Introduction
Combat spellcasting in PF2e Remastered is not "stand still and empty slots until the monsters stop moving." The game is tighter than that. A caster's best combat turn usually does one of five things: hit more than one enemy, attack the right defense, steal enemy actions, prevent a party collapse, or make the battlefield unfair.
That is why spell rankings shift by encounter. A burst is excellent into clustered lower-level enemies and mediocre into one overleveled boss. A condition spell can be fight-winning when it targets a weak save and embarrassing when it runs face-first into immunity. A buff like bless, courageous anthem, heroism, or haste may outdamage a blast because it improves the party's best actions instead of asking the caster to carry the damage chart alone.
Use this guide with the tradition guides for arcane, divine, occult, and primal, plus the class spell guides for Bard, Cleric, Druid, Oracle, Psychic, Sorcerer, Witch, and Wizard.

Rating Key
| Rating | Meaning |
|---|---|
| ● Avoid | Usually a poor use of a combat slot |
| ● Situational | Strong only when the matchup or map supports it |
| ● Good | A dependable choice with a clear job |
| ● Fantastic | A standout option in its usual combat role |
What Makes a Combat Spell Good
| Spell Job | Best Use | Why It Wins | Watch For |
|---|---|---|---|
| Area damage ● | Multiple lower-level enemies, troops, swarms, clustered archers | A basic save against several targets produces reliable total value | Friendly fire, resistances, and empty maps |
| Action denial ● | Severe enemies, elite brutes, enemy casters | Removing one boss action can outperform raw damage | All-or-nothing saves get risky against high-level foes |
| Party buffs ● | Martial-heavy parties, boss fights, long fights | Buffs multiply the party's best turns | Buffing the wrong ally wastes the slot politely |
| Defensive rescue ● | Downed allies, focus-fire rounds, save-or-lose pressure | Preventing a death spiral is better than repairing it later | Late healing cannot undo every condition or death effect |
| Battlefield control ● | Chokepoints, hazards, troops, objective fights | Walls, fog, difficult terrain, flight, and movement denial change decisions | Control that blocks allies is self-sabotage with spell components |
| Debuffs ● | Targets with known weak saves | Frightened, sickened, slowed, blinded, prone, or off-guard pressure changes party math | Traits and immunities matter |
| Single-target damage ● | Weakness hunting, force effects, finishing priority targets | Good when it is reliable or exploits a vulnerability | Often worse than a martial turn if it only does damage |
| Narrow creature-type spells ● | Undead, fiends, outsiders, plants, constructs, or campaign themes | Brutal when the adventure supports them | Bad known-spell choices for spontaneous casters |
Cantrips and Focus Spells
Cantrips and focus spells are the floor of combat casting. If you spend ranked slots every round, you are not "playing aggressively"; you are taking out a loan from the next encounter.
| Tool | Best Use | Why It Belongs | Links |
|---|---|---|---|
| Electric Arc ● | Routine two-target damage | Basic Reflex save and two targets make it the clean cantrip benchmark | Cantrips |
| Shield ● | Third-action defense | Turns leftover actions into survival | Actions |
| Guidance ● | One-action roll support | Small bonuses are real in PF2e's tight math | Skills |
| Telekinetic Projectile ● | Physical damage backup | Useful when energy damage is awkward | Arcane spells |
| Divine Lance, Vitality Lash, Void Warp ● | Divine matchup pressure | Strong when sanctification, undead, living targets, or void/vitality traits matter | Divine spells |
| Frostbite, Ignition, Tangle Vine ● | Primal damage or movement pressure | Gives primal casters different defenses and damage types | Primal spells |
| Courageous Anthem and Dirge of Doom ● | Bard combat engine | One-action party math or enemy fear pressure is absurdly efficient | Bard spells |
| Witch hex cantrips ● | Patron-defined repeatable turns | Good hexes let the Witch save ranked slots for swing turns | Witch spells |
The best caster turns often start with a boring question: "Can a cantrip or focus spell do enough here?" If yes, save the slot. If no, spend the slot like you mean it.
