All Changes to Wizard in Pathfinder 2e's Remaster

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welcome back everyone I'm the B Gamer and we're back with another remaster change this time for the wizard which I do know from the last video a lot of you were pretty excited for and I got to say honestly my list of changes for Wizard is actually bigger than witch but I will state as well this is kind of more of like a patch in the sense that many things just kind of got changed a few things got a little tweaked I would say mostly wizard stay the same except for the curriculums versus spell schools which I'll go into in this video there's a lot and I'll will also State as well one of the biggest changes you could arguably say for Wizard is just the changes to some of the major spells in the game and while I do agree I am holding off on the spell change video until next week at some point mostly because if I do it in this video it'll make it super long and while some of you might want a super long video a lot of people are going to be jumping into Pathfinder now that the remaster has come out and so I want this kind of content to be as approachable as much as possible to those people so that being the case today we're only going to be talking about what changed for the wizard and what you all can expect moving forward and as well I'll State before I kind of get into it that if you like this kind of content please leave a like And subscribe as I'm going to be doing content every day this week and next week I'm going be pumping out so much content for this talking about every little thing and answering as many questions as possible and if you don't want to miss a single video you can jump down into the description where you can find a link to our Discord where you'll get a notification anytime the channel goes live but that being the case let's get to Wizard and what changed so arguably one of the best changes in my opinion is the change to wizard like weapon proficiency before it was just a struggle to remember what Wizards could use versus could not use and now they simply just have simple weapon proficiency honestly it removes a big headache and it's something that is just like not many Wizards were going the melee route I have to add but it was just something where it was just very it felt very random and it was just because it was a lot of hold overs from older editions of both d and d and Pathfinder now they just simply get simple weapon proficiency honestly really really simple change but it does make a difference for especially the early game when you do need to rely on weapons a little bit more because your can trips might not be set up for combat or your damage types like you might be like a fire Wizard and you come up against an enemy that's rather resistant you want to be able to use some kind kind of weapons overall this just removes a lot of headaches in my opinion and I think was a relatively good change other than that base wizard stats did not change same amount of Health St use intelligence all that kind of stuff there is also so a big part of today's video is mostly just going to be me telling you that names have changed for certain things in the Wizard pist a good example is the metamagical experimentation has been to experimental spell shaping any in a sense anytime metamagic would be mentioned spell shape takes the new name and they just change some things around so it still works the same but now it's just called experimental spell shaping very very simple let's get into the curriculums which is the biggest part and the biggest change overall to the Wizards now no longer are there spell C categories where Wizards have specific proficiencies in all spells of that category now there is actual schools or types of schools that your wizard goes to to learn specific themes of magic for instance the first school we're going to look at school of RS grammatica is a school that works with runes Wards numbers letters anything of kind of written script wise for magic in consideration and and I'm not going to get into it right this is just a very hotly debated topic whether people like it versus don't like it if you want to know my opinions I like the idea that they flush out the schools a lot more so now it feels like your character actually went to a Wizarding School rather than just being like Oh yeah we all studied only evocation because like any level of Education you would do in like the real world especially has a big base of a lot of different subjects that help support your specialization in some form or fashion this just makes sense other than that though you know everyone's going to have their their their ideas on it I like the the schools in general and speaking of the schools let's talk about how the curriculum spell slots normally work and it's the same as specialization so you don't really have to worry about it but there was a bit of misinformation daring Ronald's look at the the spell school stuff for curriculum spells specifically I'm going to highlight a specific part right here that says spell slots so each day you can prepare one extra can trip from your curriculum you also gain an extra spell slot at each spell rank for which you have wizard spell slots you can only prepare spells from your school's curriculum in these extra slots any spell listed in your curriculum of suitable spell rank is eligible to be prepared in each of these slots regardless of how you added that spell to your spell book now Ronald got the was confused because we can see here under the school of RS grammatica oh actually let me move my camera I did this wrong last time I just want to move out of the way so that you can still see my face I can still show information on the screen and another thing before we continue on with the video I also wanted to thank piso for sending me the a copy of the PDFs of the player core and the GM course so I can get all this stuff compiled and ready for you guys for when the Embargo dropped now this video of course is not sponsored by piso they only gave me a complimentary set as one of their reviewers and all my thoughts and opinions