Book Review: Ultimate Magic
And we’re back with another series of book reviews, and today we’re looking at what I consider one of the top tier hardbacks of first edition Pathfinder: Ultimate Magic.
The first of six books to carry the Ultimate title, this series definitely had the same vibe as the “Complete” series for D&D in 3.5 with their focus on a particular element of the fantasy world, namely combat, politics, fantastical nature, equipment, general campaign advice, and of course, magic.
I think I love this book as much as I do because it took a lot of what Advanced Player’s Guide introduced and fleshed it out. Archetypes started to become more refined and experimental, the new classes from APG started getting their own archetypes (at least the spellcasting ones did), and we got more and more ways to customize and utilize characters, not to mention some useful guidelines and optional systems.
All of this to say that if the APG is where Pathfinder found it’s own identity, Ultimate Magic and it’s follow-ups is where it fleshed that identity out.
So, getting right into it, our first chapter is on new options for spellcasters, including a new class! (this would set the precedent that all Ultimate books aside from Equipment and Campaign each introduce one new base class.) In this case, the Magus! This class was a genuine take on taking the concept of a “gish” or a mixed martial and spellcasting character, and making it a full class instead of something that one had to multiclass into and take prestige classes like eldritch knight to achieve. The result was a very effective and fun mid-power caster with abilities that reward the player for being both a caster and melee combatant, and even set some lovely precedents with it’s arcane pool ability.
After the magus is established, We move on to new options for other classes. These include the first wave or archetypes for the classes from the APG, like the various weird science aspects of the alchemist, to the new masterpiece mechanic for bards, variant channeling for clerics, animal and terrain domains for druids, inquisitions for inquisitors, vows for monks bolstering their ki pool by accepting restrictions, oaths for paladins, the entire trap system for rangers that started with one archetype but would later spread to so many other archetypes for other classes, wildblooded modifications for sorcerer bloodlines, useful guidelines for creating the eidolon you want for summoner, and of course, arcane discoveries for wizards. All of these alongside the myriad of new archetypes and other options like bloodlines and mysteries would help flesh out the many paths magic could take in the system and setting, and would continue to influence it later on.
The next chapter offers us new ways to master magic, including new subsystems, as well as guidelines for existing systems. Firstly we have spellblights, a form of semi-permanent curses brought about by wild magic, mostly by causing weird or hindering effects when they try to cast spells, but others are in effect constantly.
Next is Spell duels, a system for modified combat where spellcasters compete against each other, sometimes, demonstrating their prowess. Many are decided by incapacitating the opposition, but the system allows for modifications in goals. Additionally, taking inspiration from the magical duel in the movie The Raven (which inspired a lot of spells that became rpg staples, fun fact), the duel system allows for dueling counters, in which casters can counterspell enemy magic much more flexibly than readying an action to cast dispel magic or the same or diametrically-opposed spells. This is encouraged to be described as coming up with creative solutions to undermining a foe’s spell, much like the aforementioned movie. (Seriously, go look up the duel scene from The Raven, it’s so good.)
Next is a section on binding outsiders, that classic action of many a spellcaster, and gives guidelines on how to use anathema substances to show power over the spirit and appropriate payments to entice them, and a list of common outsiders of the different types and how they react to such efforts.
Then we have building and modifying constructs, another activity that powerful high-level mages with gold to burn might consider. Not only does the section have a list of modifications to make constructs stronger or stranger, (including my favorite, construct armor to make yourself a magical Iron Man armor), but also a guideline for pricing constructs not just based on CR, but also on how that changes by modifying the CR with these mods and also templates. (such as applying the young template repeatedly to shrink a giant construct down to be suitable for making armor for your wizard)
Somewhat less impressive is the section on new familiars with the benefits they offer their master. It’s not particularly impressive but it does parallel the new set of animal companions for druids found earlier in the book, including vermin familiars to go with the vermin companions.
The section on spellbooks mostly is filled with examples of pre-built spellbooks, but it also introduces a new rule about preparation rituals, where having a spellbook with such a ritual in the margenelia provides a benefit when a mage prepares their magic using the book.
