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Not even in PFS, they are explicitaly allowed. JiCi is saying nonsense here.

Like, reactive strikes are rare, and only become an issue at higher levels.


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I mean Ray of Frost, Acid Splash and Shocking Grasp litteraly still exist as their own spells. They haven't been replaced and are still useable, paizo just used the room to print more spells 'cause those didn't need any change, and that gave other options for save spells at low level.


I tend to aggree, outside of some specific cases. It being too regular of an occurance would feel like a crutch imo.

That's why I went with making arcane cascade more worth the hassle.


Maybe you should read my suggestions then JiCi.


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Making it a reaction to a strike could work, wouldn't be the exact usecase I had in mind though.

And yes I meant Repeat a Spell, I thought it was still called Sustained for that. But yes.


Yes making Arcane Cascade useable as a reaction/free action would be too good if you can end it to recharge.
Maybe just the first time in combat that you enter it or something.
I also considered the potential issue of locking the class to only sustain Detect Magic or Shield. Maybe a feat that makes it so you're always sustaining a spell while exploring and doing another activity, like some of the rogue or stealth skill feats that let you always be sneaking+something else ? That'd be thematically relevant.


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Thanks for the feedback, I'm glad my rambling still had some cohesiveness (though yes it could definitely be more organised that's for sure)

It is true that having part of Expansive baked in base Spellstrike could push the Magus to being more MAD and this could only be "fixed" but having more attack spells to choose from overall so it's not that much of a loss to focus on other stats and spellstrike with attack spells only.

For a while I considered limiting Spell Combat to Magus spell slots only but might have been too restrictive.

For the arcane cascade, yeah the added recharge option doesn't address everything for sure, still tricky to get into the stance without spending at least 2 actions (usually Shield then the stance) and it could be nice to have more feats like Capture Magic to give more ways to enter it.
The added value is also in the new attack options (Riving Strike etc) listed up, and in making the skill based recharges require to be in arcane cascade to make it more valuable.
Though maybe having a feature or feat to be able to enter it at the start of combat if your exploration activity was to sustain a spell would be nice.

I know forbidding focus spells on spellstrike could be problematic (thought focus cantrips aren't) but they could still be compatible with spell combat maybe(so utility focus spells could be very useful).
The issue is that they just warp how the whole class functions, I can't think of a really clean way to address that. Either leave it and just give more tools for the Magus who don't/can't archetype into classes giving attack focus spells, which the ones who do will still benefit from, or nix it while implementing things at the risk of upsetting a LOT of people.
Damned if you do, damned if you don't.
But I think the existence of Focus Spells warping the power and ressource management of Magus isn't a valid reason not to examine and update the class.


Nobody says the class is screwed or non-functional or underpowered or anything.

Like all that's advocated for is tweaking it and polishing some clunky edges and inconsistencies.


It could be in homebrew, that's true. But I intend it more as a point of discussion and feedback about the current state of the class in the remaster and some ideas of possible changes.
I know it's very unlikely any of those every appear in official books (even though I give Paizo my full consent to reuse all of this as verbatim, all I ask is a free copy of the Secrets of Magic remaster reprint :p) but I just wanted to put my two cents out there.

Too bad you can't crosspost on two subforums


Making all spells be DCs might cause a few issues:
First of gameplay wise this means magus needs a high int to keep a good enough DC since targets will have to roll that.
Unless spellstrike makes it apply its strike result on the save but then we need a way to determine which spells work like that and which are rolled. (Only dex saves ? only armor save (if AC is then treated as a save))
This also means way less teamwork possibilities between martials and casters using tho. Since there is several ways to give bonuses to attack and lowering AC (a martial grappling the target for example) but very few to increase your spell DC or lower saves outside of demoralize and enfeebled/drained/stupify that are much harder to come by.

Secondly, it might just feel bad. There is something fun about rolling the attack yourself rather than the target rolling a save after you declare an attack.
It's a pure gamefeel thing, mathematically it doesn't change anything, but when you roll YOUR attack, you feel like you have agency. That you are the one attacking and succeeding or failing.

Edit: also made the post about my thing


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This reflection comes from all the discussion in another thread Articulating my issue with the magus

So to start with a little preface:

All numbers given here are wet-finger estimates and placeholder.
Additionally, not all of those ideas HAVE to be considered together, maybe some would work well by themselves but together would be overkill.

My suggestions and analysis rely on a common sentiment I saw and share to an extent that Magus is lacking in some aspect, that some of its design is inconsistent within the class features and the "optimal" options are found outside of the class and its intended design.
I will try to address those as they come in more detail, from my understanding of them.
I do not think nor argue that the class is broken or underpowered, what I address are changes on the level of changing how a cleric's font spells slots are counted between legacy and remaster. Tweaks for a better flow of the class.

Please note I am in no way pretending to be an authority on ttrpg class designs, to be the magus messiah or that I'm in any way smarter than anyone else.

Now, let's us begin.

Base Class Chassis and the value of Spell Slots:

The strategic value of the Magus wave caster slots have been discussed at length.
My takeaway is that, while a very flexible tool due to the Arcane List, the limit on spell numbers and them being only your top levels spells does make a LOT of choices compete for those. Including utility or buffs, some of which wouldn't heighten smoothly but retain value nonetheless.
This issue is likely why the class receives additional lower rank slots in the form of Studious Spells. Slots reserved for a selection of utility and Flavor spells.
The encouragement to use the top slots for offensive spells is further reinforced by several class features and feats that explicitely do work solely when triggered by the use of a spell slot.
Other feats allow more versatility to them, namely Expansive Spellstrike that allows the use of the action compression/delaying of Spellstrike with AoE spells, and Standby Spell that let's you use some/all of your slots for situational/utility spells while still retaining the ability to use those slots for one offensive spell of your choice.

In a vaccuum, this works fine enough and Standby Spell is even a very valuable feat to get more flexibility in your spell preparation (some might argue it would be best as a class feature).
However when taking archetypes into account we turn to an issue: offensive focus spells sidestep this matter entirely.
Focus spells like Imaginary Weapon, Winter Bolt, Fire Ray, Stone Lance, Sun Blade and so on are all on par if not better than some ranked spells for the purpose of spellstrike, and are a renewable ressource.
Their one downside is that you cannot recharge spellstrike from using them.

I have been leaning more and more into removing focus spell compatibility with Spellstrike and will go in detail about it later.
But assuming this issue is gone, or just that we deal with a pure magus with no archetype: is there things to change.
Maybe, here are some options:

  • Standby Spell is a level 7 class feature
  • This frees up the selection but honestly seems a bit simplistic to me. It'd have to be replaced as a feat, though level 8 is already pretty frontloaded with 5 others feat that are pretty good.
  • Striking Spell Slots
  • Similarly to a Wizard's school slots or a cleric's font spell slots, the class could have an opposite to the studious spells in the form of 2 spellslots locked to spells elibible to spellstrike. Either 1 of each of the two top ranks, or 2 of the highest. This gives the liberty to grab powerful and useful buffs that won't be listed in Studious Spells as they become available and compensate the loss of power from potentially removing focus spell synergy. This also garantee that the captstone class feature will be useful no matter what.
  • No Change
  • Leaving things as they are, this does make Stanby Spell extremely desirable however but maybe it isn't an issue.

