get some cantrips, which sucks, because the Occult list has so much overlap that I think we access to maybe 1 new spell.

Charisma is actually one of the few stats that we can actually dump without too much issue. Even with this feat, you probably wouldn’t have upped your Charisma enough to grab Incredible Investiture.

Basic Bardic Spellcasting

4th

Bard Dedication

This, along with the Expert and Master versions are probably the reason you’re here. I’m sorry the Occult list doesn’t give us more interesting options, but, if you really want that handful of spontaneous spells, then it's okay I guess.

If you are reading this from the distant future,wherein the Occult list is no longer a discount Arcane, then feel free to judge this better. I’m presently stuck in 2019 however.

Basic Muse’s Whispers

4th

Bard Dedication

Sadly, we don’t get access to any of the really good Composition Cantrips with this feat, leaving us with some pretty meh options. Lingering Composition is actually a pretty solid bonus to action economy if you use Advanced Muse’s Whispers to pick up a higher level Composition Cantrip

Advanced Muse’s Whispers

6th

Basic Muse’s Whispers

Trading in Wizard feats for Bard feats is actually not super helpful given the level caps. House of Imaginary Walls is great… but its not worth our capstone feats

Counter Perform

6th

Bard Dedication

Well… this is unexpected. This is actually a shockingly useful [R] spell that has a pretty extensive list of spells with relevant traits. It’s also worded in such a way as to protect you from a bunch of mundane skill effects, which is actually really interesting. I want to play around with this a bit more, hence the tag at the top of the bard section, but as of now, I’m pretty impressed.

Inspirational Performance

8th

Bard Dedication

It comes in a level higher than I’d like, but it’s still good! If you grabbed Lingering Composition earlier you get some decent mileage. Being a composition cantrip, we aren’t spending our focus points to use it, so it can have 100% uptime if you wish. I may be bringing some love for this cantrips from previous editions, but I still like it.  

Occult Breadth

8th

Basic Bardic Spellcasting

All these Breadth abilities are great. If you are taking the Spellcasting feats, their Breadth variants are simply great.

Expert Bard Spellcasting

12th

Basic Bardic Spellcasting,

Master in Occultism

We finally get some spells which add some, some, additional flavour to our casting ability. Nothing super stands out however.  

Master Bard Spellcasting

18th

Expert Bard Spellcasting, Legendary in Occultism

For an 18th level feat, the 7th and 8th level spell selection plain sucks.

Once again, if you are from the future, and there are tons of cool unique options, then I’m happy for you. Feel sorry for us poor past dwellers.

What do we get?

  • Proficiencies
  • Trained in Occult Spell Attack
  • Trained in Occult Spell DC’s
  • Trained in Occultism
  • Trained in Performance
  • Class Features
  • Bard Spellcasting & Cantrips
  • Other
  • Limited Muse interactions

As an archetype, the Bard is actually a pretty interesting option. It grants some unusual options which have some limited party interactions. I really like the interaction between Summons and the Inspire Courage composition cantrip, sadly, both it and Augment Summoning are Status Bonuses, so they don’t stack - which is sad times for Conjurationists - but Inspire Courage has both more uptime and more party benefits.

Access to limited spontaneous casting of up to 8th level is obviously powerful, and one of the reasons why I’m on the fence about the Bard overall. Personally, I think I need to play with the Bard Archetype a bit more in order to “grok” it fully, but I have a feeling that it simply loses to other archetypes. Given the amount of feats which we need to invest into the archetype to really get our money's worth, I think, ultimately, the Bard simply requires too much investment to actually be worth it.

Plus, Charisma sucks for Wizards. I don’t want to throw 2 boosts away just for this.


The Champion

Source: Pathfinder 2nd Edition Core Rule Book

The most asked about Multiclass by far!

The Champion brings something very special and very unique to the Wizard, something which we Wizardry sorts have dreamed about since the early days of 1st ed. Something which goes right to the very heart of the squishy, bookish nerdy type.

Being fucking heavy metal.

And I ain’t talking about being no sissy Bard with a mandolin, I’m talking about rolling up to the dungeon in enchanted full plate and headbutting enemy casters into submission.

I’m talking about Diverse Armour Expertise.

Call it Heavy Metal

Coming in at the hefty 14th level, this feat allows us to actually make somewhat decent use of heavy armour, something which, otherwise, is simply beyond the reach of Wizards.

Sadly, Expert is the highest we can currently get in our Heavy Armor proficiency, so we will never actually be able to hang with the biggest of the big boys in the front line of combat. However the numbers aren’t too different.

Champions, the only class to get Legendary armor proficiency, would, all things being equal, only have a +4 advantage over a Wizard.

Given that Wizard’s still have the expectation of being “clothies”, the idea of being only 4 AC behind the games premiere tank is nothing at all to sniff at.  


The Cleric

Source: Pathfinder 2nd Edition Core Rule Book

  • Stats Required: Wisdom 14

Spoilers, I love the Cleric archetype, and a large part of it has nothing to do with the archetype itself, but, rather, the side benefits of stocking up on Wisdom. As a stat Wisdom has become a real winner in PF2, stealing a lot of Dex’s thunder and stripping it of the title of “god stat” for this edition. Some people may find the previous statement controversial, but, anyone who has read how initiative works now, never mind perception itself, should know what I’m talking about.

If you haven’t read up on initiative, or aren’t convinced, let's break this down a bit.

Fastest Spellsinger in the West

First things first! Perception, most important skill in PF1, most important pseudo-save in PF2!

Perception is hard coded to key off your wisdom mod, and, unlike in PF1, we don’t have as many options for replacing it as other skills (yet). Perception also gets a massive, incredible, upgrade in importance in PF2 and hence is ascension to save-like status.

That’s right, Perception straight usurped Dex as the initiative stat. While PF2 also introduces the option for other skill based initiative checks, the game defaults to Perception for most instances of initiative, and that’s just swell for us!

Much like in PF1, a Wizard who goes first is a Wizard who wins fights.

 I’ll talk about why this is more in Part 6, when we discuss spells and what we are going to be doing with them, but, for now, just trust me. Going first not only means you aren’t getting shanked before you have the chance to defend yourself, it means you get to dictate the terms of any encounter you are in. A Wizard who goes first becomes co-DM for that fight.

Speaking of, I simply can’t wait until Part 5 to talk about two amazing 1st level general feats which I highly recommend you take no matter what build you go for. If you are going for the Cleric archetype however, I feel like these two feats practically become mandatory.

Canny Acumen is great, a solid way to shore up specific class weaknesses no matter who you are, for us though, the only part we care about is Perception. Wizards kind of get inherently shafted with Perception. While some classes start the game as Experts in Perception, Wizards have to wait until 11th, and never become Masters. That blows chunks, so thankfully this feat not only puts us in line with the go-fast classes, it gives us access to something we’d never have otherwise. So win-win.

Someone sawed Improved Initiative in half for PF2 but upped the marketing budget for it. Incredible Initiative still delivers however. What’s more, it isn’t tied to Perception itself, so those few times when we are rolling other skills for initiative, we still get the bonus.

With the change to perception and initiative in PF2, I imagine every class will now rank wisdom as a higher priority than in PF1, but the Wizard really shines with it, and so before we even look at the Cleric itself, we needed to get that out of the way.

Oh, it's also used for our best save, so there’s that as well.

Divine Bond

The Cleric is a prepared divine caster, which means, much like the Wizard, the value of each spell slot grows dramatically with access to other divine casters or their prayer books. Traditional party composition generally holds that there will probably be at least one of them kicking about, and, with any luck, they are down for some cross-class Hogwartsing.

The Cleric being a prepared caster is also pretty damn interesting for us, as our old bestie, Arcane Bond, gains yet more value.

Let’s go back and take a quick look at Arcane Bond again, since it's been a few pages since I sang its praises

 

Notice any particular omissions from both Arcane Bond and the Drain Bonded Item action? That’s right! Neither mention anything about the spells coming from the Arcane tradition, simply that it must be one that you’ve prepared that day!

Value!

If you’ve read Part 1.2: Cascade Casting, you’ll already know the potential value of an optimised Arcane Bond. Adding even more options into the mix is simply great!

Remember the table from the aforementioned Part 1.2: Cascade Casting? Recall the table from Part 2.2: The Bard: Multiclass Spellcasting and you!? Well feel free to simply smash those tables together in order to see just how much spellcasting we can get by multiclassing into another prepared caster. If you can’t be bothered to reference them now, here’s the modified table below:

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

Spec

6

8

6

8

6

8

5

7

4

3

Uni

10

11

9

10

8

9

6

7

4

3

 

That’s a lot of spell casting!

Given the versatility that we get from our Arcane Bond, adding any spells from a prepared caster is going to be a strong option. Given the strength of Wisdom these days, grabbing spells from a Wisdom key list is a pretty solid shout, and unlike in PF1, one I’m not going to grumble about.

I personally feel like Wisdom is, now, always going to be a solid secondary stat for the Wizard, and so stacking Wisdom is something already in our best interest. As discussed in Part 1.1: Stat Priorities & Boosts, Wisdom based casting has much greater value to us than any other kind. The Bard, our Charisma based caster, does have some nice things going for it, but the value we get from Charisma is negligible compared to Wisdom.  

With all that said, let's actually talk about the Cleric for a moment!

Archetype Feats

Name

Level

Requirements

Thoughts

Cleric Dedication 

2nd

Wisdom 14

Standard Dedication feat package for a caster archetype. We gain access to Divine Cantrips keyed off Wisdom in their own Cleric Slots. Of those currently printed, Divine Lance, Guidance and Stabilize are the standouts

Basic Cleric Spellcasting

4th

Cleric Dedication

You know the drill with these by now, and it’s why you’ve taken this Dedication. Rated higher than the Bard variant before access to the Divine list gives us much more options than the Occult. Even being able to grab a 1/day Heal at 4th is strong. So hard to go wrong!

Basic Dogma

4th

Cleric Dedication

Honestly, there is a TON of interesting options open to you here. Domain Initiate above deserves its own section (see below). Unlike a lot of these “Basic” options, the Cleric has lots of utility at this level. You are probably taking Domain Initiate, but if you have a build in mind, don’t be afraid to get something more suited.

Advanced Dogma

6th

Basic Dogma

Oddly, the more advanced feats have less interesting options than the lower ones, but, like all of these “Advanced” feats you can pick a few if you want to go for a particular build, though a class of the Divine Font class feature starts to hinder your options.

Divine Breadth

8th

Basic Cleric Spellcasting

Blue and always blue for casting archetypes

Expert Cleric Spellcasting

12th

Basic Cleric Spellcasting,

Master in Religion

Lots of solid spells choices we can’t get on the Arcane list. Really dig some of the options it opens up.

Master Cleric Spellcasting

18th

Expert Cleric Spellcasting,

Legendary in Religion

I feel like there is something I’m missing with the Divine Inspiration spell. I feel like there should be someway for us to break it Arcane Bond, but I’m not seeing it yet. Good source for Focus Points in a pinch though!

What do we get?

  • Proficiencies
  • Trained in Divine Spell Attack Rolls
  • Trained in Divine Spell DC’s
  • Trained in Religion
  • Trained in Chosen Deities skill
  • Class Features
  • Divine Spellcasting & Cantrips
  • Other
  • Deity Features & limitations  

Domain Initiate

Much like our Wizard school power, Clerics have access to encounter power “Focus Spells” in the form of their Domains. Domains work pretty different from PF1, with most of their function and meaning stripped out, simply replaced by access to their specific Focus Spell. Interestingly, the Domain Initiate feat can be taken multiple times, so unlike our Arcane School, you aren’t nearly as restricted in your choice of power.

The drawback however is that we are restricted only to those domains which fall within our chosen deities purview. This means that our choice of deity is more going to be guided by what we can get out of it, more than whatever ethos we may find appealing.

Normally I’d be only too happy to break down the options one by one and describe each, however, the Cleric launches with a whopping 37 1st level options and an equal number of 4th level options. Reviewing each of them would be too much for a guide not focused on Clerics (Good luck to whoever does that!) Instead, below are a few choice call outs which are worth your consideration.

Focus Spells (1st)

Action

Deity

Thoughts

Agile Feet

[>]

Abadar, Desna, Gozreh

Solid! Bonus utility and options baked into a Stride or Step action.

Unimpeded Stride

[>]

Cayden Cailean

Freedom of movement effect with baked in mobility, like Agile Feet, but better.

Athletic Rush

[>]

Cayden Cailean, Gogunta, Gorum, Iomedae, Irori, Lamashtu, Urgathoa

This makes me feel like dropping Agile Feet to a green. Turns out Clerics have a ton of these “Move but better” options, all with nice flavours to them. Hard to pick between them honestly.

Sudden Shift

[R]

Asmodeus, Calistria, Lamashtu, Norgorber

A step and concealment as a reaction is great!

Scholarly Recollection

[R]

Irori, Nethys, Pharasma

A potential ambush wrecker. Given that Seeking can easily spring initiative, for a Reaction this can save lives. Oh, and I guess you can remember thinks a bit better I guess…

Focus Spells (4th)

Action

Deity

Thoughts

Artistic Flourish

[>>]

Shelyn, Torag

A very solid encounter power with an encounter long duration. Versatile and probably always useful somehow.

Disperse into Air

[R]

Gozreh, Rovagug

I really like trick. It has obvious utility and some pretty interesting edge cases. The 15ft of movement is pure gravy.

Unity

[R]

Erastil, Lamashtu, Shelyn, Torag

For when you really need your meat-heads to make those Will saves.

Zeal for Battle

[R]

Gorum, Iomedae, Rovagug

Go First = Win

More Go First = More Win

Plus you can also bring a friend!

The Divine Spell List

I won’t talk too much about this here, as I'm saving it for the more in-depth discussion in Part 6: Spells, however it is worth mentioning the value that comes from the Divine Spell list. At the time of launch, the spellbook for PF2 is none too impressive. The 4 casting traditions all find a lot overlap in their spell lists, and so this makes the value of multiclassing into some of those traditions a bit of a marginal gain. While these issues are more than likely simply temporary, and more books will bring more divergence in the traditions, at present, the Divine List offers the biggest total of new spells from the Arcane. Since we are prepared casters, with the potential to learn literally the entire Divine roaster, the greater the difference in spell lists the greater effective value we gain from our feat investments.

This is also, more than likely, a future proofing argument as well. It would be hard to imagine Piazo using future products to make the lists more homogeneous.  

Traditions in a Blender

Contentious - The following section has been deemed contentious and submitted for FAQ or is in need of additional developer clarification. please speak with your DM before bringing it to the table.

For fans of the Spell Blending Arcane Thesis, you may recall that I mentioned something about it and the Cleric archetype in my initial assessment. Let's take a look at it now as a reminder:

Essentially, with Spell Blending, you can trade your lower level spell slots, on a 2-1 basis, for higher level ones.

It’s an interesting option and it seems to have caught the attention of a lot of players during its initial release. In my personal opinion, it's not worth the trade in, but I’m happy for that to be just me. You might value that higher level slot more than your lower ones, and, in some cases that will be the right call.

But before we go any further, let's break this down in table form, so we can see exactly what we’d be getting. Note that for this I will be using a base Specialist Wizard profile that makes no considerations for Arcane Bond, nor the Archwizard’s Might feat. Your Bond does not actually re-prepare your slots and so has no interaction with Spell Blending other than its native use on later cast spells.

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

WSB

4

4

4

4

4

4

4

4

4

1

WA

0

3

3

3

3

3

3

3

5

2

-4

-2

-2

-2

-2

-2

-2

-2

+1

+1

+1

+1

+1

+1

+1

+1

+1

WSB - Base Specialist Wizard Spell slots

WA- Wizard adjusted. Maximised Blending, moving as many possible spell slots up to their highest possible levels  

Now, don’t get me wrong, this certainly isn’t awful, and that extra 10th level slot may be worth dumping some 8th level into. The decision of if it's worth it is up to you. You can, still, of course, trigger Arcane Bond Cascade Casting for some additional mileage, but that's not what we’re here to discuss.

Take a look at Spell Blending again, and notice that it does not state that the slots need to be either Wizard Spells nor even Arcane spells at all, simply that they be ones that you prepare.

As a refresher, brush up on the multiclass spellcasting rules under Part 2.2: The Bard: Multiclass Spellcasting and you! And see for yourself how this works.

The spell slots you gain from any class archetype remain spell slots for that class, using that class's key ability score, and can only be filled with spells drawn from their tradition.

What does that mean for Spell Blending? Quite a bit actually.

Much like normal spells within your tradition, the spell slots granted to us through our archetype spellcasting feats can be Blended in order to grant higher level slots if we so desire. There is no apparent limitation on slot sources or traditions, simply that they be ones we can prepare. In practice this means that 2 Wizard slots can become 1 Cleric, 2 Cleric can become one Wizard, and we can go Cleric to Cleric and Wizard to Wizard just fine as well.

This means that our limited archetype spell slots can actually go much much further if we really wish them to.

