Secrets of Magic Playtest Aftermath

Monday, November 2, 2020

Hi, folks! Logan here. We’ve had some time to look over the survey results and messageboard posts after the Secrets of Magic playtest concluded, and had team discussions about potential changes ahead. Thanks to everyone who participated in the playtest, playing characters, finding problems, taking surveys, and giving feedback! We wanted to give you a bit of an idea of the direction we’re looking at taking the magus and summoner for the final book. Not everything here is set in stone, though. We still have rewrites to do, more internal conversations to have, and additional data to look at. There are also hundreds of little things we’ll be changing, from individual feats to story elements—this blog is just hitting the main points. And, hey, if you stick around to the end of the blog, we have an extra treat for you!

Sketch of a pale male half-elf with white hair. He wears ornate robes and carries a sword in one hand. Magical fire dances in his other hand.

Seltyiel, the iconic magus, sketch by Wayne Reynolds

Magus

Much of the feedback on the magus indicated that it felt too restrictive and too random. The class could be quite powerful, but required really specific play patterns and choices to get there. We don’t want a class that can do a huge nova attack if you stack your true strikes correctly but isn’t satisfying for doing much else. Our focus for further magus development will be adding more varied strategies, making the action economy less difficult to deal with, and giving more clear paths to build toward what you want your magus to do.

Striking Spell: This ability, unsurprisingly, was the focus of much of the conversation from the playtest. In surveys, it was rated as being interesting, but not powerful enough. It was also rated as being difficult to understand. Players noted that it could be frustrating to spend your whole turn casting a Striking Spell spell, then miss with the Strike. Even having more chances at it didn’t take out the sting of needing to wait for another turn to try again. Often, even if the spell came off later, the magus had missed enough opportunities that it didn’t seem worth it.


Making changes to Striking Spell won’t be straightforward, and we still need to do a lot of experiments to find something that’s fully satisfying. One of the major drivers for the playtest version was making it highly flexible to allow for using a wide variety of spells (compared to, say, Eldritch Shot) and let you use your stored spell with other abilities (like Flurry of Blows or Power Attack). Ultimately, these came at the expense of having a straightforward, solid special ability that was dependable. And it also meant that many paths to doing cool things required multiclassing, which leaves the class itself feeling lackluster.

We know for sure that we want to restructure the action to make its presentation clearer. We’re also going away from using a special benefit that relies on a critical hit, as that led to the ability feeling too random and giving too strong an incentive to load up on true strike and put all your eggs in one basket. For actual effects of the ability, there are a lot of options on the table, such as having a stored spell with a spell attack roll not increase your multiple attack penalty, or going a bit farther and using the same roll for your Strike and spell (similar to Eldritch Shot), or having some type of buff you gain while you have a stored spell so you don’t necessarily want to use it right away. Some changes might require Striking Spell to no longer be at-will, so using it is a more impactful moment rather than repetitive. Lowering its frequency, of course, requires some other tools to give your other turns that magus flavor. We’re still workshopping ideas on that front.

Spells: The spell progression for magus has a total of four slots maximum. We knew the spell progression would also be a major topic of discussion. Players were pretty divided among which path to take, with about 40% of survey respondents happy with the playtest path, and a wide variety of opinions about alternatives with no clear victor. One of the common notes we saw was that the four slots didn’t allow for many interesting or fun utility spells, but that the Martial Caster feat brought some back in. To that end, we’re looking at adding a class feature similar to Martial Casting around 7th level. That will link to our next topic...

Magus Synthesis: Much of the discussion about the magus suggested slide casting felt like a mandatory pick. In the surveys, while slide casting was chosen the most, the selections were much more varied than we expected. And beyond that, shooting star had the best numbers on the “fun scale.” With the intention to make the action economy of Striking Spell more player-friendly, we also want to make the synthesis options more distinctly focused on certain playstyles rather than one appearing like a mandatory choice for action economy purposes. There will likely be more syntheses coming, too, as we add options for the final book.

We intend to give more of a story hook to syntheses, since they’re currently a bit dry compared to similar options in other classes. These will likely also come with some extra benefits that give a bit of a leg up to certain playstyles, such as adding more spells to your spellbook or influencing what you get from the Martial Caster benefit, as noted above. We’re also planning to change the name to avoid confusion with the summoner, who has had a synthesis option since 1st Edition. Finally, we heard you when you said Raise a Tome doesn’t work with the syntheses, and will be fixing that.