Core Class Mechanic: Spellstrike and its missing half:

Spellstrike, as others have said, is more of an action deferment than compression. Unless the encounter ends before you recharge it, it'll cost you 3 actions in full.
However, this flexibility in WHEN to pay that 3rd action is one of its big strengths, especially when you can sneak it in with another one or two actions into a single one with conflux spells.

It does lead to a form of clunky routine though, since it's a 2 action activity that counts double for MAP, and it is potentially so strong when using more than a cantrip with it, everything leads to you trying to spam it, or use it as much as possible.
Which in itself isn't that much of an issue.
Its power is normally kept in check by your limited spell slots, and doubles at very high level when you get the option to recast the same spell in your next spellstrike. Making a single slot being used twice in a fight potentially.

The class features and numerous feats (16 out of 45 feats) rely on either being upgrades to Spellstrike, or triggering from its use.
Several of them requiring the use of a spellslot to trigger.
But not all of them.
Some work with cantrips, innate spells, focus spells, scrolls, staves, and slots.
Some with anything that isn't a cantrip.
Some with only slots.
It is inconsistent but still clear that by design the slots are what's meant to be used for the big strikes.

Expansive Spellstrike allows more variety in the spell choice, but those only benefit from the action deference and to an extent a range or angle manipulation.
As I said before, Expansive Spellstrike feels more like Spell Combat than spellstrike: Striking with one hand and flicking the spell from the other.

And so this is exactly what i'd like to propose, to reintroduce Spell Combat as revamped Expansive Spellstrike AND a slight rewrite to Spellstrike.

Spellstrike
You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast, has a harmful effect and targets at least one creature other than self. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell's attack if it had one. One a successful hit, the targets suffers a -2 status penalty to their saving throw against the spell, -3 on a critical hit. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike.

By allowing spells targetting a creature rather than solely attack rolls this expands the spell selection without having to wait for more spells with the attack trait to be added. Allowing things like Electric Arc, Frostbite, Thunderstrike etc. The penalty on a hit helps the Magus' catch up somewhat to full casters when using their core feature and mixing their martial and magical skills to be as good as a pure caster, when dealing with a single target.
This also allows to select Spell Swipe with more than 2 spells eligibles for it.
This also allows the use of control spells like Slow etc right away, which was an advantage of Expansive Spellstrike, but this'll be addressed next.

Note that in this version the spell is still lost on a missed strike !

Spell Combat (former Expansive Spellstrike)
You have adapted the core functionning of Spellstrike to weave the magic before making contact to quickly fling spells in between your attacks.
When using Spellstrike, you can use any spell that takes 1 or 2 actions to cast and Cast it at any valid target. If you choose to do so, choose wether the Spell or Strike happens first. If the Spell goes first, or targets a different creature than your Strike, the target will not suffer penalties to their save from Spellstrike.
If you decide to Strike first and the Spell has an area of effect, the target must be included in it. A burst is centered on a corner of the target's square, or the square corner closest to the center of the target, if the target is Large or larger; you choose the corner if more than one is eligible. A cone or line emits from you and must include the target; if you're not adjacent to the target (using a reach weapon or starlit span, for example), choose any square adjacent to the target as the source. The spell affects all creatures in the area as normal, but the Strike still targets only one creature.

If your critically miss your Strike before Casting such spells, the spell is lost.

The wording would need some work, but essentially: this allows to use those utility spells in combat in a way unique to a Magus.
You could cast Mirror Image and Strike after Striding to the target, and recharge on the next turn for example.
If you somehow have other spells, you could Cast Soothe on an ally as you're striking an adjacent ennemy and raising your shield.

Some potential issues: some spells like Warding Aggression require a weapon attack roll as part of their casting, I am unsure how to resolve this. Would making two strikes at the same MAP be too good, or would MAP apply normaly to them ? I am leaning to the latter option.

It could be possible to limit Magus Archetype to spellstriking with attack spells only.

Now the other aspect of Spellstrike that might need tweaks:

Recharging Spellstrike
As of now there is 3 ways to recharge Spellstrike:
-Spend an action.
-Use a Conflux Spell (their utility varies from study to study and depending on feats but there is always at least 1 good option to choose from)
-Successfully recall knowledge on a foe with the feat Magus Analysis (works once per target, as the target is then immune for a day)

I think the last option is under explored: Skill Actions recharging Spellstrike.
Similarly to Gunslinger having their own special recharge action per subclass, or Swashbuckler having the bravado trait on certain actions depending on their style, each Hybrid Study could have one or two skill actions that could recharge spellstrike on a success, once per target.
For example:
Inexorable Iron: Shove and Trip
Laughing Shadow: Feint and Tumble Throught
Sparkling Targe: Shove and Reposition
Twisting Tree: Trip and Disarm
Could be more than just those actions, maybe with some feats allowing things like medicine or something else. All with that "target is then immune for X hours or minutes" afterward.

There is another option I'll explore in the next part:

Arcane Cascade: the abandonned child:

A tad dramatic, I know.

Arcane Cascade is the mechanic of Magus that is the most under utilized.
Its benefit per subclass have varying utility and it's not always easy to enter it because of the action cost (that also require casting a spell in the same round so really it can sometime feel like it costs 2 actions just to enter it with Shield)

I believe this stance would stand to gain some value, mainly in two ways:
The first, relating to the previous chapter is this action:

Cascade Recycling
Condition: you are in the Arcane Cascade stance
As a free action, you cycle the cascading magic of your previous spells to realign your magic and recharge your ability to Spellstrike.
You end your Arcane Cascade and Recharge your Spellstrike.

This is another side to the Action Deferring of Spellstrike.
Rather than pay the 3rd action on a later round, you can treat Arcane Cascade as paying it in advance.
Of course this means losing all the benefits from the stance: no more bonus damage or hybrid study benefits (temp HP from Inexorable Iron, free grip swap or deadly trait for twisting tree etc) and also unability to use actions requiring to be in the cascade until you enter it again.
This makes this option an "emergency" recharge for spellstrike when you need it but don't have the other ressources for it.
Maybe limit it to once per minute if it would prove too good.

For it to be an actual opportunity cost however, there need to be uses for Arcane Cascade. This is were more actions are needed, mainly in feat selections.
First of, it could be made that the skill actions that recharge Spellstrike only do so while in Arcane Cascade.

