Magus Arcana Ideas


Round 1: Magus

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Skill/Spell Linkages.

As was suggested above, bonuses to X skill, if Y spell is prepared.


mdt wrote:

Probably not the right spot, but what the heck.

I'd like to see a class archetype that get's rid of the medium and heavy armor but replaces it with enhanced AC (say Int bonus to AC + level based bonus) and bonuses to acrobatics. Call it an Arcane Swashbuckler.

Agreed. The flavor of that kind of melee combatant fits better with this archetype in my opinion. It seems to make a lot more sense than the armored swordmage, and would be more in tune with the 3/4 BAB and d8 HD.


wraithstrike wrote:


In all seriousness I like these ideas, except for the strong spell. I am finding it hard to accept as far as making sense to me.

+1


I think the magus needs something to boost its save DCs. It will generaly have a lower stat and be casting lower level spells. As such, I feel it needs to get a boost to them somehow. Exploiting strike was thus concieved.

1. Exploiting Strike: Once per day as a swift action, when you make an attack against an opponent you may declare it a exploiting strike. Increase the save DC of the next spell you cast by 1 for every 4 Magus levels for the first person hit by your attack. This effect lasts until the end of your next turn.

2. Penetrating Strike: Once per day as a free action, when you make an attack against an opponent you may declare it a penetrating strike. You automatically succeed any caster level checks to overcome SR on your next spell targeting the opponent. Thiss effect lasts until the end of your next turn.


DarkFire82 wrote:

If both of the Armor adjustments were added as level adjusted Magus Arcana, and applied to the level diagram I had previously posted, there would be an issue of two spaces with nothing in them. After thinking about this for a while, I had this idea:

01 - Cantrips, Spellstrike
02 - Spell Combat
03 - Magus Arcana
04 - Arcane Weapon -- (Should Unarmed Strikes / Nat. Weapons be allowed)Just attacks using Improved Unarmed Combat
05 - Magus Arcana
06 - Fighter Training -- (It's at half level, so I don't think it'd really bother anything if it's given early.)
07 - Magus Arcana
08 - Improved Spell Combat
09 - Magus Arcana
10 - Armor Training -- (As the fighter Ability, but only get the first iteration.)
11 - Magus Arcana
12 - Weapon Training -- (As the fighter Ability, but only get the first iteration.)
13 - Magus Arcana
14 - Greater Spell Combat
15 - Magus Arcana
16 - Counterstrike
17 - Magus Arcana
18 - Weapon Bond
19 - Magus Arcana
20 - True Magus

Also perhapse granting the "Movement Speed to Medium/Heavy Armor" as another Magus Arcana possibility.Might not be a good thing, unless it is another example of sacrificing a spell slot, then there is already a haste MA.

Edit: It looked ugly, so I changed the formatting a bit.

Other that the above comments, I like this idea better.

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Feats of Magic (Su): The magus can sacrifice a prepared spell slot as a swift action and gain the benefits of a number of combat feats equal to the spell level for 1 round. The magus must meet all the requirements of the selected feats.

For example, the magus could sacrifice a 3rd level spell as a swift action and gain the benefits of Dodge, Mobility, and Spring Attack for 1 round.


After reading some good suggestions in this thread that could make for good character ideas, I'd like to see the magus get arcanas every other level, starting at level 2 and progressing as rogue talents/rage powers. You could change some of the existing class features and turn them into arcanas. It'll give the players a lot of options, and customization is awesome, no?

Liberty's Edge

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How about giving the Magus two weapon fighting only with conjured weapons like Flame Blade. Granted flame blade isn't on their list at this moment but it would give them more melee combat potential allowing more melee damage from a dex based magus.


Stan O'Haire wrote:
How about giving the Magus two weapon fighting only with conjured weapons like Flame Blade. Granted flame blade isn't on their list at this moment but it would give them more melee combat potential allowing more melee damage from a dex based magus.

Other arcanas for that would be excellent

Arcana: You can wield a light weapon instead of having the hand free to use spell combat
Arcana: you can wield a 2hander to use spell combat


What about an Arcana that let's a Magus use Scrolls/Wands/Staves in conjunction with Spellstrike and Combat Spell.

I've started plotting out a Magus for an upcoming game and I've also been thinking about the Gold economy with his magic weapon. Give his limited number of slots a good solution is to draw on expendables. With the gold a Magis gets back from his personal magic weapon he has that much more to spend on such items.

