Arcana pool


Round 1: Magus

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TLO3 wrote:
personally, I think passively adding effects to spells being cast is more awkward than having simple rules for arcana expenditure. Besides, there might be times when you want a spell without an arcana benefit, or vice versa.

Simple? Really? An arcane pool that can be swapped out for spells, or gives minor bonus' is really just another pool of spells. Why have two resources or abilities that pull from a common resource (spells for weak effects) when you can just add a bonus when spells are cast.

And when would you want to cast a spell and not get a little extra out of it? If every spell you cast has the power to give you an additional benefit then suddenly the Magus has unique flavor. Their spells do something a little different and now they stand out in the crowd.


First, I didn't put forward the arcana pool to be used for spells, just a resource to use for your arcana instead of spell slots with some additional benefits. I'm pretty ambivalent about the idea of using them for spell replacement.

Second, I see where your getting at regarding wanting unique flavor for the class. I just don't care for the arcana piggybacking on spells. It doesn't make a lot of sense. Why would casting black tentacles give you a bonus to your AC? To fit, the bonuses would have to be thematically similar to the spells cast, and that would take a lot of work.

I could maybe see having a different arcana effect based on the school of spell cast, but still I'm not sure it's an elegant solution.


TLO3 wrote:
First, I didn't put forward the arcana pool to be used for spells, just a resource to use for your arcana instead of spell slots with some additional benefits. I'm pretty ambivalent about the idea of using them for spell replacement.

+1. :-)


TLO3 wrote:

First, I didn't put forward the arcana pool to be used for spells, just a resource to use for your arcana instead of spell slots with some additional benefits. I'm pretty ambivalent about the idea of using them for spell replacement.

Second, I see where your getting at regarding wanting unique flavor for the class. I just don't care for the arcana piggybacking on spells. It doesn't make a lot of sense. Why would casting black tentacles give you a bonus to your AC? To fit, the bonuses would have to be thematically similar to the spells cast, and that would take a lot of work.

I could maybe see having a different arcana effect based on the school of spell cast, but still I'm not sure it's an elegant solution.

Agreed.

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An arcana pool is basically the same as a bard's Bardic Performance rounds per day, but useable less often, but to greater effect.


Well, maybe part of the problem here is where people see this going. I saw it as a pool of points that can get you back spells or allow multiple uses of arcana's instead of them just being once per day. Neither idea is appealing in a non-munchkin way.

If you think the class needs more spells, then suggest an arcana that adds more spell slots. If you think the sudden metamagics need to be used more times in a day, then an arcana that offers additional uses (or just taking one arcana over and over again) should be an option.

I just don't see how a pool is necessary, but instead of arguing it, why don't you sell us on the idea.

What do yo want, or do not want, an Arcane Pool to provide?


TLO3 wrote:
a resource to use for your arcana instead of spell slots with some additional benefits

Well, for me this is what I want the Arcana Pool to do: simply provide the 'fuel' to power -or, if you prefer, use- the Magus Arcana, instead of burning spell slot after spell slot to do so. Some addition benefit if the Magus still has Arcana Pool points remaining, like the monk does, is nice, but not necessary for me.

As far as getting back spells cast or allowing multiple uses of Magus Arcana meant to be used 1/day, no, I am not too thrilled about the idea.

Scarab Sages

SmiloDan wrote:
I like the idea of an Arcana Pool of 1/2 level + Int bonus. The points could be used to fuel magus arcana, OR spent to cast spells, with 1 point equal to 1 spell level....and the spell must be prepared still, so casting it normally would remove it as an option for that day.

It would have to be more than 1 point/spell level, maybe (spell level)² since spell power is geometric, rather than linear.

And rather than having cast spells be lost, how about the magus acts like Pearls of Power, recovering spells already prepared and cast that day?
That way, he can safely prepare a wider variety of spells, knowing that he has the option for multiple casting of each?

Scarab Sages

F. Castor wrote:

I think I rather like the idea of an Arcana Pool to power his Magus Arcana abilities instead of burning spell slots one after the other.

I do not like, however, the idea of draining wands and scrolls to power the Magus Arcana abilities. The mental image of a Magus carrying a wagon-load of said items kinda takes form in my mind.

Disclaimer: The hyperbole is intentional by the way for a bit of comedic effect in case someone takes it too seriously.. :-)

"Ladies and Gentlemen....Waldo the Wand-Swallower!"

I'm also ambivalent toward draining charges from items to power spells, except as maybe a very specialised Arcana ability (didn't the Incantatrix do this?). I'm just pointing out how this could get unbalanced if you did allow this.

They would have to be drained at (spell level), but cost (spell level)² to transform.

