[UM] Walter's Guide to the Magus


Advice

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Tryn wrote:

Hi,

a few points which jumps into my mind as I read the guide:

- how do you get arcane shield feat at 3rd level?
It has requirement: 10th level spellcaster

- Why no Power attack at the strength build? (skip this, you took at at level 9, little late for my taste)

- Why no bastardsword for the strength build? sure you didn't get the high crit range (only 19-20) but you can also do good damage if you're low on spells (1d10 + 1,5x str + Power Attack)
Let's face it, sometimes you will run low on spells and then you're back at you're melee/ranged weapon

- Last Point, why no combat casting? you will be in melee most times you cast your spells, so why not grab this bonus?

I can only answer the last two question.

1) Because you burn a feat for that and still don't have the 18-20 critical of the scimitar. Just use a scimitar and just eat the lower damage (average 2 damage per hit) when you are weilding two handed.
2) Yes combat casting can really help you at low levels (1-3) and give a boost at levels 4-5 but after that your concentration check for casting defensively quickly becomes auto success (mainly due to having 6 level of spells instead of 9), if that's big of an issue for you pick a trait for +2 on those checks.


leo1925 wrote:


1) Because you burn a feat for that and still don't have the 18-20 critical of the scimitar. Just use a scimitar and just eat the lower damage (average 2 damage per hit) when you are weilding two handed.
2) Yes combat casting can really help you at low levels (1-3) and give a boost at levels 4-5 but after that your concentration check for casting defensively quickly becomes auto success (mainly due to having 6 level of spells instead of 9), if that's big of an issue for you pick a trait for +2 on those checks.

Thanks for the answer, I agree with your point regaring combat casting, I totaly forgot that Magus have only 6 spell levels. :)

For the Bastard Sword, I think I only like the weapon and I really can't see in real how to wield a scimitar with two hands. ;) So Raw vs. Real-World :)

Another Point is the Power attack description
"This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon..."
From this the +50% Bonus is only with a real two-handed weapon, otherwise it would be phrased like this:
"This bonus to damage is increased by half (+50%) if you wield the weapon with two hands..."

Dark Archive

Tryn wrote:


Another Point is the Power attack description
"This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon..."
From this the +50% Bonus is only with a real two-handed weapon, otherwise it would be phrased like this:
"This bonus to damage is increased by half (+50%) if you wield the weapon with two hands..."

Maybe you should quote the complete text:

Power Attack wrote:
This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.

Are you still going to argue that it only applies to 'real two-handed weapons'?


Jadeite wrote:
Tryn wrote:


Another Point is the Power attack description
"This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon..."
From this the +50% Bonus is only with a real two-handed weapon, otherwise it would be phrased like this:
"This bonus to damage is increased by half (+50%) if you wield the weapon with two hands..."

Maybe you should quote the complete text:

Power Attack wrote:
This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.
Are you still going to argue that it only applies to 'real two-handed weapons'?

Hell, I have to check my eyes...

Sorry for the wrong quote from me.
So from optimizing the scimitar is in-fact the weapon of choice. :)


Tryn wrote:


- Last Point, why no combat casting? you will be in melee most times you cast your spells, so why not grab this bonus?

BEcause eventually it will be a dead feat. Plus you can actually spell combat quite a bit without needing to make concentration checks.


Tryn wrote:


- Last Point, why no combat casting? you will be in melee most times you cast your spells, so why not grab this bonus?

It depends on the levels that you think you will be playing, as others have said you will outgrow the need.

But if you were considering say PFS with its 12 level cap then it can be worthwhile.

Consider if you start with an 18INT (elf), take the +2 concentration trait, pick up a +2 headband at 6th level, and aren't looking to take the hitroll penalty here's when you can auto-succeed in defensively casting each level of spell.

Level 0 (DC 15, need +14) = 7th
Level 1 (DC 17, need +16) = 8th (class bonus here)
Level 2 (DC 19, need +18) = 9th
Level 3 (DC 21, need +20) = 11th
Level 4 (DC 23, need +22) = n/a (12 level cap)

Meanwhile if you throw in combat casting you lower most of those numbers by 4 (recall the class bonus comes in there).

