Pathfinder 2e Remaster: 10 Best Arcane Spells (2024)

Highlights

  • Different magical traditions in Pathfinder 2e offer unique approaches to spellcasting, making it important to choose spells that fit your character's tradition and playstyle.
  • Bind Undead is a versatile spell that allows control over undead creatures, making it perfect for evil wizards or those with dark character ideas.
  • Cantrips like Telekinetic Projectile are underrated but can be useful in various situations, so choose spells that are not only useful but also fun to use in your adventures.

There are four different Magical Traditions in Pathfinder Second Edition Remaster. Although some of them share certain spells, they are all unique when it comes to the way you can approach them in your game. A druid and a wizard won't cast the same spell in the same way. Therefore, look for spells that are both useful and fitting for your Tradition.

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Arcane spells are used by spellcasters who study the art of magic, using their minds to understand and shape magical effects. Some of them fit the role of a wizard better than others and, by choosing the best options, you can make your time at the table much more fun.

While the best arcane spells might be a great choice for an old-school wizard, your character is your own, and you should always only choose spells you really like.

10 Bind Undead

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With the power of Bind Undead, you can try to control any undead creature whose level doesn't exceed your spell rank. You seize control of this creature, making it your minion. This spell belongs to both Arcane and Occult Magical Traditions, but it is a natural addition to every evil wizard's spell list.

While there are more powerful spells in this realm, the accessibility of Bind Undead makes it an essential piece for an extremely popular story trope. Moreover, there are countless ways to use this spell in your game. Whether you're a player with a dark character idea or a GM with plans for a zombie apocalypse, this spell has you covered.

9 Telekinetic Projectile

This cantrip is useful, fun, and great to have for a wizard. While it is by no means overpowered, it can still be helpful in a tight spot. You pick an object and you telekinetically throw it towards the target, dealing 2d6 bludgeoning, piercing, or slashing damage — depending on the circ*mstances and the object you use.

Every good wizard needs to have a trusty cantrip at hand to use in a time of need. So, if you have to reserve a place on your list anyway, then having something you can use both in battle and a tavern brawl can never be a wrong decision.

Cantrips are a very underrated part of every spell list. Make sure to pick something that doesn't only seem useful, but fun as well, because you'll probably use it a lot.

8 Translocate

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As a wizard, you're probably not the sturdiest party member on the battlefield. So, you should make up for it by being able to move around the battlefield better than others. The best way to achieve this is, of course, with magic. The Translocate spell enables you to teleport to a place you can see within 120 feet of range.

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A spellcaster wielding Arcane magic should always have some kind of teleportation handy. Whether you need to run away, reposition, infiltrate a noble's palace, or sneak into a dungeon, you'll find a use for Translocate. Every spell that offers so many different options is a great spell to know.

7 Fireball

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If you want to build a wizard in Pathfinder, this is probably a spell you know very well. Fireball is a certified classic in many games, and that doesn't change here. You choose a spot and you cause an explosion which deals 6d6 fire damage to anyone caught in the area.

Some spells are just too good to lose their place as staples of certain classes. When dealing with a great number of enemies, Fireball's damage and range can go a long way toward saving your adventuring party. This spell is almost a rite of passage for spellcasters.

6 Planar Palace

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Have you ever wanted to design your own palace in Pathfinder? Is your party tired from traveling and fighting all the time? Well, you can have your own portable home with Planar Palace. When you cast the spell, you can choose the creature that can enter the otherwise invisible door that appears within 30 feet of you.

In your magical home, you can arrange everything as you see fit. You can have up to 24 servants and you can arrange the interior of your mansion as you see fit. If you're excited about letting your imagination run free and if you need shelter from the everyday chaos of adventuring, this spell is the answer for you.

There are some limitations when it comes to the size of your Planar Palace, but try talking to your GM about it. This is a very fun spell and you should use it to enjoy being as creative and free as possible.

5 Phantasmagoria

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This highly-ranked spell can wreak havoc upon your enemies, affecting everyone you choose within the range of 120 feet of you. Every creature you target can suffer up to 16d6 of mental damage, while their minds are attacked by illusions of your creation.

Phantasmagoria is a spell of ninth rank, which isn't easy to get to, but as far as AOE spells go, you can't do much better than this one. The range is great, and the damage is terrifying, so if you're looking for something that will make you feel like an Archmage in battle, this is the spell.

4 Massacre

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If you like risky spells with the potential for an amazing reward, you will probably love this one. Massacre deals damage to creatures in a straight, 60-foot-long line, and while this isn't the most popular area of effect, the damage definitely makes up for it. Creatures who succeed on their save take 9d6 void damage, while those who fail take 100 void damage flat out.

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Spells like these don't come without a catch. Massacre damages creatures whose level is 17th or below, and while the spell kills everyone it drops to zero Hit Points — the wave of negative energy turns around and attacks again if you fail to kill anyone. This second attack deals 30 void damage to everyone in line — ending with you, so be careful!

3 Implosion

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Do you want to feel immensely powerful as you reach higher levels, and do you want to feel like your high-rank spells can cut through any opponent with ease? Implosion deals 75 damage to the creature you choose, with a range of 30 feet and a duration during which you can choose a new target each turn.

The best part about this spell is that it doesn't even give your targets a chance to roll a save. Wizards with Implosion in their arsenal are a force to be reckoned with. Imagine your character coming back to tie up loose ends with slightly lower-level enemies from their past, with this spell ready to go. One shivers at the thought.

2 Disintegrate

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Another famous arcane spell, Disintegrate is efficient, destructive, and simple. You just choose a very unlucky target and release a black beam of energy towards them. If you hit a creature, you deal 12d10 damage, without a damage type, which makes it even harder to resist.

This spell doesn't only deal a lot of damage, it can also turn its target into fine dust. If you bring a creature to zero Hit Points, or if you hit an object with Disintegrate, you'll soon have nothing standing in your way.

1 Freeze Time

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There are maybe just a few things more interesting in magic than time-related shenanigans. If you want to really feel like you've conquered arcane spells, then why not bend time itself to your will?

With Freeze Time, you can perform nine additional actions while everyone else is frozen in place. You can't target or attack anyone, but you can use these rounds to prepare for what is to come, or even run away. Also, if you want to use your high-rank spells to be a trickster, then your possibilities become truly endless.

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Pathfinder 2e Remaster: 10 Best Arcane Spells (2024)
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