All the same restrictions still apply, and the numbers are still very limited, but let's revamp our earlier table and see how this shakes out.

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

WSB

4

4

4

4

4

4

4

4

4

1

CA

2

2

2

2

2

2

1

1

WM

4

4

5

5

5

5

5

5

4

1

CM

2

3

3

3

3

3

2

2

-

-

OB

2

5

5

5

5

5

4

4

5

2

WSB - Wizard Specialist base slots

CA - Cleric Archetype slots  

WM - Wizard Maximised, maximum total Wizard slots

CM - Clerc Maximised, maximum total Cleric slots

OB - Optimised blend (raw numbers)

Yeah, it's a weird table. Sorry about that.

The modulation of spells per level for optimisation is, predictably, pretty awkward. Between only being able to gain a single spell slot of each level, archetype spells topping out at 8th, the archetypes respective Breath feat only giving us 2 slots up until 6th, and all the other interactions… it’s just weird.

But what does this actually mean?

Spell Blending is simply about moving our lower level spell slots into the traditionally more powerful higher ones. This doesn’t always hold out, but we’ll go with it for now. As expected then, we see a slight bulging of spells at the top end, generally at the cost of wiping out your 1st level slots.

In raw numbers terms, you are swapping out 51 spells per day for 42, or a 19.35% decrease in spells per day.

Compare this to the Cascade Casting table earlier in our discussion of The Cleric. Pay attention not only to their spells per day, but the level of those spells. Now ask yourself, why bother with Spell Blending?

If your answer is “Because I want more Divine spells and less Arcane” then fair enough, this option is for you!

That said, there is also nothing stopping you from combining this with Universalist Cascade Casting as well. The table for that is rather awkward and your spell variety is shot to hell, but your overall spells per day benefits a great deal I guess. I just hope you enjoy the spell management mini-game you’ve given yourself.


The Druid 

Source: Pathfinder 2nd Edition Core Rule Book

I’ll be returning to this soon, I want to play around with it a bit more.

The Druid is an exceptionally interesting and detailed Multiclass option, with a lot of interesting niches and turns. Personally, I’ve never been a big fan of Druids, they just haven’t been my jam in previous editions / gamelines. This is not to say that they haven’t been powerful, I don’t think anyone who played much 3.5ed could claim that, but I’ve just never dug their “thing”.

With The Druid Dedication, I can feel that opinion flipping, because it's just that good for us!

First off, go read everything I’ve said about Wisdom based prepared casters under The Cleric. Everything I’ve said about it for the Cleric is just as true for the Druid and perhaps a bit more so.

So far, I’ve resisted getting too much into the “flavour” options which each Dedication gives you. Topics like “Which God is best” or “Which Muse is most powerful” are best served by their own guides, plus I don’t want to attempt to overly dictate players' choices. Where possible I’ve even tried to highlight options from the different sections for their various merits, without calling too much attention to it.

I’m throwing this out for the Druid.

The Druid currently presents us with 4 options of Druidic Order, of these, the Animal and Wild orders are of particular interest to us. Each of these are powerful options which augment your Wizard in some very interesting and potent ways, and trying to talk vaguely through them isn’t going to serve us well, as each is very different. Unlike with some other Dedications, we can’t really mix and match all that well, as to gain the most advantage from each we really need to invest.

So let's get started!

The Animal Order - Animal Companions

Want to know something? Every time I’ve wrote about something which aids or modifies your Familiar (within reason), I’ve also secretly been writing it about Animal Companions as well - in preparation for this part of the guide. Not content to have just one animal following you around, if you build for it, you can indeed have a few! Let’s take a peek at a few of the feats we’ll be taking in order to enable us to have multiple balls of fur following you around.

Starting at 4th level, when we get access to our first Druid feat, we can pick up the Animal Companion feat, and starts the ball rolling.

There are actually an awful lot of rules to Animal Companions, and a lot goes into them. They’re a pretty damn big aspect of two classes, and we’re just dipping our toes. So instead of me going through it bit by bit, I’ll just link you to the relevant in’s & outs.

Now that you’re back, did you notice how competitive your Young Animal Companion is, even at 4th? Trained is very reasonable for that level, so it has some legit combat chopps. Depending on the type of companion type, your combat tactics will probably vary wildly.  

At 8th our battle buddy gets to grow up a little bit and gains a pretty major buff in terms of its actions!

A free action around even if you don’t command it is huge! Even if you simply use this for flanking positioning or  Goblin Scuttle to get yourself out of harm, it’s still a major boost to your action economy each turn.

Sadly, we then have to wait until 16th level before we get another upgrade to our AnCom

It’s around this point where the combat effectiveness of little buddy really takes a nosedive. Between 8 and 16, you’ll find your companion increasingly lagging behind, eventually it may even reach a point where it gets relegated to only fighting other Minions or harassing and flanking. These are still important roles, and being able to strike or flank a turn will be nothing to sneeze at, I just want to point out the decline in our power you’ll experience with it and plan accordingly.

Also, another disappointing limitation is our inability to fly on the back of our AnCom - at least for now.

When I first started reading the Druid Archetype I had visions of my medium sized character flying around on the back of his large snow owl friend. Sadly, while he can still ride around on its back, we’ll be hopping about at 10ft per round, and looking stupid while we do it.

At present, the only printed Companions with the “Mount” special ability are plain old horses. Lame. Hopefully future products will give us access to a flying mount, and we can all take to the skies with Day-long flight, but alas, not yet!

Someday buddy, someday...

So, if AnCom’s never get more than Trained in their attacks, and our archetype feat restrictions prevent us from gaining helpful feats above 10th for them, what good are they?

Thankfully, they still have a ton of functionality, and, depending on what we want from them, we can select our feat investment a la carte. Let's take a quick look at that functionality however, just to understand the deal a bit better!

All Animal Companions come with something known as a “Support Benefit”, a special action they can take which then grants additional benefits to you until the start of your next turn. Most of these are designed to compliment following Strike actions. These Support Benefits are where your AnCom can still pull its weight at higher levels, when its natural attacks begin to fall off.

Mechanically, these Support Benefits are (so far) all [>] and come out of the native pot of 2 actions that all minions get. This means that on any given turn you can spend one of your own [>] to move your companion into position, deploy its Support Benefit, then you follow up with one of your Attack spells, rounding out your turn.

Be careful which AnCom you take though! Some Support Benefits (Namely those of the Bear, Bird and Cat) trigger off your Strike Actions not just Attack. This means that unless you are actively hitting them with a Strike, they won’t do anything.

Size Matters

Here’s a niche but fun interaction!

Are you small sized? Have you taken all of the above AnCom feats, including making your Incredible Companion Savage? Are you fighting other small sized foes?

Enjoy your free cover!

That’s right! If you opt to move your AnCom all the way up to large, you can use its action to position itself to grant you either standard or lesser cover each turn, depending on what you are fighting.

Also, while I’m here, I’ll do a plug for two great feats if you happen to be a Goblin or take them through that 3rd level General feat

I’ll talk more about this in Part 3: Ancestries, but let’s just say that I love this feat. PF2 defines “ally” in a very broad and intuitive way. Are they on your side? Then they’re an ally! Yay!

Familiars, Animal Companions, and Summons all also count as your allies for the purposes of effects like this. Which means we can expect a ton of mileage out of abilities like this.

Taking the upgraded version

Even opens up some options where you can relegate movement on your turn purely to [R], if you are in a close combat and want to spend as much time dealing damage as possible.  

Being able to Scoot across the battlefield with the help of your allies is great, and certainly allows a ton of more tactical options. Don’t forget that your mature Companions get an additional action of their own each turn as well. If you want to spend the turn doing a [>>>] cast, this allows you to move your companion next to you, and slip into some better positioning.

Super neat!

The Wild Order - Wildshaping

At 4th level, those of you that picked the Wild Order get the amazing ability to Wildshape. Finally, those of you who loved Disney’s ‘Sword in the Stone’ no longer have to experience the indignity of being an actual Druid in order to reenact the Merlin vs Mim fight.

Wild Shaping has an awful lot of tactical utility, which extends to both Encounter and Exploration modes. Being a Focus Spell, the wild shape ability comes in as one of the new, effective, encounter powers, and look like this:

Okay! Neat!

My mind is already running with the potential now opened up to us. Imagine, being able to cast while a tiny, flying, insect!

Oh wait, we can’t…

Sadly, it also means we have a bit of a nombo with both the Wild Morph order power and the new Magic Warrior Dedication, since polymorph effects don’t stack.

So we can’t cast, and can’t stack effects to make horrible chimera, so what can we do with WildShape?

Not shockingly, still an awful darn lot!

The various Polymorph effects which become possible with The Druid open up to us a whole host of new options which, previously, we’d have to spend costly spells per day to get. Having them as Encounter effects drastically ups their utility and allows us to play around with them more than we probably would if we were just manually casting the spells themselves. What's more, we even get a bit of a boost to using these powers over spells themselves, so yay for that!

Archetype Feats

Name

Level

Requirements

Thoughts

Druid Dedication (★★★★)

2nd

Wisdom 14

Nothing super out of the ordinary here.The feat is rated highly because of what it brings down the road. .

You have to select your order now though, so give a good think on that, It’ll shape your character.  

Basic Druid Spellcasting

(★★★★)

4th

Druid Dedication

Gimme them prepared slots!

Basic Wilding

(★★★★)

4th

Druid Dedication

Normally these “get a 1st or 2nd level feat” feats aren’t that great, but given how the Druid is constructed we actually gain more access to the classes core mechanics than most others.

You’ll never be as good as a Druid at them, naturtally, but you’ll give a damn good go at it!  

Order Spell

(★★★.5)

4th

Druid Dedication

This is something actually pretty rare! If you take both Order Spell and Basic Wilding, you have pretty much gained the entire Order class feature, such things aren’t normally doable.

Big shout out to post-errata Goodberry here, as it's now one of the best healing spells in the game. Being on a scaling focus is just the bee’s knees!

Advanced Wilding

(★★★)

6th

Basic Wilding

A few handy bits open up depending on your order, but your feats are generally too much of a premium to really get a use out of it.

Primal Breadth 

(★★★★)

8th

Basic Druid Spellcasting

More of a good thing

Expert Druid Spellcasting

(★★★★)

12th

Basic Druid Spellcasting, Master in Nature

Expanding on a good thing

Master Druid Spellcasting

(★★★★)

18th

Expert Druid Spellcasting, Legendary in Nature

Yay good things!

Overall, the Druid is perhaps one of the strongest Multiclasses you can get. I know I waxed on and on about the Alchemist Dedication earlier, and I stand by that, but the Druid is a different kind of powerful.

The Alchemist Dedication is a complimentary addition to the Wizard’s kit. It gains lots of bits which shore up some aspects of the Wizard which would otherwise be lacking, and expands the overall options without being transformative.

The Druid Dedication is an additive addition to the Wizard kit. Not only in the literal terms of more spells per day and more types of spells, but it allows for an actual change in how the class plays. Access to things like Wild Shape and Animal Campion, even from early levels, changes up our basic interaction with the rest of the game, and adds lines of play and strategy not otherwise widely open to the Wizard.

It’s a super strong choice that does a lot of the things we want to be doing.

I’m just a little sad that the Halcyon Speaker Dedication is just too feat hungry to allow for the two to be stacked in any effective way.


2.3: Class Archetypes

Foreword on Class Archetypes 

These don’t yet exist! 


2.4: Organizational Archetypes

Foreword on Organizational Archetypes


Magaambyan Archetypes

The archetypes of the Magaambyan school are, taken as a whole, both exciting and powerful. Naturally, as a school for Wizards, they interest us greatly and do some amazing things with the class. What sort of things you ask? How about being able to cast potentially any spell, from any tradition, of 7th level or lower, spontaneously, as a free action?!

Yeah, bet that got your attention!

While primarily focused on the interplay between the Arcane and Primal spell lists, a certain build within the assorted interconnecting archetypes opens up your Halcyon slots to spells of any tradition, and kicks an already extremely powerful series of feats up to another level. Aside from this however, Halcyon spells open up several powerful and interesting dynamics, and layer these in with the sorts of things that we, as Wizards, already want to be doing.

Unlike simply taking the Druid multiclass Dedication, the Magaambyan archetypes give us the best of what the Druid has to offer, but more tailored to our needs. Giving us access to options that we simply can’t get anywhere else.

The main drawbacks to the Magaambyan archetypes, overall, is that they have some pretty underwhelming feat tax at lower levels, and reserve most of their really great stuff for levels in which they are already competing with some of the Wizards best features. However, as we’ve come across with pretty much every organizational dedication in the Lost Omens Character Guide, the feat tax element is somewhat alleviated with dedications within the same organization usually counting towards each other.

So hurrah for that!

Magaambyan Attendant Dedication

Source: Lost Omens Character Guide

Name

Level

Requirements

Thoughts

Magaambyan Attendant Dedication

2nd

Trained in Arcane or Nature, some light RP requirements

To date, I think this is the only way to gain actual (and later scaling) training in another spell tradition. Being modal, you always get something, which is great. We also get our usual skills/upgrades, and a pretty important choice to make.

 It's a straight blue regardless, if for no other reason than we’ll be taking it to get access to all the other goodies.

Mask Familiar 

4th

Magaambyan Attendant Dedication

Personally, I think this is a neat feat. Neat, but not good. It’s a 4th level feat with little advantage over a 1st level, and, in practical terms won’t be much of an upgrade.

At some point, I know I’ll play someone with this feat just because it’s cool though.

Adaptive Mask Familiar 

6th

Mask Familiar 

All the same issues and complaints I have with Mask Familiar, except this time it’s a 6th level feat over a 2nd.

It doesn’t even stack with Enhance Familiar.

Cascade Bearers Flexibility 

6th

Magaambyan Attendant Dedication, Faction affiliation

‘Once a day’ kills it for me, otherwise I’d love it.

It still very much has its place, and as the metamagic feat pool grows, it may very well be a must. As it stands though, it’s too limited for my tastes. Green, with a dash of Blue for speculative future value.

Cascade Bearers Spellcasting

10th

Magaambyan Attendant Dedication, Faction affiliation

Oh wow. Oh wow.

Now this is strong! Gaining access to all 4 traditions of magic is amazing. Casting them all off our Arcane casting is even better.

Granting you an additional cantrip and spell is just gravy.

I’m shocked it doesn’t have stronger preq’s. However, to get real use of it, it does have the subtle feat tax of the entire Halcyon Speaker Dedication.

Emerald Boughs Accustomization 

6th

Magaambyan Attendant Dedication, Faction affiliation

Do you know how the subsist rules work? Because I sure didn’t before looking into them for this ability, and, now that I have, I’m not impressed.

As a whole, I’m not a big fan of these “your failures suck less” style of feats. While they obviously have their place, I prefer feats which add or enhance on a whole.  

Emerald Boughs Hideaway

10th

Magaambyan Attendant Dedication, Faction affiliation

I so badly want to find a way to break this. The [F] to retrieve an object screams to be abused, and Bulk 7 (by end game) is pretty big.

I don’t know, maybe I’ll just try dropping a 70ib Tungsten rod on people while flying. Don’t forget, the Release action is also [F], so maybe some Free action fun to pull out every once in a while.

Rain-Scribe Sustenance

6th

Magaambyan Attendant Dedication, Faction affiliation

325gp gets you a Ring of Sustenance, which, in all but the most niche of cases, will serve you better.

Rain-Scribe Mobility

10th

Magaambyan Attendant Dedication, Faction affiliation

I actually like this ability. The utter lack of cooldown means its an always-on feature and something you can pull out whenever you feel like.

However, it also comes way too late to shine. By 10th level, a party will have access to tons of different ways to deal with Difficult terrains of all kinds. If this was the 6th level feat, I’d call it decent.

Tempest-Sun Redirection

6th

Magaambyan Attendant Dedication, Faction affiliation

This is a pretty unusual ability, and it took me a few minutes to get what it was trying to do.

It can certainly have its place, in some kind of magical duel or something, but I feel the amount of times i’ll be blowing a spell slot in which I’ve prepared a damaging spell, to then not utilise that damage to its full extent… feels pretty narrow.

Tempest-Sun Shielding

10th

Tempest-Sun Redirection

It’s not “Emergency Force Shield”, but it’s the closest we have thus far.

It has some additional utility, in that it can be used to tactically ensure proper flow when utilising Cascade Casting as a Universalist.

Uzunjati Storytelling

6th

Magaambyan Attendant Dedication, Faction affiliation, Expert in a Recall Knowledge skill

I’m 99.9% sure that the preq for this feat is meant to read “Expert”, as even the text itself calls for expert knowledge. So we’ll count that as a given.

I’m sure this feat will have its uses, can’t think of any of the top of my head though...

Uzunjati Recollection 

10th

Uzunjati Storytelling, Master in a Recall Knowledge skill

Two feats to get, what amounts to, a slightly better use of the “Lore” skill. No thanks!

Welcome to the Magaambya young Wizard!