Now we can factor in the optional hitroll penalty that we can take as much as a -4 (-5 by 6th w/ the headband) to add to the concentration check for those spells we must cast (say a shield at low levels while looking to tank). This can lower a few of those numbers for essentials, likewise at mid-high levels you double the bonus meaning that if you accept a -1 or so hitroll for those times that you cast a top level spell you'd still be alright.

-James


Out of general curiosity, what enhancements do you use with your Arcane Pool on your weapon between 5-7?

Personally I find myself throwing on keen every-time. I have a +1 weapon, throw it on there to get a 15-20 threat range, and go to town.

Using the Bladebound/Kensai, so my AP is fairly small.

If the fight is on the edge of doom, I might burn my last point or two to go for shocking or something more.


STR Ranger wrote:

Here's my Hexcrafter:

Str 17 (All level points here gets to 22)
Dex 12
Con 12 (All favored bonus to HP)
Wis 9
Int 17(+2 Human)
Cha 7

Traits: Traits:Desperate Focus, Magical Lineage (Shocking grasp)

1 Arcane Pool +1, Cantrips, Spell Combat, Extra Arcane Pool, Iron Will
2 Spellstrike
3 Magus Arcana (Spellshield), Extra Arcana: Familiar
4 Slumber Hex
5 Arcane Pool +2, Power Attack, Intensify Spell
6 Magus Arcana (Arcane Accuracy)
7 Knowledge Pool, Medium Armor, Wpn Fcs: Scimitar
8 Improved Spell Combat
9 Arcane Pool +3, Hex Arcana (Evil Eye) , Improved Familiar
10 Fighter Training
11 Weapon Specialization, Spell Recall, Selective Spell
12 Major Arcana Hex(Ice Tomb)
13 Arcane Pool +4, Heavy Armor, Extra Arcana: Spell Blending (Boneshatter, Enervation)
14 Gtr Spell Combat
15 Hex Arcana (Major Healing) Quicken Spell
16 Counterstrike
17 Arcane Pool +5, Gtr Wpn Fcs, Spell Perfection (Cone of Cold)
18 Hex Arcana (Quickened Magic)
19 Gtr Spell Access, Maximise Spell
20 True Magus

I've gone for Versatility.
Has Both a Will and Fort Save or Lose Hex that scales with Int.
Evil Eye has multiple applications and lasts rounds
Major Healing for Self Help
Higher Int and Extra Arcana Help with points to use Arcana's
Improved Familiar for Wand Use
Between STR and a Belt of Physical Perfection you'll have STR 28 and Gtr Wpn Fcs for your to hit.
Int starts at 19 (24 with a +5 tome and up to 30 with a headband +6) this gives a final arcane pool of 20 points.

Now 1-6 Levels: First Move is to Arcane Pool your weapon, move in and Spellstrike with a shocking grasp on a Mook. You get one attack and AC sucks so Arcane Shield Helps alot. Take your full attcak and 5ft step away and use Color Spray. Slumber Hex is your opening move when you get it for enemy fighters. The Main party melee can coup de grace. Have your familiar use aid...

Just a quick comment ... how did you get Desperate Focus & Magical Lineage for traits? They are both "magic" traits. I didn't think we could have multiple traits from the same category

The Exchange

You can't have the two.


any thoughts on the whip magus after UC...
whip mastery is tasty

Bladebound Kensai whip magus?


Sandbox wrote:

any thoughts on the whip magus after UC...

whip mastery is tasty

Bladebound Kensai whip magus?

I suppose it would really depend on whether or not your DM would let you get Agile on your Black Blade somehow, IMO.

Regardless, it would be pretty sweet.


KrispyXIV wrote:
I suppose it would really depend on whether or not your DM would let you get Agile on your Black Blade somehow, IMO.

