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Lots of people making interesting suggestions, and seeing a lot of complaints about Magus low-level and it's capstone, along with combat survivability, gave me a few ideas. Increase Hit Dice to d10
Move Arcane Weapon to 2nd level
Change spellstrike
Alternative:
A magus may channel touch spells on the magus spell list through a melee weapon. The magus casts the spell as normal, including needing at least one free hand if the spell has somatic components, but makes a melee attack instead of a touch attack, adding weapon damage as appropriate. When channeled in this way, the spell's critical threat range is the same as the weapon's, but it's damage multiplier is still x2. This version still has it's downsides in that you need to be in melee to use it, thus risk AoOs, but gives the magus a definite advantage for touch spells. Change spell combat
Alternative:
Spell combat: Penalties changed to -2 atk, -2 concentration, granted at 4th level.
Improved spell combat: Grants an extra attack at highest BAB at 14th level. Better capstone
Alternative:
When using spell combat, the Magus may either cast a spell that has a casting time of 1 round or less, or cast two spells with a casting time of 1 standard action or less. Powerful, but the magus will still be limited by his spells per day, and it encourages even more use of their iconic ability. It also fits with the flavor of 'TWF with spells'. Concentration
Suggestion:
Improved concentration: The magus gets a bonus on concentration checks equal to their class level. Granted at 1st level The specific bonus or ratio isn't as important as getting one that's worth it. Spell list
Spell slots
A few other odds and ends thoughts I had:
Arcana suggestions: Migrate armor proficiencies and casting to arcana, allow not needing a free hand for somatic if wielding a weapon ("Somatic blade"), limited Int to attack rolls, ability to use spellstrike with ranged weapons.
Edit: Forgot the spell list point. Added the point for spell slots. ![]()
Interesting design shift. A lot of it could be simplified by giving a Magus the disadvantage that all non-ray spells have a range of 0 ft. and ray spells have a range of touch. There will be corner cases this wouldn't cover, but it would work pretty well. Other abilities:
As part of the 'disadvantage' the Magus could choose to be immune to the effects of their spells. Gives some great imagery of the Magus rushing a group of orcs, the roar of flame as the fireball explodes around him, and then finishing off the remainders with his blade. ![]()
Blazej wrote:
This is true, but that 823,440 GP is almost all of their starting gold. I'd be okay with it because the character would have almost nothing else for gear. And while +5 to all stats for the group is nice, not being able to do anything else (yes, they do have 6 wishes, but the recharge time will be killer - I can handle an under-equipped PC) will keep them in line. ![]()
Thammuz wrote: Also, is the gp cost for the Staff of the Gods correct? According to the SRD, Epic magic items are those whose base cost is 200 000gp or more, which would make this staff an Epic Staff (and cost 1 million gp more), wouldn't it? Actually, it isn't an epic item because the 'greater than 200k' effect is only for the base cost, and doesn't come into play for material components (which is the bulk of the cost of this item) Zurai wrote: Quick and dirty fix: You must use at least as many spell levels as the level of the spell to avoid spending a charge. That way a ninth level spell takes a minimum of 9 spell levels (and a very expensive staff) to use chargeless. The example wish staff would use 45 spell levels (5 charges * 9th level spell) to fire off a wish for free. Interesting. I was thinking of a similar fix to help keep this ability in line with the other 20th level abilities. ![]()
Kirgare wrote: It also helps to actually read the limitations on the base item itself. Staves can only hold 10 charges. Recharging a charge takes a spell slot equal to the highest level spell in it, and can be done once per day. It's not an issue of charges on the staff. The Sorcerer ability lets you expend spell levels in place of using charges. Effectively giving you 90 extra charges to be spread across items. Blazej wrote: I think that this might be more of the issue of putting wish on a charged item. It is a powerful spell, and if you put it on a item to be cast a lot, there are going to be significant effects in your game. Normally this isn't a huge problem with wish, it can be used to make powerful/broken items (the Staff of the Gods is actually a fairly good example), but they're usually highly limited because each charge consumes material components. Wish 2/day, with a recharge of 5 days, is pretty powerful, but manageable at 20th level. The problem comes with the replacement charges that Arcane Apotheosis gives you. ![]()
I'm starting a 20th level PF game, and was talking with another player who wanted to be able to be a Dragon. Obviously just casting the 8th level spell would be enough for combats, but I realized that you could put the spell into a Staff (called "Staff of the Dragon", cost 96,000 GP, one ability: Form of the Dragon III for 1 charge). That way she could burn 3rd level spells (or 3 levels of spell slots) and cast Form of the Dragon III, using her very high Charisma score for the save DCs. It was then that I realized that you could break the game by making a Staff with Wish in it. "Staff of the Gods", cost 274,480 GP, one ability: Wish for 5 charges. Since staves don't require material components, this lets her burn off 15 levels of spells for a free Wish. Without bonus spells this would give her Wish 18 times per day. Plenty to give everyone +5 Inherent bonuses to all their ability scores (normally 825,000 GP), along with the general 'niceness' of being able to cast wish without cost. This could potentially be applied to other costly spells, such as True Resurrection (using Use Magic Device), somewhat breaking the game. Is there something I missed? Do 20th level sorcerers really have the ability to break all game balance? ![]()
When I looked at the new rules for SoD spells, my first reaction was "aww, now it'll be harder to kill the PCs in one shot" quickly followed by "Wait a second... Why is this a good spell?"
As for the 'they add range' portion - upping a 6th level spell to 7th would let you Ray the target, and most clerics won't miss a ranged touch attack. |