Spell Proficiency: This part is pretty straightforward. It was noted that the magus has a slower spell attack roll and spell DC progression than the champion or monk can get with their focus spells. The magus will be getting a faster progression.

Battle Spells: The magus potency spell wasn’t that popular. People have been asking for a special attack spell as a focus spell instead, particularly a 1-action spell. We had avoided that for two reasons: first, if the spell is strong, fights can end up really repetitive, and second, we had intended for cantrip choice and their use to be an important part of playing a magus. Cantrips ended up not feeling like a good enough value to be worth using with Striking Spell, though. The battle spell will be changing from magus potency, but the specifics aren’t settled yet. It might be an attack spell with a Striking Spell benefit; it might be based on your synthesis if those would benefit from being differentiated in this way—this depends a lot on how the rest of the class shakes out and we won’t have a clear answer for a while yet.

And now I’ll turn this over to Mark to talk about the summoner!

Sketch of a dark-skinned human girl, wearing mage’s robes. She gestures to her eidolon, a dragon several feet taller than her.

New iconic summoner and her dragon, sketch by Wayne Reynolds

Summoner

Hi everyone, Mark Seifter here for a post-playtest report for the summoner class. First of all, thanks to everyone who participated in the summoner playtest, running games, posting playtest results and analysis, answering surveys, and more! The summoner class had quite a bit of online interaction this time around, and there were a lot of interesting and cogent discussions with many good points made by folks with differing opinions.

Overall people really liked the summoner, with the second highest overall approval after the swashbuckler, but there were also some pitfalls, from small to moderate, that people were looking to see fixed, and they all interact in different ways, which makes it a little harder than for the magus to go into great detail on what changes will happen. Finding a fix for a new issue might require revisiting our decision for one we had an idea of how to solve.


Main Takeaways: Some outcomes are clear. We’re strongly leaning toward changing Act Together to a variable-action activity, allowing either the summoner or eidolon to use a 1-, 2-, or 3-action activity and the other to use a single action. The summoner will be getting proficiency increases to spell attack roll and spell DC sooner, just like the magus. We also want to allow more customization of your eidolon at 1st level without loading up too many choices to make, so we’re leaning towards more evolutions being available at 1st level and giving you a free evolution to choose from at 1st level. We’re also looking into a few other avenues to potentially increase versatility—but there’s an upper limit on how complex the class can be, so there’s likely to be a process where we add and subtract things until we’re satisfied. As such, I don’t want to get too specific in case it changes.

Eidolon Types: We plan to increase from the four eidolon types presented here to between eight and 10 eidolon types in the final version. Expect them to be chosen from among the ranks of the eidolon types mentioned, but not presented, in the playtest, such as fey and demon eidolons.

Spellcasting: One issue that had a lot of discussion was how to handle spellcasting, whether to keep it the same, remove spell slots for other options like eidolon abilities or focus spells, increase spell slots and weaken the eidolon’s offense, or take a different approach. Based on the plurality of responses in favor of keeping the spellcasting the way it currently works, we are leaning towards that option. We’ve seen some positive playtest results with regards to diverse spell selection and usage.

Synthesis: There was a lot of feedback on the Synthesis feat that allowed you to merge with your eidolon; it was popular but many folks said that being an option you choose each time you Manifest rather than mandatory didn’t fulfill the fantasy and that the ability to use both options caused it to have quite a few restrictions it might not need otherwise. Right now we are leaning towards changing the feat’s name and flavor to be clear that it is meant for an optional ability, and then make the synthesist a class archetype in a later book, with trade-offs based around having only the option to merge with the eidolon, not to Manifest it normally.

Incarnate Spell Preview

That’s a lot to read, so let’s finish things off with a preview of a new type of “mega summoning” wherein you summon a powerful thematic creature that sticks around briefly and has a big impact! This is still early in the process, so any elements of this, including names, might still change. And because this is just a preview, don’t go trying to use this in Pathfinder Society! Though if I were your home GM and you gave me some cookies, I’d allow it, personally.

Incarnate Trait

A spell with the incarnate trait operates as follows, rather than conjuring a minion with the summoned trait and allowing you to direct its actions. When summoned, the incarnate creature takes its Arrive action. At the end of your next turn, the summoned creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. Then the spell ends.

