Magus Arcana Ideas


Round 1: Magus

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Just an idea.. I don't know if someone else pointed it out.. what about an Arcana to end Buffs and similar spells as a free action instead of a standard?

This coul help a lot to go in and out Transformation.. maybe the true strenght of the Magus could be Action Economy..

Grand Lodge

i just mentioned this in the other thread but i'd like to see, 'hand of the apprentice' ability from wizard universalist school implemented as an arcana. that would just be cool for this class.


Combat Jaunt
A magus with this magus arcana can sacrifice one of his prepared magus spells as a swift action to suddenly teleport across the battlefield. This teleportation is equal in distance to 10 feet times the level of the spell sacrificed and such movement does not provoke an attack of opportunity. The magus must be at least 15th level to select this arcana.

I'm sure I'm not the only one to suggest a teleportation power for the magus, but this is the way I would handle it - you can't really go any farther than a standard character can charge, but you have the benefit of being able to make a full attack action after zipping across the battlefield (which is why they don't get this ability until way late).

Alternatively, this can be reduced to a move action and 9th level.

Grand Lodge

Starbuck_II wrote:


It didn't overpower the Duskblade in PHB 2 back in 3.5 (d8 hp and full BAB). Granted he was limited to 5th level spells not 6th. He also had fewer save/lose spells (Magus has Glitterdust, etc).

The Duskblade is not neccessarily a standard of a balanced class just because it was coughed up by WOTC.

Grand Lodge

This one's fairly simple

Applied Spell Knowledge.

An Arcana that lets you add two spells from the sorcerer/wizard list to the Magus spell list as long as they are of a level of spell the Magus can cast at the time. This basically gives a bit more access to utility spells.


LazarX wrote:

This one's fairly simple

Applied Spell Knowledge.

An Arcana that lets you add two spells from the sorcerer/wizard list to the Magus spell list as long as they are of a level of spell the Magus can cast at the time. This basically gives a bit more access to utility spells.

+1.

I like that it allows for expanding the spell list as new source books are published.

My thoughts on Arcanas...

Arcane Resistances(Su)
As a swift action, sacrifice a prepared spell with an elemental type. Gain resistance 10 against the energy matching the elemental type of the spell for a number of rounds equal to the level of the spell sacrificed. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The ability protects the recipient's equipment as well.

Basically a short term 'Resist Energy'.

Natural Magus(Ex)
While polymorphed, the Magus may cast spells as if he had the Natural Spell feat and may also use his Spellstrike and Spell Combat abilities
with the natural weapons of his polymorphed form. The Magus must be at least 7th level before selecting this arcana.

Should make for some interesting Beast / Elemental / Dragon shaping builds.

Arcane Explosion(Su)
Whenever the Magus uses his Spellstrike ability to deliver a touch spell with a melee weapon or melee touch attack, the Magus may choose to violently explode the remaining arcane energy of the spell with concussive force. After the spell has resolved, the target of the spell is immediately subject to a Bull Rush maneuver with a CMB equal to the Magus' CL + INT modifier + level of the spell cast. This does not provoke an attack of opportunity. The Magus does not move during this maneuver. This ability may be used 3+INT modifier times per day.

Alternatively, you could change the 3+INT per day to "must sacrifice a spell slot equal to the spell used in Arcane Burst, no cantrips" if you think 3+INT is too often.


Focused Fury (Su)
In the fury of combat, a magus sometimes finds herself facing a dangerous enemy, but unable to unleash some of her more dangerous magics for fear of injuring allies or innocent bystanders. This arcana is the solution to that problem - the magus may use any damaging spells to make a touch attack as per the normal Spellstrike rules, even if the spell does not normally have a range of touch. However, the spell does not affect anyone or anything other than the target struck, even if it would normally generate an area of effect, jump to nearby enemies or otherwise affect additional targets.

Only spells that inflict numerical damage may be used with this arcana; it does not function with spells that only inflict negative conditions, curses, illusory effects or other harmful but non-numerical results. Negative effects resulting from damage still apply - for example, if a target is temporarily slowed by cold damage - but not those based on environmental conditions, such as visibility loss or dangerous terrain.