Second, during "off turns" those new attacks and abilities can give something to do to the class that either emulate or put its own spin on pure martials' abilities (again mixing martial and magic to do something specialists can or even cannot)
Some ideas:

Cascading Splash: 1 action flourish
Make a Strike, on any result other than a critical failure this strike deals splash damage equal to your arcane cascade bonus plus your number of weapon damage dice. You are unnaffected by this splash damage.

Riving Strike: 2 actions
Make a Strike, on a success you create a crack for magic to pierce through. On a success the target suffers a -1 status penalty to saves against spells until the end of your next turn. -2 on a critical hit.

Arcane Slamdown: 2 actions
Make a Strike and attempt a Trip action (if you are wielding a 2 handed weapon you can ignore needing a free hand to trip), both count to your MAP but it doesn't increase until after both actions are complete.
If the target is successfully rendered prone, it suffers additional damage equal to your Arcane Cascade damage, on a critical success the damage from the fall can be of the same type of your Arcane Cascade

Rend Defenses: 2 actions
Make a strike, on a success you cut down the energies protecting the target. The target reduces its resistances to energies by half of your level, or your level on a critical hit. (Maybe it can be full level regardless, or only be the energy of your arcane cascade)

This gives you some idea.

Focus Spells and Archetyping:

Finally, the issue of focus spells aka "Why do Magi often devellop psychic powers".

Cleric, Oracle, Champion and any class offering Attack Focus Spells is very appealing to Magus because those are compatible with Spellstrike and are a renewable ressource.
Psychic even more than those since it shares its Spellcasting attribute with Magus, making it less MAD and still giving the option to use save spells with its Magus slots.

This is a very powerful synergy.
It completely circumvent the need to save your spell slots to do burst damage and opens them up for buffs and utility.
It eliminates the need to conserve your power spikes because those are a renewable ressource.
It is easy enough to use one, then a conflux spell to recharge more easily and then still have a focus point to spare for another one (especially with psychic which maxes out your focus pool by level 6)
It also addresses the lack of spell choices for spellstrike.

Which is why some Hybrid Studies feats, as recently as Tian Xia character guide and the new post-remaster Aloof Firmament subclass explicitaly calls off cantrips AND FOCUS SPELLS from its level 10 feat "Unsheathe the Swordlight".

It would be better if this was uniform accross the board.
Either all or none of the feature should be compatible with X types of spells.
I think that for balance it might be better to remove the compatibility of Focus Spell from Spellstrike, especially with the QoL changes I suggested that make it easier tor recharge, potentially offer more slots and a wider compatibility of spells.

However: more attack spells are badly needed, a lot of those focus spells would be incredible as ranked spells. Even if just a new coat of paint:
Winter Bolt -> Obsidian Spear: damage changed to piercing and slashing on the burst (maybe with some persistant bleed)
Stone Lance -> Conjure Javelin (metal trait instead of Earth, maybe higher ranks make it be of special metals like cold iron or silver)
Fire Ray -> Acid Hose : Change damage to acid, leave an acid puddle on the ground instead of fire

You get the idea.

Now, i've been typing this for over 2 hours and I'm starting to lose track, I dunno if I covered everything I wanted but I'll leave it here for now.
Edit: 3 and half hours actually, damn.

Again: all numbers are estimate/placeholders, not all of those ideas have to be implemented together etc etc.

Stay civil, this is a place to discuss and elevate ideas.

If you have the time and opportunity, I invite you to playtest some/all of those changes and give feedback !
Thanks !


It does. I posted a few but there could be a lot.

Edit: Also, been thinking of posting my writeup as its own topic, as to not have it lost in conversation. Think it's a good idea people ?


Well that's why I suggested a reimplentation of Spell Combat within the 2e format for example.


Yeah but then it's not really Magus anymore if they don't use actual spells.
Some special attacks like that are welcome (just like how Eldritch Archer has special shots, including one dealing mental damage that can stun on a crit) so some stuff like that would definitely be welcomed


I aggree that the choice to use focus spells for spellstrike or for recharges is nice, but as it is it's just so much better to use focus spells than slotted spells and I don't really see a way to address it. Either leave as is or remove it, but incenticizing other spell slots and all would be good.

Though the issue is you can't really introduce any other way to recharge spellstrike (like the skill action idea) because then the tradeoff to spellstrike Imaginary Weapon becomes even less impactful since you have other options.
But if you choose not to go that route, you kind of shoot yourself in the foot and those new options might bring some dynamism to the class that'd be welcome.

Kind of a "head I win, tails you lose" situation lol.
If I had to make the decision, outside of flat out doing a survey with the community, I might choose to just...leave it ? Everyone is already doing it anyway, might as well give reasons to try other stuff and if people wanna keep on using focus spells anyway well, they will and those who don't wanna use archetypes (or just other ones) will have more options at their disposal.

Also I'd really, really appreciate it if some people could just try some of my suggestions with their groups, or suggest it around for like 1 or 2 sessions if they have a magus in their group, or just for 1 to 2 fights oneshots, just to see how it feels.


Well sometimes you have to not be afraid of upsetting the "masses" !


5 people marked this as a favorite.

Alright, figured it's time to fully write down my thing.
So to start with a little preface:

All numbers given here are wet-finger estimates and placeholder.
Additionally, not all of those ideas HAVE to be considered together, maybe some would work well by themselves but together would be overkill.

My suggestions and analysis rely on a common sentiment I saw and share to an extent that Magus is lacking in some aspect, that some of its design is inconsistent within the class features and the "optimal" options are found outside of the class and its intended design.
I will try to address those as they come in more detail, from my understanding of them.
I do not think nor argue that the class is broken or underpowered, what I address are changes on the level of changing how a cleric's font spells slots are counted between legacy and remaster. Tweaks for a better flow of the class.

Please note I am in no way pretending to be an authority on ttrpg class designs, to be the magus messiah or that I'm in any way smarter than anyone else.

Now, let's us begin.

Base Class Chassis and the value of Spell Slots:

The strategic value of the Magus wave caster slots have been discussed at length.
My takeaway is that, while a very flexible tool due to the Arcane List, the limit on spell numbers and them being only your top levels spells does make a LOT of choices compete for those. Including utility or buffs, some of which wouldn't heighten smoothly but retain value nonetheless.
This issue is likely why the class receives additional lower rank slots in the form of Studious Spells. Slots reserved for a selection of utility and Flavor spells.
The encouragement to use the top slots for offensive spells is further reinforced by several class features and feats that explicitely do work solely when triggered by the use of a spell slot.
Other feats allow more versatility to them, namely Expansive Spellstrike that allows the use of the action compression/delaying of Spellstrike with AoE spells, and Standby Spell that let's you use some/all of your slots for situational/utility spells while still retaining the ability to use those slots for one offensive spell of your choice.