Yeah my group already house-ruled it so that agile can be added as a 2 AP addition at level 5. With keen and similar stuff available, there is no reason a Magus could not reasonably add agile.


Jason Stormblade wrote:

Out of general curiosity, what enhancements do you use with your Arcane Pool on your weapon between 5-7?

Personally I find myself throwing on keen every-time. I have a +1 weapon, throw it on there to get a 15-20 threat range, and go to town.

Well if you want to optimize your choice, then you should break down the numbers a bit and see if the higher crit range is worth a +1 to hit and damage.

First factor out the criting on spell damage for a second to see what slack that chance is going to have to pick up.

Now you will have to supply some variables here as target AC (well whatever you need to roll to hit) and average damage on a hit. Also you want to put forth chances of getting an extra primary attack (haste and/or AOOs).

For example if you are hitting say on an 11 (ie 50%), then a +1 to hit is a bit more than 10% extra damage, while a 15% more crit range is around 7.5% more damage. Depending on your current average damage the static +1 damage can impact things as well, though likely less than the +1 to hit.

Simply adding +s to hit might not be as 'peachy' as 'keen' but there you go.

Likewise unless you know you are facing things susceptible to an element then adding elemental dice is like a small power attack choice for the entire combat (-1 to hit for slightly less than +2.5 damage when crits are added into the mix).

When you factor in delivering damage spells then the added critical range will be favored. Though you need to ask how often this is occurring. If you're casting a 5d6 (or higher intensified) shocking grasp each and every round then it factors in more than if its only every other round. Regardless it could be as little as 1 in 4 attacks even when you cast each round when you factor in potential haste, AOO and the like.

-James

Liberty's Edge

First and foremost, thanks to WalterGM for the great idea and hard work; thanks to everyone else who's contributed to making my build better. :)

Walter and James wrote:


WalterGM wrote:
Sun, Jun 26, 2011, 01:15 AM: At level 6, consider Permanency as one of your spells for level 19.
james maissen wrote:

Sun, Jun 26, 2011, 08:01 AM: A reason you don't want to do this via a spell storing item and save this for a spell you'll use more often?

-James

WalterGM wrote:

Tue, Jun 28, 2011, 01:08 PM: Don't have one off the top of my head - I'm just used to Dark Sun where magic items are few and far between, even at the higher levels.

I'm far from an expert in the rules, but I thought a magus couldn't cast Permanency from a spell-completion item because it's not on the magus spell list. (Unless s/he is using UMD, of course. But, personally, Cha is definitely my dump stat.)

How would it work for a magus to cast Permanency from a spell-storing item? Wouldn't that require having someone else cast Permanency into the spell-storing item? Is this just a way to get around the "You can only make these spells permanent on yourself" restriction?

The other thing I wanted to discuss were the magus spells from Ultimate Combat. A few of them look mighty nice to me, but was hoping to get a discussion going on the subject. In particular, these look great to me:
Tactical Acumen (lvl 2) (Bonus to you and allies for flanking, higher ground and cover? Sign me up!)
Burst of Speed (lvl 3) (20' of extra movement, no AOOs from movement _and_ you can pass through the space of larger creatures? Yes, it burns your swift action for the round and it only lasts until the end of your turn, but it still sounds useful fairly often.)
Walk through Space (lvl 6) (Teleport 30' as a move action? Then unleash a nova as a standard? Seems fairly sweet, but not sure it's worth a lvl-6 spell.)

Dark Archive

Bladed Dash from Inner Sea Magic is an excellent 2nd level spell for the magus. Use it with Spell Combat to move up to your enemy and make one attack against him, than make a full attack.


So, how has the bladebound-kensai worked out for those that have played it? I am worried as what you give up versus what you get. We're about to kick up Jade Regent and I definitely want to do a magus, just not sure of doing only bladebound or also adding in kensai.


B0sh1 wrote:
So, how has the bladebound-kensai worked out for those that have played it? I am worried as what you give up versus what you get. We're about to kick up Jade Regent and I definitely want to do a magus, just not sure of doing only bladebound or also adding in kensai.