are my own for this video just thought you guys should know considering people do want to be upfront about this you can also find this information Down Below in the description so if you know let's go ahead and continue on with the wizard so uh anyway schools of ours grammatica you can see here that it adds for your first level you get command disguise or disguise magic there's a lot of spells that change names it's disguise still runic body runic weapon right and runic body and runic weapon are spells are intended to be heightened as they get better as you level up and they're essentially magic weapon and Mage Armor now Ronald was confused and he thought that you could only apply them to that first level slot but actually if you get higher level slots as long as the spell has a heightened form it can be heightened into the suitable slot now that's that's what it means you know so you can still heighten runic weapon as you level up if you so choose for your extra slot in schools of RS grammatica specifically I think it was just confus confused by the whole idea of a spell of suitable spell rank is eligible to be prepared in each slot and interpretated that as any spell in that curriculum spell slot but technically heighten spells are also eligible that was the same thing with specializations as well so it's it's the same thing you don't have to worry about that but going back to to the ad ad grammatica or ours grammatica school it is generally a list of a variety of it's hard to say really because you can look here at the school spells specifically that gives you protective Words which was from abjuration and it gives you Rune of observation now Rune of observation was actually diviner sight which was a divination spell so they've done some mixing and matching with some of even the advanced schools or School spells specifically for the essentially the curriculums now I'm not going to go into like monitoring each spell like what works what doesn't work you can if you want you know talk with your GM and switch some of the spells in your curriculum if you feel it suits you more it's really not a big deal the extra spell slot it really doesn't matter such a huge amount whatever spell you put in that the biggest thing is just kind of keeping on theme for your character for RP purposes there's no combination of spells that you can have that will break the game especially because even if you didn't have them in your curriculum slot you could just have them in your three other spell slots at a given spell level anyway so you know it's not a big deal and I like the change honestly honestly I I don't even mind playing purely by what the book has written obviously that's not the intent as they add more spells but as the book has written I mean it's just something that like most other like spellcasters had to deal with the clerics got certain spells based on their deed Sorcerers got some extra spells sometimes as well it was just it was just something that everyone had but wizard just had the most flexibility and you could see that reduction of flexibility as being a little bit of a Nerf but really it's not it it's just it's something that fleshes your character out more and makes them not just a spreadsheet for you to and if you want to do that that's completely fine you can still relatively do that but now this offers a lot more narrativ that the wizard really just didn't have before so other than that let's go ahead and take a look at the next one which is a big popular one which is going to be the school of battle magic now the school of battle magic predominantly focuses on attack spells and defense spells anything you would use in combat even spells like earthbind that can bring enemies down to the ground that are flying now they still keep Force bolt but now they take an energy absorption rather than I believe it was Elemental Elemental what was it I have a list here I have a big list of the changes uh actually some of the biggest changes came from Wizard which is pretty insane the uh yeah Elemental Tempest which Elemental Tempest has been removed from the game it's no longer a focus spell that the wizard has because it used to belong to evoker which is no longer a school this might upset some people and I completely understand and I think that's insanely valid I wish they did just more mixing rather than just rearranging and then removing some of the Spells especially something from like evoker which I know is a very popular spell school before but beyond that I actually do genuinely like school battle magic I do like if you want to play a combat wizard it only makes sense that you want to take both offensive and defensive spells and a list of other spells as well that are just handy to have in some situations so that being the case I thoroughly enjoy School of battle magic next up is school the boundary and this one is predominantly focused on either stuff like telekinesis or things like summoning it's altering dimensions and all that other kind of stuff as well for instance you get telekinetic hands as one of your your initial can trips I don't know what void warp is I'm sure it's just a rename spell I didn't go through all the spells because again this would be a a super long video as well I will mention you do get Summon Undead here in this list which is very interesting for a first level spell can well I guess maybe fantasmal minion is the Lesser version of seven Elemental I'm actually not sure but some of the necromancy spells kind of got moved in here as well now for a a school that uses a lot of the conjuration stuff it still has well it now has fortifying summoning rather than augmented summoning nothing changed it's just it changed the name from augmented summoning to fortify summoning which some of the name changes especially that wizard got was in their opinion something that made more sense to people who read them they're like we're going to change a law names anyway so we might as well just make some of the Spells name wise make sense I liked augment summoning more I don't know why they needed to change it but fortify summoning it just does the same thing