Even for level 1 spells, allowing charges to be transformed on a one-for-one basis effectively makes every wand a 'Wand of Omni-Spell', so there would have to be some wastage (2:1 too cheap?, 3:1 at least, to make it more costly than having a friendly crafter creating the things at half-price?).

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Snorter wrote:
SmiloDan wrote:
I like the idea of an Arcana Pool of 1/2 level + Int bonus. The points could be used to fuel magus arcana, OR spent to cast spells, with 1 point equal to 1 spell level....and the spell must be prepared still, so casting it normally would remove it as an option for that day.

It would have to be more than 1 point/spell level, maybe (spell level)² since spell power is geometric, rather than linear.

And rather than having cast spells be lost, how about the magus acts like Pearls of Power, recovering spells already prepared and cast that day?
That way, he can safely prepare a wider variety of spells, knowing that he has the option for multiple casting of each?

Is that true even when the points are gained 1 every other level? A magus with Int 16 would have the following number of arcane points as he gets more powerful (assuming all stat boosts to Int)

1. 3 (Int 16)
2. 4
3. 4
4. 5 (Int 17)
5. 6 (Int 19 from +2 Item)
6. 7
7. 7
8. 9 (Int 20)
9. 9
10. 11 (Int 22 from +4 Item)
11. 11
12. 12 (Int 23)
13. 12
14. 14 (Int 25 from +6 Item)
15. 14
16. 16 (Int 26)
17. 17 (Int 28 from Wish +2)
18. 19 (Int 30 from Wish +4)
19. 19
20. 21 (Int 32 from Wish +5 and last ability boost)

So even if the cost of an extra spell is equal to the level of the spell in arcane points, the magus is only getting 3 extra 6th level spells at levels 18+, and that's assuming he's not using them for all his Magus Arcana abilities.


I am opposed to this by virtue of "Bookkeeping sucks".

Magus is already a prepared spellcaster, and by virtue of that they've got a hefty amount of stuff to track as is. I think most of the arcana concepts are fine, they just need a few uses per day tracks.

As it stands, I would much rather keep the Rogue talent feel of the Magus Arcana, rather than a ki-pool feel. Monk ki-pool works because they don't have a spells prepared list to track, and thus the player doesn't have to continually shuffle through papers and keep active totals.

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I don't think it's going to increase bookkeeping that much. Just put a line on your sheet that says Arcane Pool: 5 and tick it off each time you use it. Just like ammo for an archer. I think that would be easier to keep track of than which power was used already, if each was 1/day or whatever.


SmiloDan wrote:

I don't think it's going to increase bookkeeping that much. Just put a line on your sheet that says Arcane Pool: 5 and tick it off each time you use it. Just like ammo for an archer. I think that would be easier to keep track of than which power was used already, if each was 1/day or whatever.

Solid point, now, what does an Arcane Pool do? What are you spending this on? Just curious to see where you see this going.


in place of a pool why nit just change some of the abilities to the 3+Int a day model many classes use?


Hexcaliber wrote:
Solid point, now, what does an Arcane Pool do? What are you spending this on? Just curious to see where you see this going.

I for one do not see this as a way to replenish spells. I would like to see it as a resource pool to manage arcana. I like the idea of it granting arcane strike as a free action (limited to one per attack) if you still have arcane points, much like a monk can ki strike if they still have ki points.

Someone also mentioned the idea of spell like abilities being stacked on arcane strike as a replacement for spellstrike. Not necessarily as a feature of arcane pool though.

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I've come up with a ton of both Arcane Reserve Powers (those the magus has access to as a constant benefit as long as at least 1 point remains in his Arcane Pool), and Magus Arcana abilities that are activated by spending Arcane Points from the Arcane Pool. Most are immediate/swift activations with 1 round duration buffs or effects, but there is some variety.

Arcane Reserve Powers:
Arcane Acrobat. The magus gains a bonus to Acrobatics and Escape Artist skill checks equal to the highest level spell he can cast.

Arcane Athlete. The magus gains a bonus to Climb and Swim skill checks equal to the highest level spell he can cast.

Arcane Celerity. The magus gains a bonus to his Speed equal to 5 times the highest level spell he can cast.

Arcane Concentration. The magus gains a bonus on Concentration checks equal to the highest level spell he can cast.

Arcane Critical. The magus gains a bonus on attack rolls to confirm critical hits equal to the highest level spell he can cast.

Arcane Durability. The magus gains DR /magic equal to the highest level spell he can cast.

Arcane Endurance. The magus gains a bonus equal to the highest level spell he can cast on Swim checks made to resist non-lethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid non-lethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks to avoid non-lethal damage from starvation or thirst; Fortitude saves made to avoid non-lethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Arcane Fortune. The magus may make a number of luck re-rolls per day equal to the highest level spell he can cast.