I'm freaking loving mine, but we have not gotten too high at the moment - only level 5 at this point. I'm dealing reasonable damage (dex based) but hitting and getting crits constantly. The group is amazed at my versatility...we are just four players and I'm the first Magus, so putting out good damage with some spells has gotten me some group lovin.

Jadeite wrote:
Bladed Dash from Inner Sea Magic is an excellent 2nd level spell for the magus. Use it with Spell Combat to move up to your enemy and make one attack against him, than make a full attack.

I'll second that. I get lot's of use out of Bladed Dash.

PapiYaYa wrote:
Burst of Speed (lvl 3) (20' of extra movement, no AOOs from movement _and_ you can pass through the space of larger creatures? Yes, it burns your swift action for the round and it only lasts until the end of your turn, but it still sounds useful fairly often.)

I'm seriously interested in this one myself. I don't have it yet but I expect it will get used frequently.


I have a question about the bolded part.

Quote:
Combat Casting **: If you are playing a low level game, this feat may be more useful than I rate it. I generally would shy away from Combat Casting because your magus abilities make concentrating for spells easier.

Why is that? Does the magus have something that allows him to cast defensively easier than other casters?


Some Random Dood wrote:
I Does the magus have something that allows him to cast defensively easier than other casters?

A Magus can trade an attack penalty for a concentration bonus up to his/her Int bonus.

Shadow Lodge

Let me get this straight...

Spellstrike gives you a free attack (As a free action?), so Arcane Mark can be used to give you an extra attack. Is this correct?


Ninjaxenomorph wrote:

Let me get this straight...

Spellstrike gives you a free attack (As a free action?), so Arcane Mark can be used to give you an extra attack. Is this correct?

That is the subject of some debate. It appears to be the case, but this may not be what was intended.


Jadeite wrote:
Bladed Dash from Inner Sea Magic is an excellent 2nd level spell for the magus. Use it with Spell Combat to move up to your enemy and make one attack against him, than make a full attack.

Force hook charge also gets you the same result although it's a 3rd level spell and it works quite differently (both better and worse).


Ninjaxenomorph wrote:

Let me get this straight...

Spellstrike gives you a free attack (As a free action?), so Arcane Mark can be used to give you an extra attack. Is this correct?

Yes it is.

Arcane mark is clearly a touch spell and it clearly can be cast upon people.

For some reason knee-jerk reactions that this is 'over-powered' when it's a strictly less than useful Monk flurry attack.. because you know how overpowered Monks are..

-James


james maissen wrote:
Ninjaxenomorph wrote:

Let me get this straight...

Spellstrike gives you a free attack (As a free action?), so Arcane Mark can be used to give you an extra attack. Is this correct?

Yes it is.

Arcane mark is clearly a touch spell and it clearly can be cast upon people.

For some reason knee-jerk reactions that this is 'over-powered' when it's a strictly less than useful Monk flurry attack.. because you know how overpowered Monks are..

-James

I am not saying that this is overpowered, but i can understand why some people say that it doesn't work. I would allow it but still i can see what those who disagree are saying.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Ninjaxenomorph wrote:

Let me get this straight...

Spellstrike gives you a free attack (As a free action?), so Arcane Mark can be used to give you an extra attack. Is this correct?

Not on any table I run.... including my PFS tables.


leo1925 wrote:


I am not saying that this is overpowered, but i can understand why some people say that it doesn't work. I would allow it but still i can see what those who disagree are saying.

Is it a touch spell? Yes. The entry specifies it as such.

Can it be cast upon people? Yes. The spell specifically details how it interacts when that is done.

There's no support for it not working, just desire for it not to be the case for some.

LazarX wrote:


Not on any table I run.... including my PFS tables.

And you'd be wrong, and for your PFS table you don't get that call. Anymore that you can say there 'I don't like guns in my fantasy so they don't work. You're a gunslinger? Pick another class.'

