
Sinvel Menter |

I really like Kortz's idea also. It seems to tie it in with the feel and play style of the core classes like rogue and cleric. It makes Spellstrike actually desirable (I feel it is useless now).
Also, I know in another thread people are upset with the amount of spells slots given to Magus. Incorporating Kortz's idea would allow Jason to take a few spell slots away IMO.
Also, I think that storing spells in your weapon must be a Magus Arcana option or even an early ability starting early, like 1st or 2nd. Maybe just one touch spell level per Magus level. And have it hit if you roll high enough to make a touch attack even if you miss the melee attack.

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There are some good ideas in this thread about how to adjust the current version of Spellstrike, but I think the end result needs to be much simpler.
Think of it from the perspective of a new or new-ish player to the game -- and these are the most important players for the future of Pathfinder. The best of the base classes have mechanics that pop right out at you and are easy to understand. Summoner: Eidolon. Alchmeist: bombs and mutagens. Inquisitor: Judgement.
Spellstrike as is just does not cut it. And the Magus should not be just an okay base class; it's appeal should be immediate and easy to grasp.
Giving the Magus a progressive d6 magical attack and letting the player choose which elemental forms of it to take at which level is something that will grasp the imagination right away.
Delivering spells with weapons and Spell Combat are abilities that should be worked into the class, but the Magus needs a mechanic the value of which is immediate and obvious.

DarkFire82 |
I have always been under the thought process that classes in new books, core or not, are not really 'meant' for new players. While new players are welcome to take these classes, they are generally far more complex than the base book ones. Take a look at the Summoner for example. A class with a 'Create a Pet' can cause a number of problems for the newbie player. The Alchemist blends spellcasting with mutagens, and is also a major pain to play since it has constantly changing stats (especially when you start to apply mutagens that lower their spell modifying stat). I will also add that the APG grants several new "alternatives" to the base classes, making some of them even harder for new players.
That being said, I see the Magus as a 'Sword Mage' type class. One who uses his spells to buff himself and increase the power of his weapon. Changing spellstrike as I stated earlier (basically making it so that it follows the rules of casting a touch spell through an unarmed strike in the PHB, but allows use of a weapon instead) could be a relatively easy fix, and still keep the nature of the class.
If anything, I think the 'Transmute Spell Slot int Xd6 Touch Spell for Spellstrike' should instead be a Magus Arcana, and agree with using the descriptor of the spell to 'type' the damage. This can actually turn out pretty well with spell equivalents to some the 3.5 Spell Compendiums spells that allow you to chose the energy type when you cast them. In the Magus Arcana thread, I also posted some other ideas both for Arcana and for the class itself, but from what I've seen it can be a lot more powerful than some of you give it credit for.

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The base classes are a little more complex than the core classes, but the good ones have a simple mechanic at their core that is easily grasped.
Flip to the Alchemist table in the APG and you see "bomb 1d6" and "mutagen" at first level. Bomb is self-explanatory, and you can scan "mutagen" and see that it's a buff. Likewise Challenge and Mount (heh) with the Cavalier, Judgment for the Inquisitor, Create a Pet for Summoner, Hex for Witch.
So you're a newish or casual player and you pick up Ultimate Magic and the Magus is right up front. You see Spellstrike and that sounds cool, so you read the description and it turns out that it's two standard actions to deliver a touch spell with a weapon. Underwhelming. So what's Spell Combat about? Weapon in one hand, spell in the other. So far so good. But you keep reading and it's -4 this and -2 that and make a concentration check, etc. None of that sounds fun for a non-rules-junkie. And trying to fix Spellstrike with "lose energy-type spell x of level y for + zd6 damage doesn't help much either.
Give the Magus a simple mechanic at its core to hang it's Wizard hat (or helm) on. Let's call it Magus Strike for lack of a better name. 3 times a day + your INT modifier, your melee attack does 1d6 extra magical damage. This damage increases by 1d6 every odd level. At every even level you add one element type of your choice to the kinds of magical damage that Magus Strike can inflict.
1st Magus strike (1d6)
2nd First element
3rd Magus strike (2d6)
4th Second element... etc.
So Hrori Half-Ulfen, a Magus from the Land of the Linnorn Kings takes Frost as his first element choice, which is great while travelling in Golarion. But in his homeland a lot of creatures have cold resistance, so at level 4 he takes Flame as his second element. Now he can choose between using frost, flame, or just plain magical damage with his melee attacks 3+INT mod a day.
Seems like this would be a lot more attractive to a player who is wavering between Pathfinder and something else.