they just changed the name for some reason I don't know whether you like it or not it is what it is spiral of Horrors is the advanced spell and this is actually dread Aura from the original one so dread AA got changed to spiral hores otherwise operates the same though I will say spiral of Horus sounds way cooler than dread Aura just you know my own personal take I I do like the naming convention at least a little bit more but yeah so very interesting indeed all right next is School of Civic Wizardry which is essentially any of the construct summoning like cozy cabin all that kind of stuff essentially this is the one that focuses on creating objects I actually really like this one it takes a little bit from transmutation but its initial School spell and its Advanced School spell are completely new to the game so let's go ahead and take a look at those so first you get Earthworks which is a one to three action spell which I'm very big fan of multi or variable action spells now this spell has the concentrate Earth manipulate Wizard and focus traits obviously it's a focus spell and it has a range of 60 feet it happens in a 5 foot burst or more depending on how many actions you put into it and the effects last for a minute so essentially what happens is you create the terrain you you create difficult Terrain in a burst at up to 60 ft now the spell of burst is initially 5 foot but for every additional action it increases by another 5 foot burst it goes from 5 foot to 10t to 15 foot burst if you use all three actions now a creature can clear the barriers in one of the squares with an interact action to fix things now one of the interesting things about this Focus spell is when you get up to fourth or fourth rank spell casting you can also create floating barriers that in that same burst you create essentially a cylinder of difficult terrain as well that those creatures could I guess similarly like remove some of the debris in the air this is just a good way to slow enemies down whether it's a use of a focus point to you or not I I don't know I thoroughly enjoy this one but I feel like the the best way to use it is always going to be the two action a five foot burst well you know can be significant is not going to be enough difficult terrain to really stop anyone from getting anywhere so the 10- foot burst I think would have to be the minimum and 15 foot being best but spending all three actions just creating difficult terrain is you know something that's very situational I feel like the two the the two action version I think is plenty fine honestly with because it uses a focus point I kind of wish that they extended the areas just a little bit more but it does create a pretty sizable area of difficult terrain especially at the max casting so in any regard it's good plus I do love the fact that it can Alo mess with flying creatures as well next is community restoration which is very interesting it's a reaction which I'm always a big fan of spell reactions as typically spellcasters like Wizards don't get a lot of reactions to use now the trigger is you cast a spell from a wizard spell slot and the spell affects one or more willing allies with it without damaging them so you can't Fireball your friends even though they're willing which has happened in some of our games sometimes it can't damage them but if you affect any more allies buff anyone at all you get a reaction where you can spend a focus point to gain two temporary hit points per spell rank of the triggering spell you can grant an equal number divided as you choose among all allies affected by the triggering spell these temporary hit points last for a minute now this is so it's going to be double the spell rank right that's not going to be a lot even at the highest level 10th level that's still going to be 20 temporary head points which is a lot but if you're splitting it amongst multiple people 10 between two people is fine between three people it starts getting less and less so this this is really good when you're buffing someone else you can give that person the majority if you're buffing your frontliner or you can split it between the two especially if you're feeling any endanger I like Community restoration a lot it's a really good save in a situation where things are bad or to help bolster your Frontline fighters who are helping to protect you so you know in any case Community restoration I think is a really good Advanced School spell next up is School of mentalism this is one that many people are aware of this is the befuddling one has been mentioned before it predominantly focuses on any mental altering effects whether that's through Illusions dazing color spray all that kind of stuff it's a really good one though I think color spray got yeah it got changed to dizzying Colors which is very interesting now it has Charming push which was changed from the prior one which I actually don't know why they changed this one either it might have just been a popular one I'm not sure the list of name changes here is pretty yeah Charming wood words got changed to Charming push I I don't know I don't know why honestly but yeah so Charming words is now Charming push whether you know I agree with it or not and now the school mentalism gets the invisibility cloak which I think illusion got before so overall this is kind of the ucer one it's good if you're going into these kind of stuff obviously if you enjoy the curriculum you're going to like it it has all the Spells you're looking for including Charming push or invisibility really good for a clandestine you know clo and Dagger style of play if you're doing that kind of thing in your game not really much more to say about this one next up is School of protein form which is the changing you know any polymorph effects are going to be found here as well as anything else that might change your form or ability kind of transmutation but not quite now they do get a new spell called scramble body which is pretty horrifying so let's go ahead and take a look at that so scramble body has a range of 30t it can affect one creature on a fortitude saving throw it has the concrate focus