-James

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Mynameisjake wrote:
Some Random Dood wrote:
I Does the magus have something that allows him to cast defensively easier than other casters?
A Magus can trade an attack penalty for a concentration bonus up to his/her Int bonus.

of course that also means you're hitting less. that penalty applies to all attqacks including any made with spellstrike. and that penalty stacks on top of the -2 you already have.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
james maissen wrote:
leo1925 wrote:


I am not saying that this is overpowered, but i can understand why some people say that it doesn't work. I would allow it but still i can see what those who disagree are saying.

Is it a touch spell? Yes. The entry specifies it as such.

Can it be cast upon people? Yes. The spell specifically details how it interacts when that is done.

There's no support for it not working, just desire for it not to be the case for some.

LazarX wrote:


Not on any table I run.... including my PFS tables.

And you'd be wrong, and for your PFS table you don't get that call. Anymore that you can say there 'I don't like guns in my fantasy so they don't work. You're a gunslinger? Pick another class.'

-James

I'd be justified in calling on a deliberate rules exploit. Arcane Mark is not an attack spell it's something for signing a document or leaving your name on a wall. Paizo does believe in the concept of GM empowerment and ruling down plain exploits is part and parcel of that.


LazarX wrote:
james maissen wrote:


And you'd be wrong, and for your PFS table you don't get that call. Anymore that you can say there 'I don't like guns in my fantasy so they don't work. You're a gunslinger? Pick another class.'

-James

I'd be justified in calling on a deliberate rules exploit. Arcane Mark is not an attack spell it's something for signing a document or leaving your name on a wall. Paizo does believe in the concept of GM empowerment and ruling down plain exploits is part and parcel of that.

And again, I don't like gunpowder so it doesn't work.

It's not a rules exploit, but simply using the rules.

Question 1: Casting arcane mark upon someone else who is unwilling would require a touch attack and would break an invisibility spell, or do you disagree?

Question 2: Certainly casting arcane mark upon someone else is not 'an exploit', we can agree here?

Question 3: Are you one of the people who believes that this is OMG overpowered?

Sorry, it's up there with DMs who say that someone holding a bow cannot take an AOO with another weapon with which they currently threaten squares 'cause it's an exploit'.

Really what you're saying is 'I don't like this so I'm going to house rule it away' much like my gunpowder example. Do so in your home games, but own up to it being a house rule. And house rules are not your providence when you run a PFS scenario but rather the organized campaign's purview.

-James


james maissen wrote:
leo1925 wrote:


I am not saying that this is overpowered, but i can understand why some people say that it doesn't work. I would allow it but still i can see what those who disagree are saying.

Is it a touch spell? Yes. The entry specifies it as such.

Can it be cast upon people? Yes. The spell specifically details how it interacts when that is done.

There's no support for it not working, just desire for it not to be the case for some.

-James

Hey you don't have to convience me, i already agree.

I just say that i see the point of the people saying that allowing that isn't what the intention was, that's why the magus doesn't have any damaging touch cantrips and that's why close range arcana exists. I don't agree with them but i can see their point.


leo1925 wrote:


I just say that i see the point of the people saying that allowing that isn't what the intention was, that's why the magus doesn't have any damaging touch cantrips and that's why close range arcana exists. I don't agree with them but i can see their point.

I guess that I can't.

Moreover I've witnessed enough blatant house rules in an organized setting where they weren't allowed to have some vehemence against the idea.

As an aside, even if that were the RAW/home DM's rule, I'd take two cantrips over close range arcana. Pick up touch of fatigue and message. You'll likely get more millage out of message than Ray of enfeeblement (which is about the only ray spell on the magus list).

-James


james maissen wrote:
leo1925 wrote:


I just say that i see the point of the people saying that allowing that isn't what the intention was, that's why the magus doesn't have any damaging touch cantrips and that's why close range arcana exists. I don't agree with them but i can see their point.

I guess that I can't.

Moreover I've witnessed enough blatant house rules in an organized setting where they weren't allowed to have some vehemence against the idea.

Can you give an example to that? i am not sure i understood it.


