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PF2e Remastered Cantrips Guide
pathfinder 2e

PF2e Remastered Cantrips Guide

17 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >Pathfinder 2e
  3. >Spell Guides
  4. >PF2e Remastered Cantrips Guide

The short answer

PF2e Remastered cantrips are at-will spells that automatically heighten to half your level rounded up. Build a loadout around one dependable combat option, a backup for a different defense or damage type, utility for exploration, and any class-specific composition or hex cantrip that drives your turn.

Introduction

Cantrips are the baseline spellcaster turn in PF2e Remastered. They do not spend spell slots, they automatically heighten, and they keep casters relevant when a ranked spell would be overkill. The best cantrip is not always the biggest damage die. The best cantrip is the one that gives you a useful action pattern when the encounter, terrain, enemy defense, or party plan is ugly.

On this page

  • Introduction
  • Rating Key
  • Cantrip Rules That Matter
  • Best General Cantrips
  • Damage Cantrip Rankings
  • Utility Cantrip Rankings
  • Impossible Magic Cantrip Additions
  • Bard Composition Cantrips
  • Witch Hex Cantrips
  • Class Loadouts
  • Damage vs Utility
  • Staff, Wand, and Scroll Advice
  • GM Advice
  • Hot Take

That means the right loadout usually mixes one reliable damage option, one alternate target or damage type, one exploration cantrip, and one support or action-economy cantrip. Bard, Witch, Wizard, Cleric, Druid, Sorcerer, Oracle, Animist, and Psychic all want different versions of that package.

An elf wizard uses telekinetic hand to lift a trapped key ring while a goblin scout holds a shield spell at a dungeon door

Rating Key

MarkerMeaning
●Avoid.
●Situational.
●Good.
●Fantastic.

Cantrip Rules That Matter

RuleWhy It Changes Your Picks
Automatic heightening ●Cantrips scale without spending higher-rank slots, so your default turn stays relevant as levels rise.
At-will casting ●Cantrips are not "free turns"; they still cost actions, provoke tactical choices, and can fail into the wrong defense.
One-action cantrips ●Shield, Guidance, composition cantrips, and many hex cantrips are premium because they patch PF2e's awkward third-action problem.
Defense spread ●A loadout that only attacks AC will have bad nights. Mix AC, Fortitude, Reflex, and Will when your tradition allows it.
Exploration coverage ●Detect Magic, Light, Read Aura, Message, Know the Way, and Telekinetic Hand solve problems before initiative is rolled.
Trait awareness ●Mental, vitality, void, auditory, visual, plant, wood, and sanctified traits all create matchup rules. Read the room before casting at it.
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Best General Cantrips

CantripTraditionsBest UseTake
Electric Arc ●Arcane, primalDefault damage into one or two enemiesThe best generic damage cantrip when available. Two targets and a basic Reflex save beat a lot of flashier options.
Guidance ●Divine, occult, primalOne-action roll supportThe temporary immunity matters, but a one-action +1 to a key roll is exactly the kind of small edge PF2e rewards.
Shield ●Arcane, divine, occultOne-action defense+1 circumstance AC without a physical shield is boring in the way good seatbelts are boring. Take it seriously.
Detect Magic ●All traditionsExploration scanningA party without repeatable magic detection is choosing to be surprised by obvious fantasy nonsense.
Figment ●Arcane, occultIllusion utility and distractionsThe Create a Diversion angle makes it more table-active than a simple image spell. Great for clever players.
Read Aura ●All traditionsObject magic checksSlow, but the Identify Magic support is useful when the campaign actually tracks treasure and hazards.
Light ●All traditionsLong-duration illuminationNot glamorous. Still one of the first cantrips you miss when nobody brought it.
Message ●Arcane, divine, occultQuiet short-range communicationStrong in exploration, infiltration, and tense social scenes. Weak only at tables that ignore positioning.
Telekinetic Hand ●Arcane, occultRemote object manipulationIt will not win fights by itself, but it wins the little problems that make dungeons expensive.
Prestidigitation ●All traditionsFlexible minor magicPure quality-of-life magic, which means creative players will get far more from it than optimizers expect.
Stabilize ●Divine, primalEmergency dying controlIt does not heal, but stopping the dying track at range can be the difference between a rescue and a new character sheet.
Know the Way ●Divine, occult, primalNavigation supportHelpful in wilderness or travel-heavy games. Mostly shelfware in hallway dungeon campaigns.
Sigil ●All traditionsMarking, evidence, and tracking setupsExcellent when the table values investigation details. Otherwise it is the magical sticky note cantrip.
Summon Instrument ●Arcane, divine, occultBard flavor and prop accessFun, flavorful, and sometimes practical, but three actions is a lot for a backup instrument.