manipulating wizard trait so pretty much a standard spell two actions and essentially what it is is you use the effect if the target succeeds the check they're uneffective that's actually not super good in my opinion but if they fail they become second one and if they crit fail they become second two and slowed one for as long as they're sick a really good critical effect but I'm never a fan of spells that are Savers suck kind of situations where the the person if they save nothing happens not a very good one don't get me wrong sick is a really good condition because sicken gives you a pretty big amount of nerfing and they need to EXP spend an action and succeed as save against your spell DC to get rid of it which you know if the enemy has really bad fortitude saving throws it can be really devastating I understand the balance purpose of scramble body I just when you're picking it up at level one either as a new player or an experienced player this can be just something that is a lot more easily resisted at these level making scramble body a very unappealing Focus spell at early game gets better as you get higher spell proficiency and sicken again is a really good condition even better than frightened in many ways but it just like early game feels kind of bad and I guess that's just part of the wizard thing of kind of bad early game much better late game even though that's not how wizard really works in Pathfinder second edition or at least in my opinion in any regard it's honestly not too bad now the other spell they get you can see see here is Shifting form which is the same from transmutation before so nothing really changed on that ends School of unified magical theory is the universal spell which again I don't know why they changed other than I guess it just sounds more like an actual spell School you would go to rather or yeah spell School you would go to rather than just being a Universalist wizard which is more of a title but it has all the same effects you don't have curriculum spell slots so you lose a can trip slot and you lose an extra spell slot every level but instead you can use your drain bonded item every level now it still has hand of The Apprentice which many people love and many people hate but it also has a new Advanced School spell which is called inter interdisciplinary incantation so let's take a look at that one so this one is actually very interesting it's also a reaction which I very like has the concentrate focus and wizard traits you know all that its trigger is a creature within 30 feet casts an Arcane spell now with this spell you you gather the Embers of another Caster spell using your understanding of unified magic Theory to to pick apart their formula and incantation well enough to imitate the spell yourselfself but only for a short amount of time until the end of your next turn you can cast the triggering spell by expending a wizard spell slot of the same rank this spells can't or the Spells can't trigger your inter interdisciplinary the Caster's spell can't trigger your inter hard name interdisciplinary incantation again for 24 hours so this one is kind of a mix bag for me I do love the idea of being able to grab a spell flip it back on the enemy the problem is this uses a reaction a focus point and a spell slot to cast an enemy spell I think that there's lots of fun ways this can be done I I love the fantasy behind it being a character who's so smart in Magic you saw someone use a spell and you twist your own magic you essentially change one of your own spell slots if you so choose to something that's more handy and if it's an enemy casting it then you know it's going to be an offensive spell or you can even use this to combo with your allly as it can be any creature within 30 ft so this has a lot of interesting implications it just comes at a pretty serious cost in my opinion whether you use this one or not I love the fantasy behind it and I think that this has really good character potential but it does indeed kind of feel like it's just a very heavy cost you know I I don't know I I I don't think removing any part of it like the spell slot especially would I think that would make this actually a super broken reaction considering how easy it is to get Focus points back but that being the case I do think that this one overall works as well as you would expect so yeah I I this is a very interesting one and it's very cool that the Universalist Mage essentially gains now an advanced domain spell making it feel a lot better to go down it honestly even though on the universal was always a lot of people's favorites anyway I just I I do like this film I think it really works out for the idea of the Universalist style of Mage all right now we're going to go on to the list of removed spells because there's actually quite a number of removed spells mostly due to the removal of entire categories or spell categories as an idea so for instance there's no longer physical boosts which is a little unfortunate but not not a spell I feel like a lot of people are going to miss there's also removed warped terrain which to be fair essentially The earthw Works does the same thing is but there's no illusion version now which is very interesting no dimensional steps which I think is a very sad loss I already mentioned this but there's also no longer an elemental temp nor is their life siphon anymore a a a very interesting list and as much as I would like to go into each of these steps this video is already quickly approaching 30 minutes as much as my recording is right now so that being the case this is the list you can see right over here the list of removed Focus spells from wizard now if there are any Focus spells that were picked up like from secrets of magic for instance those are the same and I guess now as really good point to make anything that came after Advanced players guide is still considered like canonical to the game it's all part of the game the remaster has not removed anything that happened after the advanced players guide the remaster is only reworking the cor book and advanced players guide together to make it work better for their new