Sandbox wrote:

any thoughts on the whip magus after UC...

whip mastery is tasty

Bladebound Kensai whip magus?

This thought crossed my mind, too. A "Whip"bound Kenasi seems like an interesting idea. You'd be dealing low damage with a whip, but that's the price you would have to pay for Spellstrike with a reach weapon. They would be really good at battlefield control. On that same note, so would a Myrmidarch (or a regular archer) with Combat Reflexes, Improved Snap Shot, and Stand Still.


leo1925 wrote:
james maissen wrote:


Moreover I've witnessed enough blatant house rules in an organized setting where they weren't allowed to have some vehemence against the idea.

Can you give an example to that? i am not sure i understood it.

Well in organized play choices that a home DM would make in terms of what's allowable in the world, rules played by, etc are made globally by the organized campaign administration.

This is understandable as, unlike a home campaign, in an organized campaign you will play with different GMs every session potentially (where a session is around a 4hour game slot that's a self-contained mission).

Despite this, I've seen GMs at tables make up blatant house rules based on their perceptions of 'how things should be' or 'what the rules intended' etc.

So for some examples:

1. You cannot make an AOO if you fired a bow the prior round, regardless if the PC has say armor spikes, spiked gauntlets, Improved Unarmed Strike feat, etc.

2. You need to make a DC 20 + spell level spellcraft check to place an area spell near where allies are standing due to worry about hitting them with it... failure means you lose the spell.

I'm trying to recall some others that might be more amusing, but the point is that it occurs and it should not in an organized setting,

James


@james maissen

Ok that's not cool, organized play is supposed to be played with the rules as they are written and with the specific rulings made for organized play (no crafting feats for example).
Isn't there a place to report such things?


Sandbox wrote:

any thoughts on the whip magus after UC...

whip mastery is tasty

Bladebound Kensai whip magus?

Add in also combat patrol.

B0sh1 wrote:
So, how has the bladebound-kensai worked out for those that have played it? I am worried as what you give up versus what you get. We're about to kick up Jade Regent and I definitely want to do a magus, just not sure of doing only bladebound or also adding in kensai.

Kensai Bladebound Magi have a hard life at the beginning of their career, because they don't get any arcana 'til level 6 and again by level 12, also they are not proficient with any armor (that's not really a problem, because you can afford a masterwork light armor or haramaki with no armor penalties) and they lose spell recall, putting them in a major need of Arcane Points for Magus Arcana uses, to compensate the diminished spellcasting ability (both the diminished number of spell slots per day and the inability to recall a spell).

You can avoid the Bladebound to retain more Arcane Points and get at least an arcana by level 3 (and the consequent possibility to get the Extra Arcana Feat) or you can avoid the Kensai and take the Hexcrafter.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Using Arcane Mark is not only an exploit that clearly violates the intended use of the spell. It's also a stupid choice when you've got a touch attack cantrip that can actually give you useful combat results.. Daze.

Why would anyone choose Arcane mark over daze if they're looking to get spellstrike on the cheap?


LazarX wrote:

Using Arcane Mark is not only an exploit that clearly violates the intended use of the spell. It's also a stupid choice when you've got a touch attack cantrip that can actually give you useful combat results.. Daze.

Why would anyone choose Arcane mark over daze if they're looking to get spellstrike on the cheap?

Because its not a touch spell.


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LazarX wrote:
Using Arcane Mark is not only an exploit that clearly violates the intended use of the spell.

This is simply incorrect.

Arcane Mark has an intended use to be cast upon people (as well as other intended uses). How do I know this? Because the spell specifically details what happens when it is used this way.

It's a touch spell that can be cast upon people. You can use it with spellstrike.

No exploit, no OMG broken, no problems.

-James


james maissen wrote:
LazarX wrote:
Using Arcane Mark is not only an exploit that clearly violates the intended use of the spell.

This is simply incorrect.

Arcane Mark has an intended use to be cast upon people (as well as other intended uses). How do I know this? Because the spell specifically details what happens when it is used this way.