In a vaccuum, this works fine enough and Standby Spell is even a very valuable feat to get more flexibility in your spell preparation (some might argue it would be best as a class feature).
However when taking archetypes into account we turn to an issue: offensive focus spells sidestep this matter entirely.
Focus spells like Imaginary Weapon, Winter Bolt, Fire Ray, Stone Lance, Sun Blade and so on are all on par if not better than some ranked spells for the purpose of spellstrike, and are a renewable ressource.
Their one downside is that you cannot recharge spellstrike from using them.

I have been leaning more and more into removing focus spell compatibility with Spellstrike and will go in detail about it later.
But assuming this issue is gone, or just that we deal with a pure magus with no archetype: is there things to change.
Maybe, here are some options:

  • Standby Spell is a level 7 class feature
  • This frees up the selection but honestly seems a bit simplistic to me. It'd have to be replaced as a feat, though level 8 is already pretty frontloaded with 5 others feat that are pretty good.
  • Striking Spell Slots
  • Similarly to a Wizard's school slots or a cleric's font spell slots, the class could have an opposite to the studious spells in the form of 2 spellslots locked to spells elibible to spellstrike. Either 1 of each of the two top ranks, or 2 of the highest. This gives the liberty to grab powerful and useful buffs that won't be listed in Studious Spells as they become available and compensate the loss of power from potentially removing focus spell synergy. This also garantee that the captstone class feature will be useful no matter what.
  • No Change
  • Leaving things as they are, this does make Stanby Spell extremely desirable however but maybe it isn't an issue.

Core Class Mechanic: Spellstrike and its missing half:

Spellstrike, as others have said, is more of an action deferment than compression. Unless the encounter ends before you recharge it, it'll cost you 3 actions in full.
However, this flexibility in WHEN to pay that 3rd action is one of its big strengths, especially when you can sneak it in with another one or two actions into a single one with conflux spells.

It does lead to a form of clunky routine though, since it's a 2 action activity that counts double for MAP, and it is potentially so strong when using more than a cantrip with it, everything leads to you trying to spam it, or use it as much as possible.
Which in itself isn't that much of an issue.
Its power is normally kept in check by your limited spell slots, and doubles at very high level when you get the option to recast the same spell in your next spellstrike. Making a single slot being used twice in a fight potentially.

The class features and numerous feats (16 out of 45 feats) rely on either being upgrades to Spellstrike, or triggering from its use.
Several of them requiring the use of a spellslot to trigger.
But not all of them.
Some work with cantrips, innate spells, focus spells, scrolls, staves, and slots.
Some with anything that isn't a cantrip.
Some with only slots.
It is inconsistent but still clear that by design the slots are what's meant to be used for the big strikes.

Expansive Spellstrike allows more variety in the spell choice, but those only benefit from the action deference and to an extent a range or angle manipulation.
As I said before, Expansive Spellstrike feels more like Spell Combat than spellstrike: Striking with one hand and flicking the spell from the other.

And so this is exactly what i'd like to propose, to reintroduce Spell Combat as revamped Expansive Spellstrike AND a slight rewrite to Spellstrike.

Spellstrike
You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast, has a harmful effect and targets at least one creature other than self. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell's attack if it had one. One a successful hit, the targets suffers a -2 status penalty to their saving throw against the spell, -3 on a critical hit. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike.

By allowing spells targetting a creature rather than solely attack rolls this expands the spell selection without having to wait for more spells with the attack trait to be added. Allowing things like Electric Arc, Frostbite, Thunderstrike etc. The penalty on a hit helps the Magus' catch up somewhat to full casters when using their core feature and mixing their martial and magical skills to be as good as a pure caster, when dealing with a single target.
This also allows to select Spell Swipe with more than 2 spells eligibles for it.
This also allows the use of control spells like Slow etc right away, which was an advantage of Expansive Spellstrike, but this'll be addressed next.

Note that in this version the spell is still lost on a missed strike !

Spell Combat (former Expansive Spellstrike)
You have adapted the core functionning of Spellstrike to weave the magic before making contact to quickly fling spells in between your attacks.
When using Spellstrike, you can use any spell that takes 1 or 2 actions to cast and Cast it at any valid target. If you choose to do so, choose wether the Spell or Strike happens first. If the Spell goes first, or targets a different creature than your Strike, the target will not suffer penalties to their save from Spellstrike.
If you decide to Strike first and the Spell has an area of effect, the target must be included in it. A burst is centered on a corner of the target's square, or the square corner closest to the center of the target, if the target is Large or larger; you choose the corner if more than one is eligible. A cone or line emits from you and must include the target; if you're not adjacent to the target (using a reach weapon or starlit span, for example), choose any square adjacent to the target as the source. The spell affects all creatures in the area as normal, but the Strike still targets only one creature.

If your critically miss your Strike before Casting such spells, the spell is lost.

The wording would need some work, but essentially: this allows to use those utility spells in combat in a way unique to a Magus.
You could cast Mirror Image and Strike after Striding to the target, and recharge on the next turn for example.
If you somehow have other spells, you could Cast Soothe on an ally as you're striking an adjacent ennemy and raising your shield.

Some potential issues: some spells like Warding Aggression require a weapon attack roll as part of their casting, I am unsure how to resolve this. Would making two strikes at the same MAP be too good, or would MAP apply normaly to them ? I am leaning to the latter option.

It could be possible to limit Magus Archetype to spellstriking with attack spells only.

Now the other aspect of Spellstrike that might need tweaks:

Recharging Spellstrike
As of now there is 3 ways to recharge Spellstrike:
-Spend an action.
-Use a Conflux Spell (their utility varies from study to study and depending on feats but there is always at least 1 good option to choose from)
-Successfully recall knowledge on a foe with the feat Magus Analysis (works once per target, as the target is then immune for a day)

I think the last option is under explored: Skill Actions recharging Spellstrike.
Similarly to Gunslinger having their own special recharge action per subclass, or Swashbuckler having the bravado trait on certain actions depending on their style, each Hybrid Study could have one or two skill actions that could recharge spellstrike on a success, once per target.
For example:
Inexorable Iron: Shove and Trip
Laughing Shadow: Feint and Tumble Throught
Sparkling Targe: Shove and Reposition
Twisting Tree: Trip and Disarm
Could be more than just those actions, maybe with some feats allowing things like medicine or something else. All with that "target is then immune for X hours or minutes" afterward.

There is another option I'll explore in the next part:

Arcane Cascade: the abandonned child:

A tad dramatic, I know.