In these hallowed halls, you will learn valuable skills that will prepare you for life beyond graduation. We also encourage all applicants to join one of our frats…

The Magaambyan Attendant Dedication is our first stop on our way to the power of the Halcyon Speaker Dedication, and make no mistake, if you take one you ARE taking the other.

If looked at by themselves, the Magaambyan Attendant chain is largely underwhelming. You get a handful of nice, if niche, abilities but taking one set locks you out from all the others. So choose yours wisely.

Cascade Bearers Spellcasting Is the clear standout of the whole pack, and what a standout it is! It is, however, conditional upon heavy invest in the Halcyon Speaker (below). Both the Tempest-Sun and Emerald Bough feats have their charms as well, with Tempest-Sun’s actually having tempting abilities. However, the sheer power and utility of the Cascade Bearers makes them the clear winners.

There isn’t actually too much else to discuss here, as this archetype is simply a stepping stone to the one below. Take the bits you want and move on to Halcyon Speaker, no need to linger for two additional feats with this one!

Halcyon Speaker Dedication

Source: Lost Omens Character Guide

Name

Level

Requirements

Thoughts

Halcyon Speaker Dedication

6th

Magaambyan Attendant Dedication, Some light RP requirements

Now we’re getting into the good stuff!

There is actually a lot that needs to be unpacked with Halcyon spells in general, and I’ll do in Part 2.4: Organizational Archetypes: Magaambyan Archetypes: Halcyon Spellcasting. However, of importance here is that this feat is the gateway to some very powerful effects and interactions, which we’ll explore below.

Dualistic Synergy

8th

Halcyon Speaker Dedication

This is a nifty little metamagic feat, and I like both effects. The fact that you can get both is great, and that prepared Halcyon spells can work off Cascade Casting means additional mileage as well.

However, the scaling of the numbers generally won’t be high enough to make a difference at the levels where these feats come into play.

Persistent Creation 

8th

Halcyon Speaker Dedication

If you are considering picking up Emerald Boughs Hideaway, then you’ve now found a way to furnish yourself with Tungsten rods!

This is one of those abilities that will fluctuate wildly in power depending on both the player's creativity and the DM’s permissiveness. Hard to judge on spec... Green!

Halcyon Spellcasting Initiate

10th

Halcyon Speaker Dedication

More spells and more spell slots!

Shared Synergy

10th

Dualistic Synergy

It's nice to have, but doesn’t compete with other options around this level. Plus, the numbers are pretty lackluster all round.

Charged Creation

12th

Persistent Creation

Now we can shoot lightning from our Tungsten rods without having to come down? Sweet!

More seriously though, this is actually a pretty handy ability when used conventionally. If you are using Persistent Creation and using it well, this is a solid upgrade.

Flexible Halcyon Spellcasting

12th

Halcyon Spellcasting Initiate 

JUST HOOK IT TO MY VEINS!!!

This feat shares similar design space with most of the “breath” feats we’ve seen with Multi-class casting archetypes, but is actually a bit better.  

If you are going all in and picking up Cascade Bearers Spellcasting, then you’ve just become one of the versatile casters in the entire game.

Halcyon Spellcasting Adept

14th

Halcyon Spellcasting Initiate, Master in either Arcana or Nature, Expert in the other

Once again, more spells and slots and a pretty solid upgrade to Primal casting!

Fulminating Synergy 

16th

Dualistic Synergy

Can’t deny that this is good. As with Dualistic Synergy, the numbers involved are pretty meh, especially at the levels this feat kicks in, but I do enjoy the feat as a solid boost to damage with little cost.

Druids, with their access to Leyline Conduit, would benefit from this more than us.  

Halcyon Spellcasting Sage

18th

Halcyon Spellcasting Adept, Legendary in either Arcana or Nature, Master in the other

Primal casting shoots up to Master, Halcyon spells up to 7th, more spells and more slots.

If you’ve been building along this tree, you are now pretty much unmatched in terms of flexibility and options.

Synergistic Spell

20th

Halcyon Spellcasting Initiate, Fulminating Synergy, Legendary in either Arcana AND Nature

Free Action Spellcasting!! That didn’t take them long to print after all.

Some notable limitations here, but that’s utterly fine given the upside. The Synergy feats now also make sense in that they work as a feat tax for this.  

Is it better than Metamagic Mastery? Hard to say. I’m personally still leaning towards MMM, but that might just be me. But it’s damn close.

Halcyon Spellcasting

Halcyon spells are about to become your new best friend. Not only do they grant us a level of flexibility literally unparalleled in the game, they also turn us into the undisputed masters of magic.

First off, however, let's take a look at just what halcyon spells are and why they are just so good!

Okay, so now that you’ve read the text box, let us start unpacking everything that comes with it, as there exists a few things that need to be understood before the potency of Halcyon spells really becomes clear.

  1. Halcyon spells only come from the associated Halcyon spell feats
  1. This means the number of Halcyon spells you have access to will be (excluding cantrips) somewhere between 14 - 21, depending on feat investment.
  2. These can come from either the Arcane or the Primal list, which means we now have a direct means to prepare primal spells in our Wizard slots
  3. If you take the Cascade Bearers Spellcasting feat, then we can now prepare spells from every tradition directly into Wizard slots.  
  1. Halcyon spells are prepared, just like any other Wizard spell, bringing with them all the benefits and restrictions thereof. This is good for us!
  1. This means that they benefit from Cascade casting!
  2. The spell slots granted by the Halcyon feats are not prepared slots and as such don’t interact with our Arcane Bond at all.
  3. These spells can be heightened, however, none can ever be above the max of 7th, due to that being the level Halcyon access tops out.
  1. Being able to ‘decide’ as we cast if a Halcyon spell is either Arcane or Primal pretty much means that we’ll be always casting them as Arcane spells.
  1. While we do eventually get the ability to be a Master at Primal casting, it’s around the same time that we become Legendary in Arcane. Though I can see this coming up in some niche adventure path, somewhere down the road.
  1. We can retrain our halcyon spells, just like any other.
  1. Normally this isn’t a huge deal for us Wizards, but with limited access to knowledge, as presented here, it’s worth reading up on the information in Part 2.2: The Bard: Multiclass Spellcasting and you!, as it will apply here!

All of this, and I have yet to mention that the feat chain also grants us additional spell slots to boot!

Spells for halcyon days

These slots are, regrettably, spontaneous slots, This means that, while we have more spells per day, they are not as optimal as we might like. However, unlike other archetypes which cant us limited slot access, we gain the ability to cast any Halcyon spell from these spontaneously. Since we can natively take Arcane spells as Halcyon, we also gain the niche ability to spontaneously cast off our own list. Which is nice to have I guess. However, with the potential to cast off any list, we can probably find better uses for those limited slots.

Speaking of limited slots, let's throw up a table which breaks down what we can expect out of going full whack into Halcyon speaker:

Full Chain Spells Learned

Full Chain Spells Slots

W/

Flexible Halcon Spells

Learned

W/

Flexible Halcon Spell

Slots

W/

Cascade Bearers

Spells Learned  

W/

Cascade Bearers

Spells, Slots

Cantrips

3

1

2

2

3

2

1st

2

1

3

2

4

2

2nd

2

1

3

2

3

2

3rd

2

1

3

2

3

2

4th

2

1

3

2

3

2

5th

2

1

3

2

3

2

6th

2

1

3

2

3

2

7th

2

1

2

1

2

1

Total additional

[21*]

[13*]

As the table above shows, if we fully invest in the Halcyon Speaker Spellcaster chain, we end up with an additional 21 spells added to our spellbook - which can be drawn from any tradition - and an additional 13 spell slots in which to cast them. Not bad at all!  

You’ll notice however that it is actually 1 less spell per day, and one whole spell level less than those gained through conventional Multiclass casting benefits. It is, also, in theory, dramatically less spells known.

With that in mind, in order to appreciate why these feats are so powerful we have to look at them for what they really are: You becoming an Arcanist by the backdoor!

For those who didn’t play PF1 or are just not familiar with the class, an Arcanist was a hybrid class that sought to blend together both prepared and spontaneous casting (and had a whole lot of random abilities thrown in). A Wizard with the Halcyon Speaker chain will feel an awful lot like Arcanist, in that they are a natively blended caster with the ability to have their spell list be both prepared in slots but with a spontaneous aspect to them.

Spontaneously Awkward

By far the most exciting option of the Halcyon speaker chain is that, when combined with Cascade Bearers Spellcasting, we get access to every spell list in the game. The power of this cannot be understated, and the utility of these spells being both prepared but also spontaneous is amazing.

There is, however, a bit of awkwardness when it comes to spell selection and how we prepare these spells. From the table above, you’ll see that we max out at a potential of 21 Halcyon spells known.

Being able to cast 21 spells off any list, of 7th or lower, is great and will hopefully be enough to get the really choice spells per level. However, it would serve us a moment to look at the differences between prepared spells and spontaneous spells in terms of how they take up space in our brains. This difference will also lead to some awkward selections when picking your 21 spells.

Let's break down the issue and see what we can do to overcome it!

So, what happens when we want to heighten a prepared spell? We simply prepare it in a higher level slot! Simple, easy, effective, and importantly, we only have to learn the spell once. If we take Heal as a 1st level Halcyon spell, we can later prepare it as a 7th level version of itself and cast it from our prepared slots in its 7th level form.

This is however not the case for spontaneous spells! If, as a spontaneous caster, we learned Heal at 1st level and added it to our spontaneous pool, we could only cast it as its 1st level version. If we wanted to cast it as a 7th level version of itself, we would actually need to learn the spell AGAIN as a heightened version. This would be required for literally every spell level in between as well.

Whereas when we prepare a spell, we are free to modulate the level of heightening each day as we feel, spontaneous spells are locked at the level at which they are learned.

What does this mean for us? It means we have to be very selective in our choice of spells! With the ability to learn only 21 total, if we wanted to get the most out of our list we need to look for spells which will be good to cast both spontaneously and ones which are better off being prepared only.

As ever, I’m extremely resistant to making specific spell call outs during these break down sections. I’d much prefer to save stuff like that for elsewhere.  

That said, I am supremely confident that given the choice of literally every possible level-appropriate spell in the game, you’ll find something fun to pick!

Magic Warrior Dedication

Source: Lost Omens World Guide

While wholly bound up in the lore, The Magic Warrior is not a true Magaambyan archetype, in that it does not interact with the other Dedication as I would like. The two archetypes featured in the Lost Omens Character Guide are designed to be taken in an entwined fashion, this was not extended to the Magic Warrior. Which is a real shame!

So just be aware. If you wish to take this Dedication in addition to the other Magaambyans, you will suffer the Dedication lock-out effect. Plan your build accordingly!

The Mask is also a strict Nombo with Mask familiar, if you ever want to use the mobility of said familiar.

What, on the surface, would look like a cool and synergist investment in an interesting RP element to your archetypes, in fact sucks and is silly prohibited. Sure you can always make a new mask, but that requires down-time after every fight in which you take off your mask to use it as a minion.

Boo! Boo I say!

Name

Level

Requirements

Thoughts

Magic Warrior Dedication 

2nd

Ability to Cast Focus Spells

Not the most rewarding dedication feat there is, the Magic Warrior Dedication gives you more restrictions than you get rewards. As is common for these 2nd level Dedications.

Some nice skill progression for early Skill-feat entry before 3rd, and niche resistance. You only take this if you want the higher level options.

Magic Warrior Aspect

4th

Magic Warrior Dedication

The best of the bunch, MWA provides us with a nifty set of abilities at a very reasonable cost. The precise value of this will change depending on your Ancestry, but for your generic human, all of these abilities coming in such a neat package are great. Be a deer, dress like a Witcher style Leshen.

Magic Warrior Transformation

4th

Magic Warrior Dedication

A cool, if restrictive, little trick to pull out if you are running low on spells.

It’s stat buffs means it’ll stay competitive as you level (to a point), and it's always good to have in your back pocket. Not enough to be worth it though.

Nameless Anonymity

6th

Magic Warrior Dedication

Save a precious class feat, use a staff.

The Magic Warrior is perhaps my favorite of the archetypes found in the Lost Omens World Guide. Not only is the fluff around it great, I also love what it does for the Wizard in particular.

If you haven’t read it recently, I’d suggest you go back and take a look at Part 2.2: The Druid: The WIld Order - Wildshaping in order to brush up on some of the details of Polymorphing, because that's what the Magic Warrior is (mostly) all about!

First of all, let's take a look at the difference between Morph and Polymorph effects, as we get a decent bit of mileage out of understanding the difference.

Mighty Morphing Power Ranger

The Magic Warrior Dedication offers us 4 feats over all. The first is the basic Dedication, the feat available at 6th, Nameless Animosity, is both niche and limited in its application. It’s the other two feats that we really care about!

First up is Magic Warrior Aspect!

I utterly love this focus ability. It does an awful lot for us and has a duration which means you are going to get your mileage.

But let's take a look at the “Morph” trait real quick, just to see why I love it so.

 

Look at that! Unlike it’s bigger brother Polymorph, the Morph trait doesn’t come with any drawbacks or restrictions to our casting ability.

This means that, for the cost of some focus points and [>>] you can get some really nifty buffs on an encounter-long scale.

In addition to the standard package of “Low Light Vision” and “Scent (Imprecise) 30” you also get your pick of various boosts to your speed. Naturally this means that, depending on your choice, you can expect different values. Sometimes you’ll just really want to make sure you have a climb or swim speed. However, for my money, it’s hard to beat a good set of antlers.

For most characters, this is going to be a doubling of their base speed. For 50 rounds at a time, for the cost of some re-focus actions later on.

It’s a really solid little package of good stuff, that will keep being of value across your whole career.

Honestly, the best thing about this ability is that it’s purely additive to your existing Wizard package and, outside of the focus point, doesn’t cost you anything in the way of your tactical or practical utility. This makes it a solid win in my book.

Mighty Polymorphing Power Ranger

Magic Warrior Transformation is the next feat of interest from the Magic Warrior, and it's got a lot of things which need to be considered while evaluating it.

Let’s refresh ourselves on polymorph again

Unlike Morph, Polymorph has some considerable drawbacks to it. Not being able to cast, speak, or use your hands is, as a Wizard, pretty crippling.

Now let’s look at Magic Warrior Transformation itself

The thing that makes this ability worth talking about is the automatic heightening that comes baked in. When heightend the Animal Form spell gives this ability a lot of career mileage.

Take a look at those stats! If you take this ability at 4th level, when you have access to 2nd level spells, you get base Animal Form, which is just okay. However, the scaling is great and keeps getting better. By 9th level, when you get access to your 5th level spells, that stat line is very competitive.

Naturally, every level beyond this means that drop off increases incrementally, but for the amount of investment you’ve had to put in, this is great.

How to get around the inability to cast though?

Bad news is, currently, we can’t.

But that does not mean that this ability is not without value! While it's not going to be something you will feel like you should use every fight, it serves as a great back-up plan when your spells run low, you need a bit of AC bulking, or just need to pretend to be an animal for a while.

In terms of things like your choice of animal for your mask type, I'll leave that up to you. For my money, unless it was an aquatic campaign, my money would be on Deer every time. That base speed increase is just too hard to pass up. Some people might like cats or bears for their agile claws, but I’m not a fan of spending too much time in the front lines. It does remain an option if that’s your thing though!


2.5: General, Generic and Other Archetypes

General Word on General Archetypes

Frequent readers of this guide may notice that the Archetypes section has gone under serious reordering / a deletion spree. This is because of the emergent trends that have come out in PF2 between the start of this guide and its newest updates from additional content (APG has just dropped at time of writing).

The shape of archetypes has matured in a different way from what was expected at launch and I’m happier for it. There was some concern that archetypes would be like their Starfinder counterparts and be relatively minor things. That has turned out not to be the case. General archetypes now look to be how we will make the Wizard more dynamic and expand the envelope of what is part of the “core” Wizard kit.


The Familiar Master

Source: Advanced Player's Guide 

If you have got this far in my guide, it may have become a tad obvious that I love familiars.

While I’ve gone into this many times already, it basically boils down to a question of utility and action economy. Familiars offer a unique and customisable set of abilities which, outside of the Witch, are almost solely the domain of the Wizard.  As such, given how rare it is for Wizards to have something uniquely theirs (or close to it at least) I’m a big believer in leaning into one's strengths.

Anyhow… The Familiar Master!

Abilities that count

Unless you have a Specific Familiar (See: Part 1.6: Familiars!: Specific Familiars) a familiar, by itself, is a big pile of literal nothing. Instead familiars are dedicated wholly by their granted abilities, and as such, the more abilities you can give to your familiar the more powerful and useful it is.

Ability counts for familiars are going to vary a lot between Wizards. Just having a familiar gives you a floor of 2, with a maximum ceiling of 10. Let's take a look at where and how we can pump up our respective count numbers.

