Journey into the Occult: Exploring the Dark Side of Magic in Pathfinder 2nd Edition

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Occult spells in the Pathfinder 2nd Edition (PF2E) are a category of spells within the game that are associated with the occult, supernatural, and mystical forces. These spells draw upon hidden knowledge, psychic powers, and manipulation of the spiritual realm. In PF2E, occult spells are one of the four primary types of magic, alongside arcane, divine, and primal spells. They are typically used by spellcasters such as witches, occultists, and psychics, who have studied esoteric arts or have a connection to the occult. **The main idea here is that occult spells in PF2E are a distinct type of magic associated with the occult and supernatural forces.** Occult spells cover a wide range of effects and abilities.



The same as teleport, except there is no error, and can only target previously visited and attuned Spatial Anchors, which are in Conservatory strongholds throughout the Bay of Evandyr. The same as teleport, except there is no error, and can only target previously visited and attuned Spatial Anchors, which are in Conservatory strongholds throughout the Bay of Evandyr.

Occult spells pf2e

** Occult spells cover a wide range of effects and abilities. They can be offensive, defensive, utilitarian, or manipulative in nature. Some occult spells focus on mind control, illusion, or psychic damage, while others provide enhancements to the caster's abilities or allow communication with otherworldly entities.

Teleport Spell 5 - Arcane, Occult

arcane and occult
cast 10 minutes
range 100 miles. targets you and up to 5 creatures
material: A tiny globule of Connector Fluid, not consumed. Commonly kept in a vial, a ring, a necklace, or a charm. Value 200gp where it is uncommon, 400gp where it is rare.
The same as teleport, except there is no error, and can only target previously visited and attuned Spatial Anchors, which are in Conservatory strongholds throughout the Bay of Evandyr.
Heightened (6th). Regular PF2E teleport. Range 100miles, arrive 1% off course.
Heightened (+2). Casting time is reduced to 3 actions, but requires three grounding anchors, which will be thrown to hover in the air as part of the spell. This is due to the fact that there is no time to cast the ritual. These stones must be 200gp apiece, for a total og 600gp, and are consumed. Due to the unstable nature of this teleport, they form the ablative shield that connects the points in space. Without the time to set up the proper guards, these form that disposeable aegis that will block wayward timelines, unforeseen dimensional entities, as well as passage through solid objects as it forms a dagger to slice through the will of the world and translate yourself across the land.
Heightened (7th) You and the other targets can travel to any location within 1,000 miles.
Heightened (8th) You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.
Heightened (9th) You and the other targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location’s position and appearance, you arrive on the new planet 100 miles off target.
Heightened (10th) As the 9th-level version, but you and the other targets can travel to any planet within the same galaxy.

arcane and occult
cast 10 minutes
range 100 miles. targets you and up to 5 creatures
material: A tiny globule of Connector Fluid, not consumed. Commonly kept in a vial, a ring, a necklace, or a charm. Value 200gp where it is uncommon, 400gp where it is rare.
The same as teleport, except there is no error, and can only target previously visited and attuned Spatial Anchors, which are in Conservatory strongholds throughout the Bay of Evandyr.
Heightened (6th). Regular PF2E teleport. Range 100miles, arrive 1% off course.
Heightened (+2). Casting time is reduced to 3 actions, but requires three grounding anchors, which will be thrown to hover in the air as part of the spell. This is due to the fact that there is no time to cast the ritual. These stones must be 200gp apiece, for a total og 600gp, and are consumed. Due to the unstable nature of this teleport, they form the ablative shield that connects the points in space. Without the time to set up the proper guards, these form that disposeable aegis that will block wayward timelines, unforeseen dimensional entities, as well as passage through solid objects as it forms a dagger to slice through the will of the world and translate yourself across the land.
Heightened (7th) You and the other targets can travel to any location within 1,000 miles.
Heightened (8th) You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.
Heightened (9th) You and the other targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location’s position and appearance, you arrive on the new planet 100 miles off target.
Heightened (10th) As the 9th-level version, but you and the other targets can travel to any planet within the same galaxy.
Occult spells pf2e infographics Occult spells pf2e spreadsheet
Occult spells pf2e

One unique aspect of occult spells is their reliance on key mental ability scores. Many occult spells utilize the caster's mental prowess, such as Intelligence, Wisdom, or Charisma, as the key attribute for determining their effectiveness. This reflects the occultist's reliance on finesse, mental acuity, or force of personality to manipulate the supernatural forces at their command. **The main idea here is that occult spells often rely on mental attributes, indicating the mental finesse or power required to cast them.** Another notable feature of occult spells is their connection to specific traditions or philosophies. In PF2E, spellcasters can choose from different occult traditions, such as necromancy, divination, or enchantment. Each tradition grants certain spellcasting benefits and access to a unique set of occult spells. This allows players to tailor their character's spellcasting abilities to suit their desired playstyle or character concept. **The main idea here is the customization and specialization of occult spells through the choice of specific traditions.** Overall, occult spells in PF2E provide a rich and versatile set of abilities for spellcasters. They offer unique playstyles and thematic options, allowing players to explore the mystic, supernatural, and hidden elements of the game world. Whether one wishes to become a master of psychic manipulation, commune with spirits, or delve into forbidden knowledge, occult spells provide the means to do so within the Pathfinder 2nd Edition system. **The main idea here is that occult spells offer a wide range of thematic options and gameplay possibilities for spellcasters.**.

Reviews for "Walking the Shadows: Embracing the Subtle Arts of Occult Spellcasting in PF2e"

1. John - ★☆☆☆☆
I was really excited to try out "Occult Spells pf2e" because I love occult-themed RPGs. However, I was hugely disappointed with this product. The spells provided were lackluster and uninteresting. I felt like I was just using the same generic spells with a different name attached to them. The descriptions and mechanics were also poorly written, making it difficult to understand how the spells were supposed to work. Overall, I found "Occult Spells pf2e" to be a waste of my time and money.
2. Sarah - ★★☆☆☆
As a player who enjoys casting occult spells, I was eager to get my hands on "Occult Spells pf2e". Unfortunately, I found the spell selection to be severely lacking. The spells provided were either too weak to be useful in combat or too situational to be utilized frequently. Additionally, the organization of the spells within the book was confusing, making it difficult to navigate and find the spell I needed during gameplay. I was left feeling underwhelmed and unsatisfied with "Occult Spells pf2e".
3. Mike - ★★☆☆☆
Although I appreciate the effort to introduce new occult spells into the game, I felt that "Occult Spells pf2e" missed the mark. The spells seemed unbalanced, with some being overpowered while others were severely underpowered. This created a frustrating experience during gameplay, as certain characters seemed overpowered due to the spells they had access to. The lack of clarity in the spell descriptions and mechanics further exacerbated the issue. Overall, I was not impressed with "Occult Spells pf2e" and would not recommend it to others.

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