Arcane Cascade is the mechanic of Magus that is the most under utilized.
Its benefit per subclass have varying utility and it's not always easy to enter it because of the action cost (that also require casting a spell in the same round so really it can sometime feel like it costs 2 actions just to enter it with Shield)

I believe this stance would stand to gain some value, mainly in two ways:
The first, relating to the previous chapter is this action:

Cascade Recycling
Condition: you are in the Arcane Cascade stance
As a free action, you cycle the cascading magic of your previous spells to realign your magic and recharge your ability to Spellstrike.
You end your Arcane Cascade and Recharge your Spellstrike.

This is another side to the Action Deferring of Spellstrike.
Rather than pay the 3rd action on a later round, you can treat Arcane Cascade as paying it in advance.
Of course this means losing all the benefits from the stance: no more bonus damage or hybrid study benefits (temp HP from Inexorable Iron, free grip swap or deadly trait for twisting tree etc) and also unability to use actions requiring to be in the cascade until you enter it again.
This makes this option an "emergency" recharge for spellstrike when you need it but don't have the other ressources for it.
Maybe limit it to once per minute if it would prove too good.

For it to be an actual opportunity cost however, there need to be uses for Arcane Cascade. This is were more actions are needed, mainly in feat selections.
First of, it could be made that the skill actions that recharge Spellstrike only do so while in Arcane Cascade.

Second, during "off turns" those new attacks and abilities can give something to do to the class that either emulate or put its own spin on pure martials' abilities (again mixing martial and magic to do something specialists can or even cannot)
Some ideas:

Cascading Splash: 1 action flourish
Make a Strike, on any result other than a critical failure this strike deals splash damage equal to your arcane cascade bonus plus your number of weapon damage dice. You are unnaffected by this splash damage.

Riving Strike: 2 actions
Make a Strike, on a success you create a crack for magic to pierce through. On a success the target suffers a -1 status penalty to saves against spells until the end of your next turn. -2 on a critical hit.

Arcane Slamdown: 2 actions
Make a Strike and attempt a Trip action (if you are wielding a 2 handed weapon you can ignore needing a free hand to trip), both count to your MAP but it doesn't increase until after both actions are complete.
If the target is successfully rendered prone, it suffers additional damage equal to your Arcane Cascade damage, on a critical success the damage from the fall can be of the same type of your Arcane Cascade

Rend Defenses: 2 actions
Make a strike, on a success you cut down the energies protecting the target. The target reduces its resistances to energies by half of your level, or your level on a critical hit. (Maybe it can be full level regardless, or only be the energy of your arcane cascade)

This gives you some idea.

Focus Spells and Archetyping:

Finally, the issue of focus spells aka "Why do Magi often devellop psychic powers".

Cleric, Oracle, Champion and any class offering Attack Focus Spells is very appealing to Magus because those are compatible with Spellstrike and are a renewable ressource.
Psychic even more than those since it shares its Spellcasting attribute with Magus, making it less MAD and still giving the option to use save spells with its Magus slots.

This is a very powerful synergy.
It completely circumvent the need to save your spell slots to do burst damage and opens them up for buffs and utility.
It eliminates the need to conserve your power spikes because those are a renewable ressource.
It is easy enough to use one, then a conflux spell to recharge more easily and then still have a focus point to spare for another one (especially with psychic which maxes out your focus pool by level 6)
It also addresses the lack of spell choices for spellstrike.

Which is why some Hybrid Studies feats, as recently as Tian Xia character guide and the new post-remaster Aloof Firmament subclass explicitaly calls off cantrips AND FOCUS SPELLS from its level 10 feat "Unsheathe the Swordlight".

It would be better if this was uniform accross the board.
Either all or none of the feature should be compatible with X types of spells.
I think that for balance it might be better to remove the compatibility of Focus Spell from Spellstrike, especially with the QoL changes I suggested that make it easier tor recharge, potentially offer more slots and a wider compatibility of spells.

However: more attack spells are badly needed, a lot of those focus spells would be incredible as ranked spells. Even if just a new coat of paint:
Winter Bolt -> Obsidian Spear: damage changed to piercing and slashing on the burst (maybe with some persistant bleed)
Stone Lance -> Conjure Javelin (metal trait instead of Earth, maybe higher ranks make it be of special metals like cold iron or silver)
Fire Ray -> Acid Hose : Change damage to acid, leave an acid puddle on the ground instead of fire

You get the idea.

Now, i've been typing this for over 2 hours and I'm starting to lose track, I dunno if I covered everything I wanted but I'll leave it here for now.
Edit: 3 and half hours actually, damn.

Again: all numbers are estimate/placeholders, not all of those ideas have to be implemented together etc etc.

Stay civil, this is a place to discuss and elevate ideas.


No you're right, strange archetypes like that are fun for that reason.


Exactly.
Which is why, after the playtest feedback I was expecting it to get some actions or strikes etc that can be used on recharge turns to setup up for the next spellstrike.
Like an action that can inflict a save penalty against saves for a turn (which would also support other casters in the group), or anything really.
But in the end it feels like too many feats just upgrade spellstrike and not enough give you other stuff to do on your off-turns. You can have spell parry, using some buffs with conflux spells (hasted assault, runic impression, cascade countermeasures etc) which usually double as a recharge so either you move and strike if need be, or you could do those and spellstrike right away again. It *works* but it feels more rigid than intended.


Oh I see.
Yeah it can get new unnarmed strikes, just like a fighter can and use power attack with their unarmed attacks.
Or a ranger can apply a bunch of precision damage with a gorilla stance punch.

Spellstrike doesn't work with all strikes tho, it works with all (melee) WEAPONS ! But if you get a fighting style that isn't getting unarmed stuff well it won't change much.
In the playtest though this would have been right, you could actually spellstrike with flurry of blow for example.
Use the right words please, this was misleading as hell

Also Teridax, I just mean that to add into a campaign midway for example it is a bit harder to add in that the character is now ordained as a cleric than it is to awaken psychic powers suddenly is all. There is totally ways of making a coherent background behind a magus who is also a cleric. But it'll be more restrictive since you have to make the god you choose work into your roleplay with the anathemas and all. (which is part the cleric's appeal rp wise)

Also tbh if you think none of this is worth talking about...tf you're still here Trip? I won't believe you're there just to annoy people or to pretend to be better than them.


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Yeah but this doesn't address my complaint at all.
This doesn't really synergize with its features. It's just "yeah it has some spells baked in, so you can archetype into something else to play it like a fighter with 4 spells a day"
That's not what I'm talking about.


You just said "strike altering archetypes" without elaborating. I fail to see it.
But if you don't want to bother explaining, fine.

I'll wait until you calm down then.


I think cleric might be harder to justify rpwise compared to psychic and other kinds of spontaneous casters (though you could get the focus spells from oracle instead).

IW is 100% overvalued but does have the benefit of being one of the very few spells easily compatible with Spell Swip, which is always neat to see.