An incarnate spell directs its effects away from you and your allies as much as possible. The incarnate spell’s effect is not quite a creature. It can’t take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but does not block movement. If applicable, its effects use your spell DCs and spell attack roll modifier.

Summon Vengeful Dead — Spell 7

Incarnate, Necromancy

Traditions divine, occult
Cast [three-actions] material, somatic, verbal
Range 100 feet
Duration until the end of your next turn
You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet.

Arrive (negative) All enemy creatures within a 60-foot emanation must attempt Fortitude saves.

  • Critical Success The creature is unaffected
  • Success The creature is drained 1.
  • Failure The creature is drained 2.
  • Critical Failure The creature is drained 3.

Depart (emotion, fear, mental) The vengeful dead lets out an anguished scream. All your enemies within a 100-foot emanation must attempt Will saves.

  • Critical Success The creature is unaffected.
  • Success The creature is frightened 2.
  • Failure The creature is frightened 3.
  • Critical Failure The creature is frightened 3. It’s also fleeing for 1 round or until it is no longer frightened, whichever comes first.
  • regards,

    Logan Bonner
    Pathfinder Lead Designer

    Mark Seifter
    Design Manager

More Paizo Blog.
Tags: Pathfinder Pathfinder Playtest Pathfinder Roleplaying Game Pathfinder Second Edition
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Pathfinder Lost Omens, Rulebook Subscriber
Elfteiroh wrote:
Ed Reppert wrote:
AnimatedPaper wrote:
Ed Reppert wrote:
It seems to me the question is "does the Eidolon (or any summoned creature, for that matter) exist in the moments before it is summoned (or manifested, if you insist)?"

Depends. The fluff text for each eidolon implies or states that your eidolon had a life and existence outside and before their connection to you. Arguably your eidolon's body does not exist prior to manifesting. That seems to be what the fluff text is getting at, though the teleportation tag belies that (unless it only has that tag for the secondary function of teleporting your eidolon while within range).

So depending on what you mean by exist, this answer can be legitimately argued either way going off the playtest document.

Well, if it exists in body before you manifest it, then you're summoning it - meaning you are calling it to you. If it only exists in essence, not in body, before you manifest it, then the act of manifesting is not, or at least not entirely, summoning. Maybe you're creating the body and calling the spirit/essence to inhabit that body temporarily. Which would still be, in some sense and IMO, summoning.

That last paragraph would seem to apply to summoning spells, as well (summon animal, for instance).

Yeah, considering the official "lore" is that you "create" an average representation of the creature you summon, it would make sense that the main difference of an eidolon would be that this one have a specific soul/mind that you also bring into that manifestation.

mhmm, the astral 'imprint' of the dragon described in the dragon eidolon choice, would be part of the materials you use when you call your eidolon into being.

Which occurs to me, is interesting, because in reality, the two kinds of summoning are the same-- you're just using some specific pieces in their construction. Even in the presented Eidolon lore, you aren't 'really' calling something that pre-exists.

An eidolon then, is a more-powerful summon, that apparently draws on some specific and potentially unique pieces in the construction of their summons.


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Kalaam wrote:
Was also thinking (and yes it hurts to think, my dumb brain is not used to it) that the ability to use any type of Strike on Striking Spell was nice, it'll probably be dropped somehow since as it was it was unusable without multiclass (though I assume it is/was planned to get some stuff like power attack as base magus feats) but I wonder if we'll get some different versions of Striking Spell. Like we have the Cleave variant, what else could we have ? A Felling Strike variant ? A Dispelling Spellstrike where you use the stored spell level (-1 maybe) as counterract modifier ?

Somewhere in my post history is a couple "Spellstrike" variants I wanted to see; they more or less were copied off fighter feats, but had a 1 action penalty and used a spell's damage as the extra damage.

So, basically, yeah, I'd be up for feats along those lines. Or even just giving the Magus fighter feats directly and keeping Striking spell as the modifying agent.

Related, I did like the idea that a Magus synthesis was an action savings. I still think Shooting Star could be a free reload action; it is properly magical while very distinct from Eldritch Archer. And as Shooting Star was apparently popular without any buff whatsoever (which...huh?), making a buff that favors crossbows specifically will apparently not rain on the parades of bow users.


