You can't actually use Sure Strike while a staff is fused into a weapon, since it's not a spell elligible for spellstrike (though You can just shift a spellstriker staff into a weapon instead and still cast) On the matter of a focus spell that only recharge spellstrike, I'd like to suggest once again the option of sacrificing your Arcane Cascade to recharge Spellstrike as a free action, the same way a Barbarian can end their Rage to squeeze out some extra damage.
It also makes feats like Capture Magic more appealing since getting into Cascade as a reaction instead of an action to recharge a spellstrike afterward can make fights against spellcaster feel pretty good and dynamic.
I also aggree that more Conflux Spells to have more options (other than damage) would be nice. Also reminder that Conflux Spells (aka Magus' specific Focus Spells) recharge spellstrike as part of their effect, which no other focus spells you grab from other classes can do.
I can understand that but if it was a feat it'd just be a must have.
More conflux spells within the feats is also cool, as once again: Magus needs more/better feats within its own class. (I should do a full on tier list lol)
It's funny 'cause magus archetype does have a feat to get a conflux spell from any hybrid study.
I'd rather improve existing ones that lag behind and give other options for action flexibility, either each study gives a few actions that can recharge on a success (like a successful feint or disarm on laughing shadow, successful shove or trip on inexorable iron, grapple or trip or disarm on unfurling, tumble through on aloof firmament etc etc), maybe under the condition of being in arcane cascade for balance. And outside of the class itself: more spells compatible with it please. With some interresting effects aside from just damage. I love winter bolt's taking away actions, or fire ray potentially forcing an ennemy to move. It's super cool !
You can but it offers nothing unique to the class itself. There could be more to the gish class than a single magic strike. It could have a flourish strike that inflicts a penalty to saves against spells for a round on a hit for example, more ways to be a magical warrior and devellop the martial side while still retaining synergy with the overall kit. Exemplar doesn't need to take an archetype to get more striking options for example.
As always, magus' issue is that it needs more and better feats to select from within its class lol.
And yeah some studies do need tweaks 'cause they are definitely undertuned, though it's not necesseraly that easy to find an interresting, useful and flavorful conflux spell for all.
Sparkling Targe honestly i wouldn't change, it's basic but it is extremely reliable. Maybe a feat upgrade to add in a shove with the shield at most. And again: more options for strikes other than spellstrike upgrades please.
I concur, magus shouldn't be a one trick pony and you should have room to decide if you wanna be a spellstrike machine with only one spell for it (likely a focus spell) and your few slots to cover fringe cases or some buffs/utility or if you want to be a more flexible battlemage. Which is *one* reason why I wouldn't be that against losing some power in Spellstrike (for example by removing the compatibility with Focus Spells) to give a bit more flexibility/options elsewhere within the class itself. (more strike options as feats outside of spellstrike to support other way to play it, expanding on Arcane Cascade, etc)
Maybe but that's kind of what the cantrips are for.
I'd rather have more options within normal spells so that focus ones aren't so appealing
Maybe Sure Strike could be like the Devise a Stratagem action instead. Even works with the name lol. Roll a d20, this is the result of your next attack action this turn. Straight up. It may step a bit on Investigator's turf but Investigators can do it infinitely, as a free action, and use intelligence instead of a physical modifier for it.
Teridax wrote:
But then why would off-guard, or circumstance bonuses to AC like shields etc not be of any use to defend against it or make it more likely ? The shadow signet, for example, explains it as your attack spell warping through the Netherworld/shadowplane and popping out inside/right in front of the ennemy, targetting their ability to reflexively avoid it or if their body can resist it so you target Reflex of Fortitude DC. I don't see spellstrike having the ability to make your weapon intangible being written in.
True this might work.
It's just a bit weird to make a weapon strike targetting a save DC though. Like narratively how do you explain it ? It also means that an ennemy wouldn't be able to use a shield or other similar bonuses to protect themselves. It is a bit awkward in that regard I feel.
Essentially treating Spellstrike like Channel Smite. The issue is that it could easily be way too powerful with some spells.
