This is great news for any Inner Sea fan. Almost all of the cantrips or 0-level spells, which you can cast at will, are now heightened by default! ..
The scaling cantrips equal half your highest spell level, rounded up, while cantrips that don’t do damage scale in range or area of effect, for example. The goal of this design change is to make cantrips useful throughout the campaign, not just the starting levels.
This change opens up more strategic options for players, without sacrificing action economy and damage output.
If you’re looking to optimize your PF2E cantrips, this guide is for you. We’re ranking some of the best cantrips well worth looking into.
15. Daze
This one is a miss.
If the enemy critically fails, you’re in for a treat. Otherwise, this spell simply doesn’t offer that much, especially as the levels get higher. ..
Any foe with a decent will save should easily shrug off any attack.
Daze, despite being a powerful champion, is not always the best choice in the early game. This is because it can easily be outranked by other champions. ..
14. Guidance
This versatile bonus can be applied to many things. It can make your work easier, make you more efficient, and even help you stay ahead of the competition.
But with the one-hour per target cap, you can’t spam it for the continuous bonus. ..
Cast a spell on the same turn you cast it! ..
If you’re ever in a situation where you need to pass a difficult skill check or ability check, use this spell to help you. ..
13. Know Direction
You can usually achieve the same effect with a simple Survival check.
Nonetheless, this spell can occasionally prove useful. ..
Know Direction is a helpful tool for finding your way in unfamiliar territory. Keep it handy for when you need it. ..
12. Message
With this spell, you can communicate with someone up to 500 feet away. ..
The ability to quickly and easily communicate with others can be quite helpful in tight situations. However, it can also be the key to victory in some cases.
The speaking clause makes it difficult to use, or even dangerous, while sneaking.
The Ghost Sound is a powerful spell that can be used to communicate with the dead. It is also versatile, and can be used to cast spells more effectively.
11. Prestidigitation
Prestidigitation is still a useful and diverse tool, but its limited use compared to its predecessor may be a downside.
Prestidigitation is a powerful magic that can be used for creative purposes. Even with the 2nd edition changes, it’s still loved by players.
Unfortunately, it’s not essential for your success.
The spell’s effects can easily be achieved through other and more practical means, but as a base cantrip it is not too bad.
10. Dancing Lights
Dancing Lights and Light are two types of lights that are generally used for the same purposes. Although they differ significantly in some ways.
You can move your Dancing Lights around, illuminating objects up to 120 feet away, which Light can’t do.
Dancing Lights will last for a set amount of time, even if you’re not actively casting it. ..
This stipulation makes Dancing Lights less effective in combat, making it less powerful than Light.
9. Produce Flame
The new design changes for Produce Flame have made it more powerful and effective on critical hits.
If you roll a natural 20 on an attack roll, you can apply persistent fire damage which can dramatically affect the total damage output. ..
The only downside to Produce Flame is that it’s a fire-based spell.
This is a fact that most monsters have better defenses against elements like fire, ice, and wind than humans.
8. Shield
Shield provides a +1 circumstance bonus to AC, even when you cannot use your hands until your next round. ..
This magical shield of force scales well and can absorb a decent amount of damage with its 25 hardness once you obtain 9th level spells.
If you’re worried about being targeted in the next round, casting this spell can help make you less vulnerable. ..
The only downside to this weapon is that it can only be used once per 10 minutes, which is an eternity while in combat. This makes it effectively unusable only once per fight.
7. Ghost Sound
The new version of the enlarge spell now scales with levels, increasing its range to 120 feet maximum. ..
Ghost Sound has been difficult to assess due to its many uses. ..
There are many creative possibilities with this cantrip.
Ghost Sound is better than Message overall, but can also be put to fair use in resolving some encounters peacefully. ..
6. Mage Hand
Mage Hand allows you to use your telekinetic powers to move objects up to 20 feet in any direction.
If you cast the spell again while the object is still within the range of the spell, you can move the object an additional 40 feet. ..
Mage Hand is now heightened in the 2nd edition.
As you gain levels, you’ll be able to lift more massive objects and move them within larger distances.
The Mage Hand has seen a nice upgrade in PF2E. It is now a versatile tool that is always handy. ..
5. Telekinetic Projectile
The 1st edition version of this cantrip received a massive power-up going into the new game, PF2E.
The telekinetic projectile now adds your ability modifier to your d6 roll. ..
It’s heightened by 1d6 and on a critical hit it doubles in damage!
Telekinetic Projectile is a cantrip that has the highest damage potential out of all cantrips. It can deal three different types of damage depending on the projectile you’re hurling at the enemy.
The damage-dealing ability of this cantrip is simple to use, but its mechanics are complex. This makes it one of the top damage-dealing cantrips there are.
4. Divine Lance
A new addition to the game, Divine Lance, is available only to divine spellcasters.
You can unleash a beam of divine energy to choose one of the alignments your deity has (other than neutral) and deal that type of damage. ..
True neutral deities have many options when it comes to casting divine spells, which makes them even more powerful than followers of gods that do not have neutral descriptors.
Divine Lance increases your damage by one extra d4 and doubles on a critical hit.
Divine Lance is a powerful cantrip that can deal significant damage to enemies. ..
This product is incredibly versatile and can be used in a variety of ways.
There is no good reason for any divine caster who follows a non-neutral deity to skip this cantrip.
3. Light
This spell is used to cast light in a specific area, often revealing hidden objects or creatures.
In the 2nd edition of the game, there was no change.
But it’s a lot more fun than staying in bed. ..
In order to survive in the world of monster hunting and dungeon crawling, you need powerful spells. These spells will help you take down your opponents with ease, and will also protect you from harm.
The radius of light has been increased to 60 feet. This should easily satisfy all your illumination needs, be it a dungeon crawl or anything else.
2. Electric Arc
Electric Arc is one of the new spells that was added to the game. It has the highest damage-dealing potential out of all cantrips. ..
The Electric Arc spell is powerful because it bounces off of enemies, hitting two of them with one cast. ..
Electric Arc deals an extra d4 damage, while also scaling well.
Electric Arc is the best damage-dealing cantrip in the game. ..
The best cantrip in the game is the one that targets two targets simultaneously. This cantrip is very powerful and can deal a lot of damage.
The one that’s always on the horizon, That we can’t see but that’s always there. It’s called the fear of death.
1. Detect Magic
There hasn’t been a significant change to the usefulness of Detect Magic in the game since it was introduced. It remains one of the most essential cantrips for any adventuring party, and is essential for detecting hidden objects and traps. ..
Detect Magic lets you identify any magic within a 30-foot radius, distinguishing between different schools of magic for any ongoing magic effects.
The spell ‘Cantrip’ can be very helpful in avoiding harmful consequences, even TPK’s. ..
Detect magic can help you pinpoint the highest-level magic source in an area, with the option of narrowing it down to a 5-foot cube. ..
Detect Magic is a powerful spell that can be used by only one or two party members. This allows all other party members to focus on other tasks, freeing up their spell slots to help diversify the campaign.