Damage Cantrip Rankings

CantripDefenseBest UseWatch For
Electric Arc ●ReflexTwo-target pressureIt is less impressive into high-Reflex enemies or spread-out fights, but it is still the clean benchmark.
Telekinetic Projectile ●ACFlexible physical damageIt needs a loose object and uses a spell attack roll, but bludgeoning, piercing, or slashing flexibility matters.
Ignition ●ACFire damage and melee-risk burstThe melee d6 option is real, but casters should not treat "standing in stabbing distance" as a personality.
Gouging Claw ●ACTouch-range slashing or piercing plus bleedStrong damage profile if you can safely be adjacent. Awkward for fragile casters.
Frostbite ●FortitudeCold damage and bludgeoning setupBasic Fortitude targeting is useful, and the critical failure weakness can reward martial allies.
Divine Lance ●ACDivine spirit damageA solid divine attack cantrip, especially when sanctification and creature traits matter.
Void Warp ●FortitudeLiving targetsThe enfeebled rider on a critical failure is useful, but the living-target clause means some fights simply say no.
Vitality Lash ●FortitudeUndead or void-healing targetsFantastic when the target qualifies. Dead weight against most living creatures.
Tangle Vine ●ACSpeed controlThe damage is zero, but a Speed penalty or immobilize result can beat damage when positioning matters.
Caustic Blast ●ReflexSmall burst acid damageThe 5-foot burst and persistent acid on critical failure are nice. Friendly-fire geometry keeps it from being automatic.
Daze ●WillMental chip damage and stun chanceThe critical failure stun is cute. The low damage and mental trait make it unreliable as your only attack plan.

Utility Cantrip Rankings

CantripBest UserWhy It Works
Detect Magic ●Any casterIt makes magical exploration routine instead of expensive. Pair it with detection and senses.
Guidance ●Divine, occult, primal support castersOne action, flexible timing, and broad roll coverage make it relevant in combat and exploration.
Shield ●Casters without a physical shield planIt turns leftover actions into survival. Actions and activities are the real hidden math here.
Figment ●Arcane or occult trickstersBest when paired with Deception, stealthy play, or social misdirection.
Read Aura ●Parties that investigate loot and hazardsSlow but practical, especially beside Arcana, Occultism, Nature, and Religion.
Message ●Scouts, faces, and tactical leadersQuiet communication is stronger when the GM actually runs distance, doors, and overhearing.
Telekinetic Hand ●Arcane or occult explorersHandles levers, keys, light objects, and obvious "I do not want to touch that" moments.
Light ●Any party without darkvision coverageSimple, durable, and easy to underrate until the party is counting torch hands.
Prestidigitation ●Creative problem solversThe value is table-dependent. In the right hands, minor magic is a Swiss army knife with stage presence.

Impossible Magic Cantrip Additions

Impossible Magic adds a few low-rank choices that earn a slot when the campaign gives them a real job. None replaces your primary damage, detection, or action-economy package. Take one when it matches how your group actually investigates, socializes, travels, or coordinates; leave it out when that scene never arrives.

CantripTraditionsBest UseTake
Approximate ●Arcane, divine, occult, primalCounting visible treasure, evidence, supplies, or objectsIt gives a deliberately rough count, which is enough when the question is whether a cache, crowd, or pile is worth more attention. It is an exploration slot, not a combat trick.
Artistic Recollection ●Arcane, occultReconstructing a face, object, or place for the partyUseful when a temporary sketch helps communicate a clue or plan. It is not durable evidence, so skip it if the campaign does not reward investigation or visual problem-solving.
Infectious Enthusiasm ●Arcane, occultCoordinated support before a key attack, Will save, or Charisma checkThe ally still needs to spend an action to share the selected bonus. That makes it strongest when both turns have room for the setup and weakest when combat is already action-starved.
Musical Accompaniment ●Arcane, occultPerformance and openly theatrical social scenesThe music can support a performance and sometimes a social approach, but its Stealth cost makes it the wrong choice for infiltration.
Read the Air ●Divine, occultOpening a formal or tense social sceneUse it when Society and Make an Impression are part of your plan. It pays off once per situation, so it is a social opener rather than a repeatable buff.
Tame ●Occult, primalSafely handling a non-hostile domesticated animalIt can turn a guard animal or stray into a brief social opportunity, but it does not solve hostile wildlife, monsters, or combat control.

Protect Companion stays with companion and familiar rules, minion, eidolon, and Summoner decisions. Its reaction can matter a great deal, but rating it as a generic cantrip would hide the character-building commitment it requires. Likewise, the current source text for Wash Your Luck is incomplete in the supplied extract, so this guide does not guess at its effect.

Bard Composition Cantrips

Composition cantrips are why the Bard is not just "an occult caster with a lute problem." These are one-action engines that turn normal party turns into better party turns.

CantripRoleBest Fit
Courageous Anthem ●Party offense and fear defenseThe default Bard button. Attack, damage, and saves against fear in one action is absurdly efficient.
Rallying Anthem ●Party defenseAC, saves, and physical resistance are exactly what fragile parties need before the scary round lands.
Dirge of Doom ●Enemy debuff auraFrightened 1 without rolling is brutally practical. This is the Bard cantrip that makes some bosses look tired.
Allegro ●High-level action supportQuickened for Strike, Stride, or Step is an encounter-shaping tool, not a cute tempo change.
Uplifting Overture ●Skill-heavy supportExcellent with Performance and Aid play, especially for Maestro Bards.
Song of Strength ●Athletics partiesStrong when allies lean on Athletics maneuvers. Forgettable if nobody trips, shoves, or grapples.
Triple Time ●Mobility turnsA one-round Speed boost is very good when the map is real and mediocre when every fight starts in a phone booth.
House of Imaginary Walls ●Illusion tacticsWeird, clever, and table-sensitive. Amazing for players who enjoy terrain tricks.
Song of Marching ●Travel scenesGood for overland pacing and initiative flavor. Not a combat staple.