Familiar

2

Enhance Familiar

4

Incredible Familiar

6

Improved Familiar Attunement

10

In my humble opinion, maximizing your ability total is vital to the success of your familiar usage. Go look at the ability table in Part 1.6 and tell me which 10 you want. Bet you have to consider it and make some exclusions you’d rather not make.  Once you are looking at the ability buffet, it can be difficult not to keep going back for more. This will only become more true over time as the ability list only continues to grow (Looking at you Secrets of Magic).  

You’ll notice on the above table that the single biggest contributor towards your ability total is from your Arcane Thesis. A lot of chatter has taken place since the introduction of the Witch that Wizards are no longer the “Familiar Class”. Sadly, this is pretty true. Without taking the Familiar Master, the Wizard simply cannot get as many abilities as a Witch. While this sucks, I’m not going to be too grumpy about it, given how wrapped up the Witch’s class identity is with their Familiar, as opposed to being just one option open to Wizards.

Hands up, the Witch is just a better familiar class. They get the same benefits of our Arcane Thesis baked into their core, and they can replace a dead familiar everyday instead of every week (Making Final Sacrifice a viable tactic with your familiar).  So while we are not quite as good with familiars as the Witch, what we lack in raw ability we more than make up for it with sheer… pep? I don’t know. Either way, we’re still pretty damn good with them, so try not to think about it.  

In addition to that, the Familiar Master is a lot less appealing for the Witch in general.

3 Dimensional Tactical Spellcasting

Anyway, enough fucking around. Let's talk about the real reason to take Familiar Master, Familiar Conduit.

Invisible Killer Space Rocks



Part 3: Ancestries

Replacing both the language and design philosophy of “Races” from previous editions, PF2 takes ancestries a step further than their predecessors, and expands them into something which will have a career-long impact on a character.

Not merely, now, are they a packet of stats and maybe a good Favoured Class Bonus (R.I.P), Ancestries provide even further customisation than ever before. Broken down into the ancestry's core features, their various heritage options, and their dedicated feats, your choice of ancestry can matter far more than race ever did.

So let’s take a look!

3.1: Core Ancestries

Dwarf

Dwarves actually make pretty decent Wizards in PF2. With the ability to pump Int, and with their ability flaw being in the only real dump stat for Wizards, our shout and beer loving friends can fill a spellbook like no one's business.  

Core Features

Dwarves come strong to the Wizard game with a good spread of Ability Boosts, and an Ability Flaw we don’t care about a great deal.

10 Starting HP puts you slightly above the curve in terms of average Wizard HP at 1st, which is nice.

Darkvision is always nice.

Speed is, however, a big downside. At 20ft, you will probably be one of the least mobile on the battlefield. The need for mobility will fluctuate between encounters, but you will always want more rather than less. The ability to move into range with a spell, then back out again, will keep you alive at early levels.

Heritages

Heritage

Discussion

Ancient-Blood Dwarf

This is actually a pretty strong ability, right out the gate! An [R] without a daily limited, with a decent effect is nothing to sniff at. Facing other casters, you might use this ability every turn.

Anvil Dwarf

Crafting is definitely something I will wish to look into in your career as a Wizard, and this heritage certainly helps. Pick up the Magical Crafting feat asap, and let the love (and coin) from your party roll in.

Death Warden Dwarf

The differences between a success and a critical success matter more than most people give them credit for. This will be one of those things where you will be constantly asking the DM “Wait, is this a necromancy effect?!”. Effect is also a pretty broad term, so remember to check!

Elemental Heart Dwarf

A once a day effect with the same scaling (if a potential for some more damage) and cast time as one of your cantrips. If you find yourself frequently in situations where you get more out of this than Electric Arc, you need to learn to position yourself better!

Forge Dwarf

Fire damage is very common. My heart says this should be Orange, but it probably will earn its bump to green.

Anecdotally, I once played a Tiefling back in the 3.5 days, who, every session, for 5 straight sessions, wound up both unconscious and on fire. Fire Resistance saves lives!

Oathkeeper Dwarf

Some of these effects are nice, but none are our focus. If you are taking Wisdom as your secondary state, then we get some more mileage from it though.

Rock Dwarf

Much better than it looks at first glance!

Strong-Blooded Dwarf

While still early days, the current examples of poison leads me to believe it won’t be any better or more common than PF1. Which wasn’t much.

Feats

Name

Level

Requirements

Thoughts

Avenge in Glory

1st

Light RP requirements  

Not bad, not great. It can bail you when the fight is going south, but it's one of those things were you should aim to never need to use. And an ability you never need to use can probably be cut from your build.

Clan’s Edge

1st

Trained in Clan Dagger

This isn’t for us.

Dwarven Lore

1st

Almost all these Lore feats are pretty “meh”. As a high Int class, we tend to end up with enough trained skills anyhow.

Dwarven Weapon Familiarity

1st

If you are going for Multiclass Dedication in something martial, particularly the Champion, I can see this having a place.

Otherwise, you simply don’t need this.

Forge-Days Rest

1st

Light RP requirements

If you are in a party without access to any means of magical healing, or even the Medicine skill, then this will actually come in handy.

Skip it if you do, however.

Rock Runner

1st

These are all good and handy effects which may come up with some frequency depending on how much time you spend in actual dungeons.  

Stonecunning

1st

I want to say that its niche, but it really depends on how many literal dungeon crawls you find yourself in.

Surface Culture

1st

Light RP requirement

I actually think this, its wordly and wizardry. Plus, Additional Lore is not a bad from a down-time, crafting, point of view.

Unburdened Iron

1st

This is great! Armour, in this addition, works more in a Wizard’s favour than ever before. In spite of the considerable penalty we would take to Str & Dex skills for dumping Strength, negating the speed penalty might make it worth it!

Vengeful Hatred 

1st

It's solid and, depending on your pick, might be something you get constant use out of. More so if your GM is cool about expanding your options.

So far I’ve had a player ask if she could pick Androids. After they explained the characters back story, I was only too happy to say yes (and write-in some Androids)

Boulder Roll

5th

Rock Runner

I really like this ability, it’s just not for us though...

Clan Protector

5th

This isn’t a bad ability, and with the changes in the recent errata that even Wizard’s start Trained with the clan dagger, there are worse ways to spend an action at early levels. Getting a bit more value from it is nice, if not impressive.

Dwarven Weapon Cunning 

5th

Dwarven Weapon Familiarity

Once again, it's nice, just not for us.

Protective Sheath

5th

Clan’s Edge

If you have been following this feat chain, this is a great upgrade. +2 Circumstance to AC is pretty good.

Tomb-Watcher Glare

5th

Death Warden dwarf heritage

In an undead heavy setting, this will just keep paying off time and time again.

Battleforger

9th

Master in Crafting

Handy, but really comes too late for me to like it all that much.

Energy Blessed

9th

Elemental Heart dwarf heritage

I’m not a huge fan of Once a day effects, but this is a great upgrade to the ability. Honestly, if they add further support to it in future releases, I'd keep an eye on this ability.

Heroes’ Call

9th

Heroism is a great ability to be able to pull out in a pinch. Again, Once a day sucks, but Heroism is solid.

Kneel for No God

9th

Ancient-Blooded dwarf heritage

Badass name, situational ability. That said, it’s an always on which enhances an already great effect. Sold.

Mountain’s Stoutness 

9th

Effects like this are one of the reasons you play a Dwarf. Get this, get toughness, be as hard as nails Wizard.

Stonewalker

9th

Bucket of handy effects.

Dwarven Weapon Expertise

13th

Dwarven Weapon Familiarity

If you’ve taken the others, then you are taking this. Not sure if a good build for this sort of thing is yet to emerge though.

As can be expected, Dwarves make for some of the toughest Wizard’s around, with great defensive options and little in the way of downsides. I expect to see a decent number of Dwarf Wizard's in this edition, if the trend keeps up. .


Elf

The quintessential fantasy Wizard race. It should not surprise you that the old Elf Wizard isn’t going to be broken any time soon.

Their surface level abilities are enough to make them a decent choice, but, as ever, they also have some great options.  

Core Features

In another classic fantasy trope, Elves are almost the opposite of Dwarves in their core features.

The speediest of the Core Ancestries, elves native HP is going to suck unless you put a boost or two into it. In practice however, with the new action system, I would much rather have speed than health. Given how basic the Reach Spell feat is, and how movement is now so flexible, I would expect your Elf Wizard to get used to casting from a comfortable distance.

Heritages

Heritage

Discussion

Ancient Elf

Debate will rage for years about just how “mandatory” this Heritage is. Honestly, feel free not to take it.

However it is an amazing option. Not all Heritages are as powerful as feats, not all feats are as powerful as Dedication feats. So a free 1st level Dedication is great.

Further, a great many class options begin to open up at 2nd. Not having to compete with a dedication is great.

The only downside is that it is explicitly a multiclass dedication, but that is still amazing.

Arctic Elf

The value of this will, like all these sorts of heritages, will vary on your setting / campaign. They are all good for what they do, there are often just better options.  

Cavern Elf

Darkvision is great, but low-light vision is probably enough. Plus you have multiple ways to make light on tap.

Desert Elf

Just like the Dwarf version, it gets a mildly higher rating due to how common Fire damage is.

Seer Elf

This is pretty meh, with the design space for abilities like this is oddly crowded this edition. Get a staff if you don’t want to learn the cantrip yourself however.

Whisper Elf

This ability is actually really strong. I feel like the Seek action is something the community is going to have grow-into, as it’s a fairly new concept. This just adds gravy to it.

Woodland Elf

Honestly, this is pretty solid. It came up far more often in play than I expected. Once again limited by the setting, but I feel like it will be of use a decent amount of the time.

Feats

Name

Level

Requirements

Thoughts

Ancestral Longevity

1st

Light RP Requirements

It’s nice in theory, but between a high int, backgrounds, various other features, the number of skills we won’t know isn’t that big.

It’s biggest use, to my mind, will be for assorted Lore skills. Which is good enough really.

Elemental Wrath

1st

This is actually a pretty interesting ability. Acid Splashes' big thing is against Swarms, but it’s a middle of the road damage cantrip. I like it and the flavor it brings.

Having the Arctic Elf who picks cold is a fun way to have a snowball machine.

Elven Lore

1st

See Dwarven Lore

Elven Verve

1st

Bet you didn’t know Elves were immune to a Ghoul’s paralysis ability! What a niche thing to mention.

In any case, this is actually a really strong ability. All those abilities are day-ruiners, and the double layer of protection from there is pretty good.

Elven Weapon Familiarity 

1st

The errata to simple weapon really helps this feat, and I like the weapon selection. It is what it is though.

Forlorn

1st

With the advent of the Occult spell list, this is a bit less niche than it would have been in PF1. Still not amazing though.

Nimble Elf

1st

Stacks with Fleet, which is nice.

Honestly, being able to zip around the battlefield with ranged attacks is a winning strategy for your whole career.  

Otherworldly Magic

1st

Cantrips are in their best state ever. Grabbing an extra is not the worst option you’ll have.

Share Thoughts

1st

Light RP Requirements

Is it better than the Message cantrip? Sometimes. Is this worth taking? No.

Unwavering Mien

1st

An interesting group of effects. It's actually more powerful than one might on first look, but not much more.

Wildborn Magic

1st

See Otherworldly Magic, but Primal

Woodcraft

1st

Huh. I mean, it's certainly A feat, that's for sure.

Ageless Patience

5th

It's not bad actually. It’ll take some effort to get the real uses out of it, but if your DM throws out downtime, it’ll pay off.

Defiance Unto Death

5th

If you’ve ever posted to r/D&Dhorrorstories then you will probably rate this ability higher than most.

This is one of those rare abilities which will vary wildly depending on your DM.

Elven Instincts

5th

Better than Incredible Initiative, but does not stack. Shame.

Elven Weapon Elegance

5th

Elven Weapon Familiarity

You know my feelings on this by now.

Forest Stealth

5th

Expert in Stealth

Situational, but good at being so.

Wildborn Adept

5th

Wildborn Magic

This is part of the “13 Cantrips” build that I’ve seen online. If you enjoy having all the cantrip utility, this is for you.

Brightness Seeker

9th

This is actually pretty good! To my reading, you can use the [R] multiple times, which is cool.

Elf Step

9th

Reread the Step action if you are unclear on the strength of this.

Always on, double Step, is great! It also allows for some funky directional changes. So it’s also kinda like dancing!  

Expert Longevity

9th

Ancestral Longevity

More useful than its Preq. Wizard’s are nothing special in terms of Skill Advances, and some of my higher level builds have felt a little stifled in this regard.

It’s not vital, but it’s nice.

Sense Thoughts

9th

Share Thoughts

Nifty, but not really all that great.

Elven Weapon Expertise

13th

Elven Weapon Familiarity

Same old really.

Universal Longevity

13th

Expert Longevity

I actually really like this one, namely for its utility with Recall Knowledge actions and some fringe monster types.

Once more, rotating Lore will always have its uses as well.

Wandering Heart

13th

Various heritage requirements

This is just a solid upgrade if you’ve chosen an environmental heritage. Looking forward to the inevitable weird environmental heritages which will allow you to survive in space.

Elves make for some of the most squishy Wizards in PF2. Sharing the lowest racial HP, a penalty to Con, and the base squishiness inherent in Wizards, an Elf Wizard is best served staying well out of the ways of the front lines.

Thankfully, Elves have the highest potential base speed of any other ancestry, some strong evasive options and abilities which nicely augment their initiative. Making for some apparent trade-offs.

Learn to love the Reach Spell feat.


Gnome

Core Features

Heritages

Heritage

Discussion

Chameleon Gnome

This is ability is really flavourful and makes a nice addition to the whole gnome canon. Apart from that, it’s just okay. +2 to Stealth will be handy at low levels, but it will never be our forte

Fey-Touched Gnome

I’m rating this quite high for a few reasons, one of them being pretty speculative.

A bonus, rotating, Primal cantrip will always be handy. Especially as the list grows over time. Being able to swap it out midday is also a nice touch.

The speculative part of this is that it gives you the “Fey” trait, which is unique to this heritage. At the moment, this doesn’t doesn’t do much for us but it might one day be broken! Speculative!

Sensate Gnome

Invisible Stalkers Hate Him! This is honestly pretty good. Scent, even as an imprecise sense, is a solid addition to your kit, the bonus to perception is gravy.

Umbral Gnome

I’d rather have Scent...

Vivacious Gnome

Negative Resistance isn’t easy to come by, and protection from Doomed is nice. Normally I’m not a huge fan of these type of effects, but this is a nifty bundle.

Wellspring Gnome

It’s good, but not as good as Fey-Touched. While you get a wider initial choice, you are stuck with it for all time. It also lacks the fringe benefit of the Fey trait.

Feats

Name

Level

Requirements

Thoughts


Goblin

Core Features

Heritages

Heritage

Discussion

Feats

Name

Level

Requirements

Thoughts


Half-Elf

 

Core Features

Heritages

Heritage

Discussion

Feats

Name

Level

Requirements

Thoughts


Half-Orc

Core Features

Heritages

Heritage

Discussion

Feats

Name

Level

Requirements

Thoughts


Halfling

Core Features

Heritages

Heritage

Discussion

Feats

Name

Level

Requirements

Thoughts


Human

Core Features

Heritages

Heritage

Discussion

Feats

Name

Level

Requirements

Thoughts

3.2: Lost Omens Ancestries

Hobgoblin

Core Features

Heritages

Heritage

Discussion

Feats

Name

Level

Requirements

Thoughts

Leshy

Core Features

Heritages

Heritage

Discussion

Feats

Name

Level

Requirements

Thoughts

Lizardfolk

Core Features

Heritages

Heritage

Discussion

Feats

Name

Level

Requirements

Thoughts

3.X: Adopted Ancestries



Part 4: Backgrounds

Backgrounds bring a new element to the mix which differs substantially from PF1. Something of a hybrid of the PF 1 trait system and the D&D 5e background system, the structure of Backgrounds in PF2 makes them incredibly dynamic and open.

In a lot of games with a Background and Class structure, especially in the early days, a common design trap is that certain backgrounds are clearly designed with a class in mind. Those backgrounds, then, in turn, become an almost mandatory pick for anyone hoping to optimise their character. This leads to a really narrow narrative space for certain classes, which ends up limited roleplay a fair bit. I’m looking at you Fantasy Flight Games.

PF2 manages to avoid all that by making backgrounds incredibly flexible and rewarding, without ever feeling like any are “Must takes” for certain classes.

What makes them so dynamic? What makes them so freeform? Why is this section of the guide going to be so incredibly short without much discussion? Because of Free Boosts!

All backgrounds consist of 4 parts, 3 mechanical and 1 fluff.

To date, all printed Backgrounds grant:

  • 2 Boosts, 1 restricted and 1 free
  • Training in 2 specific skills
  • 1 related feat, almost always a skill feat  

To my knowledge, this makes the PF2 background system one of the most rewarding  features of this type in most RPG’s. While actual values different across game lines and styles, rarely does a character creation step which is only meant to ‘inform’ on the character end up having such mechanical benefits.