Imagine on spells like Slow. It's much easier to stack up bonuses to hit/penalties to AC than it is to saves. For example:
Ennemy is off-guard(+2 to hit), you are under Heroism (+2), and have been successfully frightened 2 (+2). You have a total of +27 to hit. The situational bonuses are essentially a +6. A level 11 creature can have up to 33 AC. That's inflicting Slowed 1 for a minute on a 6. Slowed 2 for a minute on a 16. This becomes much, much harder to balance save spells around because you'd have to consider "okay but is it balanced if a magus replaces the save by a weapon attack roll" which either results in save spells being nerfed going forward. Or untouched and Magus becomes truly too powerful. There is a middleground to be found I'm sure. I personnaly would like that a successful hit inflicts a status or circumstance penalty to the save (-2 ont a hit, -3 on a crit maybe?).
I also think allowing non-AoE save spells in basic spellstrike would be nice too (stuff like Thunderstrike, Frostbite etc). And have Expansive Spellstrike (aka Spell Combat 2e) include AoE or even buff spells to cast on yourself while attacking. Now, between something like that and just more Attack spells with interresting effects (please do just give us Fire Ray and Winter Bolt as ranked spells, those are very good designs) we'd eat very good already. Still would be down to redistribute some of the class' "power budget" so to speak so it can do more than just Spellstrike, or give more action economy tool (Recycle Cascade, please, I swear I'm sure it's a good idea believe me)
The way to fix it is to add more spells to choose from then.
The issue is that Magus is considered by most to be the only caster who cares about attack spells and that's not worth adding more of those if only one class can make use of them (which is BS but that's the sentiment I see around). Removing all flavor from the feature is not a solution, this'll just make the issue of "every magus is also a psychic" even worse.
So yeah, the difference is: more choices is better than no choice. Even if we do aggree the amount of choice is pretty limited right now.
JiCi wrote:
Well that's the same thing. Either the name isn't fitting or the rule/ability doesn't fit the name lol. CaffeinatedNinja wrote: Easiest way is just make spellstrike a damage ability. You do X damage when spellstriking at a given level. If you burn a spell slot, it increases it to y damage, if you use a focus point… etc etc etc. Yeah no I'd like Spellstrike to be more than just 5e Divine/Eldritch Smite please.
Expansive Spellstrike is a misleading name.
The action cost is the same in the end, just made flexible with downpayments lol. Taking Expansive Spellstrikes doesn't mean to use all of your save spells like fireball, breathe fire, slow, arctic rift etc with it. If during a round you do not need to move: just strike and cast the spells as 3 actions and keep Spellstrike ready for when you'll need it. Now, i'd would actually like if it had the additional benefit of inflicting a save penalty on a hit or critical hit with the strike, as a way for Magus to catch up with the DC of full casters (if only on their primary target). But if not... I'd be down to rename the feat Spell Combat or Spell Fencing or whatever and let you use *any* spell with it and have the spell target any valid target for it. You're not Spellstriking the spell, you use an altered version of this ability to compress your action economy, but have to recharge spellstrike afterward anyway.
With War of Immortal out I see it highlighting some of those issues again. I don't think any mythic destiny or mythic feat particularly mixes with Magus (Summoner and Kineticist apparently too) I gave a look at two specifically, Eternal Legend and Wildspell and well it's a bit frustrating.
Wildspell has several cool options, but since spellshapes don't work some aren't usable. It's still a very good choice however, some of the stuff especially the ability to recharge spell slots in endgame is super darn cool. Legend is also very nice to extend the martial aspect, while it will never interract with the Magus' main features in itself, having more options for strikes is always welcomed. I wish the level 10 Mythic Strike feat gave the choice of either doing the described attack with bonus damage, or to empower your next Strike/attack action to be at mythic proficiency instead, so more classes could use it with attacks that are specific to them. Thankfully we got one very flavorful Mythic Spell attack with Banishing Touch, very DBZ flick vibe and that's epic as all hells.
