Best 1st Level Spells for Magus


Advice


Hey all,

I'm a brand new player to PF (I'm at level 3 on my first character of any kind of RPG ever), and was looking for some advice from more experienced players.

I'm currently playing as a Dancing Dervish Magus. I feel like I've chosen most of the 1st level spells that are obviously worth it (Sheild, Vanish, Shocking Grasp, Color Spray, Grease, True Strike, Ray of Enfeeblement) but am looking for some guidance on which of the other spells to choose.

Specifically I'm trying to decide between

Chill Touch - The idea being I cast it once, and my sword then deals an extra d6 damage + a loss of strength for the next 3-5 times I use it (I'm assuming around level 5 I'd probably stop using it for its full duration, if at all)

Floating Disk - The idea being to use it to move around another PC so that they can make a full round attack on some turns where they would need to move normally

Hydraulic Push - Seeing as I'm a Dex based character myself, my CMB is pretty bad - Hydraulic push would then provide me with a viable way of using Bull Rush (which we've already run into a situation where that would have been nice)

Expeditious Retreat - Self-explanatory

Thanks!

Grand Lodge

This Side wrote:

Hey all,

I'm a brand new player to PF (I'm at level 3 on my first character of any kind of RPG ever), and was looking for some advice from more experienced players.

I'm currently playing as a Dancing Dervish Magus. I feel like I've chosen most of the 1st level spells that are obviously worth it (Sheild, Vanish, Shocking Grasp, Color Spray, Grease, True Strike, Ray of Enfeeblement) but am looking for some guidance on which of the other spells to choose.

Specifically I'm trying to decide between

Chill Touch - The idea being I cast it once, and my sword then deals an extra d6 damage + a loss of strength for the next 3-5 times I use it (I'm assuming around level 5 I'd probably stop using it for its full duration, if at all)

Floating Disk - The idea being to use it to move around another PC so that they can make a full round attack on some turns where they would need to move normally

Hydraulic Push - Seeing as I'm a Dex based character myself, my CMB is pretty bad - Hydraulic push would then provide me with a viable way of using Bull Rush (which we've already run into a situation where that would have been nice)

Expeditious Retreat - Self-explanatory

Thanks!

I'm partial to chill touch, but that's just because I like its style.

Floating Disk doesn't work how you think it does--well, I suppose it does if your GM lets you ignore the part about the disk following you. If you go with the other interpretation, you're going to give up your full attack (which is pretty necessary for a low level magus) to use your move action to direct the disk.

I wouldn't pick expeditious retreat because you can probably get away without it--or you're going to leave someone behind. So that depends on your alignment/playstyle.

Hydraulic Push is going to be very situational. Sure, it'll be useful in those single instances, but other times you're just going to wish you had a touch spell prepared for spell strike.

Speaking of touch spell for spell strike, make sure you get arcane mark as one of your cantrips so you can use it when you run out of real touch combat spells. That will let you use your spell strike indefinitely as it's a touch spell (light doesn't work unless you're targeting objects).

Also, I'm curious what race you are. If you have any natural attacks (like a half-orc bite) you can use that to try and deliver your spell if your weapon attack misses. (touch spells can be delivered via natural attacks or unarmed strikes)

Grand Lodge

For first Level...its color spray and grease.

Shocking grasp is a waste till levels 2+.

You can just end encounters with a well placed color spray or grease.


Um, Magic Weapon?
By using that spell in tandem with your Arcane Pool you can use a +2 weapon at first level for ten rounds. Can't beat that.


claudekennilol wrote:
Speaking of touch spell for spell strike, make sure you get arcane mark as one of your cantrips so you can use it when you run out of real touch combat spells

Unfortunately, my GM thinks the arcane mark trick is too far out of the spirit of the game, and won't let me use it with spell strike. I'm considering getting the Close Range arcana in order to make up for this (though it sucks to have to "waste" an arcana).

claudekennilol wrote:
Also, I'm curious what race you are.

I settled on Elf. As a DEX Magus, the +2 to my two important stats was too hard to pass up. Plus, I wanted to fit in with the roleplaying part somewhat, and so doing a standard, "likeable" race made more sense than half-orc or something more esoteric


master_marshmallow wrote:

Um, Magic Weapon?

By using that spell in tandem with your Arcane Pool you can use a +2 weapon at first level for ten rounds. Can't beat that.

Interesting.... To me, it seems kind of like a waste of a spell slot (especially when I'm so limited) - I didn't know if improved versatility was preferable to a slight improvement to what i already have.


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Check this : https://docs.google.com/document/pub?id=1DB6sOfbAzFmKVPgcyLWipTVqvWFjfDSv6v _YiGQb5Yw


Wyrven wrote:
Check this : https://docs.google.com/document/pub?id=1DB6sOfbAzFmKVPgcyLWipTVqvWFjfDSv6v _YiGQb5Yw

When I tried copying the link, it said the document no longer exists. Also, if it's Walter's Guide to the Magus, then I've definitely read it (and which is why I've narrowed it down to these spells out of all the others already)


This Side wrote:
master_marshmallow wrote:

Um, Magic Weapon?

By using that spell in tandem with your Arcane Pool you can use a +2 weapon at first level for ten rounds. Can't beat that.
Interesting.... To me, it seems kind of like a waste of a spell slot (especially when I'm so limited) - I didn't know if improved versatility was preferable to a slight improvement to what i already have.

Magic Weapon and Arcane Pool don't stack. They're both enhancement bonuses.

Have you checked out Frostbite and Snowball?


Infernal Healing is worth considering. Depends on your party composition though.

The Hexcrafter archetype gives you Brand as a 0-level spell to use with spellstrike, which is obviously more in the spirit of the rules when compared to Arcane Mark. Still lets you write all over peoples foreheads as well.


Azten wrote:


Magic Weapon and Arcane Pool don't stack. They're both enhancement bonuses.

Arcane Pool specifically states that it stacks with enhancement bonuses already on the weapon.


+2 weapon at 1st level that lasts 10 rounds cannot be beat. Your attack and damage match and/or exceed a full BAB character.


Vanish is useful, even at level 1.

True Strike for +20 to combat maneuvers.

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