Arcane Grace. The magus gains a bonus on all Saving Throws equal to the highest level spell he can cast.

Arcane Guile. The magus gains a bonus to Bluff and Disguise skill checks equal to the highest level spell he can cast.

Arcane Hauler. The magus adds double the highest spell level he can cast to his Strength score for the purposes of determining the amount he can carry and for encumbrance.

Arcane Heart. The magus may add his Intelligence modifier in place of his Constitution modifier to his hit points and Fortitude saving throws.

Arcane Knight. The magus reduces the armor check penalties for any armor he wears by an amount equal to the highest level spell he can cast.

Arcane Knowledge. The magus gains a bonus to all Knowledge skill checks equal to the highest level spell he can cast.

Arcane Maneuvers. The magus gains a bonus on his CMB and CMD equal to the highest level spell he can cast.

Arcane Mastery. The magus gains a bonus on Spellcraft and Use Magic Device equal to the highest level spell he can cast.

Arcane Menace. The magus gains a bonus to Intimidate skill checks equal to double the highest level spell he can cast.

Arcane Negotiator. The magus gains a bonus on Diplomacy and Sense Motive skill checks equal to the highest level spell he can cast.

Arcane Opportunist. The magus gains a bonus on attack of opportunity attack rolls equal to the highest level spell he can cast.

Arcane Penetration. The magus gains a bonus on caster level checks to overcome spell resistance equal to the highest level spell he can cast.

Arcane Pocket. The magus gains access to a non-dimensional storage space that can hold up to 10 times the highest level spell he can cast squared pounds of non-living equipment. (10 pounds for 1st level spells, 40 pounds for 2nd level spells, 90 pounds for 3rd level spells, 160 pounds for 4th level spells, 250 pounds for 5th level spells, 360 pounds for 6th level spells) Depositing or withdrawing an item from this non-dimensional storage space is a swift action.

Arcane Potency. The magus gains a bonus equal to ½ the highest spell he can cast to the Save DC of his spells (minimum +1).

Arcane Precision. The magus causes additional precision-based damage against flanked or flat-footed opponents equal to 1d6 per spell level he can cast.

Arcane Puissance. The magus may add his Intelligence modifier in place of his Strength modifier on melee attack and damage rolls.

Arcane Reflexes. The magus gains a bonus on Reflex Saves equal to double the highest level spell he can cast.

Arcane Resilience. When the magus is below half his normal hit point total, he gains fast healing at a rate equal to the highest level spell he can cast.

Arcane Resistance. Choose one of the following energy types: acid, cold, electricity, fire, or sonic. The magus gains energy resistance against the selected energy type equal to 5 times the highest level spell he can cast. This Arcane Reserve Power may be selected multiple times; their effects do not stack. Each time it is selected, it applies to a different energy type.

Arcane Senses. The magus adds his Intelligence bonus to his initiative and Perception skill checks.

Arcane Shield. The magus gains a shield bonus to AC equal to the highest level spell he can cast.

Arcane Stalker. The magus gains a bonus equal to the highest level spell he can cast on Stealth and Survival skill checks.

Arcane Strength. The magus gains a bonus on Strength checks equal to twice the highest level spell he can cast. This does not apply to Strength based skill checks.

Arcane Strike. The magus gains Arcane Strike as a bonus feat.

Arcane Toughness. The magus gains temporary hit points equal to 5 times the highest level spell he can cast.

Arcane Traveler. The magus gains a bonus to his Fly and Ride skill checks equal to the highest level spell he can cast. He grants his mount (if any) a bonus to its speed equal to 5 times the highest level spell he can cast. The magus gains a bonus to his Fly speed (if any) equal to 5 times the highest level spell he has.

Magus Arcana:

Dispelling Strike. A magus with this magus arcana can spend an arcane point as a swift action to imbue his weapon with a special aura. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using the magus’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the highest level spell the magus can cast (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the aura dissipates, even if the dispel attempt is unsuccessful.

Magic Acrobat. The magus spends an arcane point as a swift action and for 1 round gains a bonus to Acrobatics and Escape Artist skill checks equal to 5 times the highest level spell he can cast.

Magic Athlete. The magus spends an arcane point as a swift action and for 1 round gains a bonus to Climb and Swim skill checks equal to 5 times the highest level spell he can cast.

Magic Celerity. The magus spends an arcane point as a swift action and for 1 round gains a bonus to his Speed equal to 20 times the highest level spell he can cast.

Magic Concentration. The magus spends an arcane point as a swift action and for 1 round gains a bonus on Concentration checks equal to 5 times the highest level spell he can cast.

