Something else that changed that I found helpful was that you can now have up to 4 Light spells active at a time instead of just one. In our last session the Champion was our light source and was in a room with 2 doors that lead to the same hallway, and an enemy ran out the door into the hallway and I tried tried to head him off, but I had to pull out a torch because the champion was in the other room. Now I can just light up everyone in the party.
I do feel like that limitation does add an interesting layer of strategy, but it can certainly be annoying when 3/4 party members lack dark vision, so every fight becomes a hot potato game
A level 4 spellcaster can now use Daze against an enemy, and the enemy can FAIL their save, resulting in a total of 1 damage dealt. It just feels so bad. In my game we changed it to 1d4 damage with a H+1 scaling and it feels so much better, even though its doing the same damage as electric arc single target.
To be honest I think it could be totally useful as: Will save CS: no effect Successful: target is offguard until the end of your turn Failure: target is off guard until the end of your next turn CF: target is off guard and slowed 1 until the end of your next turn And then it heightens every 5 levels (5,10,15,20) and the heightening adds an additional target I would rather have no damage and have it be useful than almost no damage and have it be worthless
What the hell, I missed that Daze dmg inceeases only every two ranks. Damn it. Removing modifier from damage is great because having low modifier meant you were getting double whacked; you had both lower to hit / DC and then enemy took less damage.
For Detect Magic: I think spells should have "identifying Traits". Traits that tell you something about the spell, without telling you the exact spell and effect. "Illusion" is a good example. This Spellschool had enough rules attached, that it was turned into a Trait. The resistante and immunity related traits should also count, as you might be able to avoid certain effects. But not stuff like Manipulate or Concentration. Those are already obvious or worthless.
Some kind of trait? You mean, as if they were all part of the same...... I don't know, school? I still don't like the fact that those were removed. I understand the reasoning, I think they should have just changed them instead of removing them
The new light is a massive buff to dancing lights, and a minor buff to light itself, since the old dancing lights had to be sustained every round in order for it to continue existing, but now you can just Sustain/Dismiss it when you want to make changes to it. One of the things I used it for as a Sorc/Bard was a signal - since it continued existing as long as actions were used and I remained within 120 feet, when splitting the party to charge two entrances of a room at the same time, I left the Dancing Lights with one side of the party and kept sustaining it, then initiative is rolled one round after I stop sustaining it - i.e. the Dancing Lights disappearing is used as the coordination signal. The problems with this were that this meant that in the 'split phase', I have to repeatedly spam actions to sustain it to not give a false signal, and because the lights couldn't separate, my PC's half of the party has to be darkvision-capable or carry a torch. With this new version, it's potentially possible to charge *four* doors of a room at once by simply attaching one light orb to each of the four mini parties, Detach three of them in the 'initiation' turn with all three actions used for Sustain, and all four of the mini-parties won't require Darkvision. Message's change is a nerf to Psychics in a way since previously Message was only subtle when casted by them. The new Daze is unusably bad as its damage scales even worse than AoE damage cantrips while being single-target, and doesn't even work on 1/4 of all targets. I'm exploring adding the Off-guard failure condition and changing Stunned 1 to Slowed 1 to actually match the description. The presence of a duration when Stunned 1, like Frightened, isn't a condition for which a duration doesn't make sense, suggests someone really dropped the ball on this one.
Don't worry Daze is fking awesome Thanks to the mental trait it might do nothing for you And when you can use it it can do 0 dmg on a crit success and a success (1 halved is rounded down) Why does Paizo hate occult summoners
One of the more interesting (IMHO) combinations from the pre-remaster was using Reach Spell with a touch spell like Chill Touch. If everything has nonzero range it becomes less useful, because the tiny increase in cone or single target benefit feels less impactful than a jump to 30 feet. … though I suppose a long range single target Heal is kinda cool, albeit circumstantial.
Daze having a duration makes more sense with off-guard/slow fwiw. Stunned 1 for 1 round never made any sense so I’m surprised it was left in. Here’s to hoping/coping, this all means the off-guard/slow is the true intent.