I would like to see the Magus have a reason to burn gold this way. Sword in one hand, magic wand in the other applying Shocking Grasp.


Dorje Sylas wrote:

What about an Arcana that let's a Magus use Scrolls/Wands/Staves in conjunction with Spellstrike and Combat Spell.

I've started plotting out a Magus for an upcoming game and I've also been thinking about the Gold economy with his magic weapon. Give his limited number of slots a good solution is to draw on expendables. With the gold a Magis gets back from his personal magic weapon he has that much more to spend on such items.

I would like to see the Magus have a reason to burn gold this way. Sword in one hand, magic wand in the other applying Shocking Grasp.

The problem would be WHEN such feature applies. A 12+ arcana? a feature? Initially I thought of it as a capstone, or as the greater spell combat (basic spell combat being the current improved, and the improved being the current greater), but spell combat isn't as bad as it looks so it'd be a risky deal.


Arcane Potency: you can add one half the enhancement bonus (rounded up) of your bonded weapon to the DC of the spell you cast or their caster levels. You must be 9th level before selecting this Arcana.

Humbly,
Yawar


Quote:
The problem would be WHEN such feature applies. A 12+ arcana? a feature? Initially I thought of it as a capstone, or as the greater spell combat (basic spell combat being the current improved, and the improved being the current greater), but spell combat isn't as bad as it looks so it'd be a risky deal.

It's not about avoiding the risk spell combat poses. It's about increasing the number of spells available to feed the classes main shticks. Personally I'd be inclinded to keep the same concentration roll requirement.

Access at 3rd, scrolls only until 6th. Wand access at 6th, Staff access at 12th.


Also:

Somatic Device: you can complete the somatic components of your spells while wielding a one-handed weapon or light weapon on one hand and a Staff, Rod or Wand in the other.

Improved Somatic Device: you can use a spell triger items as part of your spell combat instead of castong one of your spells, however you still must make contration checks as if casting defensively and incur on a -2 to to the concentration checks while doing so. You must have Somatic Device arcana before selecting this.

Humbly,
Yawar

PSD: I honestly beleive that this should be class features.


+1 to the idea of medium and heavy armors as arcana.

I'd also like to see both available earlier, so if level limits are put in on these arcana please make them low. After, I can't see forgoing Dex with the idea of using heavy armor until 13th level as its currently written.


I think the Bonus feat thing needs to be rolled into magus arcana, and the levels you get magus arcana should be adjusted accordingly. That would be good for versatility and personal flavor and customization for each magus. I think the Broad Study Magus Arcana needs to add a line that lets you add touch spells from other arcane spell caster lists to your own list so that way it is actually useful for a non-multiclass magus. A higher level arcana that lets you replace either strength bonus to attack or damage with your int bonus would be cool, though balance wise I'm not sure how feasible that is. It would get rid of a lot of the MAD issues that I see arising since this is a class that will not have as high of an int bonus as a wizard due to the melee needs of dex, str and con. An arcane accuracy but for weapon damage would be nice as well. That or some magus arcana that improves the way arcane strike works, and/or makes it so arcane strike is a free action. Critical Strike needs to not be a swift action or the aforementioned changes to arcane strike need to happen. A magus arcana that allows you to add one wizard spell to your list each time you take it would be cool as well. A magus arcana that gives spell resistance, one that allows increased caster level to overcome SR when casting spells with spellstrike or spell combat similar to the duskblade ability, and one that allows an increase in the dc of the spell cast with spellstrike and spell combat; these would all be good ideas. All of this would create a system of versatility. No two magi would be the same.

Afterthought: A magus arcana that allows teleportation, like abundant step or a quickened dimension door.


I think the class needs an option other than, stand and deliver! I.E. requiring full-attacks to really use the class. So I recommend the following:

Charged Spellstrike: The magus can imbue his weapon with a spell as part of the charge attack action.

Or something like:
Draw Spell: Similar to drawing a melee weapon after a class has a +1 modifier but instead they can imbue there weapon with a touch spell as long as they move half their movement rating.

Basically, since this guy won't last for very long as a front-liner, give him a bit more mobility and versatility.

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Maybe a magus arcana that allows the Magus to regain a spell slot by taking it from an opponent?

Like, if the Magus crits against a spellcaster, he can remove a spell slot from his opponent and add it to his own daily allotment.