Magic Critical. Whenever a magus with this magus arcana scores a critical hit with a melee weapon, he may spend an arcane point and cast a spell with a range of touch as a swift action, then make a touch attack against the target of the critical hit as a free action.

Magic Durability. The magus spends an arcane point as an immediate action and for 1 round gains DR/magic equal to 5 times the highest level spell he can cast.

Magic Empowering. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Empower Spell metamagic feat without increasing the spell’s level.

Magic Endurance. The magus spends an arcane point as an immediate action and for a number of hours equal to the highest level spell he can cast gains DR equal to his level against non-lethal damage.

Magic Enlarging. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Enlarge Spell metamagic feat without increasing the spell’s level

Magic Extending. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Extend Spell metamagic feat without increasing the spell’s level.

Magic Familiar. A magus with this magus arcana gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.

Magic Flight. The magus spends an arcane point as an immediate action and for 1 round gain a flight speed equal to 20 times the highest level spell he can cast.

Magic Fortune. The magus spends an arcane point as an immediate action and may make a luck re-roll with a bonus equal to the highest level spell he can cast.

Magic Grace. The magus spends an arcane point as an immediate action gains a bonus on all Saving Throws for 1 round equal to double the highest level spell he can cast.

Magic Guile. The magus spends an arcane point as a swift action and for 1 round gains a bonus to Bluff and Disguise skill checks equal to 5 times the highest level spell he can cast.

Magic Haste. The magus spends an arcane point as a swift action and for a number of rounds equal to the highest level spell he can cast, the magus gains the benefit of a haste spell.

Magic Heart. The magus spends an arcane point as an immediate action prior to making a Fortitude or Will Saving Throw, and if successful, does not suffer any negative effects, even if a successful save normally has a partial effect.

Magic Knight. The magus spends an arcane point as an immediate action and for a number of rounds equal to his Intelligence bonus gains an enhancement bonus to his armor bonus to AC equal to the highest level spell he can cast.

Magic Knowledge. The magus spends an arcane point as a swift action and for 1 round gains a bonus to all Knowledge skill checks equal to 5 times the highest level spell he can cast.

Magic Maneuvers. The magus spends an arcane point as an immediate action and for 1 round gains a bonus on his CMB and CMD equal to 5 times the highest level spell he can cast.

Magic Mastery. The magus spends an arcane point as an immediate action and for 1 round gains a bonus on Spellcraft and Use Magic Device skill checks equal to 5 times the highest level spell he can cast.

Magic Maximizing. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Maximize Spell metamagic feat without increasing the spell’s level.

Magic Menace. The magus spends an arcane point as a swift action and for a number of rounds equal to his Intelligence bonus causes all adjacent opponents to suffer a penalty on Saving Throws equal to double the highest level spell he can cast.

Magic Opportunist. The magus spends an arcane point as an immediate action and for a number of rounds equal to his Intelligence bonus gain the ability to make an additional number of attacks of opportunity each round equal to the highest level spell he can cast.

Magic Pocket. The magus can spend an arcane point as a full round action and enter a non-dimensional space for up to a number of hours equal to double the highest level spell he can cast. The magus plus all his gear, up to a heavy load, can enter this space. The magus cannot take any other living creatures into this space, except for a familiar.

Magic Potency. The magus spends an arcane point as a swift action and for 1 round gains a bonus equal to the highest spell he can cast to the Save DC of his spells

Magic Precision. The magus spends an arcane point as a swift action and for 1 round causes additional precision-based damage on all attacks equal to 1d6 per spell level he can cast.

Magic Protection. The magus spends an arcane point as an immediate action and for 1 round gains spell resistance equal to 10 + the magus’s class level.

Magic Puissance. The magus spends an arcane point as a swift action and for 1 round gains a number of combat feats equal to the highest level spell he can cast. He must meet all the requirements of the selected feats.

Magic Quickening. The magus spends an arcane point as a free action and can cast a spell as if affected with the Quicken Spell metamagic feat without increasing the spell level.

Magic Reflection. The magus spends an arcane point as an immediate action to reflect a spell that is targeting him back to its caster, as if using spell turning.

Magic Reflexes. The magus spends an arcane point as an immediate action and benefit from Evasion.

Magic Reserve. The magus gains an additional Arcane Reserve Power. This Magus Arcana may be selected multiple times, gaining an additional Arcana Reserve Power each time it is selected. The magus’s Arcane Pool must contain a number of Arcane Points equal to the number of Arcane Reserve Powers the magus has, or the magus loses access to the most recent Arcane Reserve Power(s) gained.

Magic Resilience. The magus spends an arcane point as a swift action for a number of rounds equal to his Intelligence bonus gain fast healing equal to double the highest level spell he can cast.