AnimatedPaper wrote:
Kalaam wrote:
Was also thinking (and yes it hurts to think, my dumb brain is not used to it) that the ability to use any type of Strike on Striking Spell was nice, it'll probably be dropped somehow since as it was it was unusable without multiclass (though I assume it is/was planned to get some stuff like power attack as base magus feats) but I wonder if we'll get some different versions of Striking Spell. Like we have the Cleave variant, what else could we have ? A Felling Strike variant ? A Dispelling Spellstrike where you use the stored spell level (-1 maybe) as counterract modifier ?

Somewhere in my post history is a couple "Spellstrike" variants I wanted to see; they more or less were copied off fighter feats, but had a 1 action penalty and used a spell's damage as the extra damage.

So, basically, yeah, I'd be up for feats along those lines. Or even just giving the Magus fighter feats directly and keeping Striking spell as the modifying agent.

Related, I did like the idea that a Magus synthesis was an action savings. I still think Shooting Star could be a free reload action; it is properly magical while very distinct from Eldritch Archer. And as Shooting Star was apparently popular without any buff whatsoever (which...huh?), making a buff that favors crossbows specifically will apparently not rain on the parades of bow users.

What would sustaining steal action benefit be then ? Automatically cast Shield ? Allowing a free action Shove ?


Their mini-shield is pretty good, yes. The numbers could use some tweaking, and an AC boost might not be out of line, but overall I think a lot of people enjoyed it. That was probably my favorite aspect of the class.

A free action shove sounds more like a critical specialization, but being able to apply those to spells sounds like a good time.


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I was surprised that Shooting Star Synthesis was apparently as popular as it was. It didn't stand out to me as particularly exciting.


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Perpdepog wrote:
I was surprised that Shooting Star Synthesis was apparently as popular as it was. It didn't stand out to me as particularly exciting.

I like it as a concept.

I just think it is very bad at doing that concept.


Pathfinder Rulebook Subscriber

I'm not too surprised. Common complaint about the magus was the action economy of striking spells and shooting star magi don't care as much about action economy because they're ranged anyways. Trying to juggle movement is just inherently less of an issue for them.

Same reason why people complained a lot about Sustaining. The skill had some nice advantages but its awkwardness was the most overtly prevalent as well.


That's part of why I'd also like some cantrips of varying action costs. One of the best ways to trigger Sustaining Steel was message (credit to Graystone for pointing that out in time for me to playtest my own SS magi, though the first still died screaming. Magi 2 was able to take proper advantage). If there were at least a couple more 1 action cantrips that targeted another creature, that would work well, assuming striking spell resembles its current incarnation in some way.

And before someone chimes in to say I'm not considering how weak 1 action spells must be, again the comparison point is message. Almost any damage or debuff, no matter how minor, would be more useful.


Well, the Sustaining Steel temp HP kind of save a reaction to Block with a shield, so for tanking it's not bad. Maybe let them last over several rounds (but not stack) would also be a good buff to this ability. Maybe only 1 round for cantrips, and spell level for slotted spells ? Allowing Sustaining Steel magi to be fully proficient with shields (compatible with that synthesis and granting shield block?) could also work.

Now, how could the Magus feel magus if Striking Spell is not available every round ? (Still liked my own rework of it 'cause Spellcombat, spellstrike and all but well, let's work with the given direction!)

A lasting benefit after using Striking Spell would make sense, that's kind of the point of the synthesis, so maybe Sliding would get and extra 10ft of speed for 1 or 2 rounds after a Striking Spell is delivered. Shooting Star could ignore the first range increment penalty or hindrance of allies in melee (not familiar with ranged weapon rules in 2E >.>) and Sustaining Steel, well the lasting temp HP but maybe an AC or DR bonus ? Or a save bonus.

I was also thinking of other "magus path" 1st level choice, like the Eldritch Trickster of the Rogue, have a synthesis (or something separate from synthesis that Magi choose from?) giving either a free "fighter" or a free "wizard" dedication for Magi wanting to lean more on one side or the other, and maybe reducing the level of some feats.

Also, AnimatedPaper, i totally agree about the 1 action cantrip stuff. Even something as "inflict fire damage equal to your level" would be enough.


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The main issue with Sustaining Steel's temp HP is that yeah, you save a reaction over shield block, but oof the (effective) DR you get is pretty low.