I mean Winter Bolt on Aloof Magus can spellstrike and immediately jump away pretty far for example, which is kind of funny. But yeah it would be unreasonable to balance all focus spells around magus being able to get access to them, they are to be balanced for their original class, not for Magus. It'd make more sense to adjust stuff within magus regarding its very strong synergy with attack focus spells (like creating similar slotted spells, what about that?).
Yeah don't worry nobody is like "magus should be able to cast two 2actions spells a round". Expansive Spellstrike should be seen as Spell Combat: you strike with one hand and cast the spell with the other but the spell doesn't really come off your weapon, that's why on a miss the target can still get affected by the spell.
Something that might be more balanced would be that on a hit, the main target gets a penalty on their save (like -1, -2 on a crit) to kind of get closer to the saves of a full caster. One thing you might have misunderstood as "casting more spells" is just the idea of more efficiently mixing spells and attacks.
Not necesseraly, those are two ideas that have been proposed and even the "multiple spells per round" hasn't be considered seriously even lol I'd say mainly we wish for Arcane Cascade to be more flexible or impactful.
Deriven Firelion wrote:
Could always get Tempest Oracle dedication and get the Domain Acumen feat ! Angwa wrote:
In a way the reason, I think, is twofold: 1: Magus Focus spells all are supposed to recharge your spellstrike, having a spellstrike with highest rank slot damage that also recharge spellstrike would be too good.2: I think it's because the class is conceived around your nuke coming from your slotted spells and not focus spells. Magus hasn't received any update to its central feat tree since release (just two subclasses, which are nice but all of their stuff is exclusive to themselves) so hard to say if the designers have changed their stance on it. But given that "Unsheathe the Sword-Light" specifically calls out not working with cantrips OR focus spells (though scrolls, wands, and staves, innate spells are okay) it seems to me that they confirm that the design is for Magus to focus on using spell slots for their big spellstrikes and not focus spells. Which kind of goes back to the discussion of inconsistency in rulings within the class with some abilities working with any spells, some only with non-cantrips, some with spell slots ONLY, some with everything except cantrip and focus spells. It should get cleared up overall.
Mangaholic13 wrote:
Technically you can do it with Expansive Spellstrike, just that it's on a singular strike. Having Capture Magic letting you capture some of the effect of an allied spellcaster would be dope tho, technically you can if you succeed a save within the AoE of an ally. But something like a reaction to make a strike on an ennemy within your reach when they are targetted by an ally's spell, with additional damage equal to the spell's rank, would be very, very, very cool.
I aggree. In 1e this was mostly covered by spell combat, allowing you to mix doing your full attacks AND casting any spell in one turn. In 2e it's something everyone can do baseline.
That's honestly a bit why I'd like to nerf spellstrike a bit to developp the fantasy on other aspects by reallocating some of the "power budget".
This already should give some wiggle room to adjust other things, might remove the increased MAP of Spellstrike when using save spells, or have a level 8 or so feat (Focused Spellstrike: When doing a spellstrike, it only counts as 1 attack for your MAP) like for Vicious Swing. Could adjust the recharge mechanic, maybe giving an action based on your subclass that can allow to recharge while under arcane cascade, similarly to swashbuckler and panache (Successful Feint or Diversion for Laughing Shadow, Successful Shove/Intimidation for Inexorable Iron, Trip/Recall knowledge for Twisting tree, Grapple/Trip for Unfurling Brocade, Hide/Diversion for Starlit Span, Tumble Through/Long Jump for the wuxia jumpy one I forget the name of)
Could have more things to do with Arcane Cascade, working from stuff like Cascading Ray which I REALLY like, essentially a 2nd attack against another target at range at a -4 penalty after a spellstrike with decent damage scaling.
Tbh I really like the visual, mechanical concept of Winter Bolt. It sounds so cool. Too bad you have to be religious to get it lol Though I guess if you really wanna invest to get those two focus spells you could like... dip into storm oracle and then into champion of a fire deity ?