Trip, please don't resort to insult you are better than that.
Please do tell me what archetypes interract so well with magus other than the ones I mentionned. I'm genuinely curious.


Then do tell me what they are compatible with then, educate me.
Like sure, duelist, mauler etc you can use on turns where you won't spellstrike.

But again not exactly my point.
Why do I HAVE to take archetypes to have any action other than spellstrike at my disposal ?
Barbarians don't have Rage and then just normal strikes.
Swashbuckler don't ONLY have finisher variants.
Wizard don't have only metamagic spells, they have magic abilities that DO NOT require the use of spells even !


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The thing is, few archetypes really play well with the kit.
Outside of caster ones for focus spells or spell slots, and bastion/sentinel for sparkling targe, a lot of archetypes just don't mesh well at all.

To me its an issue in itself that you "have to" look at archetype to play differently rather than have different styles supported within the class options.
Like why are you playing a magus if so few things outside of just being able to spellstrike several times a fight are of interrest of you in the class ?
If the archetype let you recharge spellstrike with an action, Magus itself would essentially not be played then. You'd rather pick fighter with magus and psychic archetype and be done with it, there would be nothing in its higher level features that'd be interresting enough.

Outside of subclass (which, again, are very variable in term of potency and exclusive feats) most of your feats won't change much how you play or what you can do, or how you engage with the action economy.
There is a few (Capture Magic, Magus Analysis) but really most of them are about adding another effect to your S-Strike.
Which, on paper, I get as the way to add utility to your martial side.
But a lot of those effects are pretty negligeable for some subclasses (again, Devastating Spellstrike vs Lunging Spellstrike or Distracting Spellstrike) or just hard to use with the action economy since you need to have spellstrike ready for them and be in a situation where you can use them.

I guess I should write up my whole proposition in full and post it soon.
Because to me Magus is more than JUST spellstrike, it's a unique blend of martial and caster who can mix it in ways multiclassing cannot. In 1e it was spellcombat AND spellstrike, in 2e we only have 1 side of that coin and I think that's a bit of the issue. Magus doesn't play the action economy the way it used to, it is instead restrained by it.


Alchemist does have quick bombing, quick alchemy etc.

Magus misses part of his "martial" kit is what I'm saying. Outside of spellstrike there is little ways in which its martial kit and his magical kit interract.
That's where stuff skill actions recharging spellstrike could play a part.

And yeah most classes don't have flourish, reactions, free actions, spells.
Some do. I don't see why the magus can't have a few as part of its kit really.

Like would it be so bad if Devastating Spellstrike was its own strike action instead of a spellstrike variant ?

The class (like a lot of others honestly) would just benefit from getting some new options in its feat selection since release, 'cause outside of two subclasses (which are neat) it hasn't gotten any while the core and advanced guide ones got a bunch.


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I aggree that S-Strike would still be the core feature you work toward, I don't have the intention to change that.
Just to give some more options as you work to it, in your off turns or when it's not worth going for one at the time.

The issue with archetypes (especially martial ones) is that they synergize very little at best with the magus' kit. Some stuff can be of use for action compression (skirmish strike, sudden charge) but i just find it odd for the Magus not to have some its own unique take on some of those actions or just some unique ones to its particular situation.
If there is one class that could have some magical strikes built into its feat selection its the magus. Why would Eldritch Archer have a bunch of those available as an archetype and not Magus as a full class ? You see what I mean ?

This would also make the magus archetype more than "get 2 cantrips, spellstrike and Dimensional Assault" maybe.


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I think this isn't really the question here.

At least this isn't the vision i'm defending.
I'm not saying "magus should have more spell slots to be versatile".
Just that it needs more flexibility in its routine and more actions in its kit other than just spellstrike.

And also clarify accross the board what spells are eligible for different class/subclass features and feats. Even if that means nixing focus spell compatibility. Or adjusting what spells work with spellstrike and how.


Which is why I suggested nixing focus spells compatibility altogether lol


Shadow Signet is good but given that there is so few attack spells it just helps casters get even on accuracy compared to martials when they make use of recall knowledge for the ennemie's weakest save.
Definitely useful, that's essentially the potency rune for attack spells for normal casters


That's another issue in itself Witch, that several focus spells are so good that they circumvent the original design of the class.

Again, a lot of class features incenticize using spell slots for spellstrike. So either those will need to be rewritten so focus spells work with them, or something else.
While I do like focus spells and all, I do think it became a problem with how much the community seems to default to having every magus be a psychic. (or a champion/Cleric/oracle).
For two feats this invalidates the relevancy of several magus class feats that are supposed to help manage your ressources (like Standby Spell, which is 2 levels later than when you can get Imaginary Weapon).
This makes the already somewhat lackluster magus feat even more irrelevant and it's valid to be annoyed at that and want those to be reworked and made better/more interresting.
Which may or may not require reworking some of the class core features to not make magus too strong (since apparently a lot of people think that if magus can do anything other than spellstrike without spending a bunch of feat multiclassing it'd be OP)


No, dude, I aggree that tying the result of save spells directly to the attack roll is problematic.
But that point has been said over and over for 2 pages, can we just move on from it ?

A simple penalty to the save (maybe only reflex) on a hit or crit is enough to make those more reliable without being busted.


Tbh this is more a topic of "Investigator archetype is too good"


I'm talking about DaS as itself, I already said I don't aggree with tying save result to strike result directly.

What's HR standing for here ?

Also I know it's not directed toward me but dude chill out with the insults, like come on we're all adults here (I hope).


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Guys, please keep it civil.
It's obvious enough you disaggree on some pretty core things and have different visions of what are magus' strength/weaknesses (or what they should be)
But you've been going in circle for a while now, so take a step back and chill a bit.

It's just a talk, no need to get heated like that it just makes the whole discussion less enjoyable for everyone.

If you can't aggree just ignore each other instead of egging yourselves on and on.

Anyway:
We all know I'm the one who is always right about magus in any case lol


Making it 3 actions non-compressible on ranked spells is pretty constraining though. It feels contrived all to prevent *one* spell from being abused.

Maybe we should just rework Sure Strike to be DaS but as a 1st rank spell,that doesn't let you substitute your modifier lol.


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To be fair, sudden bolt has the uncommon tag and thus can be made to not exist in a given campaign, also means a magus CANNOT access it by simple levelling up and has to find access to it in some way.


To be fair, while DaS doesn't increase your luck it does remove the gambling risk. You essentially know if you can commit to your spellstrike with a spell slot or not, which is very valuable.
Without it, you can tempt it, with as many insurances as you can (off guard, buffs, etc to try to crit on something other than just 20) and use a hero point or sure strike. But if you don't roll well enough that's it, the spell is expanded (sure it might still have an effect on a hit and all)

With DaS you know in advance wether the fight is ending or not when you can apply your attack result to the save for stuff like Slow, etc. Since those don't have the incapacitation trait.
If they DID that would maybe balance it a bit more, where a crit would give a failure effect. But would a clause like "fortitude and will save spells cast this way gain the incapacitation trait be enough ? I think it could make some spells suddenly less usable.