A common steel shield gives you DR 5 (and 2 AC!) for an action+reaction, whereas a 1st level spell (TWO actions) gives you a whopping 2 Temp HP. The hardness on shields scales more slowly (average +2.6 every +3 levels) but only just. It isn't until level 15 that the spell side of things manages to catch up (and is ahead by 1 point at 15th, 17th, and 18th and otherwise even or behind).

But shields can be used more than once a round. Both do have limits on how many total blocks they can make (shields break, magus runs out of spells) but it comes out about even (even sturdy shields can only take about three hits from a same-level creature, magus only has 4 non-cantrip spells).


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I have a player playing a Magus in an upcoming campaign, wielding a lance and I assume she's going Sustaining Steel (since, you know, that's the only one that works with a lance). Figured I'd post what homebrew fixes I've decided on.

1. Spells stay in your weapon until you hit or for 1 minute, rather than until the end of your next turn. Mainly to keep a run of bad luck on attacking from wasting a spell.
2. When using striking spell, you can Strike as part of casting the spell. This fixes the much needed action economy boost the Magus needs while still allowing Slide Casting to be the most mobile one.

EDIT: Forgot 3. I'll be using some of the things mentioned in this blog, mainly accelerating spellcasting proficiency to match champion and giving Martial Caster for free at 7.

I figure this will give the Magus a decent boost in usability without making it overpowered.


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Salamileg wrote:

I have a player playing a Magus in an upcoming campaign, wielding a lance and I assume she's going Sustaining Steel (since, you know, that's the only one that works with a lance). Figured I'd post what homebrew fixes I've decided on.

1. Spells stay in your weapon until you hit or for 1 minute, rather than until the end of your next turn. Mainly to keep a run of bad luck on attacking from wasting a spell.
2. When using striking spell, you can Strike as part of casting the spell. This fixes the much needed action economy boost the Magus needs while still allowing Slide Casting to be the most mobile one.

EDIT: Forgot 3. I'll be using some of the things mentioned in this blog, mainly accelerating spellcasting proficiency to match champion and giving Martial Caster for free at 7.

I figure this will give the Magus a decent boost in usability without making it overpowered.

Tell us how it goes after a few sessions !


Also, planning on doing a Magus on another campaign (raw playtest only tho', so sadly no update from this blogpost).
And I was looking into picking some Dragon Disciple stuff, and I wonder. Would the Disciple Breath count as a spell ? I assume it would, since it's quite litteraly casting Dragon Breath at a weaker potency to save a focus point.


I'm not sure that it does, actually. It even specifically says "you don't have to cast it", and it doesn't have the usual traits for a spell cast.

I'd probably let it activate Energize Strikes and Bespell Strikes, just for the flavor, but by RAW I don't think it should.


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AnimatedPaper wrote:

I'm not sure that it does, actually. It even specifically says "you don't have to cast it", and it doesn't have the usual traits for a spell cast.

I'd probably let it activate Energize Strikes and Bespell Strikes, just for the flavor, but by RAW I don't think it should.

Yeah that was the idea, since by RAW Magus has no way to regen Focus effectively, that'd be my only way to proc bespell regularly.


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One problem with the Magus feats was that they were really trying to draw on really cool blends between magical feats and martial feats, but also trying to kneecap them to avoid allowing a single-target spell to get multicast (or at least, not without spending multiple turns). Ultimately I came away thinking that they were bludgeoned into clunkiness, but were definitely powerful enough to force you to go about trying to fight through it. And that wasn't necessarily a great feeling.

Rather than getting a Swipe that shoots off a stored spell twice and a Whirlwind Strike that does it as many times as you have enemies, I think I'd like to see something that worked more like Bespell Strikes, in that you don't just get a full spell off per enemy but do get some magical effect. IE:

Magic Swipe >> Feat 6

You make a wide, arcing swing and imbue it with the magical energies of your last spell. Make a single melee Strike (applying the below bonus based on the last spell) and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Magic Swipe counts as two attacks for your multiple attack penalty, and you cannot apply the benefits of Striking Spell to this attack. If you’re using a weapon with the sweep trait, its modifier applies to all your Magic Swipe attacks. Your Magic Swipe gets a bonus based on the last spell you cast:

Abjuration You deal an extra 1d6 force damage.
Conjuration or Transmutation You deal an extra 1d6 damage of the type the Strike would deal.
Divination You have a +1 circumstance bonus on your attack roll.
Enchantment or Illusion You deal an extra 1d6 mental damage.
Evocation You deal an extra 1d6 fire damage.
Necromancy You gain 5 temporary Hit Points for each enemy you strike.