Magic Resistance. The magus spends an arcane point as an immediate action and for 1 round gains energy resistance 10 times the highest spell level he can cast against one of the following energy types: acid, cold, electricity, fire, or sonic.

Magic Senses. The magus spends an arcane point as a swift action and for 1 round can see invisible. At 10th level, this improves to true seeing.

Magic Shield. The magus spends an arcane point as an immediate action and for 1 round gains a shield bonus to AC equal to double the highest level spell he can cast.

Magic Silencing. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Silence Spell metamagic feat without increasing the spell’s level

Magic Skills. The magus spends an arcane point as a swift action and gain a bonus on a single skill check equal to 3 times the highest level spell the magus can cast.

Magic Stalker. The magus spends an arcane point as a swift action and gains greater invisibility for a number of rounds equal to the highest level spell you can cast.
Magic Stilling. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Still Spell metamagic feat without increasing the spell’s level

Magic Strength. The magus spends an arcane point as a swift action and for a number of rounds equal to his Intelligence bonus gains a bonus to his Strength score equal to twice the highest level spell he can cast.

Magic Strike. The magus spends an arcane point as a swift action and for 1 round resolves all melee attacks as touch attacks.

Magic Toughness. The magus spends an arcane point as an immediate action and for 1 round gains temporary hit points equal to 20 times the highest level spell he can cast.

Magic Traveler. The magus spends an arcane point as an immediate action and teleports a distance equal to 10 times the highest level spell he can cast. If this is done in response to an attack, there is a 50% chance the magus avoids the attack.

Magic Widening. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Widen Spell metamagic feat without increasing the spell’s level

Supernatural Spell. The magus spends an arcane point as a swift action as part of casting a spell and converts the spell into a supernatural effect. This supernatural spell does not provoke attacks of opportunity, does not require any components, does not require any concentration checks, and is not subjected to spell resistance. The saving throw for the supernatural spell is 10 + ½ the magus’s level + the magus’s Intelligence modifier.

Wand Combat. The magus learns to use wands and wield his weapons effectively at the same time. This functions much like two-weapon fighting, but the offhand weapon is a wand. To use this ability, the magus must have a wand in one hand, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –4 penalty. At 9th level, the penalty to attack rolls is reduced to -2. At 15th level the penalty to attack rolls is negated. He can also activate his wand using any spell with a casting time of 1 standard action from the magus spell list. This uses up 2 charges from the wand. A magus can choose to activate the wand first or make the weapon attacks first, but he cannot activate the wand between weapon attacks if he has more than one attack.

Obviously, some of these will need to be tweaked to be balanced, and some may need to have minimum level requirements added, etc. For example, the sudden metamagic abilities might need to be balanced by requiring a number of Arcane Points equal to the normal spell level adjustment (2 Arcane Points for Empower, 3 for Maximize, 4 for Quicken, etc.).

There might also be room for feats or additional Magus Arcana to improve some of these abilities. For example, the Arcane Durability Arcane Reserve Power grants DR 1/magic multiplied by the highest level spell the magus can cast. An Improved Arcane Durability feat might change the DR to /adamantite or even /-.

Magus Redux:
MAGUS REDUX

BAB: +¾
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Climb, Craft, Fly, Intimidate, Knowledge arcane, Knowledge dungeoneering, Knowledge planes, Profession, Ride, Spellcraft, Swim, Use Magic Device.

Skill Points per Level: 2 + Intelligence modifier

The Magus is proficient with all Simple and Martial weapons. The Magus is proficient in Light Armor, but not shields. The magus can cast spells from the magus spell list while wearing light armor with no chance of arcane spell failure.

Spells. Magi prepare and cast spells using the spells per day table for magi.

LEVEL ABILITY

1. Arcane Might, Arcane Pool, Arcane Reserve Power, Cantrips, Spellstrike
2. Magus Arcana
3. Spell Combat
4. Arcane Weapon, Magus Arcana
5. Bonus Feat
6. Magus Arcana
7. Medium Armor
8. Fighter Training, Magus Arcana
9. Improved Spell Combat
10. Magus Arcana
11. Bonus Feat
12. Counterstrike, Magus Arcana
13. Heavy Armor
14. Magus Arcana
15. Greater Spell Combat
16. Greater Arcana, Magus Arcana
17. Bonus Feat
18. Magus Arcana
19. Weapon Call
20. Magus Arcana, True Magus

Arcane Might (Ex): The magus may use his caster level in place of his base attack bonus when qualifying for feats.

Arcane Pool (Su): The magus has a pool of arcane power with a number of points equal to ½ the magus’s level + his Intelligence modifier (minimum 1). The points may be spent to power Magus Arcana abilities or to cast a prepared spell without using up the prepared spell’s slot. To cast a spell, the magus spends a number of points equal to the spell’s level.