Dorje Sylas |

The way Spellstrike works now doesn't tally with what it really should do. It really should let you replace the Touch Attack in the spell with a Melee attack including weapon damage. While it steps on Combat Spells toes a bit it makes a clear difference between a Magus attacking with touch spells, a Magus throwing Daze with an attack using Combat Spell.
I seriously thought that was how it worked on the first few read thoughts. Cast Touch spell, smack the with your blade in and discharge in the same turn. Not cast to charge 1st round, then melee attack on 2nd round.

Kyle Baird |

Kortz wrote:I think Spellstrike -- with a different name maybe -- needs to be more explicitly in line with abilities like sneak attack and channel energy.
Maybe 3 times a day +INT modifier you add 1d6 of magical damage to a melee attack. At every odd level it goes up a d6.
At first level the damage is arcane. At every even level you gain the ability to choose to give that arcane damage an elemental form.
For example:
1st -- 1d6 (Arcane)
2nd -- (Fire)
3rd -- 2d6
4th -- (Electricity)
5th -- 3d6
6th -- (Acid)
7th -- 4d6
8th -- (Frost)
9th -- 5d6Maybe make an Arcana that gives you burst damage on crits.
And if you're still in love with weapons delivering spells, just make a spell-storing Arcana at a certain level.
And this.. is an interesting idea. Hmm..
Jason Bulmahn
Lead Designer
Paizo Publishing
I agree, but limited uses is a must, lest it overshadow the rogue. Perhaps also making it every 3rd level after first?

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And this.. is an interesting idea. Hmm..
Jason Bulmahn
Lead Designer
Paizo Publishing
Be careful what you say to Kortz, Jason.. I don't want him to have a big head in my games, it is big enough already ;).

Abraham spalding |

Jason Bulmahn wrote:I agree, but limited uses is a must, lest it overshadow the rogue. Perhaps also making it every 3rd level after first?Kortz wrote:I think Spellstrike -- with a different name maybe -- needs to be more explicitly in line with abilities like sneak attack and channel energy.
Maybe 3 times a day +INT modifier you add 1d6 of magical damage to a melee attack. At every odd level it goes up a d6.
At first level the damage is arcane. At every even level you gain the ability to choose to give that arcane damage an elemental form.
For example:
1st -- 1d6 (Arcane)
2nd -- (Fire)
3rd -- 2d6
4th -- (Electricity)
5th -- 3d6
6th -- (Acid)
7th -- 4d6
8th -- (Frost)
9th -- 5d6Maybe make an Arcana that gives you burst damage on crits.
And if you're still in love with weapons delivering spells, just make a spell-storing Arcana at a certain level.
And this.. is an interesting idea. Hmm..
Jason Bulmahn
Lead Designer
Paizo Publishing
Just make it a spell sacrificing ability to use. Also I would do the elements differently:
1 element of choice at first level, with another choice at level 2, 4, and 6 with force at 8th and "magic energy" at 10th. This way you don't get the "best" energy type right off the bat (since there is fire resistance but not "arcane resistance" or "force resistance").

Caedwyr |
How about the following instead. It tries to keep to the original intent, and is much more usable:
Spellstrike (Su): Whenever a magus strikes a target with his weapon and the target takes damage from it, he can immediately choose to cast a spell on the target as a free action. The spell must be from the magus spell list, have a range of touch, and have a casting time of 1 standard action or less.

Rogue Eidolon |

How about the following instead. It tries to keep to the original intent, and is much more usable:
Revised Spellstrike wrote:Spellstrike (Su): Whenever a magus strikes a target with his weapon and the target takes damage from it, he can immediately choose to cast a spell on the target as a free action. The spell must be from the magus spell list, have a range of touch, and have a casting time of 1 standard action or less.
That's a significant power boost--that way you never lose the spell and it can be combined with itself for every attack that hits (and with Spell Combat, and with a Swift action Quickened spell).