Angwa wrote:
Essentially, yeah. Even if using a focus point for damage over recharging I feel like over a full day of adventuring this'll often be more worthwhile to be able to have a renewable nuke. The investment is honestly pretty light because magus doesn't have much competing against it. And it feels a bit off that something so perfectly fitting is outside of the class itself. It's a bit weird that "all magi are also psychic" so to speak. As said, it is neither classe's fault, it's just bound to happen sometime.
The skill actionrecharcges I suggested wouldn't be balanced if you can still spellstrike focus spells for example, because then you have even less reasons to use your Conflux Spells for action compression.
Oh I didn't catch that it'd work like that. This would indeed be very powerful especially against solo bosses.
And yeah I think Magus needs more ways of blending magic to enhance "martial" actions. Other than just spells that anyone has access to.
In a way that's the thing a bit missing on how Magus benefits from archetypes.
Having more skill related Recharges like Magus Analysis would be great.
Cascading Display: Attempt a to Demoralize a target, adding flair from your arcane cascade to magically appear more threatening and recharge in peace. On a success, you also Recharge your Spellstrike. The target is then immune to Cascading Display for 10 minutes. You know, some stuff like that to allow you to do more things. I also understand your idea above, but it might lock Magus too hard into having to keep a high Int, which might be restrictive to make them this MAD.
I'm uncertain about the feature of Spellstrike itself changing as you level up. The idea of reversing the take on Studious Spell is interresting though. Essentially taking a page out of warpriest and healing/harming font in a way. It might work but have them 2 rank lowers might not make them that much better than cantrips or focus spells. I did think of something like that before, where Magus has more slots (essentially 1 per rank and 2 of their highest or something) but can only spellstrike with additional slots gotten from a feature like "Striking Spells" which gives you X slots of your highest/2 highest ranks to load eligible spells in that can only be used for spellstrike.
And I don't think getting more spells is that much of an issue anyway.
If we removed the ability to spellstrike focus spells, then immediately slotted spells will feel way more desirable for it. Then it's a matter of sanding down the edges of features that require those specifically (personnaly I'm in favor of removing that restriction or giving a weaker effect when used with cantrips) Maybe opening Spellstrike to direct damage spells that require a target (including save spells like Thunderstrike, Impaling Spike etc for example) to have more options baked in and have a successful hit inflict a penalty on the save against that spell (either as base or as an effect of Expansive Spellstrike, which would still open up Area of Effect spells like Breathe Fire, Arctic Rift, Fireball... and status spells like Slow, Sleep, etc) Or divert some power from Spellstrike into other features unique to Magus, namely Arcane Cascade. Either, like I suggested prior, by giving it another utility in the form of a Free Action to end it and recharge Spellstrike (that way you can play with the action econmy rather than wrestling with it) and adding more attacks requiring to be in that stance so it can be a potential tradeoff.
It kind of feels like in order to "buff" magus you'd have to nerf spellstrike by making it incompatible with focus spells, as the simplest way or removing this design issue. But then how to make spell slots worthwhile for spellstrike instead of more versatile spells like the ones mentionned above ?
Trip.H wrote:
I aggree but that's why there is complaints about some feats and features being restricted to using slots for spellstrikes in order to benefit from them. On top of that focus spells tends to be better for damage it seems, they have similar if not straight up better damage than ranked attack spells and are a renewable ressource.
Getting top R spells also is a necessity because of how spell damage scales with rank and not character level in 2e compared to 1e. If Magus lagged behind the basic mechanic of Spellstrike wouldn't be nearly as powerful as it is now.
It'd likely be way more simple to manage as a spontaneous caster, which makes me wonder if that may be why we haven't seen an eldritch scion class archetype for Magus yet.
I'll throw my hat into the ring here. About Action Economy and Arcane Cascade : I do think Arcane Cascade is generally not very impactful and underutilized. Some hybrid studies barely benefit from it and it's hard to justify the action sometimes.
