

















Focus spells are a great innovation in Pathfinder 2e, giving casters powerful spells they can throw out every encounter without dipping into their daily spell slots. In some cases, they are so good that they define the experience of playing a caster class, as with the Bard's compositions or several of the Druid's order spells. In other cases, they don't work so well, and this discussion tries to dig a bit deeper into why.
The basic gist of it is that there are two broad types of focus spell: those that complement your slot spells, and those that substitute for your slot spells. These two kinds of focus spells in my opinion scale a bit differently from one another, and work better with some types of caster than others.
Basic Assumptions
Before going into more detail, here are the basic assumptions I'm making that I think are relevant when discussing focus spells:
With these assumptions set, let's talk focus spells.
Complementary Focus Spells
In my opinion, a focus spell is complementary to slot spells when it can be cast alongside most slot spells: if the typical slot spell takes two actions to cast, then a complementary focus spell will generally require just one action, sometimes a reaction or even a free action. This I think has a subtle impact on the caster that has this kind of spell:
Put together, this tends to mean that complementary focus spells tend to scale quite well as a caster levels up, but also can't be fully depended on to cover a whole turn. At early levels, this means a caster with this kind of spell generally has to rely on other features to feel strong, such as more spell slots, strong stats, or other features that are strong at that level.
Substitute Focus Spells
Substitute focus spells I think are pretty straightforward: they take two or three actions to cast, just like your typical slot spell, and so you have to choose between either one or the other on your turn. The implications, however, I think are a bit more complex:
Thus, substitute focus spells I think tend to work the opposite to complementary focus spells, offering their best benefits early on when they're obtained, and falling off over time. They're very good at helping out casters who have limited spell slots or start off weak in other respects, though unless the caster keeps gaining more of these spells at higher levels, they're going to need other features to keep them from falling off themselves.
When It Works
With just a small difference in actions required, focus spells can therefore scale very differently from one another, powering up casters in very different ways at very different levels. Complementary focus spells with lower action costs can help casters scale into later levels, whereas substitute focus spells are especially good at boosting casters at the levels when they're gained. In general, I think this has been used really well to make certain casters shine:
In all of these cases, the type of focus spell is well-adapted to the class, being most relevant when it needs to be, with the class having other features to help them out when those focus spells aren't at their strongest (though arguably, the Bard's compositions are so powerful that they're really strong at all levels). When a caster's class features and their focus spells are in sync, the end result is a class that tends to feel consistently good to play.
When It Doesn't
The flipside to the above is that different types of focus spells tend to come with different expectations: complementary focus spells are best at helping casters scale into late levels, but need to be supported by other strong features at early levels when casters have the fewest spell slots in their career. Substitute focus spells are great at helping casters at early levels when they most benefit from alternatives to spell slots, but can't single-handedly maintain that edge at higher levels as they fall off. This means things can go wrong when these considerations aren't taken into account, and I think this has happened at least twice:
In short, the Druid needs a boost at higher levels that their focus spells just don't provide, whereas the Wizard's focus spells really don't help them out at the point where they need them the most. In the Druid's case, I'd argue that their focus spells are fine and the problem lies with a lack of distinct features at that level, but in the Wizard's case I think they were just given the wrong kind of focus spell.
Conclusion
If you just want a few key takeaways from the above wall of text, the TL;DR is as follows:
None of this is necessarily going to change the way you play, and if you're the kind of player who still regularly casts that two-action focus spell you got ten levels ago, the above likely won't, and more importantly shouldn't convince you to play differently if you're having fun. Rather, I like talking about design like this because I'm a game design nerd, and hopefully this will also be of interest to others too. I also think doing a deeper dive on certain design topics can help better articulate the issues players might have around certain classes, like the Druid or the Wizard in this case. I hope you enjoyed!
I like to think about game design, and since I started playing Pathfinder 2e and getting to grips with its very well-defined structure, one of the questions in my mind has always been: "if a class were bang in the middle between martial and caster, how many spell slots per rank would it have?". For this thought experiment, the hypothetical class would have no unique features, just the statistical progression you'd expect from a standard martial class, and as much of a caster progression as would be allowed with their remaining power budget: in other words, never a class you'd actually see released, because that kind of flat design would obviously be very dull, but interesting to think about for design and balancing purposes, as I think it helps think about how much you can add to a class if you take out a layer of spell slots, or how much you'd have to remove if you were to add another layer on top.
Premaster
Prior to the remaster, and up until relatively recently, my answer would be: this hypothetical pure hybrid class would have two spell slots per rank. This was based on a few points of reference:
Adjacent to all this was the Psychic, who had the 2-slot casting of this theoretical benchmark class, but sacrificed base statistics in its power budget for Unleash Psyche and exceptional use of Focus Points. All of this solidified the idea to me that if you wanted to have more than 2 spell slots per rank as a caster, you had to give up a pretty substantial amount of base stat progression relative to martial classes, and if you wanted the absolute maximum of 4 spell slots per rank, not even the worst base stats in the game would be enough to stop you from getting added limitations put in place.
Remaster
Since the remaster, however, the above benchmark has shifted: many more classes have released or been remastered with 4-slot casting and strong features, including in Starfinder 2e with the Mystic and Witchwarper classes, while many existing casters received significant buffs to their features, whether it was the Cleric getting a better divine font, the Sorcerer getting sorcerous potency, or casters in general getting better focus spells and better Refocusing. This made me question the standard I'd set for caster balance thus far and made me ask: what would this benchmark look like now?
With the upcoming release of Impossible Magic, I think the answer's become clearer: bounded casting is gone, and current bounded caster classes are getting 2-slot casting instead (Credit to Mathfinder/AAABattery03 for the video!). Effectively, getting 2 spell slots per rank leaves enough power budget in the remaster to also get strong features on top of martial-grade statistics. Meanwhile, the Warpriest gets master Strikes: were one to remove the class's improved divine font in order to give them master AC, earlier master Strikes, and possibly even the legendary spell accuracy of a Cloistered Cleric, the end result would be our hypothetical benchmark class as a 3-slot spellcaster. Thus, the benchmark for caster balance overall, and what a caster can be expected to have for the spell slots that they have, appears to have been brought up by one layer of spell slots in the remaster.
The Ones Left Behind
Although one could call this change power creep (which, technically speaking, it is), and while I think some casters have have gotten a bit too much, I also personally feel most classes have come out of this pretty well: the Sorcerer and Cleric I think have come out really positively from their buffs, for instance, whereas the Bard has always had strong enough composition spells to still be a great class post-remaster, despite not getting more spell slots or majorly improved features. Although it's still a little early, the Magus at the very least looks to have much better access to utility with their increased spell slots, and I get the feeling the Summoner is going to have much more to play with as well.
With all of the above said, though, I do think there are a few classes that didn't come out so well, because they weren't really brought in line with this new standard of balance:
Although these classes didn't necessarily change much, the landscape around them did: because casters are now stronger, and are thus expected to be stronger, the ones that didn't get brought up to that standard have now become weaker in comparison.
Conclusion
To sum up the above in a few TL;DR bulletpoints:
And that's about enough rambling from me. Hopefully this will have been of interest to others too!