Witch Hex Cantrips

The Witch should not evaluate cantrips like a generic prepared caster. Patron hexes shape the turn. If the hex is doing real work, your generic cantrips can focus on coverage instead of identity.

Hex CantripPatronBest UseTake
Nudge Fate ●Spinner of ThreadsRetroactive success fixingA +1 that waits for the exact failure margin is much better than it looks on paper.
Evil Eye ●The ResentmentRepeatable sickened pressureSickened is a serious condition, and sustaining the floor makes it sticky enough to matter.
Stoke the Heart ●Faith's FlamekeeperDamage supportFlat damage bonuses age well with allies who attack often. Give it to the person making the table groan with dice.
Discern Secrets ●The Inscribed OneRecall Knowledge, Seek, Sense MotiveExcellent in campaigns that reward information. Pair with Lore and creature identification.
Clinging Ice ●Silence in SnowReflex damage and Speed penaltyGood control for a one-action hex, especially when the party punishes slowed movement.
Shroud of Night ●Starless ShadowVision disruption or ally protectionBetter in darkness, stealth, and concealment-aware games. Weak if the table handwaves vision.
Wilding Word ●Wilding StewardSelf-protection against one creatureStrong flavor and good against animals, fungus, and plants, but narrower than the best hexes.

Class Loadouts

ClassSuggested Cantrip Mix
BardComposition cantrip first, then Figment or Message, then a backup occult damage cantrip such as Telekinetic Projectile or Void Warp.
ClericGuidance, Shield if available, Divine Lance or Void Warp, then Stabilize or Detect Magic depending on party coverage.
DruidElectric Arc, Guidance, Detect Magic or Light, then a primal backup like Frostbite, Vitality Lash, or Tangle Vine.
WitchPatron hex first, then a tradition-appropriate damage cantrip, then utility. Do not pretend the hex is optional decoration.
WizardElectric Arc or Telekinetic Projectile, Shield, Detect Magic, then rotate utility based on the expected day.
SorcererPick conservative, always-useful options because repertoire choices are stickier than prepared cantrips. Tradition matters more than style.
OracleDivine Lance, Guidance, Stabilize, and a utility option give stable turns while the class engine pulls attention elsewhere.
AnimistTreat cantrips as the low-pressure layer beneath apparition and focus play. Utility plus one good damage option is enough.
PsychicCantrip decisions are part of the class identity. Read the Psychic spell guide before borrowing generic caster advice.

Damage vs Utility

New players overbuy damage cantrips because damage is easy to compare. Experienced PF2e players know a cantrip slot can be an exploration tool, a third action, a scouting trick, or a way to avoid wasting ranked spells.

Loadout MistakeBetter Version
Taking three AC-targeting damage cantrips ●Take one AC-targeting cantrip and one save-targeting cantrip.
Ignoring utility because "the Rogue can check that" ●Let skills and cantrips overlap. Redundancy is not waste when failure has teeth.
Treating Shield as only for squishy casters ●Any caster who has a spare third action and gets attacked can use it. That is most casters.
Forgetting monster traits ●Mental, vitality, void, and precision-adjacent assumptions all run into creature rules. Check creature traits.

Staff, Wand, and Scroll Advice

Cantrips do not go into scroll-buying plans the same way ranked spells do, but they still affect equipment choices. If a cantrip covers your default damage, spend gold on staves and wands that expand encounter tools instead of duplicating your baseline turn. If your cantrips cover exploration, buy consumables for emergency effects, not routine light and detection.

The cleaner your cantrip package is, the easier your ranked spell list becomes. You can spend slots on swingy encounter spells, counterplay, healing, transportation, and utility instead of using precious resources to do something your character could have done all day.

GM Advice

Cantrips feel flat when every fight begins at the same range against the same enemy profile. Vary encounter distance, lighting, terrain, cover, enemy saves, creature traits, hazards, and objectives. A fight against undead rewards Vitality Lash and divine preparation. A fight against animals or plants changes the value of Wilding Word. A fight with ledges, doors, levers, hidden magic, and separated allies makes utility cantrips matter.

For monster-heavy prep, connect this guide to Monster Core, Monster Core 2, conditions, and checks and DCs. Cantrip choice is not isolated from encounter design. It is one of the first places players feel whether the GM is running the whole game or just a damage spreadsheet.

Hot Take

Hot Take: Electric Arc is the benchmark, not the law. A party that duplicates it on every caster while skipping quiet communication, detection, object handling, and emergency stabilization has bought the same hammer four times and left the rest of the toolbox at home.

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