
← RPGBOT.Podcast27 Aug · 1 h 08 min
PF2e IMPOSSIBLE MAGIC REVIEW Pt. 2: Tyler will never finish the Spell Guides
Last time on Impossible Magic, we discovered that the Magus can finally move, the Summoner can finally summon, and Pathfinder's three-action economy is apparently more of a polite recommendation. Now we're back for Part 2, where Paizo hands Ash an infinite supply of disposable corpses, gives Tyler a class built entirely around weaponized graffiti, drops roughly six hundred spells on his to-do list, and introduces magic so impossible that you're legally allowed to cast it exactly once. Welcome back. Somehow, things have gotten worse for the GM.
Show Notes We survived Part 1, so naturally it's time to make things significantly more complicated.
We start with the Necromancer, Ash's immediate new obsession and perhaps Pathfinder's most enthusiastic endorsement of reusable corpses. Necromancers summon disposable thralls, sacrifice them to power Grave Spells, choose between the martial Reaper and thrall-heavy Puppeteer Fatal Methods, and customize their undead aesthetic through Blood, Bone, Flesh, or Spirit Grim Fascinations. Blood immediately attracts Ash's attention because apparently the correct amount of bleeding is all of it.
The class also gets Mastery of Life and Death, allowing it to play surprisingly flexible games with vitality and void damage. Between healing from dead thralls, creating seas of grasping limbs, exploding minions, summoning enormous undead monstrosities, and eventually dropping a living graveyard onto the battlefield, the Necromancer delivers exactly the sort of wholesome family entertainment we expected.
Then we meet the Runesmith, Pathfinder's newest experiment in making someone at the table track even more things. Runesmiths etch persistent runes onto equipment, trace temporary runes onto creatures, modify them with diacritic runes, and invoke them for additional effects. The result is a flexible new magic system with tons of room for clever combinations, action compression, buffs, debuffs, and the inevitable player who arrives with a spreadsheet explaining why drawing twelve symbols on the barbarian causes reality to explode. Or, as Tyler puts it, weaponized graffiti.
From there, we explore the new Wizard schools, including enchantment-adjacent magic, divination, dimensional manipulation, and what can only reasonably be described as Minecraft Wizard. Automatons also get new options, including more durability and, most importantly, laser eyes.
Then we arrive at approximately six hundred new and updated spells, which Tyler receives with the calm enthusiasm of a man watching years disappear from his life. Standouts include Bone Shield, Murder of Crows, Bone Moth's Kiss, Heartbolt, Living Thunderbolt, and the deeply important Fishing Spot, which creates an extraplanar fishing hole because sometimes saving the world can wait until after you catch a Scholar Salmon.
Finally, we reach the actual Impossible Spells. These aren't conventional character options so much as campaign-level magical plot devices. They can set enormous areas on fire, erase entire periods of history, leave permanent supernatural consequences, and can generally be cast only once by a character. So despite the book's title, Impossible Magic is apparently possible. Once.
We wrap up with strange rituals, spell catalysts, armor and weapon runes, grimoires, spellhearts, staves, magic tattoos, and enough other magical equipment to keep optimizers occupied until Paizo releases another book and starts the process all over again.
The final verdict is overwhelmingly positive. The Necromancer is flavorful and mechanically exciting, the Runesmith introduces a genuinely different approach to magic, the spells are unusually creative, and even the archetypes and magic items feel packed with ideas worth playing.
Key Takeaways Necromancer is built around disposable thralls that can attack, block space, fuel Grave Spells, and be sacrificed for increasingly ridiculous effects. Reaper supports a more martial Necromancer while Puppeteer leans harder