For Spell Combat just like Flurry

BAB = Magus level -2 when using spell combat


Elemental Blade (Su): As a swift action the Magus may lose a prepared spell with an elemental descriptor to imbue a single melee weapon he is wielding with elemental energy. If he does so deals an additional 1d6 damage of the same elemental type on any successful melee attack. This effect lasts for a number of rounds equal to the spell lost. This cannot be used more than once on a single weapon at one time, doing so again supercedes the previous ability. The bonus damage increases to 2d6 at 10th level.

Alternately

Elemental Strike (Su): Once per day s a swift action you may imbue his Arcane Weapon with elemental affinity. Any successful attacks made with that damage inflicts an additional 1d6 damage of an energy type of your choice (Fire, Electricity, Cold, or Acid). This damage increases to 2d6 at 5th level and every 4 levels thereafter to a maximum of 5d6 at 18th level. This effect lasts a number of rounds equal to your Intelligence modifier.

This makes it sort of mimic paladin Smite, but with extra die instead of a static bonus so it doesn't multiply on crits. It does work against multiple creatures, but provides no other benefit (AC, attack bonus, etc) so I think it's mostly balanced. Obviously it would do 1.5x damage against creatures of a subtype with weakness for that energy. You get additional die of damage one level after you have gained a new spell level.

After reflection I like the second option a lot more, and I actually think it should be integrated into the class as such, not as an arcana. But I'm happy if something like this were at least included in the final. There ya go, Jason, I did the work for ya :P

Scarab Sages

Blazej wrote:
An ability allowing a magus to use spell combat while wielding a two-handed weapon.

+1, if only to go with my 'trying to match my Mini' issue...he has a Greatsword.

:D
Ability to dampen/negate an active spell on a successful melee hit.
Not permanently, as just Dispelling is would be a but powerful, but, shutting it down for a round?
You hit, and it short's out the target's Mage Armor, or Barkskin,Stoneskin, etc...? Just a thought.

-Uriel

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Somatic Strike

As part of an attack action or full attack action, you can weave your weapon to execute the somatic gestures needed to cast your spells. This fulfills the free hand requirement for using Spell Combat. The weapon must be bonded to the Magus using the Arcane Weapon class feature.

By the way Paizo folks you can use this one for free if you like. I release all rights to it.

This arcana would allow either a two handed weapon or shield use (the latter with the approriate spell failure chance and/or nonproficiency penalties if applicable, although a darkwood buckler would make both fairly minimal.


Conquerers Boon: Whenever a magus kills an opponent or renders them unconscious, he/she gains a spell slot of a level equal to the enemies CR minus the magus's character level. If lower than zero, this number gives you a zero-level spell slot. If higher than the highest level spell that you can cast, you gain a slot equal the highest spell level that you can cast. This ability does not give you the use of another spell, and the spell slot can only be used as apart of other Magus Arcana abiliities.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Kibeth wrote:
I think the Bonus feat thing needs to be rolled into magus arcana, and the levels you get magus arcana should be adjusted accordingly. That would be good for versatility and personal flavor and customization for each magus. I think the Broad Study Magus Arcana needs to add a line that lets you add touch spells from other arcane spell caster lists to your own list so that way it is actually useful for a non-multiclass magus.

It's clearly not intended to be used by a single-classed magus. Dipping into other classes spell lists seems to be a bit too much for an arcana... Possibly limiting it to ONE (or X equal to Int modifer) chosen spell(s) from an arcane list ( or just the sorcerer/wizard list) might be better with the option of taking the arcana more than once.

Edit:

Come to think of it I think the Broad Study arcana should simply allow the choice of ONE spell taken from the full Sorcerer/Wizard list and that's that.


Jason Bulmahn wrote:

Hey there all,

If you've got an idea for a new Magus Arcana, this is the place to put them. We have some room to add a few more to the class, so I want your ideas. Lets just stick to ideas in this thread. No feedback or replies necessary.

Jason Bulmahn
Lead Designer
Paizo Publishing

Magus arcana ideas:

Weapon Attunement (Su): ability to temporarily imbue the magus' weapon with the align weapon spell (chaotic, lawful, good, evil), or the paladin's bless weapon spell (or evil cursed weapon for evil magus). Limited number of uses per day.

Holy/Unholy Sword (Su): as the paladin spell Holy Sword, with evil magus being able to take an unholy version, and neutral magus being able to choose either one. Limited number of uses per day. Requires 10th level.