Caedwyr |
It is a power boost, but would a magus really be better off filling all of their spell slots with touch spells instead of mixing in more battlefield control spells. I can see how it could cause some nova/burst damage issues, although it may be that upon further analysis these are less than initially appear. As an alternate, how about the following instead:
Spellstrike (Su): When a magus prepares his spells, he can choose to store a spell from the magus spell list with a range of touch and a cast time of 1 standard action or less in his weapon. Whenever a magus strikes a target with his weapon and the target takes damage from it, he can immediately choose to cast a stored spell on the target as a free action.
The magus may store another prepared spell in his weapon by spending a move action that provokes an attack of opportunity unless the magus chooses to cast defensively. The move action to store a new spell in his weapon is subject to concentration checks as though the magus were casting a spell. If the weapon already has a spell stored in it, the old spell is replaced by the new spell

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Personally, I'd have Spellstrike be something more akin to:
Spellstrike (Su): As a standard action, you can sacrifice a prepared spell and make a single melee attack at your highest base attack bonus. This attack gains a bonus to the attack roll equal to the level of the spell sacrificed. On a hit, the attack deals +1d6 damage per level of the spell sacrificed. At 6th, 12th and 18th level, add +1d6 to the bonus damage dealt, regardless of the level of the spell used.
If the spell sacrificed has an energy type, the bonus damage is of the same energy type, otherwise it is untyped. If the attack is a critical hit, multiply the weapon's damage as normal, but you only multiply the spell's damage by x2, regardless of the critical multiplier of the weapon used.
This is good, I like this better than 3 times a day, Using your spells to power your attacks is a Magus thing to do. I also like the fluff/mechanics combo of adding energy types if the spell used is of that type (use Magic Missile for Force Damage, or Burning Hands for Fire).
I think Spell Combat covers the cast and fight bit, channeling a spell effect directly through the blade isn't that interesting.

Zark |

Kortz wrote:I think Spellstrike -- with a different name maybe -- needs to be more explicitly in line with abilities like sneak attack and channel energy.
Maybe 3 times a day +INT modifier you add 1d6 of magical damage to a melee attack. At every odd level it goes up a d6.
At first level the damage is arcane. At every even level you gain the ability to choose to give that arcane damage an elemental form.
For example:
1st -- 1d6 (Arcane)
2nd -- (Fire)
3rd -- 2d6
4th -- (Electricity)
5th -- 3d6
6th -- (Acid)
7th -- 4d6
8th -- (Frost)
9th -- 5d6Maybe make an Arcana that gives you burst damage on crits.
And if you're still in love with weapons delivering spells, just make a spell-storing Arcana at a certain level.
And this.. is an interesting idea. Hmm..
Jason Bulmahn
Lead Designer
Paizo Publishing
The Problem with Arcane damage is obvious. There is no protection from it. If he should get Arcane damage it should come at really high levels ....or better not at all.

IkeDoe |
I suposse that the spell isn't wasted if you fail the weapon mele attack? (and you can keep trying until it is discharged, as happens with most mele touch spells).
Useful ability to use the first round and in other situations. Cast when you aren't near of the enemy (i.e. distance > speed), do more damage the next attack.
It does not become useless when you get Spell Combat at 2nd level. Spell Combat = -4 to attacks. Spellstrike: no penalties but very circumnstancial, I don't expect more from a 1st level feature.

Banpai |

The reason why I would like it if the current option was keept for a rather easy reason. We already have a nice way to improve and replenish.
We have pearls of power and rings of wizardry for Magi to replenish their spells slots, so they can shocking grasp stab their enemies.
Having a separate ability to give the class something unique is well an good, but creating a new subsystem for the ability to add elemental damage on your weapon attacks.
Its not a bad suggestion, by all means though.

james maissen |
Okay so I'm not sure I get how this works.
Basically how it currently works is that you can 'hold the charge' on a touch spell then deliver it via a normal melee weapon attack rather than just using a touch attack with one's hand.
Personally for it to be a nice ability, rather than just a back up for when you happen to either miss with a touch attack or be walking around with an offensive spell charged (both unlikely), it needs something more.
I would humbly suggest that allowing a free action standard melee attack just as you would otherwise get a free action touch attack during the round in which you cast the touch spell seems perfectly viable.
Now you also want to change the 2nd level spellcombat ability, but that's likely on another thread.
-James

Dorje Sylas |

The reason why I would like it if the current option was keept for a rather easy reason. We already have a nice way to improve and replenish.
We have pearls of power and rings of wizardry for Magi to replenish their spells slots, so they can shocking grasp stab their enemies.
Having a separate ability to give the class something unique is well an good, but creating a new subsystem for the ability to add elemental damage on your weapon attacks.
Its not a bad suggestion, by all means though.
Not only those spell slot options but casting them out of scrolls or wands should also be an option. I really don't see a reason to not allow Magus to hold an wand in the off hand and charge his weapon for an attack plus spell.
I mean really for spellstrike, what you have is a statistically worse chance to hit for the option of getting Melee damage added to your spell damage. As I think we can mostly agree the Melee danger is going be less then the spell damage in most cases.