Ignoring the boosts for a moment, it’s actually a really nice way to inject some “lived”ness into a 1st level character, who are generally restricted in what can be their backstory due to the inherent issue of xp levels and mechanical abilities. I’m fully onboard with this system and can’t wait for more.

Let’s talk about boosts

If you recall the discussion on stats from Part 1.1: The Basics: Stat Priorities & Boosts, you’ll know that as Wizard’s we have 1 Key stat, 2 priority stats, 1 tertiary stat, and 2 negligible or “dump” stats.

The nature of backgrounds is such that it is actually very easy to select from a wide variety that will not only always boost our key stat but one of our 2 priority stats as well. Which, from a character point of view, is pretty damn great.

As long as the background grants any combo of Dexterity, Intelligence or Wisdom, plus its Free choice, then it's a good background to take! A casual look through the Background section on AoN shows that the vast majority of backgrounds meet this simple criteria. Of the handful that don’t, we can always get our key stat and our tertiary. Honestly, from an optimisation standpoint, it’s hard to go wrong with picking a background. So feel free to just enjoy the different types and character design space that it gives you.

Some Call Outs

With it being very hard to actually go wrong, stat wise, with Backgrounds, all that really needs to be discussed is the Training & Skill spread that it gives you and how that fits into your character concept.

That said, in any system that gives you a choice, there will naturally be some choices inherently better than others for a variety of reasons. Rather than go through each Background one by one, I thought a much better idea would be to shine a light on some particularly good options, and explain why they are more of a standout than others. That way, if you have a character concept in mind, and understand what sort of thing you are interested in, you’ll be able to follow the few simple guidelines laid out here to best optimise your pick.

Battle Medicine and Medicine in general are great, getting both on a background is cool. Plus, a nice little Wisdom boost!

See above

The farmhand turned adventurer! The classic heroes tale! The Assurance feat, the Athletics skill, but in particularly the Assurance feat in Athletics skills is great! Each of them is pretty good, but put all together like that, we actually have something utterly great for Wizards - who are, generally, not the most athletic sort.

We’ll talk more about this in Part 5: General & Skills feats, but Assurance (Athletics) is actually going to be one of your most important and rewarding skill investments you will take. We’ll also discuss how you can become a veritable Gummi Bear!

 

Zummi Gummi was my childhood idol



Part 5: General & Skill feats

You know what would be a waste of both our time? Me listing out every single skill / general feat and talking about them. Depending on our build the power of, and even access to, different feats is going to modulate wildly, so, instead, what this section of the guide will do is break down feats into both General and Skill feats, then further subdivide skill feats by skill, then talk specifically about interesting, potent, or important fears within that skill. This way, I won’t add an additional 100 pages talking about the merits of things like Survey Wildlife when it doesn’t do much for us.

Some skills may never see talk worthy skill feats under them, others will be absolutely packed with options. As you can imagine, this will lend itself naturally to how we spend our limited Skill Boosts and our overall skill priorities, as discussed in Part 1.1: The Basics: Skilling On Up.  

General Feats

Name

Level

Requirements

Thoughts

Adopted Ancestry (??)

1st

An incredibly interesting and versatile feat which may allow access to all sorts of builds and options. As such, it's been marked Gold and I’ll compile a mini-guide on the various options it provides in Part 3.X: Adopted Ancestries 

Armor Proficiency (★★) 

1st

Wizards get the shortest possible end of the stick when it comes to both armor and weapon proficiencies. While thanks to this feat, it is possible for a Wizard to avoid taking any dedications and end up trained in heavy armour, we never get better than trained and it takes 3 whole feats to even get that!

Breath Control (★★★)

1st

Super niche but its good at that it does! If you find this coming up a lot, you may wish to instead prepare Air Bubble into your 1st level slots and save the feat.

Canny Acumen (★★★★★)

1st

I’m shocked that such an amazing and powerful feat has no barrier to entry, but damn I’d glad for it.

You may be tempted to shore up a weak save, but the real answer here is Perception. Take it and enjoy an overall better life than Wizards without it.

Diehard (★★★)

1st

If you are struggling to fill your general feats, then you could do a lot worse. That said, there are better options out there!

Fleet (★★★★)

1st

Sweet, simple and damn good. Affects everything from land to flight and all points in between. Untyped bonus means it stacks with everything  and allows those with Elf blood in them to zoom around the place even more.

Incredible Initiative (★★★★)

1st

Another bread & butter “just plain good” feat which I recommend everyone take.

Between this and Canny Acumen, a Wizard can find themselves going first way way more than they otherwise would!

Ride (★★)

1st

Even with the Druid Dedication, this isn’t all that good. Maybe if we get flying mounts at some point, but still, meh.

Shield Block (★★★)

1st

Oddly, it’s as good for us as anyone. We suffer a bit more on the action-tax side of things than say, fighters, but it’s still handy at low levels. Nothing stopping you from using both the shield cantrip and an actual shield.

Toughness (★★★)

1st

It’s good!

Just try not to need it.  

Weapon Proficiency (★★) 

1st

Ever wonder why this feat begins “if you don’t have simple”, it’s because of Wizards. See armor proficiency.

Ancestral Paragon (★★★)

3rd

Pairs well with Adopted Ancestry!

The value of this goes up with build and ancestry feats you gave open to you. Set as green to respect this.

Untrained Improvisation (★★)

3rd

It’s not great, but not awful either. Generally most characters get enough training to cover most of the skills they want anyhow, but with our focus on Int and the training that comes with it, there won’t be a lot of skills you need this for.

Different Worlds (★★)

1st

Uncommon

Ability to select ancestry feats from multiple ancestries

This will depend greatly on the sort of campaign you find yourself in.

Cool fluff ideas aside, it just isn’t for most people.

Incredible Investiture (★)

11th

Charisma 16

A hold over feat from the playtest where the number of possible invested items was wholly Charisma based.

A lot of items can be safely univested as you get to higher levels, and your high-end items are expensive as all hell.

So far I haven’t found a need for those 2 extra items.

Fast Recovery (★★★)

Constitution 14

Its really good at what it does, just try not to need it.

Feather Step (★★★)

Dexterity 14

I’m going to be honest, I did not know that I couldn’t do this until I read this feat for the first time. I makes sense, but I just never thought about it.

Good when you need it, better if you are an Elf, even better if you are the come making the terrain difficult.

Skill Feats

Nonspecific  

Assurance

Assurance quickly became one of my overall favorite skill feats and one I hope you all will come to love as well.

At first glance it does not look like much. Indeed, I was pretty underwhelmed the first time I saw it way back in the early playtest game demos, wherein the Wizard pregen had it in some incredibly banal, like Mercantile Lore. Fuck that noise however!

Instead, the Assurance feat opens up a world of options which we, as weedy Wizards, might not otherwise have the ability to pull off successfully. But before we get into any specific uses, let's quickly look at how we shouldn’t use Assurance.

  1. You should not use Assurance for things you are already good at. Barring some niche cases where you are likely to run into circumstance penalties often, you should not be using Assurance for skill checks where your bonus to the roll is over 10.

  1. You should not use Assurance for opposed checks. Many skills and abilities which use skills checks are what amount to opposed checks. Since the end result of your Assurance check will almost always be lower than an equivalent level skill check, using Assurance for an opposed check will almost always result in you losing. Don’t do it!  

So, with these things in mind, what is it good for?

Flat checks!
… and things derived from our dump stats.

A number of really strong abilities actually end up relying on flat checks for you to clear. Medicine, Athletics, most Rituals, to name a few.

In cases where you want to achieve a flat check but don’t want to run the risk of failing, especially in combat, then you should consider it for Assurance. Going forward, whenever we discuss a skill which you should consider taking Assurance it, the skill will be marked with a * next to its name, so watch out for that!

Acrobatics

Arcana

Unified Theory

Given how precious Legendary level skills are for us Wizards, it should come as no shock that that a feat that allows us to combine great portions of 4 skills together is an easy choice. Arcana is something you will advance naturally as you progress, meaning you can feel free to leave the other “Tradition Skills” at merely Trained (You’ll still want them overall). Unified Theory (here on just UT) is one of those feats that will come up over and over again in the life span of PF2, as these sort of replacement effects appear to have a habit of doing.    

The floor for UT is that it’s 4 knowledge skills in one, the roof has yet to be defined.

One thing to note, however, is that while UT allows you to replace the skill you use on a roll, it does not replace requirements for things like feats and abilities. This is a pretty big hindrance to the feat, as, we increase in level and start looking at other skill feats, we are going to notice that even though UT would allow us to make the roll itself, we simply don’t meet the prereq’s to take said feats in the first place. This is kinda sucky and means that if we want to get some real mileage out of UT, we will still need to advance the other tradition skills to the point of obtaining whatever feat it is we want. At least, though, we get to make the roll using our higher stat at least!

Unified Rituals

Athletics*

Assurance 

Picture a Wizard. Are they an old, out of shape, fuddy duddy? Well fuck that! With PF2 your Wizard has hit the gym, started running laps and does parkour on the weekends!

Athletics, as a skill, has become one of the most robust in the game, with a huge number of different things now keying off it. Before you worry, no, I’m not about to start suggesting that we grapple everyone (Though maybe with the Witch Archetype…), instead, I’m going to mention one of the oddly efficient means of land based movement currently possible in the game, all keyed off Athletics.

Let's start with the two most important reasons to invest in Athletics

Quick Jump

Without Quick Jump, jumping is, in general, a pain. What’s more, without Quick Jump, jumping will almost never be as efficient as a simple stride action, in terms of distance per action spent.

Quick Jump brings the action-movement ratio of jumping in line with a standard stride, but opens up more options while doing so. Difficult Terrain, pits, environmental effects, grossness, you name it. Sometimes you just also don’t want to get your robes dirty, you know.

Cloud Jump

Contentious - The following section has been deemed contentious and submitted for FAQ or is in need of additional developer clarification. please speak with your DM before bringing it to the table.

In spite of what seems to be pretty simple wording, the exact usefulness of Cloud Jump is still somewhat up for debate. There are some people out there who think that the first paragraph contains what amounts to no practical rules text and instead only the second paragraph grants anything new.

I know I know, I don’t get it either, but I just thought I would mention it before I carry on.

So how does Cloud Jump work? Well, in order to answer that, we first need to understand how jumping works in general. Since we are Wizardly folks, I’m going to assume you’ve only glanced over the movement related rules that don’t involve either flight or Forced Movement.


Breaking News: 19/05/2020

The Cloud Jump Feat has been confirmed for an upcoming errata. As of now we don’t have any details on the shape of the changes or what it might look like afterwards, but it’s pretty safe to say that it won’t survive in its current form.  

Naturally I’ll do an update once the errata comes in (and go through it in Part 11: Errata Discussion and Notes), so don’t make any long term builds that involve Cloud Jump just yet, but, as ever, speak to your GM anyhow!


Jumping 101

First and foremost, there is no one “jump” action or check. Instead when we talk about jumping, we are instead referring to one of 3 distinct but related actions, those being:

  • Long Jump
  • High Jump
  • Leap

Go back and read the last two feats again. You may have, at first, thought this was some intuitive natural language, but instead they are actually referring to defined and set game terms.

Let's look at Long Jump, as it's the one we are most concerned with here.

So, how do we long jump? Well, first we make a Stride - which we know and understand, and then a Leap, and then we… wait? We make a leap while already jumping? What?

That’s right! Both High and Long jumps are compound actions which are actually the combination of two other smaller actions. Hence why they each cost [>>] while each of the component parts is [>].

 

So a Leap is a basic jumping action which doesn’t require an Athletics check in itself to complete, but has some pretty hard and defined distances as part of it. If you wish to jump greater than 10-15 feet, you are going to have to do something extra.

This is where Long Jump comes back in.

So lets parse out Long Jump, we:

  1. Stride, [>], moving at least 10ft up potentially up to our full stride value.
  2. Make a horizontal leap of between 10-15ft depending on our speed
  3. Make an Athletics check to increase this distance
  1. SInce the DC is equal to the total distance you are attempting to jump, it means that the base DC will be between 10-15, plus any extra you want to add on top of that.
  2. You can’t attempt to extend the DC to greater than your speed. Meaning that if you have a base speed of 30, and are making a 15ft initial leap, you can attempt to add an additional 15ft on top of that for a DC 30 Athletics check.
  1. If you pass the check, you horizontally jump the DC value, which in our example would be 30ft. If we fail, we instead jump the value of the Leap, which would be 15ft. If we critically fail, we still jump 15ft, we just make a fool of ourselves while doing so.

“Okay” you say, “I didn’t think it was that complicated but I get it”. Tell me about it!

But now that we’ve parsed it out, we are in a better place to understand the value of the feats we’re talking about.

Oh wait, it means what?!

Looking back at Quick Jump, its value makes a ton more sense. In addition to simply stripping out the additional stride component and its failure condition, costing us an [>]. Instead, Quick Jump takes the first paragraph of the Long Jump action and smushes it into the text of Leap.

Using our example character with a 30ft base speed, this would mean that the Leap action now reads:

[>]

You take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). When you make a horizontal Leap, you can attempt an Athletics check to increase the length of your jump. The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). You can’t Leap farther than your Speed.

Now that's a pretty solid [>] action! It also means that, if you are confident you can make the distance, you need never ever stride your speed again. Instead you can Leap the distance instead. Goodbye pits, difficult terrain and unbrushed floors!

In a single bound!

Now, let's bring Cloud Jump into the mix.

So, it’s your turn, you have Quick Jump and you are having fun hopping around instead of striding the distance.

You are about to make your accustomed DC 30 Athletics check in place of your stride, when you realise that you need to actually get much further. 90ft away in fact. Normally that would either mean spending your turn moving or wasting a spell.

Then you remember you have Cloud Jump and for you, a 90ft horizontal leap is a simple [>] and a DC 30 check.

Lets parse it out to see it all ticks together:

  • You decide you want to make a Jump and that you want to go 90ft.
  • You make a Long Jump
  • Because we are using Quick Jump, this is a [>]
  • You take your standard Leap of 15ft and add an additional 15ft for a DC of 30.
  • Even though you need to jump further, you can’t set the DC as higher than your speed of 30.
  • Because you know the end result of your Jump, via Cloud Jump will be altered, you don’t need to use the second part of Cloud Jump at this time.
  • You succeed on your check DC of 30, this would equal a 30ft long jump
  • Cloud Jump kicks in and triples this distance to 90ft.
  • Everyone makes impressed noises

Adding more feats

With the above two feats, we triple the efficiency we get from our movement. Swapping out using strides for Leap actions.

Cool, But what else?

If you are like me, when it comes to a flat check and one which we can personally set, especially when it’s going to be a common one, then I don’t want to have to roll it all the time! I want to be able to say the GM, “here’s my bonus’ let's just do this”

Welcome back Assurance to the discussion!

Cracking the math on Assurance helps us to understand the upper safe limits on using it with Cloud Jump. What do i mean by safe limits? Since Assurance has an upper limit on what it can achieve, if we ever want to make a jump in excess of that amount we are going to have to roll. Since we are rolling, no matter how faint the chance, we might fail, and, depending on various factors this potential safety margin swings.

Since we want to replace Striding with Leaping, we want to know our safe movement value before we need to start rolling again.

The calculation for this is pretty straight forward, but I’ll lay it out anyway.

10 + [Your Level](15+) +8

Since we can only get both Cloud Jump and Legendary proficiency at 15th, this means our floor for the overall numbers is pretty close to the ceiling as well.

Level

Assurance Value

Distance

15th

25

75ft (15 Squares)

15th

30

90ft (18 Squares)

15th

33

99ft (19 Squares)

16th

34

102ft (20 Squares)

17th

35

105ft (21 Squares)

18th

36

108ft (21 Squares)

19th

37

111ft (22 Squares)

20th

38

114ft (22 Squares)

Or, depending on your speed, perhaps the floor and ceiling aren’t so close after all…

What does this table tell us? Firstly it means that any movement speed above 40 is going to be a waste, as we will be able to get a greater distance out of jumping than we would with the moving. Sure we can always forgo using Assurance and roll for it, but, honestly, how many scenarios are you really going to need to clear more than 22 squares of distance in a single bound?

But fine! You want more distance, I get it. Lets see what we add in to make this more impressive.

Here is where things get a little wonky with the jumping calculations.

On a first skim Powerful Leap it looks like it is purely additive to Jump distance, however what it actually does is add 5ft to the distance you can Leap. Scroll back up to the description of Leap to see the problem.

Since powerful Leap adds to the distance of the Leap, when it comes to using Long Jump, it doesn’t actually add any distance whatsoever, in fact, when using Long Jump, Powerful Leap doesn’t do anything at all! Since we are still capped by our movement speed for the initial jump, and the DC for the jump is based on the total distance, when it comes to jumping it means that Powerful Leap has no impact on the calculations. Bummer.

Don’t get me wrong, Powerful Leap still has its place. Being able to now clear 20ft on a leap action instead of 15ft is still an upgrade to the utility of that Leap action. It just don’t factor into our use of cloud jump due to the DC limitations.

What about turning?

