
VictorFafnir |
Hello there, I am not be best theory crafter, nor developer but I am a player who love magus, and after playing it and reading post on forum I have gathered some ideas. Not only Spell strike feels kinda weak (as many other people pointed it out)but also Synthesis feels like "your class is weak so there is 3 ways to make it less suck " Instead of "there are 3 ways to make your character more epic" And it what Pizo is showing is character that is fighter first and caster second being worse option than fighter with wizard archetype yet giving us feats that only focus with magic together with specialization giving us mastery with weapons before spells (master spellcasting at lvl 19 is so late)
Also please don't take away sustaning steel please, I love this idea more than I love my kids that I don't have !!
I will try to update this post according to feedback and previous version will be archivised
Also bear in mind I am not native english speaker. Let's go !
I gathered my ideas in document but I will write them down here (https://docs.google.com/spreadsheets/d/1WUY5_ZwiTFRHNpN-MFOnY5-1pc612lEAv3 xnOFiHfko/edit?usp=sharing)
Spell strike ideas -
2 ways I think are decent to improve it, I was kinda inspired by users "Doorslammer and Vali Nepjarson"
Idea nr.1 - One I think is best
You cast a spell placing it into one melee weapon or into your body, when you roll to hit with a melee strike you can dischatge your spell using the same result. As a reaction you can hold onto your spell for numbers of round equal to your int mod (min 0) Otherwise it will dissapear at the end of your turn.
Also limitation of " Cast a Spell that can target one creature or object" is lifted - this leaving magus more options to pick.
(Optional 1 - Attack draw some power from spell giving your weapon bonus equal to your int mod)
(Optional 2 - If its your highest spell slot you decrease rounds you can hold your spell by 1 round, if its your second highest spell slot it decrease by 2 rounds
Idea nr.2
You cast a spell placing it into one melee weapon or into your body, when you roll to hit with a melee strike you can replace of your cast actions with strike/ attack with melee weapon but your next attack in the same turn will have penalty of 3rd attack (-10 for normal weapons), but you still have to roll the way it is described in playtest.
(Optional: You can hold your spell as in nr.1)
I tihnk it is resonable to to give magus 6 spell slots because of how spells are valiuable to this class in form of 2/2/2. It is reasonable balanced
Synthesis
Shooting star
1 lvl = As free action you can increase effective range of spell by 30ft only if it is used with striking spell (for instance, if stored spell normaly have range of 30ft you can attack from range of 60ft and spell will be delivered) You can do it times equal to your int mod min 1 (or twice your int mod, let me know what's more balanced)
Because of how this work and most players will play with bow or something like that. Distance is key of this Synthesis.
If in future we will get 1 action spells and cantrips it can be edit from free action to 1 action without limited uses (or let me know if it feeds more like feat than synthesis)
6 lvl
Option 1 - You can increase your range of spells for free by twice it range, you can do it twice your mod (min 1) per day
This assumes that 1 lvl will be moved to feats - I belive this is balanced because of how other characters can double their range weapons for free at all time (ranger) where magus can do it only with spells with limited times.
Option 2 - You are able to imbue 2 projectiles with your magic at the same time, you have -2 to hit, if at last one projectile hit your target your spell is discharged. If both hit you can decided which creature is affected by your spell (you can do it times your int mod)
One of those options can be made into feat but without limitation of usage by your int.
Slide casting -
1 lvl = If you attack after moving as part of casting spell you get +1 to hit
(I am thinkig of fast moving character who is duelist and move fast and is flexible)
6 lvl = After you hit enemy with your attack you can add your spell lvl to your dmg you can do it times half your int mod
(I am torn apart between using spell lvl and int mod so any sugestions will be nice)
Sustaning steel -
1 lvl = your temporar hp stay for rounds equal half your int mod (it already have more usage because of 2 bonus spells and it can give you one more round with hp, having this also affects your decision making, if you don't get hit you can either waste your temporar hp by casting another spell or do something else during next round. If you decide to don't go with 2/2/2 I advice on giving x3 multiplier for spells and 1,5 for cantrips or focus spells
6lvl = You can cast shielda as free action if you used striking spell
Feats so far
2 lvl
Spirits sheath - It can hold items up to your int mod, and total bulk of them can't be more than half your int mod. When you imbue weapon with a spell you can choose one of currently stored in Spirit sheath
You can attack and Draw your weapon from your spirit sheath as free action during your attack action to discharge your spell only.
10 lvl
Comet spell Additionally you deal dmg equall to spell lvl around your target in radius of 5ft
Portal slide You have +1 ac until your next round if you teleported
That's all so far, I am wating for feedback what should be changed or if my ideas were good or bad.