New Magus Archetype: Spell Rider


Homebrew and House Rules


I'd have liked an archetype that tinkers with the basics of the class and came up with this idea:

Concept: The Spell Rider uses the magical energies inherent in rays as a sort of shortcut from point A to B. Instead of making devastating single attacks, the offense of the spell rider comes from his mobility.

Archetype Ability:

Spell Rider wrote:

At 2nd level, when a Spell Rider Magus casts a ray spell from the Magus spell list, as a free action, he may move up to twice his movespeed in the direction of the closest adjacent cell to the target of the spell. This movement provokes attacks of opportunity as normal.

If a spell makes multiple rays, the Spell Rider can make a move action for each ray. He may make these moves between firing the rays, and can choose new targets for the rays based on his new positions.

This feature replaces Spellstrike.

New Arcanas

Adaptive rider wrote:
A Spell Rider with this arcana may use his spell rider ability with any ray attack he possesses.
Spell Charger wrote:
If the Spell Rider hits with a ray spell, he may make a free charge at his target instead of a move action. The spell Rider has to be at least 6th level to select this arcana.
Spell Dervish wrote:
A Spell Rider with this arcana may spend a point from his Arcane Pool while performing a Spell Ride to make an Attack of Opportunity at enemies in, or adjacent to his path of movement

That's about it. I think it's cool as hell. Opinions?


Hmm... might be a bit much, since the effects reproduce several spells (bladed dash, force hook strike) that appear later than level 2. And force hook still risks aoos.

On top of that, with the right ray, you could probably go 100's of feet per turn, which is a lot, and not even allowed by high-level abilities like dimensional dervish.

I would probably recommend one move per casting of a ray spell, along the line on ONE of the rays. and even then, I would make sure to put a limit like "the movement cant be more than twice you base speed" (since all similar spells also have limits).

It sounds cool, but it's cramming a lot of abilities that normally arent allowed until after level 10, so it's going to be hard to balance.


I feel like stripping off the intensified shocking grasp staple kinda justifies it; the original draft was "move up to your move speed", but the ray spells I checked had pretty short ranges, so I was like "eh, let's do this!". Still, I guess I was just lazy, gonna add that now.

As for the multi-ray thing, multi-touch spells stack up with spellstrike so I felt it was only fair that it gets something similar; multiple movement isn't as powerful as multiple chances for critting with a spell anyway, imo. Yes, you can move very fast very far, but you still need LoS.

Plus, I just love the idea of targeting a wall behind the cover, zapping there, then shooting then zig-zagging around 3 guys with the rest of your scorching rays.

As for bladed dash and force hook, they actually replicate this archetype pretty well, but take no investment on the Magus's end to get (being spells and all). Also, Force hook is pretty bad, all things considered, so I'd rather not hold an archetype idea back just because a meh option for vanilla Magi exists.


Well, I've never considered spellstrike to be the "core" of the magus (arcane pool & spell combat are the core to me) but there needs to be a limit, if only because all similar effects do have one.

I'll have to reflect on this. THere are several good ideas here, but the need to be refined.

Note: Not provoking AOOs is a bigger thing than you think; all other examples I can think of limit you to 1 movement (bladed dash, teleport spells (like dim door & teleport)).


AoO immunity could be a later Arcana mayhaps? I guess making some feats more desirable (mobility?) could be good.

I could add it as a later replacement, but I'd actually like this archetype to combine well with the others. I really dislike all the archetypes replacing Spell Recall, for one.

EDIT: screw it, I'll just remove AoO immunity. Open the Panther style floodgates!


Another thing to consider would be to limit that amount of times that your magus could move as part of casting a ray spell by an amount equal to your magus level divided by some number or other. Say something like this:

LoneKnave wrote:

At 2nd level, when a Spell Rider Magus casts a ray spell from the Magus spell list, as a free action, he may move up to twice his movespeed in the direction of the closest adjacent cell to the target of the spell. This movement provokes attacks of opportunity as normal.

A magus can do this once per round at second level, plus another move per round for every four levels beyond second level, to a maximum of five times per round at Magus level 18.

Ray Dash (EX): At 10th level, the Spell Rider increase the amount of movement granted by the Spell Rider by 20 feet, plus another 20 feet for every 3 levels beyond 10th.

This feature replaces Spellstrike.

This is just how I would personally space out this homebrew archetypes abilities, so feel free to use this template or not at your discretion.


Eh, I left scaling out exactly because spells scale by adding more rays anyway, there no reason to have the ability scaling as well.

RPG Superstar Season 9 Top 16

It would be cool if you sort of teleportted or something.

Honestly, I would have spell ride replace Spell Recall or Spell Combat. I suggest spell combat because that would mean you're trading an action economy ability with an action economy ability.

Quote:

At 1st level, a magus learns to ride projectile spell effects in order to charge at his foes. As a full round action, he may cast a spell with a casting time of 1 standard action that requires a ranged attack roll. As part of casting the spell, the magus may charge the spell's target and make a single melee attack with bonuses and penalties as normal for a charge. This movement ignores difficult terrain, but the target must otherwise be a valid charge target. This movement provokes attacks of opportunity as normal.

This replaces spell combat.

Alternatively, consider spell recall as it is a very "safe" ability to replace. Spell recall is powerful enough to justify the strength of your archetype ability. In addition, it's not "essential" to a magus whereas many players would never trade spellstrike and spell combat unless they're getting similar benefits.


Compare that ability with spellstrike.

With spellstrike, you can cast a spell, then move to the guy, then hit him in the face, and get the effects of both spell and an attack.

With your ability, you cast the spell, move to the target, and then hit him in the face and get the effects of both spell and attack.

So you'd have 2 overlapping abilities (since you'd retain spellstrike). Yeah, one would be for rays, the other for touch attacks, but they'd be essentially the same.

This is why I think replacing spellstrike is a better alternative.

Also, spellstrike gives you a free weapon attack. Spell Rider gives you a free move. I think that's a fair exchange.

I really like your phrasing of it though. You may as well consider it nabbed ;)

Keep in mind, Spell Rider effectively also works as a pseudo-pounce when combined with spell combat. So giving up spell combat would make it a lot worse.

I'm trying to think of alternatives for Spell Combat, but it's pretty hard. I'd want something that mixes spells and combat as well as it does, but I'm kinda drawing a blank. There's really not many combat options beyond "move" and "attack". Could maybe try some kind of spell maneuver? Spell AoO? Or some kind of stored spell that lets the magus store a spell as a swift action to be activated whenever? Spell Rage doesn't sound bad, but the barb has sadly already taken that one...

RPG Superstar Season 9 Top 16

A spell pounce would be kind of overpowered, though.


It's worse than if you used bladed dash+spell combat, especially if you buffed up with frigid touch before it.


This looks really great. A magic warrior that travles via his magic attacks. Yes please.
I am not concerned by the power of the almost pounce. Spell strike us a very good trick to give up.
Only way i can see this AT really blowing down the house is if he manage to get a decent number of natural attacks or take a Munk dip for a fit of flurry. Natural attacks an unarmed attacks already have a Spell strike like effect.
Try it out like it is and tell us how it goes.

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