Hi, I'm a big supporter of converting the as-of-yet unsupported Paizo classes to Spheres of Power, especially the magus, and while I'm by no means an expert on homebrewing, I thought I'd propose my own variant (Which, really owes a lot to both Adam and Cyrad, with just a few of my own changes). So, you may ask before you dive in, what DID I change? Aka. Change log:
Spoiler:
Casting: The sphere magus may combine spheres and talents to create magical effects. The sphere magus is considered a Mid-Caster and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
This replaces the spells class feature. Spell Points: The sphere magus gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + his Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magus Doctrine: At 1st level, a sphere magus chooses one of the following options as his Magus Doctrine: Offensive Doctrine: Starting from 1st level, a sphere magus with Doctrine: Offense uses his class level as his caster level for Destruction sphere abilities. Defensive Doctrine: Starting from 1st level, a sphere magus with Doctrine: Defense uses his class level as his caster level for Protection sphere abilities. Command Doctrine: Starting from 1st level, a sphere magus with Doctrine: Command uses his class level as his caster level for War sphere abilities. This replaces spell recall. Enhancement Weaving: At 1st level, a sphere magus gains the Enhancement sphere as a bonus magic talent and uses his class level as his caster level when using enhance on a piece of equipment. When a sphere magus spends a spell point to make an equipment enhancement linger without concentration, he may spend an additional point to have it stack with the equipment's existing enhancement bonuses. Additionally, at 4th, 8th, 12th, 16th, and 20th level, the sphere magus gains 1 additional spell point.
Sphere Combat: At 1st level, a sphere magus may a cast sphere ability with a casting time of 1 standard action or 1 move action instead of a magus spell when using spell combat. This alters spell combat. Sphere Strike: At 2nd level, when casting a sphere ability with a range of Touch, a sphere magus may perform a melee attack with a wielded weapon as a free action. If successful, this melee attack deals its normal damage as well as the effects of the ability. This ability otherwise functions identically as spellstrike. This replaces and modifies spellstrike. Sphere Arcana: Whenever a sphere magus uses an ability that requires spending arcane pool points, he may spend a spell point instead. Additionally, whenever a sphere magus gains a magus arcana, he may gain a magic talent instead. Improved Enhancement Weaving: At 7th level, a sphere magus's equipment enhancements always stack with existing enhancement bonuses when he spends a spell point to have the enhancement linger without concentration. He does not need to spend an additional spell point. This replaces knowledge pool. Flexible Doctrine: At 11th level, once per day, when she finishes resting and regains her spell points, a sphere magus may change her chosen Magus Doctrine for any of the other options. This replaces improved spell recall. Flexible Sphere Access: At 19th level, a sphere magus may spend a spell point as a swift action to gain access to a magic talent he does not possess. He may gain access up to a maximum of three magic talents by spending additional spell points. This effect lasts 1 minute. This replaces greater spell access. That's basically it, hopefully it doesn't suck too much or isn't too overpowered (which ALSO sucks). And yes, I did away with Arcane Pool. It really IS much simpler this way.
Oh hey, thanks for the quick response. I understand that you're all really busy, but it would be fantastic if it could be looked into, so there would be less reason for arguing about which spells a Magus should or should not be able to take/research. (In most of my past Pathfinder games, we've been playing that third-party spells that are on the classes spell list, AND that the GM deems good enough, have to either be researched, or found in treasure because they're super-rare compared to official Paizo magic-making.) Doesn't have to be right now, and I understand work hours aren't free, so I contributed 30 dollas to the Kickstarter at the Legendary Mage level, in case these revised, Mythic version-able Magus-compatible spells end up being there. And as always, keep up the good work!
Hey, I just bought this, and it's pretty amazing. I'll probably be using it to run a Darkest Dungeons inspired game sometime in the future. However, there's this thing that's been bugging me. No content for the Magus class. I'm playing one in an evil game right now, and I sure could use some of those nifty spells, if I could only get an "official" list of which of these spells might be appropriate enough to be added to the Magus spell list. I was thinking some of those neat shape-changing spells like Aberrant Form (1 and 2) and Mythos Elemental Body, personal invisibility, self-buffs, and personal teleportation spells like Deform Angularity, Devouring Maw, Fade From Existence, or Not There, and possibly some of the more offensive stuff like Dermal Flensing or Mutagenic Mist. Of course I'd talk about this with my GM, but it'd be awesome to hear the people who worked on this give their take on this, and make some people who play Magi very happy. :) |