It's a touch spell that can be cast upon people. You can use it with spellstrike.

No exploit, no OMG broken, no problems.

-James

After months of reading arguments about whether or not this idea is broken, I still don't understand the point. No one has explained specifically how this works. From reading the spell, what does casting this through spellstrike actually do for you besides magically tattoo your name on the target? I don't get how this is all that useful or exploitative.


submit2me wrote:
james maissen wrote:
LazarX wrote:
Using Arcane Mark is not only an exploit that clearly violates the intended use of the spell.

This is simply incorrect.

Arcane Mark has an intended use to be cast upon people (as well as other intended uses). How do I know this? Because the spell specifically details what happens when it is used this way.

It's a touch spell that can be cast upon people. You can use it with spellstrike.

No exploit, no OMG broken, no problems.

-James

After months of reading arguments about whether or not this idea is broken, I still don't understand the point. No one has explained specifically how this works. From reading the spell, what does casting this through spellstrike actually do for you besides magically tattoo your name on the target? I don't get how this is all that useful or exploitative.

Spellcombat. Essentially you do your full attack adn then cast sarcane mark through spellstrike to deliver the attack through your sword. You effectively get an extra attack at your full BaB with no consequences other than a -2 attack and an easily made concentration check.


TarkXT wrote:
submit2me wrote:
After months of reading arguments about whether or not this idea is broken, I still don't understand the point. No one has explained specifically how this works. From reading the spell, what does casting this through spellstrike actually do for you besides magically tattoo your name on the target? I don't get how this is all that useful or exploitative.
Spellcombat. Essentially you do your full attack adn then cast sarcane mark through spellstrike to deliver the attack through your sword. You effectively get an extra attack at your full BaB with no consequences other than a -2 attack and an easily made concentration check.

Maybe I'm an idiot, but I still don't see what this does for you. If you attack with spell combat and spellstrike, you get one spell and one attack/touch spell as a full round action. The higher the bab, you still get iterative attacks, but one of them is still a spell, and one of them is still spellstrike. The rest would just be normal melee attacks. Where does arcane mark come into this situation as pulling off an extra attack?


submit2me wrote:


Maybe I'm an idiot, but I still don't see what this does for you. If you attack with spell combat and spellstrike, you get one spell and one attack/touch spell as a full round action. The higher the bab, you still get iterative attacks, but one of them is still a spell, and one of them is still spellstrike. The rest would just be normal melee attacks. Where does arcane mark come into this situation as pulling off an extra attack?

Actually you get two attacks from level one. One from your regular attack adn one from your spellstrike. It's basically getting a free hasted attack from a cantrip.


I was under the impression that arcane mark doesn't work because it is a range:touch not a ranged touch attack...a distinction that makes it unusable with spellstrike. Is that not the case?

Edit: meant "range:touch not a touch attack" didn't mean to put ranged in there

Liberty's Edge

submit2me wrote:
TarkXT wrote:
submit2me wrote:
After months of reading arguments about whether or not this idea is broken, I still don't understand the point. No one has explained specifically how this works. From reading the spell, what does casting this through spellstrike actually do for you besides magically tattoo your name on the target? I don't get how this is all that useful or exploitative.
Spellcombat. Essentially you do your full attack adn then cast sarcane mark through spellstrike to deliver the attack through your sword. You effectively get an extra attack at your full BaB with no consequences other than a -2 attack and an easily made concentration check.
Maybe I'm an idiot, but I still don't see what this does for you. If you attack with spell combat and spellstrike, you get one spell and one attack/touch spell as a full round action. The higher the bab, you still get iterative attacks, but one of them is still a spell, and one of them is still spellstrike. The rest would just be normal melee attacks. Where does arcane mark come into this situation as pulling off an extra attack?

It doesn't get you anything that using some other spell wouldn't get you (and generally gets you far less). However, its a cantrip so you can do it all day long with unlimited castings. That's why some people want to say its too much.

Picture a lv 2 magus. He attacks at full BAB once. Or he casts Arcane mark and gets an attack at -2 for spell combat and then his regular attack at -2. He nearly doubled his damage output.