Well, Acid Splash / Caustic Blast is no longer usable with the Magus' Spellstrike since it requires spell attack roll. Acid Splash is actually one of the examples provided in the Magus class of cantrips / spells usuable for that reason.
@@nolanstrife7350 Right. Ultimately now there are two cantrips at my table; Acid Splash, and Caustic Strike. The new cantrip is superior but the Magus needs the original.
9:27 Figment plus Fleeing Diversion skill feet is a cool interaction. Picture a sneaky Sorc dropping one at the door before the party enters and then throughout the fight going for the sustain and with that +2 and many foes being goons they get free movement occasionally while buffing their next spell attack with the effects of Create Diversion. Neato
I just learned about the remaster last night in the middle of a society game.. >.> Threw me the heck off my game as I play a battle-bard and a chunk of my spells saw changes. Thank you for this and other vids on the Remaster!!
One of the things making Electric Arc reign supreme is the disdain for spell attack spells and how poorly those scale into higher levels. There's maybe a little too much stigma towards spell attack and there weren't a ton of save based cantrips. It did more damage too, but I feel like if there had been more save cantrip from the get go it wouldn't have quite the massive reputation it has. With Remaster there's now a lot more save cantrips
Occult summoners need love badly Now that daze is neutered you only have haunting hymn as a save based dmg cantrip and it's bound to get reworked or something when the time comes Like are you really going to just have detect magic, detect aura, ghost sound, protect companion and shield since you don't want to stack multiple attack penalty with cantrips because your eidolon does more dmg Its not like summoner has slots for dmg spells either
Caustic Blast is a huuuge upgrade from Acid Splash. Like, I'm surprised it was changed this much. Acid Splash was one of the few spells that didn't get its damage doubled on a critical success, the speculation being that however they budgeted splash and persistent damage costing too much to include double damage. Now, not only is it a larger die, but it's straight up an area instead of splash, still includes the persistent damage on a crit fail, AND it's a basic save - which means double damage is baked into the save mechanics
Nice video. Appreciate the work that went into this. The game I am running is going to transition to the remaster once I have monster core and player core 2 since two of my player's classes won't show up until player core 2, Barbarian and Swashbuckler. One bit of constructive criticism, I'm a bit dyslexic so I have to proofread stuff all the time (I give training for a living). I highly recommend it; it helps with the performance of my work. The one spell was Void Warp, not Void Wrap. You were consistent with it at least. I can't even imagine doing videos and putting them out there for everyone to throw in their two cents.
On all videos about new cantrips, no one addressed what it does to Psychic cantrips. Like Ignition buff is just using old psychic produce flame making psychic ignition just regular spell instead of upgraded one. Dancing lights being removed makes one of the minds now miss a cantrip (or use Inferior spell). I hope the errata is released soon for these since Psychic cantrips being better then regular ones is the main thing of Psychics.
I feel like, just the fact that 2d4 is slightly better than 1d8, and electric arc heightens every rank rather than every other rank like caustic blast, _and_ the fact that it's easier to hit 2 enemies within 30 ft rather than group up 2+ enemies in a 2x2 square, Electric Arc still has Caustic Blast significantly beat. CB is only gonna do more damage if you can get at least 3 targets at once regularly.
Im real curious about how some of these new cantrips will interact with psychics amps. Does ray of frost just remain as a legacy spell for the purposes of oscillating wave or do we get a new amp for frostbite, does ignitions damage bonus change with psychic, how about amped daze? Additionally the new focus pool changes make something unique to psychic somewhat ubiquitous except for the speed at which they regain theor points, is that intentional? Really cant wait for psychic errata
I've been so frustrated with the remastered in terms of it handling other classes outside of what is getting remastered and psychic is at the top of these concerns. I'm so confused with the class now and what to do with it's cantrips. I've been hoping paizo releases a pdf or something in terms of balancing wise for the leftover classes on the day of remaster release but no news has been given.