1st-Rank Combat Staples
| Spell | Traditions or Best Users | Combat Job | Take |
|---|---|---|---|
| Force Barrage ● | Arcane, occult | Reliable force damage | Great when accuracy, saves, and resistances are making other plans unreliable. |
| Fear ● | Arcane, divine, occult, primal access varies by list | Will debuff | Frightened helps every ally. A low-rank spell that affects the whole party's math deserves respect. |
| Bless ● | Divine casters | Party accuracy | Best when several allies are making attacks and the fight lasts long enough to cash the math. |
| Heal ● | Divine and primal casters | Recovery, undead pressure | Three-action area healing and one/two-action rescue modes make it a combat-defining spell. |
| Soothe ● | Occult casters | Healing and mental support | Occult's clean recovery button. Bards love having this without pretending to be Clerics. |
| Grease ● | Arcane, primal | Area control | Low-rank control that punishes positioning and can keep mattering with party follow-up. |
| Runic Weapon ● | Arcane, divine, occult, primal where available | Early martial spike | Excellent before permanent weapon runes arrive; fades as gear catches up. |
| Protection ● | Divine, occult | Defensive buff | Strong when you know the incoming threat and cast before the worst round. |
| Command ● | Arcane, divine, occult | Action disruption | Compact, effective, and much better when the command creates tactical loss. |
| Breathe Fire ● | Arcane, primal | Early cone damage | Good into clustered enemies; not worth contorting the party's position around every fight. |
| Sanctuary ● | Divine | Defensive rescue | Excellent for protecting a healer, caster, or fragile objective holder. |
| Mystic Armor ● | Unarmored casters | Pre-combat defense | Great if you need it. Invisible if armor, items, or class features already solve the problem. |
| Curse of Recoil ● | Divine, occult Battlecry access | Ranged reaction punishment | Very good against archers and firearms, less important when enemies fight face-first. |
Low-rank combat magic teaches the whole game: bonuses matter, action denial matters, and the spell that helps the Fighter crit is often your highest-damage spell in disguise.
2nd- and 3rd-Rank Combat Staples
| Spell | Traditions or Best Users | Combat Job | Take |
|---|---|---|---|
| Slow ● | Arcane, occult | Action denial | One of the best boss-fight spells because actions are the boss's real hit points. |
| Haste ● | Arcane, occult | Ally action economy | Best on allies who convert extra actions into movement, Strikes, or objective pressure. |
| Heroism ● | Divine, occult | Premium buff | Put it on the character whose rolls decide the fight. Do not spread it around like party favors. |
| Fireball ● | Arcane, primal | Area damage | Still the honest answer to clustered enemies with burnable life choices. |
| Lightning Bolt ● | Arcane, primal | Line damage | Less universal than a burst, excellent in hallways and lanes. |
| Dispel Magic ● | Most traditions | Counter-magic | Enemy buffs, magical terrain, invisibility, hazards, and spell effects all need answers. |
| Blur ● | Arcane, occult | Defensive miss chance | Strong when one ally is about to absorb too many attacks. |
| Invisibility ● | Arcane, occult | Setup, escape, scouting | Combat value depends on timing; exploration value is consistently excellent. |
| Resist Energy ● | Divine, primal, some arcane/occult access | Damage prevention | A perfect spell when scouting or Recall Knowledge tells you the damage type. |
| Revealing Light and See the Unseen ● | Arcane, divine, occult | Anti-hidden tech | Turns invisible and concealed enemies back into normal problems. |
| Cleanse Affliction, Clear Mind, Sound Body, Sure Footing ● | Divine and support casters | Condition cleanup | These are combat spells when the condition would otherwise decide the fight. |
| Dancing Shield ● | Battlecry, all traditions | Remote protection | Better than it looks because it lends defense where actions are already crowded. |
| Steel Fortifications and Dividing Trench ● | Battlecry arcane/primal | Cover and lane control | Strong when the map matters, weak when everyone fights in a blank square. |
| Blindness and Paralyze ● | Tradition-dependent | Incapacitation pressure | Powerful into level-appropriate targets; risky into bosses. |
4th- Through 6th-Rank Combat Staples
| Spell | Traditions or Best Users | Combat Job | Take |
|---|---|---|---|
| Fly ● | Arcane, divine, occult, primal access by list | Mobility and access | A combat spell, an exploration spell, and a hazard answer in one package. |