intentions to help differentiate themselves from D and D as much and to increase Clarity and there's been a lot of really good changes so honestly it's just a major AATA patch but most of the classes honestly still play the same so now we're going to go into the list of Beats for the wizard but before we do that I'm going to make another mention again if you're liking this content Please Subscribe it really helps the channel out it gets this content out to more people and there's not going to be people covering the the new stuff as much as I am going to be doing I guarantee so if you want to help as many other people see this content as possible like subscri subscribe and the like but let's go ahead and start talking about the Feats now wizard for the most part got the got most of their Feats are the same which I find is actually rather interesting as they did lose some very like good Feats in my opinion is very strange first bpel weapon got changed to bisell strikes I don't know why honestly maybe it was a thing before I I'm I'm honestly not 100% sure but yes a bpel weapon Chang its name to bpel strikes works the same nothing else change just name changed call binded item did slightly change or change it's now called call wizardly tools and now you can call to yourself either your bonded item or your spell book within the same one mile range I overall an improve M to this feet it helps I wish it would be both but you know whatever in any regard this can be really handy and again the cool wizard thing of holding your hand up and your spell book just zooms into your hand and you catch it really cool and honestly I think a much needed change to the feet as there many people use like Rings or stuff they would never typically use with the drain or their bonded item specifically so that being the case now you can call your Spellbook which I think well not as likely to happen is still something that you want to happen if if you're ever without your spell book for whatever reason so not a great feed but one that I I'm happy for the change for at the very least now one of the biggest changes is there's no longer silent spell right was the silent spell I put my list away for a second here uh there is no longer yeah silence spell instead conceal spell the level two version more or less does the same thing so spell casting more or less got changed where there's now these subtle traits which makes it hard to notice there's no obvious things that you can do so silence spell kind of just became unnecessary though I would still feel like under close scrutiny silence spell would still be better in my opinion if we look at what silent spell does here silent spell is you just cast without speaking words that you normally would you still might need to wig all your fingers just in case but you can completely remove the verbal component now verbal components no longer exist now under conceal spell as you can see here you can see that the spell gains the subtle traits making it hard to notice and under the new rules for subtle spells specifically they are spells that don't have any there there's no indication that you're obviously casting magic necessarily now enemies might still as you can see here see like a ray of uh a ray streak streaking out from you so overall conceal Spell essentially got a buff and is much better and Silent spell was removed in Li of now the new subtle trait system and I do think they removed from the spell rules that you no longer need to speak in a powerful voice when you're using a spell so I guess spell casting is just now generally more subtle which honestly suits more people's needs so many people wanted to do spells much more secretly and I feel like conceal spell now does that a lot better than it used to and with that being in mind you don't even need to make a stealth check anymore which is pretty good it doesn't force you to spend sneak like the other consp spell require that you need to make a steal check against the observer's perception DCS and there there was all kinds of Guff so conceal Bell got a huge buff pretty much replaced silent spell even though again I could argue that silent spell could have been better just in some situations because conceal spell doesn't completely remove everything you're doing they're just much more subtle so it's not obvious that you're doing something so I don't know conceal spell getting a huge buff and Silent spell being removed I think overall works out and now you no longer need to invest in steal if you want to cast spells very subtly I feel like conceal spell is just going to be a very standard pick for most wizard builds going forward very meta which you know whether you like it or not is just going to be the case all right we did get another new feat at or another new feat we did get a new feat there we go at level four called spell protection array which is a singular action it has the manipulate trait so you got to be careful of reactive strike and essentially you create within a 5 foot burst on the ground anywhere within 30 ft a magic circle creatures in the circle gain a plus one status bonus two saving throws against magic effects specifically the circle lasts until the end of your next turn or you can sustain it to a maximum duration of a minute really good action honestly very solid I love Wizards who use like magic circles on the ground for for things and protection arrays really cool it's a really fun I actually really really like this one a lot it it has really good visual flare it does protect you from Magic which honestly is really good though that does mean that some enemies might be using this against you as well so and that's even something that you can play around with and because it needs to be sustained you're more likely to just stay in place and cast spells which creates that risk reward that I really like especially from Final Fantasy 14 if you're familiar with playing Black Mage so spell protection R I think is really cool and and very very good another new feat but it's not actually a new feat they actually stole explosive arrival from Summoner now interestingly it it operates the same