Arcane Reserve Power (Su): As long as the magus maintains at least 1 point in his Arcane Pool, he benefits from his Arcane Reserve Power. At 1st level, the magus chooses one of the following Arcane Reserve Powers; once the choice is made, it can never be changed. However, the magus may select additional Arcane Reserve Powers as a Magus Arcana.

Greater Arcana (Sp): At 16th level, as a full round action, the magus can cast 2 spells at the same time, provided the casting times of both spells is 1 standard action or less. The magus must have both hands free to do this, even if the spells do not normally require somatic components. This costs a number of arcane points equal to the sum of the spell levels cast.


I disagree with the book-keeping arguments. In many ways, it's like keeping track of ammunition. It's simply a single entry (compare the bard keeping track of his bardic music uses).

Even if my proposition of "generic spell slots" is taken, it's still not overly cumbersome in that it simply constitutes numbers beside whatever sheet of paper you record your prepared spells on.


Check out this implementation of the arcane pool concept. The Magus Remake.

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Kibeth wrote:
Check out this implementation of the arcane pool concept. The Magus Remake.

It seems unnecessarily complex to increase the size of the arcana pool to 9 + Int bonus + level, then have powers cost 3 points a piece, or multiples of the same.

I think it's a lot easier if powers cost 1 point to activate, with the arcane pool reduced to 1/2 level + Int bonus.


SmiloDan wrote:
Kibeth wrote:
Check out this implementation of the arcane pool concept. The Magus Remake.

It seems unnecessarily complex to increase the size of the arcana pool to 9 + Int bonus + level, then have powers cost 3 points a piece, or multiples of the same.

I think it's a lot easier if powers cost 1 point to activate, with the arcane pool reduced to 1/2 level + Int bonus.

If you look at the way the scaling is done, it makes sense. Look through each of the abilities and their point costs and crunch the numbers. I also explain the choices a little better in my Note to Jason Bulmahn thread. I considered dividing the costs by 3 to lessen them, and cutting the points down to 3 + 1/2 level + int. However, I found that it made the scaling really awkward for the system that I had already put forth. Plus having the small numbers like that makes it feel like a monk's ki pool, which is lame and not as unique.

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Can't you just divide them by 3? The 1/2 + Int bonus is similar to the monk, so it should be a familiar mechanic, which should lessen any kind of confusion.

I think it should either be 1/2 level + Int, 3 + Int, or 4 + Int, +2 per level, like monk, caster, or barbarian/bard. I don't think there is a real need to make an additional point pool mechanic.


SmiloDan wrote:

Can't you just divide them by 3? The 1/2 + Int bonus is similar to the monk, so it should be a familiar mechanic, which should lessen any kind of confusion.

I think it should either be 1/2 level + Int, 3 + Int, or 4 + Int, +2 per level, like monk, caster, or barbarian/bard. I don't think there is a real need to make an additional point pool mechanic.

Again, do the math. If you divide them by three and cut the level in half, you end up with a weird scaling problem from the way it is now. And I like recycling ideas as much as the next guy, but I personally would like a mechanic that is unique and separate from the monk's ki pool. There is a need for a mechanic that allows the activation of the cool abilities presented that isn't part of the spell casting. At this point what we're talking about is preference for smaller resource pool numbers and smaller cost numbers versus higher resource pool numbers and higher cost numbers. In the long run, it really doesn't matter how you do it, as long as you maintain a similar scale. That being said, the scale that it has as I wrote it feels... comfortable. I will have to playtest it more, but I do know that dividing the cost by 3 and cutting the level in half completely wrecks the current scale.

Dark Archive

What if the Magus gets points in his Arcana Pool based on a multiplier of the spell he burns (i.e. level of spell x2 or whatever) and the actual benefit of the Magus Arcana is determined by level of character rather than level of spell?


Disinherited Knight wrote:
What if the Magus gets points in his Arcana Pool based on a multiplier of the spell he burns (i.e. level of spell x2 or whatever) and the actual benefit of the Magus Arcana is determined by level of character rather than level of spell?

I prefer the idea of "generic spell slots" (spell slots that can only be used for powering arcana, and cannot be used for memorising spells), because a pool of points promotes conservation for a few rounds of "nova", whilst a range of "generic spell slots" encourages more constant use, albeit at varying levels of power throughout the day, and prevent new players from feeling that the Magus is only awesome for a few rounds each day whilst sucking for the rest of it. A generic spell pool might end up doing more harm than good to inexperienced players.