Arcane Armor

an ability to let people apply certain "buff" spells they know to thier armor as always on, or swift actions

as free action Magus gets level + int modifer rounds of +4 shield spell they can turn on

sure if Magus are design to be in combat they would have learn ways to get their buffing on quickly and relaiable without wastin previsou time better spent blasting

if this is meant to be an offensive melee blaster people shouldn't feel the need to buff up to surive combat

the buffing should be free and included in the class abilities not extras you have to waste time turning on


It may have already been listed, but...

Armor Bonding Arcana
This arcana allows the Magus to bond to one piece of armor per day, in the same manner as the weapon bond class feature. The magus's bonuses must be split between his bond weapon and his bond armor. The magus may apply armor special abilities in the same manner as he may put weapon special abilities on his weapon. Thus, if a magus with this arcana had the ability to put a +3 on his weapon during bonding, he could instead put a +3 on his armor, or a +2 on his weapon and a +1 on his armor, or any other division that added up to +3 bonus.


mdt wrote:

It may have already been listed, but...

Armor Bonding Arcana
This arcana allows the Magus to bond to one piece of armor per day, in the same manner as the weapon bond class feature. The magus's bonuses must be split between his bond weapon and his bond armor. The magus may apply armor special abilities in the same manner as he may put weapon special abilities on his weapon. Thus, if a magus with this arcana had the ability to put a +3 on his weapon during bonding, he could instead put a +3 on his armor, or a +2 on his weapon and a +1 on his armor, or any other division that added up to +3 bonus.

I really like that one, MDT. Good way for Magi to shore up their defense if that's what they is lacking.

Binding strike: as a standard action, the magus makes a melee attack against an adjacent opponent, If the strike hits, the magi may sacrifice a prepared spell as a swift action to enact a binding ritual. The effected creature is then bound to their location by a circle of runes that flashes at the feet of the creature for a split second before it vanishes from normal sight. If the victim tries move from the binding circle, they must succeed at willpower saving throw against a DC of 10 +1/2 the magus' level + the magus' Int bonus. If the victim fails, its movement is spent but it does not move. This effect lasts a number of rounds equal to the spell level of the sacrificed spell. Though a binding circle is only visible for a moment when it is created, anyone skilled in spellcraft can attempt to identify its purpose, treating it as spell of the same level as the spell sacrificed to power the circle. It is plainly visible to anyone using detect magic or to those who that can see invisible objects or creatures.

Edited for style.


I'd like to see something that increases the DC for the Magus' spells considering the majority of them are save based. Something like...

Charged Arcana: Increase the casting time of a spell from a standard action to a full round action for a +1 bonus to the save DC for that spell


At the risk of stretching what you mean by "Magus Arcana Ideas", how about a rule that Eldritch Knights can pick Magus Arcanas in lieu of bonus feats from that PRC, with the caveat that they use only their Eldritch Knight PRC levels as Magus levels for the purpose of what arcanas they can pick and what level the arcana functions at (if appropriate).


Jason Bulmahn wrote:

Hey there all,

If you've got an idea for a new Magus Arcana, this is the place to put them...

Jason Bulmahn
Lead Designer
Paizo Publishing

Favored Spell:The magus selects one of his spells as a favored spell. From that point on, he may cast that particular spell one additional time per day, and the spell DC is increased by +1 (if it has one). At 5th level, he may cast it two additional times per day. At 10th level, three times per day, 15th, four times per day. Also, at 5th, 10th, and 15th level, he can replace his favored spell with any other spell he knows. This magus arcana can only be taken once.

Bloodline: The magus selects one of the sorcerer bloodlines. He gains the class skill, bloodline arcana and bloodline powers (1st, 3rd, and 9th level powers only) of that bloodline, though he does not gain any bonus spells or bonus feats. He may not take this arcana if he is already a sorcerer. This magus arcana can only be taken once.

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Disrupting Strike (Su): As a swift action, the Magus can declare a melee attack will be a Disrupting Strike. The Magus sacrifices a spell slot, and if his melee attack is successful, disrupts the target's use of magic for a number of rounds equal to 1/2 the level of the sacrificed spell. A disrupted target cannot cast any spell, or use any spell-like ability or supernatural ability for the duration of the disruption. The Magus must be 15th level before selecting this magus arcana.


UndeadViking wrote:
Jason Bulmahn wrote:

Hey there all,

If you've got an idea for a new Magus Arcana, this is the place to put them...