DaS is extremely strong not because it guarantees all of your spellstrikes will crit, it doesn't change your luck (tho you can skew thet statistics if you ONLY spellstrike when you roll a 20, but then you're gonna spellstrike a lot less often) but it is strong before you always know if it is worth spending your powerful and very limited ressources this round or not. It takes away the gambit aspect of spellstrike. Which, with your proposition, can be even greater with some save spells if you tie the result 1 to 1 to the strike's result.

So it's both more impactful than you give it credit for, and less OP in itself than some people believe.

Sorry to say Teridax but I don't think your spellstrike version would be easy to balance without a bunch of caveat rules.
Maybe if restricted to reflex saves, but then it might cause issues if later on a reflex spell with potentially fight ender condition is published.


I must have slept on standby spell, it's pretty good and has no cost.
It's basically giving you a repertoire of 1 spell that you can change at will and share with your normal slots.
That's better than Versatile Spellstrike at level 18 I think.
I was thinking of the idea to have magus get 2 extra slots (either 1 from each top rank, or 2 of one of them) that are to prepare spellstrike spells specifically (as a compensation for removing focus spell compatibility) and give that freedom of spell selection.
But maybe having standby be a base feature would be nice lol


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Trip, I didn't say Magus' damage was actually lower than other martials. Just that the difference isn't that massive.

You forget in your rebuttal that in that example, the magus pays a cost with a spell slot.
And yes there is tools to recharge spellstrike more easily, but even the focus spells still take an action.
And yes, it is unlikely for a barbarian to successfully land 3 hits, that's why I added the "Vivious Swing (furious focus)+2nd attack" which is much more reliable.

And again I am not advocating to make spellstrike more powerful.

The only "upgrade" i'd give it is to make it work with spells that target one or several creatures and doesn't have an area of effect, with a save penalty to the target on a successful hit (-1 and -2 on a crit, or -2 and -3, whatever is balanced. Maybe have it only be to reflex saves)

Otherwise what I really want are more horizontal options. Stuff that expand options outside of spellstrike, give more tools to play with the action economy etc
And more ranked spells to choose from (which the ability to choose from targetted spells helps with already).

I even said, several times, that'd I'd be in favor of *nerfing* some of the strongest synergies by removing the focus spell compatibility with spellstrike.

What I'm demonstrating is that Magus, when commiting a ressource, isn't outputting like double the damage of other martials like some seem to believe.

I think tonight or tomorrow I'll make a full post detailing my suggestions, maybe have it be its own topic as well.


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I'd like to say, Spellstrike isn't that much stronger than other martials.
It's very good because in a single roll you can apply all of your damage, so it spikes very high and valley very low, where a Barbarian striking twice can hope to not miss both attacks.

I went and checked old comparisons I did during the playtest.
On average, between a Magus hitting a Shocking Grasp with a greatsword and a Giant Barbarian hitting two attacks, the magus will do (on average) 23 more damage. Though the barbarian has some advantages like, if both miss the initial attack but the barbarian hits their second, they'll deal 57 more damage than the Magus ahah.
Though, Magus then has to spend a 3rd action (or a focus spell of its own class) to recharge Spellstrike.
So for total action cost, assuming the unlikely scenario of the barbarian hitting three times, it'd come out dealing 25 more than the Magus. Of course this is unlikely as all hell.
Another more likely option, is a barbarian who got Vicious Swing and Furious focus to do two attacks with 3 actions. It then does... 6 less damage on average than a Magus with a greatsword spellstriking Shocking Grasp.

Could also try with fighter, but I dunno how to factor in the higher crit chance into average damage since it has better accuracy.
Did it with ranger, and while it is bellow for most levels, it shoots up FAR above at level 18 when they can make 6 strikes, assuming the unlikely full hit. 30 more than the greatsword magus lol

All that to say, with whiteroom math every martial can be overpowered in term of damage.
And those do not expend any ressources to be on par/above Magus using a slot btw.

So let's take a deep breath, calm down and get to the topic. Which is not "making magus as op as possible" but addressing the frustrations some have with some aspect of its design and how it could be tweaked to be more fun, not more powerful. (and again "power" isn't necesseraly damage anyway)


Listen, Firelion, I did say I think the power of spellstrike (and some of its synergies) is an issue and would benefit from a rebalance to redistribute some of it on other aspect of the class.
I explained my points in details, carefully, several times, trying to be respectful. Meanwhile you attack people constantly.
Please try to read and understand what I'm proposing.

But well if you just persist putting whatever strawman you want onto my messages, you do you. I'll just ignore you from now on.

Blue, yes that's one option. But it's a very limited daily ressource that'd pigeonhole you to it with little to no flexibility otherwise.
The magical aspect of magus is fine, it's its martial options that are lacking and feel like the balance between the two isn't quite there.


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Firelion you are missing my point. Please read my messages again.

You completely misinterpret both my intent and ideas.


Yeah I got that, but even then I am not fond of the idea. Yeah you can use status spells fine, but the whole attack spell categorie becomes almost useless (and magus is kind of the class supposed to make those shine) and even offensive save spells aren't that good anymore. If hitting a spellstrike inflicts a penalty on the save, or lowers the success on a crit or something then maybe you could argue that you have a choice between a more likely to succeed spellstrike damage save and a 2 rank higher save spell that is more potent but less likely to work.

But it kind of changes the whole class' role into being a boss debuffer.

To me it's too restrictive and makes too many options harder to do or just not feasible.


Witch of Miracles wrote:

Out of combat uses of casting items are more powerful than in-combat uses in most cases, unless you've prepped them with retrieval prisms and some foreknowledge. I'm weighting that much more heavily than the in-combat uses. You're 100% right that the in-combat uses are somewhat taxing, particularly for a melee magus with a shield or two-handed weapon. (Starlit Span gets a free pass here yet again because of access to 1+ hand weapons—another point of power for that subclass.)

For out of combat, fair. Though as long as DCs aren't a huge factor, then it's only a single feat investment to get access to it, it isn't that much. Either a dedication or even just Trick Magic Item to be able to use any tradition if the character is trained in several of the relevant skills. It's convenient and useful for sure. But I am not sure if it justifies limiting the magus' martial side versatility in combat. If it had more tools to easily make use of those items in combat then yeah I could see that (like if fused staff and striker scrolls didn't limit their use to spellstrike only)

Teridax wrote:
Kalaam wrote:

So for example, in your proposition, a level 10 magus would have:

2 rank 5 slots
2 rank 4 slots.
2 rank 3 Spellstrike slot ? Wouldn't that be a bit low for damage spells ? Unless its spells where damage is secondary and the important bit is the other effects (telek manoeuver, or (let's dream) a spell version of Winter Bolt) wouldn't cantrips do as much/more damage ? Like between a 5th rank Ignition and a 3th rank Horizon Thunder sphere: Ignition does 6d6 and HTS does 7d6. Or am i misunderstanding you ?