But one baseline change I'd like to suggest to Arcane Cascade is a free action, call it "Cascade Recycling": As a free action, end Arcane Cascade and Recharge your Spellstrike. This could help a bit the action economy, at a cost and make Arcane Cascade feel more like an investment into your future rounds when you need it. Maybe limit it to once per 10 minute if need be. Regarding Spell Slots and Attack Spells I too find it dissonant how some feats or features REQUIRE to use a spell slot exclusively (which you get 7 of total including studious spells, without multiclassing. 10 with a ring of wizardry) in order to be used.
As for Attack Spell, getting more of those overall would be very nice I think.
Elfteiroh wrote:
Will it ever ? I guess I have to order a dozen copies lol
Deriven Firelion wrote:
Those were mostly memey or bad faith arguments because of the wording of the stance. It got addressed in an errata to work as intended (aka: cast a spell, and in the same turn you can use an action to enter the arcane cascade, and remain until knocked out, ending combat, changing stance or exiting it willingly)
Finoan wrote:
Tbh it would make it easier to enter. Magus does need some more action management options. Arcane Cascade on a reaction, or exiting it on a reaction/free action to recharge spellstrike once per 10 minute or something like that could be neat.
Well, it would be nice to have other options for when you cannot. Or to have more options on how to do it.
Maybe I just hope we get more attack spells with interresting effects so Magus has a bit more ways to make spellstrike interresting.
The concern isn't about its power, just about some clunkyness and how you're kind of stuck doing a single thing and have little else to do to be useful. Since you have very few spells and your action economy is very, very tight. There are times where you can only do normal strikes with nothing else and it'd be neat to have some more fun things to do.
Yeah that's very true.
I'd say that can be features added into Arcane Cascade.
But at this point is a big class rework stuff. Since Magus isn't a core class, and didn't have the issues the witch had, i doubt it'll get that kind of treatment. Though I wish the designers could give it a new pass, after the cool stuff they figured out with classes that came later like Psychic, Gunslinger, Kineticist or Thaumaturge
About Doc LingImmune to Doc's Battle Medicine for 1 hour- Doc Botting:
Doc will start with either Vision of Weakness to discover a creature’s weakness and worst save or Life Link, depending on if he goes close to the top of the order or if people have gotten hurt. Or both, as long as it doesn’t push his curse into the Extreme. He’ll hit Aoibhean, Ciri, and Max with Life Link, and Osh with Shield Other (lowest AC).
Healing with Battle Medicine and Doctor’s Visitation when characters are between 40-60% health depending on the strength of the opponents. When not healing, Doc will use the knowledge from Vision of Weakness to his advantage by going after their weakest saves (Plenty of Fort/Will saves, only Flame Strike and Blade Barrier are Reflex). If targeting Will saves, start with Bon Mot to help bring that down. Upon the Moderate Curse, if Doc needs a lot of healing (due to taking on damage) then he can’t take magical healing from other creatures, he’ll “go nova” by Battle Medicine on himself and a 2 action Heal. If he’s out of spell slots, he’ll use Daze constantly, or his magic crossbow if not. Any teammate who gets downed, Doc will use Willing Death as a reaction to take on an extra 12 points of damage from that attack if it’ll help.
Notable Actions:
Feats
◇ Halfling Luck (Shared Luck) - 1/day, Trigger You (or an ally) fail a skill check or saving throw. ◇ Quickened Casting - 1/day ↺ Willing Death - 1/day, Trigger An ally within 30 feet takes damage that would otherwise reduce them to 0 Hit Points and give them the dying condition. ◆ Battle Medicine - 1/hour per character ◆◆ Treat Condition - Medic Archetype Skill Feat ◆ or ◆◆ Doctor’s Visitation - Flourish, Stride and Medicine check ◆ Bon Mot - Diplomacy check, penalties to Perception and Will Saves Spells ↺ Blood Vendetta - Trigger A creature deals piercing, slashing, or persistent bleed damage to you ↺ Death’s Call - Focus Spell, Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed. ◆ Life Link - Focus Spell ◆ Vision of Weakness - Focus Spell Item ◆◆ Cloak of the Bat - 1/day, Effect You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level Pest Form spell on you. ◆◆ Fire Energy Robe - 1/day, Effect You speak a command word, and the embroidered threads in the robe glow vividly. You gain a +30-foot status bonus to Speed for 1 minute as flames shoot out behind you to speed you up. 1 minute Messenger’s Ring - 1/day, Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring. __________________________________________________ Quick Backstory:
Doc is a follower of Qi Zhong, Tian God of Medicine. He's a Goka native who worked in the back alleys of the slums, taking care of whoever needed it for a reasonable price. Well loved by the people, the Halfling never charged more than anyone could handle even if it meant he barely made a copper.