Yeah, it is extremely annoying, and it actually doesn't seem like there's any way to play a Psychic legally. Like, I checked, and every single Conscious Mind, except one, two technically, includes at least one spell that was changed in some way or another. The Distant Grasp has Telekinetic Projectile, which was changed, the Infinite Eye has Detect Magic, which was changed, the Silent Whisper has Daze, which was changed, and the Tangible Dream has Dancing Lights, which has been fucking removed. The only Conscious Mind that doesn't have a spell which was changed is the Unbound Step. And while the Oscillating Wave does have two spells which were changed, the newer versions have new names, which means that both Produce Flame and Ray of Frost are legal spells and can be used.
People keep saying “Oh but the old ones exist!” But when the most iconic of our spells are stripped from us and we get some increases on cantrips it really feels like future design is gonna have a stronger emphasis on telling Magi to take Expansive Spellstrike or stop hoping for new spells. I am coping so hard that Tien Xia having a Magus subclass means it’ll have a decent number of actual attack spells.
Also, needle darts is a solid magus spell as its decent damage, can be silver, cold iron, or adamantine, and it can also inflict a minor bleed. Ignition is pretty much the old gouging claw except "ability mod" is replaced with 1d6. Quite frankly I don't honestly see that, in terms of cantrips there has been a big change to the magus at all. @@sqoo5
Daze to me looks like a printing mistake. I hope they errata off-guard on a failure. Or maybe re-do it whenever they add Eldritch Trickster back in some form.
The only spells they really lost were acid splash and shocking grasp. And neither is that big a loss. And I've played 3 magi since secrets of magic dropped
Maybe they could rename Daze to be Underwhelm, since that’s what it traditionally does. :-P. I stand with those who want an additional effect on a regular failed save.
day 1 errata came out! Pages 304, 307, and 309: On all three pages, the daze spell description should read "Cloud a creature's mind and possibly stun it." Daze has functionally remained that same.
I haven't watched the whole video, but I just got to the part about detect magic. I know the greater Pathfinder community doesn't like house rules very much, but I'm just throwing it out there that GMs do have the power to decide, if they dislike this nerf, that detect magic reveals any one trait of the effect that it pings. Edit: the same can apply to Read Aura.
This was a great video! Good editing, and very helpful. Caustic Blast is especially exciting. (By the way - were there any race feat changes in the remaster? I haven't seen anyone talk about this yet, but I remember Paizo mentioned they'd be doing a pass at the dwarf)
You used to be able to cast light on an ally and forget about it. Now it can only last for a maximum of 10 minutes if it is a sustained spell. And then you have to recast it. So every 10 minutes you are recasting light during exploration which means, you are going to be fatigued for trying to keep it sustained the whole time.
I think they missed a trick with Read Magic. It feels as though the 4 spell casting skills are doing the heavy lifting for losing *some* form of the differentiation between, for example, a wand of fireball and a wand of heal… I feel, as a GM, I’ll want to give some more flavour information for Read Magic - e.g. elemental…
If the reason was to make martial feel better for taking a caster archetype than that feels terrible. They are already the best damage dealers and the casters needed to be nerfed to make them feel better about something totally optional? Screw that. This is the only thing that really makes me salty about the remaster. There was no reason for this and the spells aren't balanced at ALL. I get the vibe that a lead designer thought this was a great idea and it was all done in a hurry without much thought, like a lot of these books. As much as we're all validly upset with WotC, their process of doing surveys on their new changes would have really been appreciated on something like this. If every damage cantrip was lifted up to be as tempting as electric arc, it would have breathed new life into casters for the system and not broken the game in any way.
I like that Light can now be dismissed. It's interesting that it's not attachable to items, but that's something I could see a lot of people choosing to use anyway without getting in the way of balancing.
Frostbite probably hass attack trait so it doesnt become default pick for builds dealing bludgeoning damage. If it wouldnt have it, a martial with a hammer throws frostbite and proceeds to hammer with full bonus.