Your intuition is correct, the intention is for those slots to be not so great for damage, because you'd already have cantrips for raw damage. At higher ranks, slot spells would become more attractive for damage, but I would like for utility spells to be equally or more desirable. This would allow a Magus to deal the peak of their damage on-tap for the most part, and then have room in their specially-allocated slots for spells more focused around crowd control and debuffing.

I don't really like this idea tbh. This makes spell attacks that aren't cantrips even less interresting to use unless they have very useful rider effects.

I feel like it also becomes more complicated to define which spells are compatible with spellstrike (depending on how its defined in your version) are both Slow and Darkness valid then ? Or only spells with a DC ?


That's true but it is quite difficult to use them with its class features effectively.
Some subclasses straight up can't use some (Inexorable Iron/Starlit span can't use a wand for example) and the additional actions required can be pretty prohibitive.

Don't get me wrong: yes magus' ease of access to arcane stuff is very good, but it's not that useful to make use of in my experience. At best you get some extra utility slot (rings of wizardry) with no cost in actions etc. Otherwise it can take you a full round to cast a spell from a staff, wand or scroll (unless you have a feat investment in either to prepare them for a spellstrike specifically).

Use a scroll: need a free hand. To draw the scroll and then cast (3 actions, 4 to get your weapon back in hand if you use a 2 handed one or a shield and weapon to pick up either)
Magus' advantage: There is a feat to take 10 minutes to attach a scroll to your weapon like a talisman to use on a spellstrike. So 10 minutes to "get" an extra spellstrike slot essentialy, at the cost of gold investment. That's fair but still limited to spellstrike spells only.

Use a wand: same thing, but with no ways around it. It'll even take one more action to put away the wand if you don't want to drop it for some reason.

Use a staff: Need it in hand so if not already, at least 3 actions etc etc.
Bonus: a feat investment to fuse it with your weapon so you can freely use its charges but ONLY on spellstrike viable spells. Given staves would be often lagging in spell rank, it's best use for spellstrike stuff that have utility other than damage, or save spells (which require a SECOND feat investment in Expansive Spellstrike)
Bonus 2: There is a subclass dedicated to using a staff as your main weapon, it doesn't have any of those drawbacks. But it restricts your weapon choices.

So yeah magus can use all of those, at no investment.
But for those items to work within its kit and features it requires at least 1 or 2 feats, 3 if you want to use all of those if you have both hands taken already. So not that different from a fighter taking Wizard dedication just to be able to use scrolls for utility. And then maybe Basic, Expert spellcasting and then a 4th feat to get Master.

Edit: Also not sure what WRT stands for, sorry.


So for example, in your proposition, a level 10 magus would have:
2 rank 5 slots
2 rank 4 slots.
2 rank 3 Spellstrike slot ? Wouldn't that be a bit low for damage spells ? Unless its spells where damage is secondary and the important bit is the other effects (telek manoeuver, or (let's dream) a spell version of Winter Bolt) wouldn't cantrips do as much/more damage ? Like between a 5th rank Ignition and a 3th rank Horizon Thunder sphere: Ignition does 6d6 and HTS does 7d6. Or am i misunderstanding you ?


It could be interresting to have spellstrike slots. In that case could spellstrike works ONLY from those slots or would any slot work, just that those are the minimum amount always available kind of like divine fonts being guaranteed heal/harm charges ?
A 10th rank spell could be fun, though the power increase would be pretty minimal with most attack spells, 2 additional damage dices or so. I don't see any 10th rank spell that'd be of much use for spellstrike honestly but I can easily be missing it.

In that situation, i'd like to implement Spell Combat back (as an addon/replacement for Expansive Spellstrike, as THE action compression/deference tool for the use of any spell outside of spellstrike itself.
Essentially does the same thing, Strike/cast a spell in any order for 2 action and recharge later. Shares that charge with spellstrike.
That way you can use your other spells with the fluidity that is caracteritic of the Magus from all the way back in 1e, to an extent (but as an optional feat). So moving, warding strike, and another strike. Or Flowing Strike+Strike, Raise a shield could be options.

In which case, I assume your suggestion would still have 4 slots+ 2 Striker slots then ? and no lower rank studious spells anymore tho, this could be a bit awkward to suddenly remove this feature from the studies, it added some neat flavor.


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I remember a homebrew I posted a few years ago (maybe for the compendium, don't remember) about a hybrid study that gained the ability to perceive invisible creatures through the astral plane within 10 feet of them, and the ability to seek that way or something. Was fun.

But yeah maybe I should compile all of my ideas and drop it here for reference sake.
I think ranked spell should still be part of spellstrike (and we NEED more spells for that paizo, please. I'll take just converting some focus spells into slotted ones easily.)
But either Magus gets more feats to have other utility options...or it gets more spell slots for utility in combat. Essentially more studious spells.
Or reverse the logic on it and have reserved slot that can only have spells eligible for spellstrike, and the others are more flexible and can have utility/compression spells like blazing dive and all that good arcane flexibility.
Heck maybe some feats to more easily use spells from staves wands and scrolls.
So far we have fused staff and striker's scroll, and while nice they have an issue: it's for spellstrike only. For scrolls it's not much of an issue, having a scroll close to your highest spell rank isn't too hard, that's fair.
But for fused staff, of which spell ranks don't grow up as smoothly, there can be times where the spells you can strike with won't be much better than using a cantrip. And you need to use an action to morph the weapon into the staff to use any control/utility spell (unless expansive spellstrike but some spells would not be elligible).

So either an feat chain for either letting you more easily use the spells or separate feat for them.
1e had the Weaponwand spell, a feat like that could also be nice, maybe as an evolution of Striker's Scroll OR Fuse Staff. Fuse a wand into your weapon, maybe not even restrict it to spellstrike. Even if so, it'd be hilarious to have a magus break open their greatsword like a shotgun to pop off the discharged wand and load in a new one lol

Edit: Also yes having spellstrike behave like channel smite would be too strong. Unless there is a clean way to restrict that effect to avoid some spells. Maybe limiting it to crits against a reflex DC, or bump down the success by one so the target still can roll their save. Like -2 to the save on a hit, bump down on a crit ? Still extremely strong especially with devise a stratagem, but spellstrike will always be crazy strong with devise a stratagem (and good luck, i very often had an invetsigator spend a whole fight devising below 15 during a boss so you know, it's still a 5% chance. Just that you know in advance wether to spend a ressource or not before committing)

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