Yeah, what about turning? If you have been thinking about the previous sections in a tactical sense you will have noticed one glaring issue. Sure you can move huge distances in a single action, but it's all in straight lines. Well, to you, tactical reader, I have two things to say

  1. Relative position on a map and Line of Sight spellcasting means that, like Archimedes once said, with a long enough lever and a fulcrum you can move worlds. Your jump is the lever, your spells are the fulcrum. Get creative and move worlds.
  2. Wall Jump exists.

Wall Jump is a super handy feat if you wish to Gummi Bear around the battlefield. Walls are functionally defined, not literally, any solid surface can function as a wall for the purposes of the feat (ask your GM about enemies!) and it gives you the option to pivot at hard angles when needed.

I’ll leave it to your skills with geometry in order to fully maximize the potential of this feat when it comes to creative movement. Just remember to bring your bisecting tool to games night.

Cloud Jump has a 2nd paragraph you know

Hold on! I was getting to that!

The second paragraph is, in my opinion, where most of the confusion around the feat comes from. To ‘grok’ what it’s doing, you need to understand the mechanics of jumping and the value of the first paragraph. Not everyone has this, but you, dear reader, now do!

So what does it do?

In a nutshell it allows you to spend an additional action to add your speed to the distance you CAN jump. “Wait… does that mean…” Yep! It allows us to adjust our calculations and make some mega leaps, but we will have to roll for it.

When the feat references the distance that you can jump, it’s talking about the rule contained in the Long Jump action wherein we can’t set the DC we are attempting as greater than our speed. So if we have a character with speed 30, and we set the DC at 30, make it, we get a Cloud Jump output of 90ft

What this ability allows us to do is take the same set up, but throw in a bigger value before the x3 multiplier. Taking our speed 30 character, by spending an additional action, we can set the DC to 60 (or, with Quick Jump, 90). Since we multiply the result of the successful DC by 3 from the first paragraph, what we end up with is some incredible, crazy, potential movement… if you can make a DC 90+ check.

When it comes to movement, I like to be certain I can do it. While the prospect of being able to move 90ft in a single action with no roll fills me with joy, being able to spend 3 actions to move 270ft with an insanely hard roll does not.

What’s more, thanks again to Quick Jump, the math just doesn’t work out.

3 actions for a single 270ft movement is the same total distance as 3 single action movements of 90ft. So as long as the distance you are trying to cover isn’t one continuous 270ft chasm, it will almost never ever be worth trying to attempt a second paragraph based leap.

Plus, come on, we’re level 15+ at this point. Fuck jumping a 270ft chasm, I’m going to teleport or fly over that bitch.

Which is why I don’t care about Cloud Jumps second paragraph.  

Crafting

Other people's work

Rather than re-craft the wheel, there exists a wonderful little guide to crafting which I’ve used when answering a GM question, so I advise you read it too!

  • The unaccredited guide to crafting: https://docs.google.com/document/d/19ZOKapZjBai8G83hTMrpsMsE7MTWZg7zEFPrKGWtUsk/edit?usp=sharing

Deception

Diplomacy

Intimidation

Lore

Medicine

Nature

Occultism

Performance

Religion

Society

Stealth

Survival

Thievery



Part 6: Spells

Spell reviews normally take up a good 70% of peoples guides to Casters. This generally gives them an illusion of depth which isn’t really there. In spite of personally not enjoying these a lot, it would be a real disservice to write a guide about a caster and not include the things they cast… so, without further ado...

Other People’s Work

I’m a huge fan of other people doing all the legwork in order to make guides. Spells are one of those things which I mentioned way back at the beginning that I wasn’t interested in making a comprehensive guide on.

Thankfully other people are! So here are some handy guides others have made breaking down spells, in addition to one I’ll mention in the following sections.

  • While I don’t agree with all the evaluations, someone who has put as much thought in, and done as much work as Ferret deserves your attention.

6.0: Spell Reviews

Arcane Tradition

Cantrips

Spell

Rating

Class

School

Heighten Effect?

Discussion

Acid Splash

★★★

B

Evo

Y

Your go-to anti swarm cantrip. It’s actually much better than most people give it credit for. Interestingly, at around 9th level it starts to be able to chew through stone walls, meaning you can start annoying your GM by tunnelling through the dungeon instead of solving them.

Chill Touch

★★

B

Nec

Y

It’s pretty poor. It needs Reach Spell to be in anyway safe, but still meh.

Dancing Lights

★★

C

Evo

N

In most circumstances you will probably reach for Light. Dancing Lights has lots of fun applications but its sustain requirement kills it for me in most cases.

Daze

★★

B

Enc

Y

I want to like Daze, but I can’t. Mental damage has its niche and if you need it you need it. I wouldn’t prepare it everyday or anything.  

Detect Magic

★★★

B

Div

Y

Part of the item identification duo with Read Aura. DM is the better of the pair, and after 8th level gets you your very own imprecise sense.

Electric Arc

★★★★

B

Evo

Y

King of cantrip DPR. Under optimal conditions EA outperforms all other damage cantrips by a pretty steady margin. Unless you know for a fact that you’ll be facing enemies with electric resistance, I'd make it your default save-based damage cantrip.

Ghost Sound

★★★

C

Ill

Y

It does what it does well, but what it does isn’t great. The range gets decent, but not until the point in time where “lets distract the guards” feels like a weak option.

Light

★★★

C

Evo

Y

Seldom will you need Dancing Lights over this. If you think you need what Light does, then this is what you are preparing.

Mage Hand

★★★

C

Evo

Y

As good as what your GM lets you away with! Mage Hand has always been a source of potential shenanigans, and is generally a good idea to have access to it in some form. Thankfully this does not need to be your prepared slots.

Message

★★

B

Ill

Y

Message is good at what it does, however, Message and spells like it have been in the D20 ecosystem for a long long time now. I could probably count on one hand the number of times over the last decade where I’ve need-needed a spell like this.

If you can get it from an item, then sure, but I wouldn’t waste a slot on it.

Prestidigitation

-

C

Evo

N

Prestidigitation doesn’t really get or need a rating. It's mostly for narrative hand waving. If you need to fill a spare cantrip slot, then go for it, but don’t feel guilty not having it.

I feel like all casters should just get it for free, as a bonus cantrip.

Produce Flame

★★★

B

Evo

Y

Produce Flame isn’t a bad spell! Its ability to add persistent damage is what makes it attractive, and you can do much worse.

However, fire remains one of the most common resistances you’ll face out there. Coupled with only d4 damage means that you can also do much better.

Ray of Frost

★★★

B

Evo

Y

Like Produce Flame but swaps persistent damage for range.

Due to its range and ability to slow down foes, I personally like it more than Produce Flame.

Cold resistance is possibly more common than fire at early levels, so it suffers much of the same issues as its counterpart.

Read Aura

★★

C

Div

Y

Read Aura and Detect Magic do a weird little dance of usefulness at certain levels. I’d say that Read Aura is better than Detect Magic for the first few levels, then can be somewhat neglected as you get better with Arcana.

Shield

★★

B

Abj

Y

I think that, if Paizo ever wanted to, 1 or 2 support feats could turn Shield into a fantastic cantrip.

The whooping 10 minute cooldown just from using Shield Block, regardless of if the damage overcomes the hardness or not, is the real killer for me.

The lack of scaling circumstance bonus also means that as I get higher in levels, it stops being worth the action to cast.  

Sigil

★★

C

Tra

Y

Magical Chalk, the spell!

Sigil is your go-to solution when you are dealing with doppelgangers and don’t want to have to learn the interesting back story elements of your other players.

Tanglefoot

★★

B

Con

Y

Honestly pretty lackluster, I would love for this spell to have a bit more utility and to be a Class A, even if it's not great.

9 times out of 10, you would probably be better using Ray of Frost

Telekinetic Projectile

★★★★

B

Evo

Y

Modal damage sources are always good, plus TP has some strong damage for a Cantrip and lots of room for shenanigans with objects.

If I had to pick 3 Damage cantrips to have on hand, I would pick TP, Electric Arc and Acid Splash. Between them you cover most of your bases.

1st Level

Spell

Rating

Class

School

Heighten Effect?

Discussion

Acidic Burst

★★

B

Evo

Y

This is one of those spells that works great for a spontaneous caster but is pretty meh for a prepared.

Practically it’s not something I can see myself preparing all that often.

If your GM likes to swarm you from all sides a lot, then I would maybe get a Staff with it (or a cooler GM)

Agitate

★★★

A

Enc

Y

An interesting effect, and probably the first form of action-attrition you’ll come across if scouring the spell block.

For its level it's not bad, but I wouldn’t prepare it after you get access to 3rd level spells.

Air Bubble

★★★

C

Conj

N

I love spells like this. Reaction speed for something you’d only really have to react to.

Get it on a wand or staff instead of in your spell slots. It’s a nice trick to follow back on for when the situation arises.

Alarm

★★

C

Abj

Y

Get a wand of Alarm and never think about this spell again.

Ant Haul

★★

C

Tra

N

If it scaled, it might make for a fun wand. Otherwise it's pretty meh.

Anticipate Peril

★★★

C

Div

Y

I actually really like this spell. I know it’s drawn some flak, but it makes going first all the easier.

Some people have downplayed the importance of initiative in PF2. They’re wrong, going first is always the best option.

I would recommend it on a Staff over your slots though.

Befuddle

★★★

B

Enc

N

This is one of those 1st level spells that you’ll find yourself throwing around for your whole career.

I’m a big fan of this spell. I probably wouldn’t prepare it at levels where my 1st level slots are still a key resource, but after, say, level 5, I can see this making its way into my daily prep.

Burning Hands

★★★

B

Evo

Y

The old classic is just as solid as ever. 15ft cone (or more with Widen) for decent on-level damage is nothing to sneeze at.

If you want a low-level roomer sweeper, you could do worse.

Charm

★★★.5

B

Enc

Y

Charm is much better than it used to be, so much so that I might actually consider putting the 4th / 8th level version on a wand and just carrying it around for when I need a court on my side.

Fixing the old “the target knows you try to charm it” issue is nice as well.  

Chilling Spray

★★★

B

Evo

Y

Worse damage than Burning Hands, but the slow effect is nice. Targets Will instead of Reflex for some reason, some a good way to mess with speedy, dexterous types.

Color Spray

★★★

B

Ill

N

Color Spray is not the fight ender it used to be, but it's still pretty good.

Spells like Color Spray are real winners of the change to DC calculation. I can see myself filling a 1st level slot with Color Spray all the way to 20th, if I’m honest.  

Command

★★★

A

Enc

Y

In the right situation this a modal 1st level version of either Slow or Fear. Its 5th level scaling can also be rather nice.

By and large I like spells that give me options and can impose action restrictions on my opponents. Its traits hurt it a bit, but for a 1st level spell I think you could do worse.

Create Water

C

Con

N

It was never going to be great, but Range 0 means you can’t even have fun with it.

Should have been a cantrip or something.

Endure

★★

B

Enc

Y

Endure is both lackluster and lazy spell design. It's one of the few Single action spells where it will almost never be worth the action to use it.

If it was a Reaction and we were spontaneous casters, then we might have something, but since none of those things are true, its a solid ‘meh’

Exchange Image

★★★

C

Ill

N

This is a rather neat little spell that has some solid success conditions.

This spell is all about the shenanigans and I’m down for that. If you are specialising in Illusion and are investing in Charisma and deception skills, you can have a lot of fun with this right from the 1 level one.

Fear

★★★

B

Enc

Y

Fear gets a lot of hype, but pound for pound, Command offers you more battlefield control. Its 1st level iteration isn’t all that impressive, unless you can bank on crit fails.

That said, at 3rd level Fear can swing the combat math of an entire encounter and that is seriously worth it.

A 3rd level Fear into a 5th level Command is also a DIY Thriller video.

Feather Fall

★★★★

C

Abj

N

Love me some Feather Fall. It’s one of the best examples of an excellent Class C spell.

Cheap, quick, effective, and does precisely what it needs to do.

Get it on an easy-to-reach Wand (Gloves of Storage perhaps?), Get it on a tattoo, maybe even a Stave if you think it will come up a lot.

It’s not really one for you slots, but if you have some other means to get access to it in a hurry, then go for it.

Fleet Step

★★★

B

Tra

N

It does what it does with a duration I like. You can get into the real nuances here, of if your 3rd action is a stride, does Fleet Step become action neutral for its turn.

Doesn’t really matter. It's a great movement  buff for the rest of a fight or chase. Put it on a Staff if you like to go-fast a lot.

Floating Disk

★★

C

Con

N

I’ve always been sad that I never got to build a character around using the PF 1 Magic Trick feat with Floating Disk. It looked like a super fun utility ability that was all manner of cool.

You could use it to fly, grant cover, soak some damage, bullrush. It looked awesome.

Anyhow, PF2 Floating Disk does none of that.

Goblin Pox

★★

B

Nec

N

It's a fun idea but almost never worth it. With effects like these, getting the full bang for your buck is rare and almost never feels rewarding.

What’s more, the effect isn’t big enough to warrant the effort and cost.

Grease

★★★

A

Con

N

I love Grease. It's one of the earliest examples of battlefield control open to the Wizard and it does its job well.

Grease is great for lay-ups and ambushes, as well as a great combo piece of position based tactics.

The added function for objects is just gravy really.

Grim Tendrils

★★★

B

Nec

Y

Moderate early game damage, but doesn’t scale overly well.

The persistent damage is what you are really coming for with this spell.

A 30ft line is nothing to sniff at either. If you position well you can really rack up the floating damage.

Gust of Wind

★★★

B

Evo

N

Back when PF2 first came out, I spent days thinking this was a 1 action spell, and was in love.

Sadly it's 2 actions, but there is still a lot to love here.  Its Duration is somewhat unique and really shapes the use of the spell as a space-restrictor.

With both offensive and defensive applications, a party with heavy ranged damage can make some neat plays with this spell.  

Hydraulic Push

★★★

B

Evo

Y

The Knockback could stand to be a little better, and if knockback also scaled with the heightening, I could maybe see myself using it at higher levels.

Otherwise though HP is decent at what it does. Even a 5ft knockback can force an enemy to blow an action which would otherwise be killing you, and the damage is solid at 1st level.

Illusory Disguise

★★★

C

Ill

Y

The heightening on this is really nice and makes it more a total package spell. Shame it only targets you, throwing this on a rogue or charismatic type would be a great move.

Illusory Object

★★★

B

Ill

Y

The 2nd level Heightening of this spell is what you really want, and as a 2nd level spell it's pretty damn good for effects like this.

With some setup time, effects like this can win fights, providing you have some helpful terrain to take advantage of.

The 1st level version can cover pits and holes, so handy for that. Good spell combo if we ever get the “Create Pit” spells back.

Item Facade

★★

C

Ill

Y

If your GM decides that you can use this to fool people into thinking items have better metal grades, you can make a lot of money at low levels with access to High-Grade material prices for low grade items.

Outside of that, it's very niche.  

Jump

★★/★★★

C

Tra

Y

Depending on reading, Jump is either great or pretty meh.

If you rule that casting the Jump spell includes an actual Jump with it, then it’s a ★★★ utility spell with a wide variety of uses, that I would love to have on a Staff.

If you read it as only granting the bonus on subsequent actions spent to Jump in the same turn, then its ★★.

Personally, due to a lack of duration in the initial text I believe it’s the ★★★ reading, but discuss it with your GM.

Lock

★★

C

Abj

Y

You’ll never prepare this spell.

Longstrider

★★★

B

Tra

Y

Throw the 2nd level version of this on a Wand and never look back.

Outside of that, you can probably just skip it.

Mage Armor

★★★

B

Abj

Y

Mage Armor has an interesting bell curve of power.

It will always be cheaper to craft a Wand of Mage Armor at the level scales than to do the same with the runes for both the fundamental armor runes.

However, you generally have access to the runes themselves much earlier than the spell levels needed to craft the wand.

At a certain point, the balance will tip favor of Mage Armor in terms of price.

Magic Aura

★★

C

Ill

Y

Niche AF

Magic Missile

★★

B

Evo

Y

Another spell with an interesting bell curve of power. Sadly not a good one.

Assuming we are going for full 3-action casts, the floor on Magic Missile is 3d4+3 with a ceiling of 15d4+15.

At 1st level, 3d4+3 is actually pretty solid damage (Avg 11 damage).

At 17th level 15d4+15 is pretty awful (Avg 53 damage).

Magic Missiles “big thing” of not needing to hit or need a save also has diminishing effectiveness as you level. At 1st level, you’ll feel great being able to do it, as your ability to hit some foes might be pretty poor.

As you level up and get better though, it's going to matter less and less.

TDLR; Amazing at 1st level, sharply falls off their after.

Magic Weapon

★★★*

B

Tra

N

Until perhaps 4th level, this is one of the efficient spells you can spend 2 actions on. Adding accuracy and an extra die of damage to your main melee fighters weapon is a fantastic buff to party utility.

I really wish this was the Transmutationists Focus spell. Even if it didn’t scale well, it would be just such a boon at early levels.