which is very we'll get into a conversation later about Summoner and how explosive arrival sucks for Summoner ironically but yeah so now wizard can use a free action to spell shape a Conjuration Spell predominantly with the summoning tra that creates a 10 foot explosion of some kind of Elemental damage based on the type of summon that you do it's good if you like summoning this is going to be really good and if you're playing a you know conjuration sty or not conjuration a what is that new school beyond the be or beyond the be boundry I don't know why I'm saying it like like that school of the boundry it's I think going to be one of your your hotly picked choices I mean letting your summoning spell not only giving your summon two actions when you use it but also doing an explosion that does 10 or does a D4 damage in addition to everything it just makes something better honestly which there's really no reason not to take it especially because there's very few spell shapes you can apply to summoning anyway so explosive rival just works the before it was from the advanced players guide it was called spell penetration its name got changed resistible magic it does the same thing it it makes it so that creatures that do have magic resistance have one less against you this is one of those ones that got changed because the name just didn't make sense spell penetration felt like something that your your spells would do would cut through enemy resistances that's not what it did it just made enemies who were magically resistant or to like saves and everything have one less so now irresistible magic just reduces that bonus by one which for most creature just completely removes it so yeah same thing the the name just makes a little bit more sense now all right wizard did get another new feat called knowledge's Power this one's a very interesting one because it's based on recall knowledge essentially when you critically succeed a recall knowledge check about a creature you can invoke your knowledge to make that creature take a minus one circumstance penalty to their AC and saves against the next attack you make against or the next spell you cast that it needs to defend against now the creature also takes a similar penalty to its attack or DC the next time it uses an attack or ability on you that causes you to make make a save once you uh you can also disseminate this information to your allies which gives them the same benefits though the bonuses end after a minute or sorry uh but you can Sho they can choose to use this but if they don't use the bonuses after a minute or before a minute then it ends so this happen and there's no immunity to this so every time you can crit the recall knowledge which does get harder I might add but you can crit it multiple times to get this multiple ways not bad if you're a wizard who's using a lot of recall knowledge checks which I know recall knowledge got a little bit of a buff that people are very hyped about this is a pretty cool feat in my opinion so if that's a style play you're going for I think this is a really good feat and a really good change all right scroll Savant got changed to scroll adepts that's it name changed that's all not not even really worth mentioning all too much nothing changed in the feet at level 12 divver sense got changed to magical detection again nothing really changed so you don't need to worry now something I am quite curious about and I guess it's just because wizard didn't have it before I know I checked before I made this video wizard doesn't have any Feats that gives them extra Focus points back when they you know refocus which is very interesting many classes ended up getting a a level 12 feet where this happened and wizard didn't so I mean wizard didn't have it before so I guess it just makes sense because it's not a focus Point focused style of class it was just something I guess I was kind of expecting that didn't didn't happen so pretty much only classes that really have a high focus on using Focus points gained a feet at around level 12 that gave them all their focus points back when they refocus just something I figured I'd mention it was just something that I noticed but Wizards didn't have it before they didn't have any Feats that gave them back their focus points faster so I guess it just made sense all right at level 14 wizard got a new array Feats a new it's called secondary detonation array which since the last array spell was really cool this one might be as well now it has a single action it is a spell shape so you know same rules for spell shape and you divert some of the Spells energy into an a unstable runic array if your next action is to cast a spell that deals damage has no duration and affects an area like a fireball for instance a glowing magic circle appears in a 5 foot burst within the area that you've created at the beginning of your next turn the circle detonates dealing 1 D6 Force damage per rank of the spell to creatures within the circle with a basic reflex save equal to or against your spell DC now if the spell dealt a different type of damage the circle deals this type of damage instead so with Fireball for instance it would do fire damage I like this one it's very interesting you can attach this to a fireball throw it and then you create a 5- foot burst within the area that will explode at the beginning of your next turn which is good but honestly it's spending an action that's forcing enemies to move or take more damage not necessarily a bad tradeoff but I feel like people aren't going to be able to get this effect off as much as they want unless the effects are immobilizing enemies and there's probably some really good effects that do immobilize enemies somewhat that don't immobilize them for a duration because the spell can't have a duration so you know but it needs to affect an area it's I I feel like there's a lot of fun ways is that this one can be used for sure it's just one of those spell those Feats specifically that I feel like are going to be fun when you find the right spell that hits it I'm sure there's going to be someone who's going to do a really cool Theory craft