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Kevin Eastman wrote:
So I was looking for clarification, I am now a lv 9 magus and have been going under the assumption that as long as I spend points from from magus pool and sword pool for equal cost of these abilities, I could use them ...

Re-reading the quoted part of your post, I think there's a fundamental misunderstanding here. You don't pay AP points equal to the cost of the property you're trying to add to the weapon. (IOW, it doesn't cost two pool points to add flaming burst). Instead, you always pay one pool point to enhance your weapon, but that enhancement gets more powerful as your level increases.

At level nine, you always get +3 (or equivalent) enhancement to the weapon for one arcane pool point. So you can make it +3, or +2 flaming, or +1 flaming burst, etc. You can't add dancing or vorpal (yet) because they both cost more than a +3 enhancement.


You are ignoring some of the text of the rule:

OGC wrote:
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5.

Thus, at level 5, you can only add properties that are equivalent to a +2 bonus (e.g., flaming + frost, shocking burst, etc.). At level 9, you can add only +3 in bonuses. Dancing (equivalent to +4) and vorpal (equivalent to +5) require a higher level.

EDIT: Ninja'd. The comments above explain the rest of the story.


Rhaleroad wrote:
A Ring of Spell Knowledge Type II. 6000 gp, it adds spell loaded in it to your spell list. Counts as a level two spell since not on the Magus list for storage, but it is on a Bard list, so counts as Arcane and can be loaded.

I don't believe the Magus can use that item.

OGC wrote:
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters.


DerangedSquid wrote:
Elemental Commixture wrote:
When the spells to be commixed are cast, one is designated as the primary spell (typically the higher-level spell), while the other is the secondary spell. The primary spell must be an offensive spell that targets an area or one or more creatures. The secondary spell can be any spell with an appropriate descriptor.
I would read that as disqualifying Frostbite from being the primary spell, as frostbite isn't really an offensive spell, but rather a buff spell that grants a touch attack (as you cast it on yourself or a friendly target rather than on an enemy). It could still be used as the secondary spell, but in that case its normal effects would not manifest so the question would be moot.

I disagree. Frostbite expressly targets the "creature touched," just like, say, shocking grasp, frost touch, vampiric touch, etc. As for "offensive" ... simply consult Special Spell Effects section of the PRD page on "magic":

PRD wrote:
Attacks: Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don't harm anyone.

Frostbite pretty clearly falls into this definition of "attack," as it both deals damage (nonlethal, granted) and "harms or hampers" its target by imposing a detrimental condition.

I suppose that, theoretically, there could be spells that are "attacks" but are not "offensive." But it's hard to think of a case, and frostbite sure doesn't feel like one.