| Wall of Stone ● | Arcane, primal | Hard battlefield control | Turns one fight into two smaller fights if the party uses it correctly. |
| Wall of Force ● | Arcane, occult | Durable separation | Expensive, but separating a priority enemy can be worth far more than damage. |
| Vital Beacon ● | Divine | Multi-ally recovery | Strong attrition control when the party can coordinate around touch healing. |
| Breath of Life ● | Divine | Reaction rescue | One of the cleanest "no, the fight is not over" buttons in the game. |
| Truesight ● | Arcane, divine, occult | Anti-illusion and anti-deception | When the campaign uses magical trickery, this graduates from nice to mandatory. |
| Chain Lightning ● | Arcane, primal | Spread-out multi-target damage | Excellent when enemies are not clustered enough for a burst. |
| Field of Life ● | Divine, primal support | Area recovery | Strong if allies can fight in the zone; weaker when enemies keep forcing movement. |
| Banishment ● | Arcane, divine, occult | Planar enemy removal | Fantastic when outsiders matter. A shrug when they do not. |
| Unfettered Movement ● | Divine, primal and other access | Anti-grab and anti-control | Excellent against monsters that win by restraining or slowing targets. |
| Confusion, Dominate, Vision of Death ● | Arcane, occult, divine access varies | Mental pressure | Strong into the right mind; useless or risky into the wrong creature traits. |
| Spiritual Guardian and Spiritual Armament ● | Divine | Sustained divine pressure | Good when the Cleric or Oracle can afford the action rhythm. |
| Shock and Awe ● | Battlecry arcane/occult | Morale collapse | Strong in formation fights and enemy-line scenes. |
| Frozen Fog and Explosive Barrage ● | Battlecry arcane/primal | Zone pressure and multi-burst damage | Great in battlefield scenes; use carefully around allies. |
| Disintegrate ● | Arcane | Single-target or object burst | Cool, useful, and often overpicked by people chasing one huge number. |
This is the band where players stop asking "what deals damage?" and start asking "what makes the enemy plan stop working?" That question is better.
Sourcebook Combat Options: Access Before Excitement
Lost Omens: Shining Kingdoms and Lost Omens: Rival Academies add unusual combat tools, but they are Uncommon. Confirm access with the GM before making one a prepared default or spending a spontaneous repertoire choice on it. Once access is real, choose the spell for the encounter shape, not because its sourcebook tag makes it special.
| Sourcebook option | Best combat job | The decision that makes it good |
|---|---|---|
| Eagle's Cry ● | Cone damage plus fear pressure | Bring it when clustered enemies make a Fortitude-targeting cone worthwhile. It is better at breaking a formation than duelling one hard target. |
| Equal Footing ● | Stop a faster enemy from owning the map | It earns the slot when speed creates the threat: a flanker, runner, flying-adjacent skirmisher, or creature racing past the front line. |
| Radiant Globe ● | Deny a physical ranged lane | This is a counterpick for archers and firearms, not a general defensive spell. Place it only when the boundary changes the enemy's decisions. |
| Echo Jump and Warping Pull ● | Escape danger while changing position | The useful question is whether the destination square saves an ally or creates a new angle. Check range, open space, and the ally's next turn first. |
| King's Castle and Sudden Transposition ● | Reposition allies or enemies | Great when a swap or forced move changes cover, reach, or an objective. Poor when the party has no follow-up for the new arrangement. |
| Domora's Defense ● | Sustained multi-ally protection | Worth considering before a dangerous round with several exposed allies, especially when fire or magical effects are part of the threat. Its upkeep must fit your action budget. |
| The Four Hunters, Ibex's Harvest, and Kgalaserke's Axes ● | Flexible support with one-, two-, or three-action modes | Pick the version that fits this turn's target count and movement. Their flexibility is the reason to prepare them. |
| The Queen's Rainbow and Ranage's Circle ● | Lane control and movement pressure | Strong only if allies can exploit the impaired space or movement. Do not turn a good battlefield-control spell into friendly traffic. |
Impossible Magic Combat Additions
Impossible Magic adds combat spells that reward a clear plan for a particular map, target, or party follow-up. These are sourcebook options, so confirm campaign access before treating one as a standard known or prepared spell. For tradition-specific preparation choices, use the arcane, divine, occult, and primal guides.