One of the regulars to his practice was a young Halfling named Agnus. Agnus was always getting beaten up and bruised as he trained for the Ruby Phoenix Tournament, and despite Doc's best efforts not to get attached to his patients they became good friends. The youngling thought so, at least. As Agnus practiced, Doc did what he could to keep the boy in top shape. This story didn't have a happy ending, however. The young man became more powerful as time passed, and he started defending the people of the slums. Whether by fate or chance he also managed to cross paths with the Golden League. Doc greeted a particularly bloody Agnus for the last time that night. As the older was patching up his younger, the Golden League came for them. Not in any position to fight, Doc attempted to show the thugs the door, giving time for Agnus to escape through the back. Doc gave his life that day for one of his long-time patients, but that was not the end of his story. No, the Boneyard had other plans. Doc Ling rose from the ashes of his burnt down practice, skin as grey as the bleak remains of the building surrounding him. He saw Agnus near him, not run down as he fled like Doc had told him to, but beside him and surrounded by the scorched thugs who had apparently left this mortal coil before they could finish the job. An atrocity, that's what this event was. Bile rose in the throat of the back alley doctor. His adherence to the Doctor's Oath died when he had. The feelings welling up inside of him made "Primum non nocere" lose all meaning. It took some time to get used to this body. This... Duskwalker that he had become. With his connections, Doc began looking into the Golden League and, more importantly, the thugs that took Agnus' life. ---- So that sets up Doc to get into things with the Undercover Contender background. After that, it would have to be a discussion between me and the GM to see how things got connected from A to B.
Ancestry Halfling (Duskwalker)
____________________
STR 8 (-1), DEX 14 (+2), CON 18 (+4)
Perception: +19 [E]
HIT POINTS: 171/171 ARMOR CLASS
SAVING THROWS
Resistance: Fire 5
Melee Strikes
Ranged Strikes
Weapon Proficiencies
Arcane Innate Spells
Primal Innate Spells
Divine Spells [E]
* Signature Spell Focus Spells 3/3
Acrobatics: +13 (+2 Item bonus to Fly)
Ancestry Feats and Abilities
Skill Feats
General Feats
Class Feats and Abilities
Stowed Gear (In Knapsack): Plague Mask Filter, Adventurer’s Pack (1 bulk), Everburning Torch (L bulk), Rope of Climbing (L bulk), Ten-Foot Pole (1 bulk), 10-foot Ladder (3 bulk), 4-person Tent (1 bulk), Crowbar (L bulk); Consumables: Darkvision Elixir x2 (L bulk), Antiplague (Lesser) x3 (L bulk), Antiplague (Moderate) (L bulk), Antidote (Lesser) x3 (L bulk), Antidote (Moderate) (L bulk), Scroll of Locate (Divine, 3rd level); Bulk: 7.3/50 Worn Gear: +1 Striking Crossbow (1 bulk), Dagger (L bulk), +1 Resilient [8th level] Padded Armor (L bulk), Expanded Healer’s Tools (1 bulk), Plague Mask (no filter, - bulk), Quiver w/ 10 bolts (L bulk) Invested Items:
Backpack - Knapsack of Halflingkind 4/4 Tarts (L bulk) (Holds 50 bulk) [9th level] Ring - Messenger’s Ring (- bulk) [9th level] Boots - Boots of Bounding (- bulk) [7th level] Clothing - Energy Robe (Fire) (L bulk) [7th level] Bulk: 2.3 Bulk; Encumbered above 4, limit of 9 Coins: 87gp, 4sp, 6cp |