You mean ignition? Yeah, we don’t know how they’ll inevitably update Psychic around that, but the amped Ignition probably going to stay similar to how amped Produce Flame is now
@@AlexPBenton The only thing that doesn't work with the Oscillating Wave Produce Flame is that it raises the damage die from 1d4 to 1d6 in melee, which is exactly that Ignition does in itself. I wonder if they'll just make it raise the damage from 1d6 to 1d10 instead, but I'm not sure if that's too powerful. It's either that or Oscillating Wave will just keep using old Produce Flame.
Did they note if they were changing "all" cantrips or just the ones from the original core rulebooks? For instance there's a lot from secrets of magic like Puff of Poison that I don't see Though I guess they could just release them with Player Core 2
@@theebadluckgamer Good to know. Was working on a 2e project and want it to be fully up to date with the Remaster. Miiiight take note and avoid stuff from other books until it's errata'd so I don't have to redo a bunch of work later.
Can you stop removing my comments when I try to explain that old spells are still valid? Ray of Frost was NOT changed to Frost Bite. Only spells that are reprinted under SAME name are replaced. Paizo confirmed that their goal is Legacy and Remaster to work together. So you have both Frostbite and Ray of Frost available legally RAW in your games. For example new Divine Lance replaces old Divine Lance. You can read it here on Paizo blog from Thursday, October 26, 2023.
I need to see how they changed counteract mechanics before I can say for certain, but the Light cantrip's change might negate the argument that it can't be used to counteract the Darkness spell. Since the old Light cantrip's target was an object, there was a faction who argued it couldn't "target" Darkness
I think daze still does less damage on average it in a better place overall. It not automatically doing less dmg then the minimum and you can still do some decent damage now and can impose a powerful condition.
Now a question, do you have to have both targets within 30' from the caster or is it one target within 30' of caster and the other target within 30' of the first?
@@lunatacitum6850 Yeah. More or less. Sure gouging claw got stronger. Dont feel like making five magus’ and all of them using gouging claw. Just sounds like the cliche fireball of wizard after a bit.
@greymournings8877 both gouging claw, new fire cantrip and telekinetic projectile does more damage until at least level 5 where the .5 damage boost of having 18 int makes less of an issue when you added stat to damage. On top of which, your int is now a dump stat as a magus so you can have a better stat array. Also the needle spell in rage of elements. Yeah, this remaster is a good boost to the magus power...especially at low levels where they were already a powerhouse...at the cost of low level casters...which is why I don't like these changes.
interesting note, the loght spell does not say "attach it to a WILLING" creature. it only says "attach it to a CREATURE" get recked son, your a glowing mf. great for invisibilty now!!
Only when you sustain it though. It is quite weird that you can attach it immediately to an ally, but to an enemy only when you sustain it, but maybe that was their way to balance it? Idk, I could see it as a printing error.
As another commentor already said here, what exactly happens to Psychic now? I know you can use Psychic just the same way as it was used before (mostly, I'll specify later why), but the thing is, Paizo has released official guidelines that state that any old spell that got a reworked version with the same name, should not be used anymore, and players *must* update those spells if they have them. This doesn't work with Psychic, since 4 out of the 6 Conscious Minds have spells like this in them. I mean, you can ignore Paizo and their guidelines, but I personally think they should have specified what to do with Psychic either in their guidelines or somewhere else. And as I mentioned before, you can mostly use Psychic the same way as before, except for one spell in the Infinite Eye: Detect Magic. Detect Magic was changed, since it referenced the spell schools feature, which was removed, which means you cannot use Psychic completely the same way it was, since the old Detect Magic does not work. This basically means you *have to* use the new Detect Magic, which is fine, but again, Paizo should have specified this, and made guidelines, or erratas, on how Psychic should be used from now on.