1st- Through 3rd-Rank Additions
| Spell | Combat job | Take |
|---|---|---|
| Disorienting Flash ● | Flexible close-range area pressure | The one-, two-, and three-action versions let you trade turn flexibility for a larger sensory disruption. Use it when several enemies are close enough for the area and Fortitude is a sensible defense to test. |
| Gravitational Pull ● | Forced movement into a bad square | Pull an enemy off a safe line, toward a melee ally, or into a hazard. It needs a destination the party can exploit; dragging a foe ten feet for no follow-up is just stage direction. |
| Horizon Thunder Sphere ● | Committed single-target electricity damage | The faster cast is a normal spell-attack turn. The longer version pays off only when you can afford to commit two turns and the burst around the target will catch other enemies. |
| Lightning Lasso ● | Sustained single-target movement denial | A failed save can hold a dangerous creature in place, but Escape and Sustain requirements make it a control plan that needs allies ready to capitalize. |
| Restraining Chains ● | Terrain-dependent restraint | It earns the slot on solid ground when limiting one creature's movement opens a flank, protects a fragile ally, or locks down an objective. It has no job in a fight where the target can ignore the location. |
| Shadow Projectile ● | Reaction damage after an ally's ranged attack | Keep it for a party that makes frequent ranged attacks and can exploit off-guard. It is a team spell, not a reliable plan for a lone caster. |
| Skyglass Prison ● | Breakable cage control | It can pin down the creature that needs to stop moving, but the target can Escape and the cage can be broken. Cast it when one round of isolation changes the fight. |
| Weapon Tide ● | Cone damage that can become a lane | The basic version handles a crowded cone. The larger commitments earn their actions only when difficult or hazardous terrain will keep affecting the enemy route after the initial hit. |
5th- Through 6th-Rank Additions
| Spell | Combat job | Take |
|---|---|---|
| Crucible of Iron ● | Persistent damage with escalating control | A good answer for a target whose Reflex defense is vulnerable and whose lost movement or weakened body will matter. Against a mobile enemy with a strong save, choose a broader plan. |
| Living Thunderbolt ● | High-rank movement through a crowded fight | Its value comes from crossing the right spaces: escaping a grab, reaching the back line, or passing through several enemies. A stationary target does not justify the slot. |
| Weight of the World ● | Single-target Fortitude pressure | This is a high payoff against the right Fortitude target because the failure effects disrupt a creature's next turn. It is a poor gamble when Recall Knowledge points to a strong Fortitude save. |
Draconic Codex Combat Decisions
The arcane, divine, occult, and primal guides cover who can choose these spells. Here, the deciding factor is whether this encounter gives the spell enough room, targets, and follow-up to pay for its turn.
| Spell | Combat job | Prepare or cast it when... |
|---|---|---|
| Channel Arrogance ● | Mental pressure with a one- or three-action choice | The fast version's reduced result still matters enough to preserve the rest of your turn. Otherwise, use the fuller commitment only when a Will-targeting control play is worth your whole turn. |
| Blood-Feasting Breath ● | Position-sensitive damage and recovery | Living enemies and allies can be arranged through its two cones. It is an attrition-reversal turn, not a damage spell to force into a scattered fight. |
| Earth and Sky ● | Vertical control | You have solid ground, a useful fall consequence, a plausible Fortitude target, and a safe landing plan for the caster. It earns a slot when the map makes altitude a problem for the enemy. |
| Horde of Underlings ● | Rare, sustained area pressure | The GM has approved the rare option and the map has enough open space for fragile moving obstacles to change enemy routes. Do not pick it for a cramped room with no lane to control. |
| Dragon Turret ● | Top-rank fixed-point battlefield control | The party can defend or exploit one important position over multiple rounds. Its sustained output is wasted on a mobile skirmish that will leave the tower behind. |
Hot Take: A three-action spell is not automatically a "big turn." In PF2e, it is a bet that this exact map and target arrangement are worth giving up movement, defense, and follow-up.