Dark Archive

FiddlersGreen wrote:
Disinherited Knight wrote:
What if the Magus gets points in his Arcana Pool based on a multiplier of the spell he burns (i.e. level of spell x2 or whatever) and the actual benefit of the Magus Arcana is determined by level of character rather than level of spell?
I prefer the idea of "generic spell slots" (spell slots that can only be used for powering arcana, and cannot be used for memorising spells), because a pool of points promotes conservation for a few rounds of "nova", whilst a range of "generic spell slots" encourages more constant use, albeit at varying levels of power throughout the day, and prevent new players from feeling that the Magus is only awesome for a few rounds each day whilst sucking for the rest of it. A generic spell pool might end up doing more harm than good to inexperienced players.

What if the points gained from burning spells were only usable for the duration of the scene or something?

Shadow Lodge

I'm generally hesitant to see an arcane power pool implemented to be the fix to the low level magus lack of oomph.

In terms of it's role in the meta-game, I see the magus as a calling to the player who likes martial characters and gets a massive headache when he tries to think about playing a full-bodied wizard.

If a magus has two mechanics to keep track of, he becomes sort a 3.5 multi-classed wizard/psion - having both prepared spell slots and "power points" to fuel powers that are different than the prepared spells - especially when/if he can spend points in differing increments in mid-level play.

Also, I'm not a fan of a system that gives the magus the ability to cast four 1st-level spells a day. Suddenly he becomes as good as the wizard with an arcane bond, or better than the wizard with an animal familiar - in terms of how many spells he can put out at 1st level.

Really, two 1st-level spells is just right (IMO), he just needs the ability to do "something else" maybe 3 more rounds per day at 1st level, since he may have 30 rounds he's acting in in that day. Coincidentally, this magic number of 3 is both his # of cantrips and his likely Intelligence modifier - so powering this "extra low level something" might as well be based on one of those 2 mechanics.


I like this idea. From my limited experience, I didn't find my self running out of spells unduly quick, but I did find myself hesitant to burn very my limited slots, so some Arcanas went unused. As is, I doubt I would take any Arcanas that require slots. (On a tangential note, I'd like to see more uses of the Metamagic Arcanas, especially since the Magus can't use Rods)
If a Magus had an alternate way to fuel his Arcanas, then he wouldn't have to worry about running out of spells so quickly. No need to cast from the Arcana Pool, the slots he has should be enough. I think this would go double if the Magus got more Arcanas to choose from, which I hope to see in the final version.

Liberty's Edge

I'd rather have arcanas that have X/uses per day and do X thing with a +1 per X levels. Less bookkeeping, more play.

I don't like arcanas that interface with spells, and a 'free' +1 to AC or damage or to-hit isn't exactly free if you need to give up a swift action to do it. With other classes, a swift action is nothing. But the magus has several possible swift actions and can only take one each turn.


I think the Magus is going to be like the APG classes; not meant for new players. That said, I don't think the addition of a "arcana pool" is adding too much to keep track of, seeing as how clerics have channel energy in addition to spells, inquisitors have judgements per day in addition to spells, bards have x number of rounds per day of music in addition to spells, and sorcerers and oracles have spell-like or supernatural abilities in addition to spells to keep track of.


I like the idea of an Arcane Pool, but I think it should be limited. The idea of "reserve abilities" doesn't tickle my fancy and feels too monk-like. And neither does the pearl of power recovery idea. If it's granting spells, it should be limited.

My idea is this:
Arcane Pool: The magus gains a number of Arcane Points equal to his level + his intelligence modifier. The magus can spend these points in place of sacrificing a prepared spell for his magus arcana abilities (one point per level of the spell that would normally be sacrificed). He cannot spend more points than his highest level spell available to cast. In addition, he can spend 2 points per spell level to emulate casting a prepared spell for use with his spellstrike. The spell must be prepared and not expended to be used with spellstrike.

This, I think, fits. It gives you the versatility to either use your points or your spells (why use a spell when you have points, you ask? Well, because sometimes you prepare bum spells, that's why). This way your arcana abilities aren't solely supported by your spells or your points.
I chose to let them power spellstrike if you so chose because I thought they needed another purpose. The 2 for 1 buyout doesn't seem bad, and the fact that the spell still needs to remain prepared to use it limits it further.

The only thing I can think of that would take it further is possibly using them to lessen your penalties on spell combat.

Quick note: If you really want a reserve power, how about a +2 to concentration checks?


Pathfinder Rulebook Subscriber

What if, instead of an arcane pool, the magus gained access to some good swift action 1st level spells, got the spell slot -> insight bonus for free, and gained more abilities that were constant or had independent uses? Maybe Extra Cantrips would be a good magus arcana.

RPG Superstar 2012 Top 32

xXxTheBeastxXx wrote:

I like the idea of an Arcane Pool, but I think it should be limited. The idea of "reserve abilities" doesn't tickle my fancy and feels too monk-like. And neither does the pearl of power recovery idea. If it's granting spells, it should be limited.