Jason Bulmahn
Lead Designer
Paizo Publishing

Favored Spell:The magus selects one of his spells as a favored spell. From that point on, he may cast that particular spell one additional time per day, and the spell DC is increased by +1 (if it has one). At 5th level, he may cast it two additional times per day. At 10th level, three times per day, 15th, four times per day. Also, at 5th, 10th, and 15th level, he can replace his favored spell with any other spell he knows. This magus arcana can only be taken once.

Bloodline: The magus selects one of the sorcerer bloodlines. He gains the class skill, bloodline arcana and bloodline powers of that bloodline, though he does not gain any bonus spells or bonus feats. He may not take this arcana if he is already a sorcerer. This magus arcana can only be taken once.

Bloodline....too overpowered and seems wrong flavour-wise (the bloodlines are linked to spontaneous casting whilst the Magus is a prepared-caster).

If, however, an alternate Magus was created that utilised spontaneous casting, I could see the choice of a bloodline *replacing* the Magus Arcana line of abilities-that is, if you pick a bloodline, you get no Magus Arcanas.


Pact of Hatred: Once per day, the magus can enact a an enchantment over an opponent with whom he has traded blows. As an immediate action, the magus selects an opponent within 100 feet who has both struck the magus and has been struck by the magus in melee combat. That victim must succeed a willpower saving throw vs DC 10 + 1/2 the Magus' level + the Magus' Int modifier or be filled with hatred for the magus, compelled to seek the magus out and finish their duel. Victims of this compulsion will move as quickly as possible towards the magus, although they are not compelled to move in such a way as would provoke attacks of opportunity or through obviously dangerous terrain. If the victim cannot find a way to reach the magus or if the magus disappears from vision, the victim is allowed a second saving throw. If the victim is damaged in any way while moving towards the magus, the compulsion ceases. The magus must be visible for Pact of Hatred to be enacted. If the victim is already in midst of a standard or full-round action when the Pact is activated, it will finish its action and then move towards the magus. This compulsion lasts a number of rounds equal to the magus' Int modifier.


Sideway Strike:

You can slip your blade along the sympathetic channels which allow summoning to strike at your enemies from odd angles. Sacrific a spell and be considered flanking against a target for a number of rounds equal to twice the spell level.

Return strike:
Gives you an attack of opportunity(ranged touch) against anyone casting a spell against you directly, so no aims spells like beams, or spells that pass through your square, impact it like lightning bold or fire balls, but rather spells that make you the target like scrying or curse.


LazarX wrote:

Somatic Strike

As part of an attack action or full attack action, you can weave your weapon to execute the somatic gestures needed to cast your spells. This fulfills the free hand requirement for using Spell Combat. The weapon must be bonded to the Magus using the Arcane Weapon class feature.

By the way Paizo folks you can use this one for free if you like. I release all rights to it.

This arcana would allow either a two handed weapon or shield use (the latter with the approriate spell failure chance and/or nonproficiency penalties if applicable, although a darkwood buckler would make both fairly minimal.

Doesn´t the bard variant in APG get pretty much the same ability?


Buckler Skill(Ex): A magus with this magus arcana has learned how to use a buckler for defense and how to attack while using it. He gains proficiency with bucklers and suffers no attack penalties when wielding a weapon in his shield arm or casting a spell with his shield arm. Normally, You can also use your buckler arm to wield a weapon, but you take a –1 penalty on attack rolls while doing so.

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Potent Spellstrike (Su): The magus adds his class level to the damage rolled when using spellstrike.


UndeadViking wrote:
Buckler Skill(Ex): A magus with this magus arcana has learned how to use a buckler for defense and how to attack while using it. He gains proficiency with bucklers and suffers no attack penalties when wielding a weapon in his shield arm or casting a spell with his shield arm. Normally, You can also use your buckler arm to wield a weapon, but you take a –1 penalty on attack rolls while doing so.

The last bit is contradicting. What about...

Buckler Defense(ex): The magus learns how to use bucklers and cast at the same time. He gains proficiency with bucklers and suffers no arcane spell failure by using a buckler. Additionally, the magus can use spell combat while wielding a light or one-handed weapon and a buckler on the offhand.
(He may or not keep the shield bonus to ac when using spell combat. Probably should)


Physical Spells(EX): Whenever a magus with this magus arcana casts a spell that deals hit point damage add their strength modifier to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is the same type as the spell.