around this feat specifically but overall it's mostly just expending a action to force enemies to move out an area for under threat of taking more damage so you know but a double explosion Fireball does sound really really cool so I like this Fe overall Now spell tinker didn't change its name which is very surprising considering how frequently they changed names for Wizard abilities but spell tinker did get an actual change to how it works now whenever you change the effects through spell tinker you no longer reduce the duration of whatever spell you're tinkering in half this is actually good this makes spell tinker actually worth taking as before you would reduce like a one minute spell down to like five or five rounds which would still technically work and worked in most situations I think it was initially designed to be balanced that way but now you're just no longer punished for changing it which to be fair it's a two action like it was a two action thing before that just was very Niche and reduced your spells duration in half which made it very unappealing now it's still two actions but at the very least people might want to actually use it now so yeah spell tinker got a little bit better whether you used it before or not well now you got a buff so Second Chance spell got a slight difference and I don't know exactly how I feel about it so what Second Chance spell did before is if an enemy crit succeeded against one of your enchantment spells on your next turn you could attempt that same spell again but on a different enemy though you don't get any of the benefits of casting from a spell slot but this also doesn't consume a spell slot which made ity pretty okay now it's a reaction so it's a reaction that you need to expend essentially on your turn which is interesting and what happens is now it works on any spell that has the mental trait and the enemy succeeds or crit succeeds on a will save so it is better because it doesn't need to one be specifically an enchantment spell but two now just works on any kind of Enchantment spell or enchantment spell any kind of mental spell that that requires a will save which I think does expand its area quite a bit but you still need to cast it on your next turn though again you still don't spend an additional spell slot so it's and you can't use second uh second thought spell again on the second casting if that enemy crit succeeds then you're just very unfortunate but yeah it's one that it now it consumes a reaction which I find is an extra cost though it does slightly expand it needs to be a mental spell that has a will safe there are probably more of those than there were enchantments to begin with but it doesn't feel like enough to make it warrant the use of an extra reaction to do so honestly I wish as a part of the reaction you could just at that moment attempt the spell again and that's what I thought it was I actually had to re-record this because I read it it says you can cast the SP trigger in spell a second time targeting a different creature without expending a spell slot that's what it sounds like but then it states you can do so only until the end of your next turn and you can't use second thought on it after the second casting of the spell so this means one of two things because they specify the time either you can use this reaction no because it has to be on the trigger yeah so essentially it means that on your next turn you need to spend whatever actions to cast the spell again so yeah that kind of sucks honestly now it uses a reaction and you need to cast on your next turn for a slightly expanded profile I I don't know exactly how I feel about it in all honestly but it is a change so maybe someone you know who is smarter can tell me more about what they feel this this particular feet does in in difference to what it did before but yeah that the it is what it is all right and one last name change for the list here uh metam Magic Mastery is now changed to spell shape Mastery works exactly the same they just removed metam magic and put in spell shape so yeah so that's going to be wizard now the curriculums were obviously a big change and this video has gone on almost as long as the witch video probably not quite as long as most of the wizard changes I I felt like honestly a programmer who's just putting out a list of changes because most of it was just they changed one name to a different name for reasons you know I would do want to at some point address many of the new spells that are changed or at least compile a list of spells that have changed but that's just going to be it for another time but yeah so that's going to be it for the wizard The the remaster wizard honestly not much change mostly names you know curriculums are cool I do like curriculums I do like the fact that now you can specialize your wizard more around a theme than a specific School sometimes if you went like abjuration it just felt bad it felt bad going abjuration because sometimes there just wasn't enough spells to really warrant it now with like the the RS grammatica for instance now you have a lot more spells that you can use and a lot of varied ways to make it more diverse that got a lot of of flack I feel like for some of the changes also some of the changes to canant trp damage which we're not going into here we'll go into that during the Spell section of probably next week at some point but yeah let me know in the comments below what your thoughts on the wizard changes are and yeah that's going to be it for me thank you all so much for watching good luck with your games leave the bad luck to me and stay tuned because tomorrow we're going to be talking about the cleric changes as cleric actually got some pretty significant Buffs that I'm very excited to talk about so stay tuned for that tomorrow
Info
Channel: BadLuckGamer
Views: 9,279
Rating: undefined out of 5
Keywords: Character Creation, Pathfinder 2e, How To, Character Builds, Wizard, Remaster, Spells, Spell Schools, Curriculum
Id: TX4yoav-1T8
Channel Id: undefined
Length: 47min 4sec (2824 seconds)
Published: Tue Oct 31 2023
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