Its duration means it's a great investment as well.

Stuck at ★★★ however due to its utter lack of scaling or higher level utility. So feel free to treat this as a solid blue ★★★★ until around 5th level*

Sometimes 1st level spells stay useful, others just die. This just dies.

Mending

★★

B

Tra

Y

From 3rd level is where your party will probably see most use of this spell. Acting as a shield-fixer during 10 minute breaks is pretty good at lower levels.

Outside of that, it's pretty niche.

Message Rune

★★

C

Div

N

If we ever get a version of Permanency then this spell might launch the magical computer age.

Outside of that… I guess it's more secure than just a note.

Negate Aroma

★★

B

Abj

Y

This is one of those spells that you will use twice in your life, but both times it will utterly wreck the encounter your GM had planned and make them grumpy.

Penumbral Shroud

★★.5

B

Evo

N

This spell is almost very good. Almost. Both darkvision and low-light vision are incredibly common abilities which can utterly negate this spell.

Against the right foe, it can ruin a BBEG’s threat projection.

Personal Rain Cloud

★★

C

Evo

Y

This is such a random spell. It will have its place, and the vulnerability to water part might actually mean it could be an All-star DOT effect against a few enemies.

Pest Form

★★★

A

Tra

Y

Off the bat, I love all the form spells.

By and large they all have good durations, do nifty things, and allow you to pretend to be a druid for a while.

Form spells generally have a high ratio of utility, combat usefulness and efficiency.

Pest Form is, though, the weakest of the bunch. Used well and it's better than any illusion spell for sneaking.

Ray of Enfeeblement

★★ 

B

Nec

N

Short Range, An attack Roll, A saving throw, a single target.

These are a lot of restrictions on a not-world shattering condition.

Don’t get me wrong, Enfeebled is a strong debuff, and a 1 minute duration means that it will save your party a lot of damage. But, for the hoops you need to jump through, I think I would rather do something else with my 2 actions.

Scouring Sand

★★★.5

A

Evo

Y

It's weird, but I like it. What you are really here for is the dazzled and blinded effects.

As a first level 1 spell, this is perhaps the first real Class A spell that holds up and that I can see myself using a lot.

The whole plant based terrain and entangled parts are just gravy really (good for certain parts of Plaguestone)

Share Lore

C

Div

Y

Someone please email me a good use for this spell.

A 1 minute cast time means you are doing this out of combat, so rapid identification is out. As a Wizard you are going to be one of the best in the party at this sort of role anyhow.

The duration, even at 5th, is generally too low for down-time income use, and they only become trained.

What is the problem that this spell was trying to solve?

Shattering Gem

★★

B

Abj

Y

A 45% chance to have some temp hp isn’t great. The damage component is a nice twist, but not even to make it good.

Shocking Grasp

★★★.5

B

Evo

Y

I think this is actually a very strong spell for its level.

d12 damage is great, an easy to apply persistent condition, an enhanced roll against your ideal targets, along with competitive scaling.

Its range is the real kicker, but if you pick your targets well, you can either stride away or apply the Reach feat.

Blasting is never my recommended approach to Wizardry, but it might be if more had this sort of design ethos.

Shockwave

★★★

B

Evo

Y

A very solid early crowd control spell that sets up melee party members well, and can even act as a Slow in the right conditions.

Sleep

★★.5

B

Enc

Y

I’ll not get into the problems with the Incapacitation trait and all the awkward metagaming it makes you build into your decisions.At least not here.  

Sleep is still a good spell, if you can actually affect your enemies.

The 4th level version is what you actually want the spell to be, but having it at first level allows for some good hijinks.  

Snowball

★★.5

B

Evo

Y

The single target, AC hitting version of Chilling Spray.

Unfortunately all the things that make it different make it slightly worse. Against a foe with a high reflex save, Snowball may be the better choice, but in most cases I’d take the spray.  

Spider Sting

★★

B

Nec

N

I like the idea behind the spell, but its execution is too weak and with too many drawbacks to be worth it.

Summon Animal

-

A

Con

Y

All Gold Rated spells get their own mini-guide. See Part (6.X)

Summon Construct

-

A

Con

Y

All Gold Rated spells get their own mini-guide. See Part (6.X)

Temporary Tool

★★

C

Con

N

With the limitations placed on it by the PFS notation, this would have been a decent cantrip. As a 1st level spell though, it’d rather just have a few scrolls of it folded into my Wizards wallet.

Tether

★★★

A

Abj

Y

I like Tether quite a bit. Lesser levels of success comes with the inherent risk of meaning you might be drawn into melee range, but you should practice some target discipline when throwing it around.

You can use it to make the occasional Big Brian play, and works nicely as the last step in a Cascade Chain to ensure your setup is spoiled.

True Strike

★★★★

B

Div

N

Yeah, it's great. We all know it. Throw it on a Staff and get 20 casts of it a day at end-game.

By and large, melee combat is not something we want to be engaging in, but this is a good spell to have around if you need to.

Unseen Servant

C

Con

N

The action economy changes have really hit Unseen Servant hard, to the extent of being near useless for most purposes.

It almost reads as “You are quicken for mundane tasks” with a bit of Mage Hand thrown in.

Is it 100% useless? Nope, is it something worth preparing? Nope.

Ventriloquism

★★

C

Ill

Y

It’s a fun spell, and its 2nd level version can be fuel for many hijinks.

2nd Level

Spell

Rating

Class

School

Heighten Effect?

Discussion

Acid Arrow

★★★

B

Evo

Y

Solid range, solid damage, potentially decent persistent damage, and carries on the Acid spell trait of being able to hit objects.

Not a lot else to say here. You could do a lot worse - Though, as you’ll see, you can do a lot better.

Blur

★★

B

Ill

N

A 20% miss chance for either you or another party member for a full minute is decent. It’s a great additional benefit.

To me there are just too many things that get around or can ignore concealment for it to be a big deal. In the right fight, with some luck, it can be better than any armour though.

Comprehend language

★★

C

Div

Y

Took me a read or two to get what this spell was actually doing, as I’m used to these effects targeting the caster and not an outside target.

It’s actually much better than people think, as it and its Heightened versions roll in a bunch of PF1 and 3.X spells into it. Speaking with Animals, Commune with undead, etc.

Throw it on a scroll and keep it your bag, just in case.

Continual Flame

C

Evo

N(?)

I can’t really think of a use for this spell outside of RP reasons. 9.9 times out of 10 a cantrip will do what you want this spell to do, minus the GP cost.

Sure you could crank out half-price Everburning torches to sell at a profit, but there are probably better uses of downtime.

Its cost per heightening is to ward off counteract attempts. Just who is counteracting your light source remains to be seen, but the Light Cantrip still works wonders in that instance.

Create Food

★★

C

Con

Y

In a survivalist themed game this spell will save your life and remove that as a form of pressure. It combines with Prestidigitation so you can have flavoured food I guess.

That said, I can imagine Silicon Valley style Wizards investing in wands of Create Food and eating only their own produce for environmental reasons.

Take your wand to 8th level and be the hero of every small town you enter.  

Darkness

★★★

B

Evo

Y

In the right setup, this is a fight ender.

If you have martials that can take advantage of the darkness, and you have opponents that rely on light based vision, then you can lock things up.

Utility use of Darkness has always been high as well.

4th level is where it starts to be really useful, due to Darkvision still being a common enough trait, but even at 2nd, if you pick your foes right, this can be amazing.

Darkvision

★★

C

Div

Y

Darkvision is always solid and is slightly more so than in PF1 as it’s not quite as common for players as it was then.

Make the 5th level version into a wand and it becomes one of your daily buffs.

Failing that, a few scrolls will come in handy.

Deafness

★★★

B

Nec

N

Deafness is actually a really strong counter-caster spell.

An awful lot of spells have the Auditory trait, as do a lot of buffs.

Introducing a flat check they need to overcome for auditory spell casting, along with the penalties to perception, and loss of auditory based buffs can really shut down certain encounters.

Keep it in your back pocket against Bards.

Dispel Magic

★★★★

B

Abj

N

All Gold Rated spells get their own mini-guide. See Part (6.X)

Endure Elements

★★

C

Abj

Y

If I’m honest, the rules for extreme and severe weather conditions have yet to come up in play for me, and I ended up reading them just for this spell review.

This is one of those spells that I’ll make a few scrolls of if I have some downtime and want to cover all my basis. They’ll then sit in my bag of holding until that one time I’m flung into an ice prison or something.

Enlarge

★★★★

B

Tra

Y

By and large I’m not a fan of spells that just make the martial characters shine more. This is mainly because I’m a Wizard and want to be the centre of attention.

That said, Enlarge is an incredibly solid buff.

50 rounds of combat is a crazy long buff. +2/+4 damage on each melee hit is a great additive, adding anywhere between 50-600 damage over the life of the spell.

The penalties don’t scale with the buffs, which is great. Being able to eventually throw it on the whole party + companions means that it just keeps adding value.

Expeditious Excavation

★★★

A

Tra

Y

Poor Create Pit, reduced to this.

I still like it overall and I still think it has a place, but it is a shadow of its former self.

Pour one out for the homies.

False Life

★★

B

Nec

Y

There are a lot of things which could have made a spell like this work, but given how healing works, its lack of ability to regenerate and the follow-off in scaling, it is overall underwhelming.

At 3rd level it can near double your HP though! So that’s something to bear in mind for the early levels.

Feast of Ashes

★★

C

Nec

Y

This feels more like a plot related spell than anything else.

Honestly, it's not super awful, and it might be fun to throw on a BBEG that your GM intends to escape an encounter, but 99% of the time there is something better you can be doing.

Flaming Sphere

★★★.5

B

Evo

Y

No longer a comically god-tier killing machine, thanks to the pending errata, Flaming Sphere remains nonetheless a great source of damage.

After its initial cast, it becomes a [>] 3d6 damage source for the following 9 rounds.

Once you get to 16th level and can enjoy some free sustains on spells, having the odd scroll or staff with an equally high level heightening of Flaming Sphere is a pretty good choice.

Gentle Repose

★★

C

Nec

Y

Until you reach 9th level, this is one of those “Must keep active or else” spells which I’m not a super fan of.

That said, it does it job well if you need it.

Lethality being what it is in PF2, but with access to actual resurrection magic still gated to relatively higher levels, it's just alright.

Glitterdust

★★★

C

Evo

N

This is half bad actually! For what it’s trying to do, I like it much better than See Invisibility, if for no other reason than the additional conditions it tags on with its success conditions.

Hideous Laughter

★★★.5

B

Enc

N

Interesting design on this one, with the duration being sustained but in a not so obvious way.

On a well selected foe, this can be a real fight changer. On a failure you are trading an action for an action + their reaction, which, depending on the enemy can be more devastating to their game plan than just an action.

This is also why the success condition can be very strong in the right circumstances as well.

Only reason it’s not blue is due to the sustain requirement.

After 16th, you can flip this spell to a Blue ★★★★ and throw it around the place. It will be one of the better 2nd level spells to end a Cascade chain on.

Humanoid Form

★★★

B

Tra

Y

Huh. This is an interesting spell.

The things that make this spell so interesting is that a) it’s not an illusion, and b) it has the polymorph trait.

This makes it ideal for spying on high will/high perception enemies who would otherwise not fall for illusions.

The fact that at 5th level it throws in a double-duration Enlarge is nice as well.

3rd Level

Spell

Rating

Class

School

Heighten Effect?

Discussion

4th Level

Spell

Rating

Class

School

Heighten Effect?

Discussion

5th Level

Spell

Rating

Class

School

Heighten Effect?

Discussion

6th Level

Spell

Rating

Class

School

Heighten Effect?

Discussion

7th Level

Spell

Rating

Class

School

Heighten Effect?

Discussion

8th Level

Spell

Rating

Class

School

Heighten Effect?

Discussion

9th Level

Spell

Rating

Class

School

Heighten Effect?

Discussion

10th Level

Spell

Rating

Class

School

Heighten Effect?

Discussion

6.1 : Core Spells

6.2: Lost Omens Spells

6.3: Gods & Magic Spells

Spell

Level

Traditions / School

Notes

Gravity Well

3rd

Arcane, Primal [Evo]

I can see myself using this spell alot. A solid Class A spell. Force movement effects like this aren’t all that common in PF2 yet, but this one is good no matter what.

A big range and big radius means you can use this for all sorts of tactical reasons.

Two things of note, due to the area burst, you can place the centre in the air and use it to add some falling damage and knock enemies prone.

Since it also affects objects, you can use this for some fun tricks, like scooping a whole vault's worth of coins out in one go.

Additionally, this seems like an excellent combo part of several Cascade Casting combos.

Time Beacon

7th

Arcane, Occult [Div]

An extremely interesting spell with tons of utility and benefits.

It is, however, one of those spells that’s firmly a Class C and I’d almost never want to prepare in slots. A good candidate for Scroll Savant scrolls or a staff. This is a spell you will always want to have access to even if you don’t need to cast every day. Hence why we don’t want it in slots!



Part 7: Items and Equipment

Staves, Wands and Scrolls - The Pillars of additional Spells

Staves

Like many things in PF2, Staves have gone through a top-down redesign, and one which I personally really really like. Staves, previously entirely optional in PF1, should be part of every Wizards tool kit, you’ll even want several to choose from!

For me the old charge system was clunky and laid to a rationing mindset. If you are anything like me, as you play any computer RPG, whenever I get potions or other limited resource items which I can’t personally refill, I tend to hoard and ration their use “just in case”. 99% of the time I then finish the game without ever using them at all. (In Skyrim, my entire house in Whiterun is filled with thousands upon thousands of potions.)

Staves no longer have this consideration! While it’s true they still run on a charge system, this system is now closer to “mana points” than the old limited resource one.

So what makes Staves so good? Let’s do a bit of a deep-dive and walk through the whole thing.

How do Staves work?

Any given staff is comprised of several features:

  • The stick it’s made from, including all the stats that go with it.
  • The Spells that have been imbued into it
  • The charges that have funnelled into it on a daily basis which makes those spells useful.

It’s important to understand what each of these three features brings to the table in order to get the most out of your staff. It is also tempting to only focus on the 2nd and 3rd points, as they are the most directly magically related. This would be a mistake however. The stick itself is actually a very important and practical part of the staff's kit, one which we will dive into more towards the end of this discussion, but, for now, lets just say you’ll be investing in some weapon runes afterall.

The basics, then.

In their simplest form staves are now magical vending machines. Each staff has a range of spell options to pick from, they are all different prices, you pay the cost of the spell you want, and out it pops.

The spell that pops out follows literally all the same rules, procedures, costs and triggers as if you can cast it directly from your own spell slots.

The big things here are:

  1. You must be holding the staff (only 1 hands required)
  2. The spells on it must be from your spell list (read Tradition)
  3. The spells you use from a staff can’t be higher than a level you could already cast
  4. The number of actions and the “Cast a Spell” activity aren’t altered in any way.
  5. You use your own stats, DC and feats to determine the effects of the spell.

Those familiar with PF1 will know that is a substantial departure from how staves used to work. While more limited in some respects, this system makes them a much more dynamic and important part of your kit. Used well, and they can be like having a whole extra series of spell slots.

Charges

The new charge system is honestly the best part of the changes to staves. It shifts the way one approaches them entirely and makes you a much stronger, more flexible caster.

But let's talk about charges real quick.

Each day, your staff gains a number of free charges equal to your highest spell level. Then you, as a prepared caster, have the option to expend any other spell slot you own to increase the number of charges that staff holds for that day. Because you can split the charges used on a 1-1 basis, it means that having several spells imbued in the staff allows you to flexibly divvy up how they are used and on what.

Honestly, this is plain fantastic.

As a prepared caster, one of your biggest weaknesses comes from your own lack of foresight. While I often talk of filling your own spell slots with Class A spells (See Part 1.5: Mastering Magic!: Spell Classes), sometimes you will find yourself in a situation where you just really really need a Class B that you simply didn’t prepare.

Not only are staves good for housing your Class B spells of choice, but, given how the charge system works, you might even find yourself throwing Class B spells around a lot more than you would otherwise have thought.  

With that said, let's illustrate why the new charge system is not only great, but, in my opinion, something that makes staves an utter must for Univeralist Wizards.

[Pick up here]

Relics

Introduced in the GMG, Relics represent an interesting idea for character power development. A single item that grows and changes with the character, linked, in some way, to how the character's destiny is to be shaped.

So far, in my own games, I’ve only introduced one Relic; The ancient spellbook of a Shory Aeromancer.  Given to a Garundi human wizard of Shory decent. The idea is that the air gifts will expand along with their explored lineage, but that's many sessions down the road.

...

Adventuring Gear

Bandoliers

Bandoliers have proven to be an interesting if confusing item for a lot of people, and it’s easy to see why.

During initial uses, it appears a common theme amount playgroups was the idea that using a bandolier loaded up with potions or alchemical items would allow you to use those items as a simple [>], without having to spend an action to retrieve them. Stephen Glicker from the Roll for Combat podcast was in conversation with Paizo about this directly, wherein he was able to confirm that it still requires an action to retrieve a potion from a bandolier and then an additional action to drink it, making the overall effect cost [>>], but can be split up with a middle action is needs be.