Precision Spell Casting(EX): Whenever a magus with this magus arcana casts a spell that may only effect a single target add their dexterity modifier as a bonus to spell penetration rolls.

Weapon Study(EX): A magus with this magus arcana adds +1 to all to hit and damage rolls with any manufactured weapon.

Armored Defence(EX): A magus with this magus arcana gains DR 2/- while wearing armor. Unlike other forms of DR this stacks with any DR granted by the armor but not with any other source.


FiddlersGreen wrote:


Bloodline....too overpowered and seems wrong flavour-wise (the bloodlines are linked to spontaneous casting whilst the Magus is a prepared-caster).

If, however, an alternate Magus was created that utilised spontaneous casting, I could see the choice of a bloodline *replacing* the Magus Arcana line of abilities-that is, if you pick a bloodline, you get no Magus Arcanas.

Hmm, you are right that all the bloodline stuff might be a bit overpowered to gain from a single magus arcana, and I see how some don't like it since it's a sorcerer/spontaneous related ability rather then a prepared spell casting character.

How about this then:

Arcane School Specialist: The magus can choose to specialize in a school, similar to a wizard, except that he need only choose one barred school. A magus gains all the benefits that a specialist wizard gains, except he gains only the first two powers listed for each school (i.e., he does not gain the school powers that state they are gained at level 6, level 8, or higher). The magus may not take this arcana if he already has levels of wizard.

And again, if that's still too OP for a single arcana, then perhaps he just doesn't get any of the specialist school powers, just the bonus spells per day.


YawarFiesta wrote:

Also:

Improved Somatic Device: you can use a spell triger items as part of your spell combat instead of castong one of your spells, however you still must make contration checks as if casting defensively and incur on a -2 to to the concentration checks while doing so. You must have Somatic Device arcana before selecting this.

Humbly,Yawar

Agreed - this should probably be a mid-level ability, though.

Skinning Strike - The magus sacrifices a prepared spell. His next successful strike lowers the targets spell resistance by the level of the sacrificed spell for 1 hour. The magus cannot stack this effect with multiple strikes, but it will stack with the strikes of other maguses.

Fast Shot - When engaging in spell combat, the magus may take a concentration check to make a ranged touch attack as part of a spell without incurring attacks of opportunity. If the check fails, the spell is lost. (Perhaps an improved version that allows this for spell trigger items?)

Spell on the Run- As a full round action, you may take a single move and cast a spell at any point during that move.


Arcane Diversity:
A Magus with this magus arcana may select one Wizard School or Sorcerer Bloodline. The Magus can add the granted spells of the School or Bloodline to his spellbook, but at a level higher than they are originally obtained (1st level School/Bloodline spells = second level Magus spells, up until 5th level School/Bloodline spells). This ability may only be taken once.

Divine Diversity:
A Magus with this magus arcana has gained a divine bond to either his deity of purpose. He may select one Cleric Domain and may add those spells to his Magus spellbook as Magus spells of one level higher. This ability may be taken only once.

At least I think Wizard Schools come with free spells. If not, then it would just apply to Sorcerer Bloodlines. Perhapse it can also apply to either one of the Witches (familiar purposes?) or Oracles (forgot what they're called) abilities.


I think that the magus arcana abilities should be re-worked to be always on and with and option to use up spells, but not a requirement. The magus gets relatively few spells as is.
> Something like arcane strike could be changed to "the magus gets a +1/4 levels to his attack roll" which is always available and then have the option to expend spells to further this ability, but he would always get some bonus for this arcana. I am not sure if the expended spells should add for just one round, the magus's intelligence modifier in rounds or some other amount.
> A new arcana could be arcane impact where the magus gets a +1/4 levels damage bonus and can expend spells to improve that as well.
At 20th level the best a magus would get is a +11 to hit or damage (or both) if one or two sixth level spells are expended and a +5/+5 if not. That does not seem too powerful for a 20th level character.
For the various metamagic arcana abilites I think that they should be increased to three times/day or 1/day plus the magus's intelligence modifier. Once per day is not really that helpful.
The 3/4 BAB should stay as full BAB would require way to much handicapping of the spellcasting abilities of the class, and if you wanted that just play a duskblade.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

First, let me say that I really like the ideas that people have put out for changing the Medium and Heavy Armor spellcasting abilities into magus arcana (and then increasing the number of arcana that the players get). I personally like the idea of having the option to keep my Magus as a light armor fighter.