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7th- Through 10th-Rank Combat Staples
| Spell | Traditions or Best Users | Combat Job | Take |
|---|---|---|---|
| Energy Aegis ● | Arcane, divine, primal and broad access | Energy defense | Premium when enemy damage types are varied or uncertain. |
| Foresight ● | Arcane, divine, occult | Apex protection | Put it on the character whose survival keeps the plan alive. |
| Moment of Renewal ● | Divine, primal | Party reset | Can erase a brutal amount of attrition in one high-rank cast. |
| Regenerate ● | Divine, primal | Major recovery | Keeps key allies functioning through serious punishment. |
| Sunburst ● | Divine, primal | Anti-undead and light burst | Excellent when undead, darkness, or light-sensitive enemies matter. |
| Cataclysm ● | Arcane, primal | Endgame area devastation | Good when raw multi-damage chaos is actually the answer. It often is not. |
| Divine Inspiration ● | Divine | Resource refresh | Strong when it restores the right ally's encounter-defining resource. |
| Uncontrollable Dance ● | Arcane, occult | Incapacitation control | Devastating into eligible targets, but not a boss delete button. |
| Revival ● | Divine | Catastrophe recovery | A 10th-rank spell that justifies itself when the party is on the floor. |
| Gate, Manifestation, Avatar, Remake ● | High-rank casters | Campaign-scale answers | Not every one is a normal combat button. When they matter, they matter loudly. |
| Conquering Soldiers ● | Battlecry arcane/divine | Legendary battlefield swing | A rank 10 battle spell for the kind of scene that deserves rank 10 magic. |
| Massacre, Seize Soul, Wails of the Damned ● | Aggressive divine/occult plans | Lethal pressure | Table tone, creature traits, and campaign morality matter. |
High-rank combat magic should either protect the party from disaster, solve the encounter's real obstacle, or create a dramatic advantage no lower-rank spell could create. "Bigger damage" is sometimes enough. Sometimes it is just expensive confetti.
Combat Spells by Encounter Shape
| Encounter Shape | Best Spell Plan | Why |
|---|---|---|
| Four or more weaker enemies ● | Area damage, multi-target debuffs, walls, zones, and troop-aware spells | Each target multiplies the slot's value |
| Two or three meaningful enemies ● | Split the fight, isolate one enemy, remove support, or punish clustering | Divide enemy actions before chasing damage |
| One severe enemy ● | Buff allies, target weak saves, use success effects, prevent collapse, control space | Bosses have better numbers; do not gamble everything on one failed save |
| Enemy casters ● | dispel magic, silence, crisis of faith, spellwrack, truesight, forced movement | Casters hate losing position, line of effect, and key magical layers |
| Undead-heavy fight ● | heal, vitality damage, infuse vitality, holy light, sunburst, Religion checks | Traits and damage types decide the real spell value |
| Flying enemies ● | fly, earthbind, ranged cantrips, line spells, movement denial | Access comes before damage |
| Hazard or objective fight ● | Mobility, resistance, detection, walls, forced movement, healing, utility | The victory condition may not be hit points |
| Troops or battlefield formations ● | Areas, zones, splash, fear, cover, Battlecry spells, siege support | Formation-scale problems reward formation-scale magic |
Use encounter building, adjusting encounters, hazards, environment, creature traits, and troops and garrisons to make these calls before wasting a slot.
Give Combat NPCs One Tactical Question
NPC Core uses themed spell packages to make a spellcasting NPC notable, not to give that NPC the broad answer set a player character wants. Start with the one tactical question this enemy should force, then choose a narrow package from the combat jobs already covered above. The goal is a readable opponent with a plan, not a disguised player character with every contingency.
| The NPC's question | Build around | Do not dilute it with |
|---|---|---|
| Can the party break our formation? | Area pressure, cover, lanes, and control that punishes clumping or a direct approach. | A grab bag of unrelated movement, healing, and mental effects. |
| Can the party reach the objective? | Barriers, forced movement, defensive rescue, and action denial around one route or position. | Damage-only turns that ignore the thing the NPC is protecting. |
| Can the party safely retreat? | Threatening space, terrain, mobility, and a follow-up that makes a withdrawal costly. | Effects that strand the NPC's own allies without a reason. |
| Can the party stop this caster before the plan resolves? | One obvious payoff, enough defense or repositioning to create a race, and allies that support the same goal. | Several competing payoffs that make the encounter's stakes impossible to read. |
The Encounter Building guide owns threat and role math. If a different tradition makes the NPC concept clearer, use it only where the scene supports it; an NPC presentation choice does not grant or alter player spell access.