Perhaps the most important and useful section of this chapter, however, is the fleshed out guidelines for homebrewing your own spells. Sure, the core book had the general guideline of find a spell somewhat similar to the idea you have and go from there, but this section actually talks about things like deciding damage, saves, bonus types, and so on. Many of the spells I have built for both this blog and my patreon were made referencing this guideline.
Next is the chapter on feats, adding new options for spellcasters as well as those that face spellcasters. Of particular note is the metamagic feats that allow a caster to alter spells of particular damage types or functions, such as burning spells adding some persistent pain to acid and fire, or entangling foes in ice with rime spell. We also see fun curious abilities that can be tied to specific spellcaster options, like adding sunlight or moonlight energies to a druid’s summons, or implanting a delayed bomb into another creature (usually a zombie created by a reanimator alchemist), and so on. Definitely a good selection of feats.
We then come to the chapter on an optional subsystem: Words of Power, in which spellcasters of any class learn individual words of magical power that they can combine in different ways before applying to a spell slot of appropriate final level and then casting. It’s a neat idea for a subsystem that can be rewarding to a player that wishes their spells were more flexible on the fly. That being said, I personally find being able to cast a diverse selection of wildly different spells more versatile than knowing four ways to change an elemental blast.
Finally is the chapter on new spells, and while not as robust as the new spells in the APG, there are a lot of what would become iconic parts of the game, as well as specialized magics one might not expect to see save for in specific campaigns. We have everything from single-target parallels to the big alignment-based blast spells, animating a nearby tree to strike at nearby foes, as well as spells primarily meant for the qinggong monk archetype in this book but available to true casters as well. The selection of spells is honestly a very good addition to the game overall.
Much like in previous installments, the book boasts impressive art throughout its pages. The cover sports the iconic oracle and magus fighting off a horde of skeletons with their spells, and the chapter headers contain scenes of the various iconics working their magic in various ways, sometimes successfully, sometimes struggling. My personal favorite is the one for the spell chapter that depicts the iconic cleric casting create demiplane to create a safe haven where a child of destiny can be kept safely out of the hands of a great evil. Meanwhile, throughout the book is plenty of art of character examples representing various archetypes throughout the book, as well as magical scenes.
Overall, this book is definitely one worthy of the shelf, particularly if you love playing spellcasting characters. Not only does it offer a lot of fun options for the abilities of the player characters themselves, but also rich subsystems that add more flavor and options to the game overall. Building spells and fiddling with the high-level mechanics of constructs and called outsiders are certainly impressive feats to delve into, and the guidelines herein certainly reward the players with lots of mechanical benefits and flavorful roleplaying opportunities.
On the other hand, there are a few things that do vex me about the book. The first two things have to deal with the spellbook section. Firstly, there are a handful of cantrips and minor spells in the pre-generated spellbooks that straight up got left out of the final edit of the book, and had to be released online later as errata. Secondly, while the section gave us preparation rituals… it gave no rules for how to acquire them at all. Did they cost gold? Do they require skill checks to research? Nobody knows, because as-written the only way to get such a ritual in your spellbook is for the GM to give you one, and they’re the final arbiter on the power level of what you get.
Another thing that bothers me is the construct armor modification for constructs. If we take it purely as-written, when the construct is worn it basically only functions as a set of breastplate with a massive bonus health pool attached to protect you, which kinda makes the armor not fulfill the purpose of wearing a badass robot suit. Certainly you can interpret the vague wording in a more interesting way such as allowing the wearer to use their own actions to trigger the armor’s special abilities, as well as benefiting from the physical ability scores of the armor, but the fact the wording was this vague make the armor a minor point of contention.
Despite those minor flaws though, I do love this book for what it did to expand the precedent established by the Advanced Player’s Guide, and set some precedents of their own. For example: No more prestige classes. Did you notice that? After the APG, the only time you see prestige classes are in books that actively deal with the setting itself rather than rules that could in theory be used in any setting.
That will do for today though. This week is only getting started though. Look forward to more as the week progresses!


