This would make these a little less tied to the Striking spell mechanic, and would help the Magus have satisfying turns alternating between casting a spell and doing a cool martially thing augmented by the spell you cast the previous turn. Or using 1-action cantrips (which would make the class a lot less clunky).


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manbearscientist wrote:
Rather than getting a Swipe that shoots off a stored spell twice and a Whirlwind Strike that does it as many times as you have enemies

Whirlwind doesn't actually do that. Whirlwind explicitly states that the spell can only affect a maximum number of targets based on the original spell (which because of the way Striking Spell works, this is always 1). Swipe actually does let the spell hit multiple targets even if it was originally a single target spell because it says so.

The thing that makes both of them Bad is that they take more actions than the Magus is actually likely to have without being Hasted unless he misses his attack and carries the spell over to another round.

But how many enemies are likely to say within reach so the magus can actually use all three actions on Whirlwind without moving?


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AnimatedPaper wrote:
Kalaam wrote:
Yeah I was also thinking of stuff like the Magus having the equivalent to Attack of Opporrtunity but only when he has a spell "loaded".
Now that I think about it, would it be in character for the damage to not come directly from you, but be a magical effect of some kind? I imagine it would still do the same damage as your weapon, but perhaps its damage type changes depending on the spell you have loaded.

As a follow up to this, I now want a cantrip called "Bonk" that deals bludgeoning damage as a reaction, with damage varying based on what spell you have loaded into your weapon.

This can be a focus cantrip of course, to limit it to Magi.


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AnimatedPaper wrote:
AnimatedPaper wrote:
Kalaam wrote:
Yeah I was also thinking of stuff like the Magus having the equivalent to Attack of Opporrtunity but only when he has a spell "loaded".
Now that I think about it, would it be in character for the damage to not come directly from you, but be a magical effect of some kind? I imagine it would still do the same damage as your weapon, but perhaps its damage type changes depending on the spell you have loaded.

As a follow up to this, I now want a cantrip called "Bonk" that deals bludgeoning damage as a reaction, with damage varying based on what spell you have loaded into your weapon.

This can be a focus cantrip of course, to limit it to Magi.

Extra damage to succubi.


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Saedar wrote:
AnimatedPaper wrote:
AnimatedPaper wrote:
Kalaam wrote:
Yeah I was also thinking of stuff like the Magus having the equivalent to Attack of Opporrtunity but only when he has a spell "loaded".
Now that I think about it, would it be in character for the damage to not come directly from you, but be a magical effect of some kind? I imagine it would still do the same damage as your weapon, but perhaps its damage type changes depending on the spell you have loaded.

As a follow up to this, I now want a cantrip called "Bonk" that deals bludgeoning damage as a reaction, with damage varying based on what spell you have loaded into your weapon.

This can be a focus cantrip of course, to limit it to Magi.

Extra damage to succubi.

And bards.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Deriven Firelion wrote:

I want to see what the final forms of these classes look like. At the moment I don't plan to buy this book. The Magus and The Summoner don't look very powerful or interesting at the moment. A couple of new lower tier classes to play second fiddle to the fighter, barbarian, rogue, druid, bard, ranger, and champion. The new classes they've been putting out just seem overly complicated for the sake of it without any real payoff for putting in the work to play a class.

I haven't bought the APG. I haven't played a single class in the APG yet, though a friend of mine tried a Swashbuckler and Witch. He likes them ok. Both classes have their moments.

Maybe I'll buy Secrets of Magic. I'll give it a shot to see if the final summoner turns out better than being some second fiddle class.

A bit late in the reply, but you should honestly check out the Oracle if you haven't. It's probably my favorite PF2e class.

Only complaint I have is the lack of air/water damaging spells. Hopefully they fix that for Tempest Oracle.


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I have always wanted a cantrip called

Can trip: which makes an enemy make a reflex save or fall prone


While the concept of a Trip maneuver cantrip is honestly really interesting, I don't believe this is the best place to make it. I believe suggestions go in... either General or Homebrew, I'm not sure.

Lantern Lodge Customer Service & Community Manager

Temporarily closing while I review flags.

Lantern Lodge Customer Service & Community Manager

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Since most of this conversation was going on back in November, I think we can just keep it closed and if there new discussion to be had, maybe start more specific threads.

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