My idea is this:
Arcane Pool: The magus gains a number of Arcane Points equal to his level + his intelligence modifier. The magus can spend these points in place of sacrificing a prepared spell for his magus arcana abilities (one point per level of the spell that would normally be sacrificed). He cannot spend more points than his highest level spell available to cast. In addition, he can spend 2 points per spell level to emulate casting a prepared spell for use with his spellstrike. The spell must be prepared and not expended to be used with spellstrike.

This, I think, fits. It gives you the versatility to either use your points or your spells (why use a spell when you have points, you ask? Well, because sometimes you prepare bum spells, that's why). This way your arcana abilities aren't solely supported by your spells or your points.
I chose to let them power spellstrike if you so chose because I thought they needed another purpose. The 2 for 1 buyout doesn't seem bad, and the fact that the spell still needs to remain prepared to use it limits it further.

The only thing I can think of that would take it further is possibly using them to lessen your penalties on spell combat.

Quick note: If you really want a reserve power, how about a +2 to concentration checks?

One of my "Arcane Reserve Powers" is Arcane Concentration, which gives a bonus to Concentration checks equal to the highest level spell the Magus can cast.

Also, my 1/2 Level + Int bonus number of points, but burned at a 1 to 1 ratio for spell casting is ALMOST the same cost as 2 for 1 with Level + Int bonus, but with slightly less math and bookkeeping.

I'm also wondering if there should be different tiers of Reserve Powers, like 1st, 8th, 14th, and 20th? Or 1st, 10th, 20th? I've noticed some of the Arcane Reserve Powers are a lot more useful and/or powerful than the others.

I'm also wondering if there should be more Reserve Feat-like Arcane Reserve Powers, like the Reserve Feats from the Complete Mage? Or maybe Magus Arcana that act as reserve feats.

That would be a great solution for a lot of the weaknesses of the class, like its limited spell casting, low Save DCs, etc. If the reserve feats give out SUPERNATURAL abilities, the Save DCs can scale with character level, and since they would pretty much be usable at will, but with weaker effects than spells, it would give the Magus something interesting to do every round.

For example, one might be Fiery Burst, which creates a 10 foot radius of fire that causes 1d6 points of damage per spell level of the highest level fire spell the magus has prepared and available to cast. So, a 7th level magus with fireball, scorching ray, and burning hands prepared could do 3d6 points of damage a round, or decide to "go nova" and cast fireball. This would reduce the damage of the fiery burst to 2d6 a round, since the highest level fire spell is now scorching ray.

Or, if we want to keep the Magus more melee-oriented, maybe Fiery Burst adds 1d6 points of damage to his melee weapon per spell level of the highest level fire spell he has prepared.

Stuff like that. The Reserve Feat-like Magus Arcanas could be used to boost damage, AC, attack rolls, mobility, etc. etc.


I really liked the reserve feats. They were never better than casting an actual spell and that should be preserved. Abilities based on what spells you have memorized would quite flavorful and unique.

RPG Superstar 2012 Top 32

Hexcaliber wrote:
I really liked the reserve feats. They were never better than casting an actual spell and that should be preserved. Abilities based on what spells you have memorized would quite flavorful and unique.

Yeah, and with the limited number of spells the Magus gets per day (compared to other primary casters), it would set up some really interesting resource management challenges.

I would like to see a "Mini-Contagious Fire" type reserve Magus Arcana (Bouncing Blaze?) that does 1d6 points of damage per spell level to a single target, and then bounces to 1 additional target each round for a number of round equal to the spell level.


SmiloDan wrote:
Hexcaliber wrote:
I really liked the reserve feats. They were never better than casting an actual spell and that should be preserved. Abilities based on what spells you have memorized would quite flavorful and unique.

Yeah, and with the limited number of spells the Magus gets per day (compared to other primary casters), it would set up some really interesting resource management challenges.

I would like to see a "Mini-Contagious Fire" type reserve Magus Arcana (Bouncing Blaze?) that does 1d6 points of damage per spell level to a single target, and then bounces to 1 additional target each round for a number of round equal to the spell level.

I don't think the magus arcane were designed as a replacement for spells or to do damage. They should be a supplement to further your spells and assist you in melée.

That being said that sound like a feasible homebrew spell that would be cool.


Hexcalibur wrote:
I really liked the reserve feats. They were never better than casting an actual spell and that should be preserved. Abilities based on what spells you have memorized would quite flavorful and unique.

Now they might be a decent idea. But if you are referring to the reserve feats from 3.5, they were among the first things my gaming group outright banned. Handing out primary class feature of another class in a simple feat is a bad idea, but PF doesn't have a warlock to step on by introducing something like this.

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