A magus must be at least 9th level before selecting this arcana.

DESIGN NOTES: The wording is a bit crap, and I apologize for that, but I'm hoping the intent shines through, as I think it would be an interesting, useful evolution of the magus' role on the battlefield. Basically, it's a way to make the Spellstrike ability a bit more versatile, but at the same time force the magus to potentially make some hard decisions. Sure, this allows them to fireball a single target with a melee strike without risk of accidentally roasting their friends or nearby innocent bystanders, which could be incredibly handy at times when they've burned through their relevant touch spells but still have a dangerous enemy at the end of their blade.

At the same time, however, they're using one of their powerful AoE attacks against only a single target, which may make them hesitate as they might find themselves arrayed against a group of enemies in the future. It may not always be a hard decision, but I know it's enough of one that it will give them pause from time to time - "Do I really want to blow an AoE on a single target?" - and I think that adds a nice tactical wrinkle to the effect without making the arcana too crunchy.

As another note, I put in the restriction against spells with non-numerical effects as sort of a blanket way of covering present and future spells that do hideous things but aren't direct damage. It's already a potent arcana; I didn't want it to be a blank check to drop any nasty spell through the blade, just the ones whose primary intent is to inflict big hit point damage.

As for the level restriction, I put it in shortly after they get the first big AoE spells, like fireball, to reflect that they've had enough time to "practice" those sorts of spells that they might have figured out this trick as a result. If it seems too powerful for 9th level, though, I could easily see it going up.


Arcane Combat Maneuver:
Allows the Magus to use one Combat Maneuver, when he cast a spell. These Combat Maneuver affects all enemys who are affected by the spell itself.
When performing the selected maneuver, you treat your magus level as your base attack bonus when determining your CMB
If the magus has the improved or greater version of a combat maneuver as a feat, this also applies to the spell.
The Magus has to choose one special combat maneuver when he took this arcana.

I think this would add some flavour to the magus (e.g. shocking grasp bull rush, fireball trips) and allows him to use comabt maneuvers at a same level as a Full BAB class.

Arcane Weapon Mastery: (copy from oracle of battle)
Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
You can only take this or Arcane School Mastery, not both.

Arcane School Mastery:
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school.
This works exactly like the Wizards Arcane School ability.
You can only take this or Arcane Weapon Mastery, not both.

These both feats allows a Magus choose between a focus at spells or at melee.

Arcane Finess
The Magus get Weapon Finess as a bonus feat and add his Int modifier to his weapon damage.

Dark Archive

So right now Words of Power seems useless for a Magus. The system greatly increases the Magus' ability to use touch spells which is awesome but nearly all the effect words have saves. These Arcana would seek to fix that.

Word Skill, Lesser
Any Level 1 or 2 spell cast with Words of Power that uses the Single target word to make the spell a Ray or Touch Attack and energy effect words does not have a saving throw if it normally does.

Word Skill
This Arcana works as Lesser Word Skill but includes Level 3 and 4 spells. You must have Lesser Word Skill to select this arcana.

And a greater version that does level 5 and 6.

Dark Archive

YuenglingDragon wrote:

So right now Words of Power seems useless for a Magus. The system greatly increases the Magus' ability to use touch spells which is awesome but nearly all the effect words have saves. These Arcana would seek to fix that.

Word Skill, Lesser
Any Level 1 or 2 spell cast with Words of Power that uses the Single target word to make the spell a Ray or Touch Attack and energy effect words does not have a saving throw if it normally does.

Word Skill
This Arcana works as Lesser Word Skill but includes Level 3 and 4 spells. You must have Lesser Word Skill to select this arcana.

And a greater version that does level 5 and 6.

Word Skill is a dumb name. Epistolary is a better one. I'm going with that.

I'm not sure where the balance cookie crumbles on this one. Is three Arcana to do this too many? Should it just be Epistolary for 1st through 3rd and Greater Epistolary for the latter half of the spell levels?


I agree that it would be cool for the Magus to a)get more touch spells, b)get a few more personal buff spells (Mage Armor, for instance), and c) be able to sacrifice prepared spells in order to inflict extra arcane damage through spellstrike in some way.

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