Liberty's Edge

BinkyBo wrote:
I was under the impression that arcane mark doesn't work because it is a range:touch not a ranged touch attack...a distinction that makes it unusable with spellstrike. Is that not the case?

Ranged touch attacks don't work with spell combat. You need Range:Touch.

TarkXT wrote:
Actually you get two attacks from level one. One from your regular attack adn one from your spellstrike. It's basically getting a free hasted attack from a cantrip.

From 2nd level actually.


Yea i didn't mean to say ranged... what I was referring to is that Arcane Mark is not an attack spell. The only cantrip you would be able to use is ray of frost, and that would require close range.


BinkyBo wrote:
Yea i didn't mean to say ranged... what I was referring to is that Arcane Mark is not an attack spell.

What do you mean by 'attack spell'? There's very little defining this that's not made up.

Forget spell combat for a second and let's just deal with the spell.

Question 1: Can this spell be cast upon people? Yes. The spell describes what happens when it is cast upon a person.

Question 2: Is this spell a range: touch spell? Yes. The spell block designates it as such.

Question 3: If you want to cast a range: touch spell on an unwilling target do you need to make a touch attack against them? Yes. That's how delivering spells works.

Question 4: So what's the problem with Arcane Mark via spellstrike? Nothing.

-James


BinkyBo wrote:
Yea i didn't mean to say ranged... what I was referring to is that Arcane Mark is not an attack spell. The only cantrip you would be able to use is ray of frost, and that would require close range.

Why isn't it an attack spell?

I can see a lot of reasons marking a foe with a series of characters would be highly beneficial. For instance, lycanthropes or shapeshifters? One swing, an invisible mark, and now they show up under Detect Magic no matter what form they take.


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submit2me wrote:


After months of reading arguments about whether or not this idea is broken, I still don't understand the point. No one has explained specifically how this works. From reading the spell, what does casting this through spellstrike actually do for you besides magically tattoo your name on the target? I don't get how this is all that useful or exploitative.

It's not exploitative, but here's how it works.

A magus with the following stats: level 5, BAB 3, INT 16, attack bonus of +10.

The magus elects to use spell combat to make a full attack against a target to which he is adjacent. He doesn't wish to use up a spell, so elects to cast the cantrip Arcane Mark.

Step 1. Concentration check (a roll at +8 vs DC 15) or a 30% chance of failure. This is in order to cast defensively. Of course the magus could elect to provoke and hope he is not hit or makes the concentration check from the damage taken.. but frankly this is not a generally good thing.

Step 2. Spellstrike grants a free normal melee attack for successfully casting a touch spell. Since this is part of spell combat it's at -2, thus the attack (if it's granted by passing the concentration check) is at +8.

Step 3. If the magus hits then deliver the arcane mark, otherwise it can be delivered by subsequent weapon attacks.

Step 4. The full attack action with a weapon while having a hand free (spell combat restriction) at -2, so in this case one attack at +8.

End result the magus takes a -2 to hit and has a 70% chance to get a second attack.

Now compare this to a monk. The monk gets flurry for which they don't need to make a concentration check (thus a 100% chance of getting it) AND their BAB is considered like a fighter's BAB. Thus the monk gets bonuses to hit and could get more interative attacks (e.g. a 6th level monk gets 1 attack in a full attack action but 3 attacks while flurrying).

When you start doing the numbers for a magus, especially as you level, you find that when trying to compete with a fighter that they need this extra attack and to be delivering a decently damaging touch spell in order to try to keep up. For example at 12th level the magus has 4 attacks when using spell combat while hasted; meanwhile at 12th level the fighter has 4 attacks when hasted (and at higher bonuses).

So no, arcane mark is not exploitative. It's perfectly legal, and it's a valid tactic as a way for the magus to keep up in expected damage with the monk. And in that comparison the magus has to be enhancing his weapon via the arcane pool as well as invest feats/traits in concentration in order to do so.

-James

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