Introduction

Disclaimer

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

Players familiar with Pathfinder 1e should note that spell save DCs have changed since previous editions. Where in 1e your save DC included the level of the spell, in Pathfinder 2e your Spell Save DC is the same for any spell that you cast. If you cast a 1st-level spell one turn then a 9th-level spell the next, they will have the same save DC. Because of this change, low-level spells can remain fantastically useful at high levels.

This guide will not cover every published spell. There are too many spells, and not every spell needs additional guidance. “Water Breathing” is only useful if you need to breath water, and there’s little I can add to clarify that or to help you make informed decisions. Instead, I’ll focus on spells which may not have obvious uses, spells which are good enough that they should be considered staple options, or spells that are complicated and might need extra guidance on how to use them effectively or on why you should avoid them even if they sound great.

Table of Contents

Cantrips

Cantrips are a go-to, perpetual source of magical options. Cantrips are always
heightened to half your level rounded up, so they’ll match the level of
the highest-level spells that you can cast. This scaling keeps cantrips a reliable
source of damage output at any level, though you’ll still want to rely on
leveled spells when they suit the situation rather than counting on cantrips
as your only source of damage output. Because your number of cantrips are
limited, try to split your options between damage and other options. A
spellcaster whose only capability is to deal damage is basically an
archer with more steps.

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1st-Level Spells

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2nd-Level Spells

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  • Modify Memory: Situational. This requires a lot of buy-in from the GM in many cases,
    so it can be hard to use this effectively. If your GM does well with
    illusions, they’ll probably handle this well too.

3rd-Level Spells

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4th-Level Spells

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5th-Level Spells

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6th-Level Spells

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7th-Level Spells

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8th-Level Spells

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9th-Level Spells

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10th-Level Spells

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