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Squiggit wrote:I can't really disagree. The action economy issues would have alleviated it, but the main issue is that it's bad as is - for the reasons you've stated. Not needing a second roll would fix that, but might make attack spells too much better than save spells. The lagging proficiency hurts even more with this - though I could see that being alleviated by using the weapon's potency rune as an item bonus for the spell as well (after all, that's how it's being delivered).
The proficiency issue is a much bigger one than the action economy, IMO.
The Magus' core gameplay feature revolves around hitting someone with your sword and then a spell and right now Magi are bad at hitting people with spells.
This is on top of Spell Attacks already having a reputation for having accuracy issues and the Magus not really having a way to combine True Strike with Striking Spells (which is the commonly touted solution for spell attacks).
See, I could actually live with still needing two rolls. But yeah, that relies on actually being able to hit with spells.
So... FF5 / Bravely Default Spellblades. You basically get to enchant your weapon, but instead of just being fire/electric/whatever, this can even include things like "For the next however long, you automatically cast Sleep on the enemy". Energize Strikes is reasonably close to this, though the damage is a bit lackluster, and it's odd that it mentions sonic, since sonic spells currently only exist for occult, divine, and primal.
Partly because of that, I'm actually fine with it taking two attack rolls for most spells, and leaning more into spell combat as basically TWF, but one of the weapons is a spell. But viewing it from that angle, it comes up short. You at least get to avoid MAP, but the other major feature of TWF is getting to break the action economy. For example, the Ranger's Twin Takedown gives you two strikes in a single action. But if that's what they were going for with the two attack rolls, it takes one too many actions to activate.