Class Fit
| Class | Best Combat Spell Pattern | Spell Guide |
|---|---|---|
| Wizard ● | Prepared arcane control, blasts, walls, counter-magic, and War Mage battle tools | Wizard spells |
| Bard ● | Compositions, occult buffs, debuffs, fear, action denial, and Soothe | Bard spells |
| Cleric ● | Divine font, healing, Bless, Heroism, condition removal, anti-undead, and sanctified pressure | Cleric spells |
| Druid ● | Primal area damage, terrain, healing, forms, elemental pressure, and nature matchups | Druid spells |
| Sorcerer ● | Broad reusable repertoire picks, signature spells, and bloodline tradition identity | Sorcerer spells |
| Oracle ● | Divine casting with curse-aware timing and strong focus turns | Oracle spells |
| Witch ● | Patron tradition, hex cantrip pressure, familiar planning, and prepared answers | Witch spells |
| Animist ● | Apparition choice, divine/primal flexibility, focus tools, and encounter-specific spirit magic | Animist spells |
| Psychic ● | Amped cantrips, occult pressure, and class-specific resource timing | Psychic spells |
| Champion ● | Devotion focus spells, Lay on Hands, shield magic, and protective reactions | Champion spells |
Prepared casters can keep narrower combat answers ready when the day points at them. Spontaneous casters should be much harsher: if a known spell only matters once every six sessions, that is probably a scroll, not a personality trait.
Action Economy Patterns
| Turn Pattern | Best Use | Trap |
|---|---|---|
| Two-action spell plus Stride ● | Cast from the right angle or get out of danger | Forgetting movement until after choosing the spell |
| Two-action spell plus Recall Knowledge ● | Identify saves, traits, weaknesses, resistances, or immunities | Asking after the slot is already gone |
| Two-action spell plus Shield ● | Defensive caster turns | Assuming AC does not matter because you are "in the back" |
| Two-action spell plus Sustain ● | Keep a strong ongoing effect alive | Sustaining mediocre effects out of guilt |
| Three-action spell ● | Large area, multi-target, or special-mode spell payoffs | Standing still in a bad square to do it |
| Draw item plus spell later ● | Scroll, wand, staff, or consumable setup | Pretending item logistics are free in combat |
The hidden test for a combat spell is not "is the spell good?" It is "is this turn good?" That means positioning, actions and activities, checks and DCs, and party follow-up matter as much as the spell entry.
Scrolls, Wands, Staves, and Consumables
| Item Plan | Best Combat Use | Why It Works |
|---|---|---|
| Scrolls ● | Rare condition answers, anti-invisibility, unusual movement, creature-type tech, one-off battlefield tools | Perfect for spells that must exist but should not eat daily preparation |
| Wands ● | Once-per-day buffs, defenses, detection, and resistance | Strong when the spell is useful most adventuring days |
| Staves ● | Flexible packages around damage, control, healing, or utility | A staff should widen your combat plan, not duplicate your least interesting cantrip |
| Consumables ● | Emergency healing, antiplague/antidote support, bombs, alchemical utility, and backup defenses | Good consumables turn "we needed that spell" into "we packed like adults" |
Use staves and wands, consumables, magic items by level, and treasure by level as part of combat spell planning. The best spell list is sometimes the one that lets gear carry the niche answers.
Common Combat Spell Mistakes
| Mistake | Why It Hurts | Better Habit |
|---|---|---|
| Blasting one boss with an all-or-nothing spell ● | Severe enemies have strong numbers and punish missed turns | Use buffs, success effects, walls, recovery, and known weak saves |
| Preparing only damage ● | Damage spells fail when resistances, spacing, objectives, or conditions matter | Carry control, defense, rescue, and utility |
| Ignoring creature traits ● | Mental, poison, disease, vitality, void, and incapacitation assumptions can collapse | Read traits and use Recall Knowledge |
| Blocking allies with control spells ● | A wall or fog that ruins the party plan is enemy support | Talk about lanes, cover, and target order |
| Overvaluing spell attacks ● | Missing with a ranked spell attack feels miserable | Use accuracy support, save spells, or automatic-value tools |
| Forgetting the third action ● | The spell may be good while the turn is bad | Plan movement, defense, Sustain, and knowledge checks |
| Treating item magic as optional ● | Niche answers clog prepared slots or disappear entirely | Buy scrolls and wands for narrow combat problems |
Return to the PF2e Remastered Spell Guides hub, or continue with battle magic, cantrips, utility spells, focus spells, and heightening spells.


