
At the onset of the playtest for PF2e, heal and magic missile were pretty much the only two spells revealed. They had choices of multiple actions and I was excited, thinking that all spells were going to receive such a treatment. Sadly that was not the case.
Until today that is. I’m going to start posting the existing spells adjusted with additional actions. Here is a few we modified. We hope you enjoy them.
Fireball Spell 3
Evocation Fire
Traditions arcane, primal
Cast [one-action] to [two-actions]
Range 500 feet; Area varies
Saving Throw basic Reflex
A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage.
[one-action] (somatic) The spell has an area of 5-foot burst.
[two-actions] (somatic, verbal) The spell has an area of 20-foot burst.
Heightened (+1) The damage increases by 2d6.
Fleet Step Spell 1
TRANSMUTATION
Traditions arcane, primal
Cast [one-action] to [two-actions]
Duration varies
You gain a +30-foot status bonus to your Speed.
[one-action] (somatic) The spell has a duration of 1 round.
[two-actions] (somatic, verbal) The spell has a duration of 1 minute.
Haste Spell 3
Transmutation
Traditions arcane, occult, primal
Cast [two-actions] to [three-actions]
Range 30 feet; Targets varies
Duration 1 minute
Magic empowers the targets to act faster. They gain the quickened condition and can use the extra action each round only for Strike and Stride actions.
[two-actions] (somatic, verbal) The spell has a target of 1 creature.
[three-actions] (material, somatic, verbal) this spell has a target of 2 creatures.
Heightened (7th) You can target up to 6 creatures, 8 creatures when cast as three actions.