

Produce Flame CRB: Good single-target damage and persistent damage on a crit.A great RP tool, but you can’t solveĪny serious mechanical challenges with it that couldn’t be solved my mundane Prestidigitation CRB: Neat, but not especially impactful.Message CRB: Only situationally useful.Mage Hand CRB: Useful, but extremely limited since the text of the spell only allows it.
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Often essential if no one has a free hand for a Ghost Sound CRB: A good way to create a distraction.Electric Arc CRB: If you can hit two targets, this will easy outdo the damage of any other.Detect Magic CRB: An essential for adventurers.Numbers of low-level enemies, use area damage. Against single enemies that’s a bad gamble, and doing moreĭamage to quickly eliminate the target is a better choice. Daze CRB: Poor damage and bad scaling.You don’t want to wasteĪctions sustaining this in the middle of a fight. Dancing Lights CRB: Great for lighting your way in dark dungeons, but as soon as combatīreaks out you need to have other light sources.Chill Touch CRB: No more damage than than any other cantrip, and it’s only touch range.Against multipleĮnemies where splash damage would matter, Electric Arc will deal (provided that resistances/immunity aren’t a problem). Acid Splash CRB: Against single targets, Produce Flame will always deal more damage.A spellcaster whose only capability is damage is basically an archer with extra steps. Because your number of cantrips are limited, try to split your options between damage and other options. This scaling keeps cantrips a reliable source of damage output at any level, though most spellcasters still want to rely on leveled spells when they suit the situation rather than counting on cantrips as your only source of damage output. Cantrips are always heightened to half your level rounded up, so they’ll match the level of the highest-level spells that you can cast. Table of ContentsĬantrips are a go-to, perpetual source of magical options. Blue: Fantastic options, often essential.Red: Bad, useless options, or options whichĪre extremely situational.RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Because of this change, low-level spells can remain fantastically useful at high levels. If you cast a 1st-level spell one turn, then a 9th-level spell the next, they will have the same save DC. Where in 1e your save DC included the level of the spell, in Pathfinder 2e your Spell Save DC is the same for any spell that you cast (though it gets complicated if you can cast spells from multiple traditions). Players familiar with Pathfinder 1e should note that spell save DCs have changed since previous editions. If you want to see this article completed, please consider supporting RPGBOT on Patreon. I do this as a hobby, there are a ton of spells, and I’m trying to get through all four spell lists. THIS ARTICLE CURRENTLY ONLY COVERS THE CORE RULEBOOK. Spells include many of the best offensive options, but entirely omit healing


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