Banpai |

Banpai wrote:The reason why I would like it if the current option was keept for a rather easy reason. We already have a nice way to improve and replenish.
We have pearls of power and rings of wizardry for Magi to replenish their spells slots, so they can shocking grasp stab their enemies.
Having a separate ability to give the class something unique is well an good, but creating a new subsystem for the ability to add elemental damage on your weapon attacks.
Its not a bad suggestion, by all means though.
Not only those spell slot options but casting them out of scrolls or wands should also be an option. I really don't see a reason to not allow Magus to hold an wand in the off hand and charge his weapon for an attack plus spell.
I mean really for spellstrike, what you have is a statistically worse chance to hit for the option of getting Melee damage added to your spell damage. As I think we can mostly agree the Melee danger is going be less then the spell damage in most cases.
Might be a nice arcana, that allows the Magus to use his Spellstrike class feature with wands/scrolls/staffs and just for the heck of it potions (clw against undead). Or maybe the ability to hold the charge in the blade for INT+3 rounds.
Also Spellstrike with a +1 keen scimitar will crit on a 15-20 an do double damage from the pointy bladey thingy as well as critting with the spell. Seems like a nice tradeoff.

Carpy DM |

I've read through this thread and I'm still a bit confused on how this ability is supposed to work. Does it work like one round you cast into your weapon and the following round you make a melee attack, add the weapon damage and then spell damage/effect?
Or do you get to do it all in one round?
No one seems to know for sure. Including Jason.

Sinvel Menter |

I've read through this thread and I'm still a bit confused on how this ability is supposed to work. Does it work like one round you cast into your weapon and the following round you make a melee attack, add the weapon damage and then spell damage/effect?
Or do you get to do it all in one round?
I think the consensus is that it is a two-round process.

Sinvel Menter |

Correct me if I'm wrong, but isn't the biggest problem with this ability the fact that there's only a single touch spell on the Magus's spell list? Of can the ability be used with ranged touch spells, too?
The spell list is temporary until UM comes out. The Magus will have a lot more touch spells that will be new in that book.

wynterknight |

wynterknight wrote:Correct me if I'm wrong, but isn't the biggest problem with this ability the fact that there's only a single touch spell on the Magus's spell list? Of can the ability be used with ranged touch spells, too?The spell list is temporary until UM comes out. The Magus will have a lot more touch spells that will be new in that book.
Ah, right. Thanks, I should've thought of that.

Hatman |
Todd Morgan wrote:I think the consensus is that it is a two-round process.I've read through this thread and I'm still a bit confused on how this ability is supposed to work. Does it work like one round you cast into your weapon and the following round you make a melee attack, add the weapon damage and then spell damage/effect?
Or do you get to do it all in one round?
As I see it, that sort of hampers the well.... magusness of the magus. That would either do one of two things, a magus would just touch attack people instead of stabbing, because hey don't have to worry about Armor bonuses with it. Or, he would have to Cast spell, run up and stab, run away, cast, run up and stab, if he didn't he would be getting Attacks of Opportunityied all over the place.
And really, is it worth spending two rounds to hit someone with it when you could just magic first stab second? Unless of course you had super amazing critical threat ranges, then it might be worth it.And let's consider thier second level thing the "Spell Combat" as well, if this is a two round affair, just to touch attack a guy with a weapon, then what about that, with ANY standard action spell thrown in to a full attack?
Also, first post of mine! YAY!

AvalonXQ |

Magus begins 55 feet from target.
Round 1: Magus casts Shocking Grasp, moves 30 feet.
Round 2: Magus charges target, hitting with longsword and dealing Shocking Grasp damage as well.
Magus begins next to target. Using spell combat, Magus casts Shocking Grasp and attempts free touch. Magus attacks with sword at -4 and, if touch misses but sword hits, still gets Shocking Grasp damage.
Both neat.

