PF2e: Spells Revisited


Image by Beatrice Pelagatti

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.

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