Thankfully, it has been confirmed that dedicating a tool set to a bandolier does in fact remove the action cost of retrieving a tool. Meaning that things like Battle Medicine do in fact only cost a [>] to use in combat.

So yay for that!


Part 8: Builds; Putting it all together



Part 9: Hints, tricks and tips



Part 10: Mathematical Analyses


Over the course of writing this guide, I have had occasion to create various types of analysis in order to make an argument. I have come across many different sorts online as well.

For most of the guide, I have been reluctant to include these in their raw forms or even to get too complex. I want this guide to be approachable, usable and not scary for its size. However, if, like me, you are in your heart a number cruncher, this section will cover all of that.

As we add particular break downs, I’ll be sure to go back and add references to this section in order to see some clearer math. The more direct math, which I’ve included in the relevant sections, is more of the stripped down, functional versions.  



Simple Math Analysis

Maximum Potential Spells Per Day

Being a Wizard is, on at least some level, a game of resource allocation and resource management.  With that in mind, I decided to attempt a breakdown of the maximum potential SPD for a 20th level Wizard who is attempting to optimise such.

Some people may ask why bother with stuff like this when you can spend weeks Wishing up tons of scrolls and going to town. While in some respects this question is valid, it’s also inherently gimmicky and unreflective of the Wizard as a class beyond their ability to use scrolls.

For this experiment we shall be using only things which meet one of the following criteria  

  1. Come directly from a Wizard’s class feats or features
  2. Use or consume a Wizard’s spell slots
  3. Are not cantrips, because, come on.

A number of considerations and build choices went into the chart, many of which might opt to take in any of your future games. As ever, this is merely a theorycraft thought experiment in order to look at the Wizard’s SPD ceiling. You’ll see that I've arrived at a final figure of 183 MPSPD, which is roughly a 531% increase from the 29 spell slots listed on the unmodified Wizard table. Which is nice.

Let’s start breaking this down so we can see if it holds any value in actual play (Spoilers; it doesn’t)

Our hypothetical caster is a 20th level Human Universalist Wizard, who intends to take his full 8 hours of rest later in the day, and has just completed his daily preparations after a full 8 hours of rest. I have named him “Maximo The Mighty”.

        Maximo is standing in a specially designed chamber, it has a snack bar, some pre-prepared meals, some nice cosy couches for easy sitting and moderate resting, with easy and convenient access to his spellbook at all times.

 Maximo is a Universalist who is an expert in Cascade Casting (See Part 1.2: Arcane School: Cascade Casting) and has prepared his spells efficiently.

Maximo has the following feats:

  • Familiar
  • A spellcasting multiclass dedication (your choice!), along with its casting advancements and respective “Breadth” feat
  • Bond Conservation & Superior Bond
  • Scroll Savant
  • Reprepare Spell*
  • ArchWizard’s Might

        Maximo has access to the following items:

  • Ring of Wizardry IV
  • Staff of the Magi

Maximo also makes use of:

  • Spell Battery Familiar ability  

Of all the things mentioned in the above, the MVP in terms of Spells Per Day is Reprepare Spell.

It’s tempting to look at abilities like this and say that the caster has functionally unlimited spells, however, with the restriction of 10 minutes per spell, the real constraint becomes time rather than spell slots.

You’ll also notice that the * the figure of 96 is actually about 10% more than all other spells sources put together. It’s also the one with the most ball-parking and conjecture. In order to arrive at the 96 additional spells figure, I decided on a very simple calculation of 16 hours non-resting divided by 10 minutes. This arrives at 96 intervals where you reprepare a single spell, have some tea, throw around some magic, have a biscuit.

The 87 base spells is probably a figure closer to the reality of actual play, but, even then with some serious caveates (Once again, see: Part 1.2: Arcane School: Cascade Casting)


Complex Math Analysis



Part 11: Errata Discussion and notes


#1.0 - 30/10/19

https://paizo.com/community/blog/v5748dyo6sgzq?Core-Rulebook-Errata-Round-1


The first of probably hundreds to come! With this first round of Errata we get official confirmation of several things first mentioned in the Developer Stream from 16/08/19. That’s right, 4 months after they were first announced, they are now actually out.

Above is a direct link to both the paizo blog post about it, and the link to the direct download itself. However, let’s pull out some of the key bits which will impact us Wizards. If you are reading the guide after the errata came out, I have endeavoured to edit sections with the correct data. But, if I miss anything, please call it out and let me know!

  • Unarmed Proficiency changes: Anytime any group of weapons gains an increase in proficiency, Unarmed proficiency moves along with it. This is a nice change for us, as the lack of Simple proficiency really hamstrung the potential for the unarmed.
  • Wizard Class Feats: As we’ve long known, the class feats for the Wizard - barring those granted by a specific ability - start at level 2 and not 1. Boooo!
  • Bulk:
  • Backpacks now negate the first 2 Bulk of items put in them, so yay for free bulk.
  • Spell and Formula books moved from 1B to L - So now both can go into Pelt Pouches
  • Alchemist gear went through a host of changes. If you are picking up the Alchemist dedication, I recommend reading the section directly.

  • Spells:
  • Chill touch, Goblin Pox, and Force Bolt all lost the Attack trait
  • Disintegrate gained the Attack trait
  • Telekinetic Projectile now uses a Spell Attack Roll instead of a regular one. So yay for that!

  • Rules:
  • Emanation effects now almost have the option to include yourself. If it's one you cast, you can exclude yourself from the Emanation. I think most people played it that way, but now it's clear.



Part 12: Archived & Historical information


As this guide, and the game line, continues to grow, certain parts of it will become either obsolete, redundant, or simply no longer correct. While in most cases the offending sections will be deleted / rewritten, from time to time it may be a good idea to move some of the information in a historical section in order to help preserve the context in which the guide finds itself.

Anyone who looked up a class guide from early in PF1’s life and compared it to a more modern one, sometimes the rationale between changes aren't always apparent. This section of the guide will be reserved to archive the context of changes made.




Archived - 18/12/2019

Anatomy of a spell

Spells in PF2 are structured very differently than in PF1, and are now tied intrinsically to the new action system.  

Spells, with the exception of those which are designed as Reactions and Free Actions, now require a variable number of actions to cast depending on the number of components the spell requires. Spell components are nothing new to Pathfinder, or D&D as a whole, however you would be forgiven, if, in previous additions, you had no idea how spell components worked or could name any besides the big expensive ones for a handful of spells.

This system is actually a pretty interesting way to structure spells and has a lot of interesting design space which can be explored. Given that the PF2 Core already has a great way to manipulate, it shows that the design team are open to casters being powerful, just as long as you are clever about it!

 The core of this new system is the relationship between Spell Components and actions required to employ those components. Let's take a look:

Okay! That's pretty interesting, as it has some direct impact on how we judge abilities which alter the Cast a Spell action.

Pulling out a few spells from the Arcane list as examples, the connection between components and actions is pretty clear and obvious throughout the section.

Gust of Wind: it has two spell components - Somatic and Verbal, and as such requires two actions to cast.

Summon Animal: 3 components to its casting - Material, Somatic and Verbal, and following the structure of spells, it requires 3 actions to cast.

Jump: 1 spell component, Somatic, 1 action to cast.

Okay, so 1 component = 1 action. Got it? Got it!

Less is More

Contentious - The following section has been deemed contentious and submitted for FAQ or is in need of additional developer clarification. please speak with your DM before bringing it to the table.

Let’s quickly look at one last example spell though, before we move on

Shield: 1 Spell component, Verbal, and so requires 1 action to cast.

I hear what you are saying however; “OKAY! I GET IT! Why are you still talking about this?!”

Well my impatient friend, it's because once we know and understand the system, we can figure out how to master it! The Shield spell is also a pretty good case study of how this all works, how the system has inbuilt abuse protection, and why we won’t be casting multiple Free Action spells anytime soon, so let's get on with it!

Up in the Metamagic feats section, I’ve rated Silent Spell pretty damn high. The reason for this has actually very little to do with the intent of the feat and everything to do with its functionality

So why is this ability so powerful? Because instead of working like Eschew Materials, which is basically a cosmetic change to the spell, this feat actually removes the verbal Spell Component, and with it one of the actions required to cast the spell!

That’s pretty damn powerful!

If, for example, the Silent Spell feat didn’t have an action attached to it in itself, what would happen is, by employing Silent Spell, the spell would actually be quicker to cast! If we took Gust of Wind, a two component - 2 action spell and removed one of those components, we would be able to cast Gust of Wind with a single action. Nifty!

It’s also extremely lucky, then, that at 20th level we have a capstone feat which allows us to remove the action requirement from Metamagic feats!  

This is why I listed this feat as Sky Blue in its initial review. This ability would always have been powerful. Anytime you are removing actions or restrictions from an ability, you are making it more powerful. Look at the feats listed in the Metamagic section, once you remove their action requirements, they would each move up a colour grading, simply because free utility is amazing (Not Quickened Casting though, it broke my heart and I don’t know when I’ll be ready to forgive it).

In the case of Silent Spell however, this combo turns you into a spell casting machine.

Putting this all together; what Silent Spell and Metamagic Mastery allows you to do is start casting [>>] spells for [>] on the condition that at least one of the components was Verbal. Which means, in practical terms, we can go from casting a single spell per turn to potentially up to 3! Now that’s a power boost!  

So, why did I feel the need to call out the Shield spell at the beginning of this section? Simply to draw attention to the particular limitation of the above combo and why we won’t be flinging around Free Action spells all day long.

The Shield spell has a single, Verbal, component which, if removed would mean the spell would require zero actions to cast and thus, I assume, would default to a free action. Sadly however, someone in the design team thought ahead and worked in an inherent limitation to the system.

At least one other component” crafty bastards!

In practical terms, this also means that you’ll always be casting spells for at least [>], unless they’ve been natively designed to be faster. Oddly, it also means that spells that are already [>] can never be silenced. It’s a weird interaction that bears at least mentioning, just in case you ever try to be stealthy and end up loudly shouting arcane words at a guard.  

Rulebreakers

After reading the above section, you may have thought to yourself, “Hmm… but not all spells work like that” and you, canny reader, would be right! There are several spells that appear to break general spell anatomy in their form. Let’s take a quick look at some of them now, just so we can understand the exceptions that prove the rule.

 

The old favorite, Magic Missile, comes to PF2 with some interesting functionality changes. Having a variable number of base actions but static components, Magic Missiles deals more damage the more actions we pump into it. However, if we take a look at the Cast line, we see something that doesn’t actually make a lot of sense with the new action system.

Magic Missile, which has the option to be cast for [>] has two default components. It also increases the amount of damage per actions spent. Surely, this means that either Magic Missile can only ever be cast for [>>] OR Magic Missile is breaking the action economy rules. Hmm.

Let’s look at another example

For the moment we’re going to overlook at Warped Terrain is a focus spell, as focus spells have a few additional bells & whistles which effect some edge-cases, and instead look to its cast line.

Once again, we see the same issue with Warped Terrain as we do with Magic Missile, in that, the amount of actions which the spell could take the cast is divorced from default number of spell components which are required to cast it.

These sorts of spells, which almost have a channel like feel to them, are actually great examples of something I’ve touched on in the guide lightly with both [R] & [F] spells. Why do Reaction spells get to ignore the rules? Why do Free? They still have components and if you can’t meet those components you can’t cast the spell, so why do they get to break the action economy rules?

Because they say so.

And that’s basically it.

If you are already familiar with Pathfinder design philosophy from PF1, then you’ll already be aware of the general spirit of this rule. With PF2, we get a little text box just to remind us. “Specific trumps general”.

Ultimately, if a spell or ability goes out of its way to say “this is how I work”, then you should believe it. These sorts of abilities are always noted departures from standard rules, and hence why they lay out the specifics of their case.

For example, if a 20th level Metamagican wanted to cast a silenced Magic Missile, they could certainly do so with ease. Could they, however, get 3 actions worth of damage by only spending 2 actions? Hell no! Why? Because Magic Missile explicitly lays out the rules for its damage calculations, and nothing within the general spellcasting rules gets to override that. If there was another specific rule which interacted with Magic Missile, then certainly things could change, however, simply removing spell components does not alter the cast time of Magic Missile while still getting the same results. Magic Missile, and those spells like it, are explicitly telling us they don’t follow normal rules.

We should believe them!





Change Log

All dates are UK standard format of DD/MM/YY

14/10/2020 - Society Guide has arrived with a few nice updates. I basically run a company these days, so I only get to this when I get to it.

19/08/2020 - Started APG updates, removed lots of dead space, I’ll instead only add entries for archetypes and ancestries as I actually talk about them.

29/06/2020 - Started (slowly) adding a spell review section to part 6.

11/05/2020 - Added my new spell classification system along with some backfill for existing spell discussions. Ongoing effort.

14/04/2020 - Literally hundreds of spelling and grammar changes. This effort will not be reflected in the change log.

09/04/2020 - Added a fairly lengthy section about Cloud Jump and Athletics.

08/04/2020 - I survived! Just an FYI.

30/03/2020 - I have Covid-19! Good for me! Since it means that I have some time on my hands, I’ll be returning to add some new content, mainly from GMG and G&M, but we haven’t had a ton of new releases just yet.

29/01/20 - I got myself a very fancy and very active new job. So chances are my time and energy levels will be the lowest they’ve ever been. I’ll do my best though!

06/01/20 - At 200 pages, this is now longer than my uni thesis...

06/01/20 - Started Parts 5 & 7, but only kinda 7.

04/01/20 - Happy New Year everyone! Various spelling and grammar changes.

18/12/19 - A series of RAI updates and major sectional changes to Part 1.5, based on feedback from Mark Seifter. Thanks Mark!

09/12/19 - Added feedback section with contact details, don’t make me regret this folks!

09/12/19 - Various bookkeeping bits and pieces, added a section all about being under construction, to ward off some recent email feedback on “misrepresenting” the completeness of the guide.

08/12/19 - Created a section for a greater discussion of Cascade Casting due to community chatter.

28/11/19 - Created Part 12. The intention of this section will be to keep historic or outdated information which still holds relevant or interest to readers. Also, I'm not just deleting huge sections of my own work.

25/11/19 - Started implementation of star based rating system for colour blind users  

25/11/19 - Added additional information about Summoned Monsters to the Sustained section. In addition to a section on Flaming Sphere.  

25/11/19 - I took long break for personal reasons, added Dwarf and Elf ancestry details.

01/11/19 - Finished section on Magaambyan archetypes and started Part 3. Archetypes will be a work in progress for the rest of this edition's life-span, so I might as well get on with the other sections.

18/10/19 - Page breaks everywhere! Formatting and improvements to the art found all over the place

17/10/19 - Begun the implementation of content from Lost Omens Character Guide, along with general restructuring of Archetypes to match an emergent trend. Downcasting has also been renamed “Cascade Casting” as that sounds much better, is actually more accurate, and fits with some LOCG content.

09/10/19 - One of things holding back progress was the sheer amount of work required for the archetypes section. I’ve decided to move on from this section and work on other aspects of the guide, coming back to it where and when I can. It was actually a daunting amount of work and I just wasn’t enjoying it.  

09/10/19 - Almost a solid month without any additional work, my apologies for that!  In case anyone reading this cares, I got a promotion at work which carried with it a whole department's worth of shit to sort through. So apologies for that! Sometimes real life has to come before donning my wizard hat.

15/09/19 - Various additions and format changes, got sick for a while there so did not work on the guide while dealing with medical stuff. All good now though! Tempted to skip archetypes for now, as each is basically a mini class guide, and get on with other important parts of the guide.

02/09/19 - Added table of contents

01/09/19 - Started implementation plans for Lost Omens World Guide content. Back to Back conventions the last two weeks, lots of new play data to add. Archetypes are still taking forever.

29/08/19 - Added the “contentious” tag for rulings or interpretations which have various readings or have raised debate.  My God! Why is the Archetypes section taking so damn long. There are 6 new ones coming out today as well. Weep for me.

28/08/19 - TO DO: Fix all the formatting and image positions, tons of breaks.

28/08/19 - Work has been hell recently, so guide production has dropped way off. The Archetype section is taking way longer than planned, and I’ve had to put a couple of play sessions into trying out the options. Plodding along through. Pray for me.

18/08/19 - Numerous QoL changes, added some further rules clarifications, plowing on with archetypes (which is taking longer than I thought)

17/08/19 - Added errata details from livestream, making changes to 1st level feat selection.

16/08/19 - Changed the title due to majority dislike of original,  

15/08/19 - Added future subsection earmarks to Section 1, added subsection earmark for Triggers to Section 1.5, added Downcasting subsection to Section 1.2, started Section 2 intro, capitalised all instances of the word “Wizard”, started Alchemist multiclass subsection.

14/08/19 - Section 1 published, start of live-support for guide and change log.