Here are a couple ideas that I can think of off of the top of my head. The first few will be for helping the Magus get around his MAD issue.

Spell Blade:
A magus with this magus arcana has learned to rely on the strength of his magic rather than his physical strength when using his weapons. He may add his Int modifier to his weapon damage rather than his Str modifier. If a magus has both Spell Blade and Arcane Enhancement he may only have one active on a given round must declare which he is using at the start of his round.

Arcane Enhancement:
A magus with this arcana has learned to use his magic to enhance his movements so that he can dodge attacks faster than his physical dexterity would allow him to. He may add his Int modifier to his AC rather than his his Dex modifier. If a magus has both Spell Blade and Arcane Enhancement he may only have one active on a given round must declare which he is using at the start of his round.

(These two abilities allow people to create two very different themes for their Magus', or allow them to switch between attack and defensive modes. It also allows people to feel that they're using magic to fight rather than relying purely on their own physical strength.)

Point Blank Spells:
When a magus with this magus arcana casts a ranged spell at an ajacent enemy the Magus gains a +2 bonus to the spell's attack rolls against that enemy. Also, the target of the spell recieves a -2 penalty on any saving throws against this spell.
(this encourages the magus to use even ranged spells such rays and lighting bolts in melee range).


"Adaptive Casting"
A Magus that selects this arcana may cast any 1st level Magus spell they know without needing to prepare it ahead of time. Casting a spell in this fashion still counts towards their maximum number of 1st level spells for the day. A Magus must be 9th level before choosing this Arcana.

I'm apprehensive about this one. I like it, but only because I wish a Magus could sneak into Dragon Disciple... Heh. Though on the flipside a Magus that didn't MC or PrC would gain a nice bit of extra versatility by making his first level spells spontaneous. Considering it's only their 1st level spells, I don't think it's unbalanced - with the possible exception of DD... Thoughts?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Banpai wrote:
LazarX wrote:

Somatic Strike

As part of an attack action or full attack action, you can weave your weapon to execute the somatic gestures needed to cast your spells. This fulfills the free hand requirement for using Spell Combat. The weapon must be bonded to the Magus using the Arcane Weapon class feature.

By the way Paizo folks you can use this one for free if you like. I release all rights to it.

This arcana would allow either a two handed weapon or shield use (the latter with the approriate spell failure chance and/or nonproficiency penalties if applicable, although a darkwood buckler would make both fairly minimal.

Doesn´t the bard variant in APG get pretty much the same ability?

What the bard has or doesn't have is irrelevant to what the Magus has or lacks. It wouldn't be the first feature that more than one class shares by the arcana is defined for the base maga.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
FiddlersGreen wrote:


If, however, an alternate Magus was created that utilised spontaneous casting, I could see the choice of a bloodline *replacing* the Magus Arcana line of abilities-that is, if you pick a bloodline, you get no Magus Arcanas.

Spontaneous casters are supposed to advance in spell level slower than prepatory casters. Given that the Magus advances at one spell level per three, would you have the patience to deal with one spell per four??

RPG Superstar 2012 Top 32

Cunning Arcanomachy (Ex): The magus may use his Intelligence modifier in place of his Strength modifier for the purposes of making melee attack rolls and damage rolls.


LazarX wrote:
Banpai wrote:
LazarX wrote:

Somatic Strike

As part of an attack action or full attack action, you can weave your weapon to execute the somatic gestures needed to cast your spells. This fulfills the free hand requirement for using Spell Combat. The weapon must be bonded to the Magus using the Arcane Weapon class feature.

By the way Paizo folks you can use this one for free if you like. I release all rights to it.

This arcana would allow either a two handed weapon or shield use (the latter with the approriate spell failure chance and/or nonproficiency penalties if applicable, although a darkwood buckler would make both fairly minimal.

Doesn´t the bard variant in APG get pretty much the same ability?
What the bard has or doesn't have is irrelevant to what the Magus has or lacks. It wouldn't be the first feature that more than one class shares by the arcana is defined for the base maga.

I can see where you are coming from here ;) , and it would be a nice arcana, the only "problem" is see, that if the arcane would be the way to go if the player really wants a Greatsword Magus, that he has to wait until level 3..but thats a minor point.

I have to say that this arcana could be a bigger damage increase than any other arcana thats already on the playtest version. (Maybe add in a tiny penality like -1 to hit or concentration, so it doesn´t become a non-choice and every damage oriented Magus will take it.?

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