? Which ones were reprinted under same name for Psychic? Ray of Frost wasn't, Produce Flame wasn't, Imaginary Weapon wasn't. That's the biggest damage hitters and they are still the same (apart from doing 2dX instead of 1dX+Modifer).
Gotta disagree on the change to Light, I hate it. What they actually did was improve Dancing Lights, which is great, as an improvement to Dancing Lights, its fantastic, love it. But they renamed that to Light and basically deleted the prior Light spell. I hate this, because I loved the Light spell fantasy of putting light on your weapon. And it had real mechanical effect, you could then use that weapon to attack creatures with Light Vulnerability and trigger that. Now, in the remaster, that entire mechanic has been removed. And I REALLY liked that mechanic, use it all the time as a GM on custom monsters. Of course, I can still just house rule it, but if players are using Path builder, they likely won't be able to have two different spells called Light, so it messes things up. I my opinion, Paizo should NOT have reused spell names on drastically changed spells, they should have made new spells and just not reprinted the old. This is made worse by the fact that they renamed so many spells without mechanical changes, so why didn't they also rename the spells WITH mechanical changes!
Must not power game must not mention the secondary attach method of light does not in fact say willing I must not say attach it to the dang thief whenever possible to catch him stealing
Makes low level casters "somewhat harder" is a massive understatement. We only have 3 players at my table, 2 of which are casters, all level 3. The decrease in damage has already proven to feel awful for everyone. It has literally led to casters using martial weapons instead, unless they need the effect of the catrip. It was an awful decision. They should have increased the die size on top of increasing the number of die. Seriously. It would have still have a shitty bottom (2), but the average would only go up by 0.5 damage. Even if the max would be much higher. It is like they never did the math, or they did and just hate casters. =/
Since the minimum 1 damage thing from rounding only is for strikes or when specifically specified Daze can do nothing on both crit success and a normal success (1 damage halved is 0) and a mind blowing 1 dmg on a fail I almost forgot on top of all of that since daze has the mental trait enemies can be immune to it just because it looked too powerful I want to hear their justification for Electric arc 2d4 H+1 vs Daze 1d6 H+2 Hitting two targets effectively means you got two free actions meanwhile the Daze effect removes one from the enemy (granted removing enemy actions is often more valuable) Electric arc just casually doing like minimum 6x dmg with better base dmg, better heightened scaling and hitting two targets
i disagree with spellcaster archetype user having more fun with cantrips the way it works now, cause if their attribute is too low they will not hit and don't hit is the opposite of fun. Removing the Attribut DMG is a straight nerf, nothing validates it to be better than before.
@@eamk887 Paizo's made it clear old options are still aloud and Society play is treating spells with different names as different spells, so one could have both Produce Flame and Ignite on a single character.
@@DavMat007 Okay... So they're still the same spells, aren't they? I mean, you said it yourself, Society *treats* the spells as if they were different spells. Why would they need to treat the spells as different spells if they actually were different spells?
*twitches every time you say "wrap" instead of "warp"* but only friendly ribbing here. no judgement. they are the same word to those with dyslexia, after all
@@oneringtorulethemagicarp7199 what to hit cantrips are there left except divine lance? The spell dc is there I guess but it really doesn't seem to double down on much anymore. Medicine does use wisdom and we are supposed to be healers but without the consistency of damage that martials get for half the actions it just feels a little meh.
what are you talking about??? the spell DC increase matters just as much as the to hit increase??? all that's changed is that you don't add it to damage specifically on cantrips and ccantrips exclusively like-
@@oneringtorulethemagicarp7199 yes, that does increase the to hit chance of basic save spells but it doesn't increase the damage so I'd rather use the abilities for something a little broader. I don't know, I haven't played with it so I might change my mind but it just seems weird to nerf classes to buff multiclasses.
Broader than having a chance in hell to connect with 75% of the spells in the game on a spell caster???? unless you are litterally only going to buff there is not a better skill to use on a cleric. all this change does is make it not a total dumb decision to not full max wisdom on a warpriest, but even that's questionable