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Magus begins 55 feet from target.
Round 1: Magus casts Shocking Grasp, moves 30 feet.
Round 2: Magus charges target, hitting with longsword and dealing Shocking Grasp damage as well.Magus begins next to target. Using spell combat, Magus casts Shocking Grasp and attempts free touch. Magus attacks with sword at -4 and, if touch misses but sword hits, still gets Shocking Grasp damage.
Both neat.
I don't think "neat" is good enough. It's easy as rules-junkies to get excited about it because it's new, but as they are now I think Spellstrike and Spell Combat are too muddled to be main class features right out of the gate. I don't see any of the instant appeal in them that I see in just about every other class.

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Magus begins 55 feet from target.
Round 1: Magus casts Shocking Grasp, moves 30 feet.
Round 2: Magus charges target, hitting with longsword and dealing Shocking Grasp damage as well.
While being able to do this helps a bit, the only class feature granted to a new class should not be "Be slightly less useless than most melee warriors in the first round of combat." Even at later levels, it lacks any real... awesomeness, I guess, since all it serves to do is help mitigate a situation that you hope doesn't happen very often in the first place. This is an ability that should be much more universally useful, especially if it's gonna be the only thing you get at first level.

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So...
I am toying with the idea of running a Magus to test it out in the Serpent's Skull AP that we are running this weekend. I am still quite confused as to how this ability works.
One view is it's a way to "hold a charge" in your weapon on the first round of combat. The situation would look like:
Round 1: Cast Shocking Grasp(Standard), then move in on the enemy(Move).
Round 2: Strike the enemy(Standard+discharge)
It seems that is the only way this can work with the wording of the level 2 skill, that allows you to cast and attack in the same round.
******************
So my question is, How is this ability supposed to be played?

james maissen |
So my question is, How is this ability supposed to be played?
The rare times that you actually cast a shocking grasp spell and then miss with the free touch attack the subsequent rounds you can attack normally and discharge it when you finally hit.
It's a poorly powered feat as its written rather than an integral class feature.
Change it so that you can cast the shocking grasp spell then as a free action attack with a melee weapon and if you hit discharge it (and if you miss hold the charge to discharge either via touch or weapon later)... and this becomes a reasonable class feature that sets the tone for the class.
-James

Foghammer |

My players and I think that the Spellstrike feature and the Arcane Weapon feature are both lackluster in that they are both things that any character can have. Understandably that the class gets them for free, our beef is that they are not exciting or new.
I personally do not have a lot of experience with arcane casters because other people in our groups tend to like them more, so things like spell storing weapons never appealed to my characters who didn't cast spells. I think all but one of us have taken a shot at DMing, so we all are players as well, and we all have a dual mindset in our assessment.
Any character can buy/make/loot a spell storing weapon, or a flaming weapon or whatever. Barbarians get rage and fast movement at first level. Rogues get the more reliable [than spellstrike] sneak attack. Monks get the equivalent of three feats (a bonus feat, improved unarmed strike, stunning fist) and flurry of blows AND three good saves. Looking at those things, the Magus doesn't seem to deliver any balance at first level (and with groups like mine, this is bad, as we are ALWAYS bringing new people to the table to teach the game to).
I can't say I have any better idea at this time but I want to express the concern. I'll have the guys brainstorming with me on this.

see |

Maybe I'm doing something remarkably wrong with my magus testing, but an against-touch-AC attack this round and a standard melee attack next round seems to work out better than no attack this round and a melee attack damage-enhanced by a spell next round. Even if I'm using a keen scimitar to maximize the crits in the second case. Touch AC is just so much easier to hit in most cases.
It does have some advantage when combined with a reach weapon . . . but the character needs to spend either an exotic weapon proficiency on whip or use a two-handed weapon in that case, and a two-handed weapon doesn't play nice with Spell Combat.

nighttree |

Personally, If it's going to take me two rounds to set up the attack, I would rather see a touch attack (spell) that adds the weapons damage as well......but that's just the way I think ;)
EDIT: Upon further thought, this is what I think would fix Spellstrike (IMO).....
Spellstrike (Su): Whenever a magus casts a spell with a
range of touch from the magus spell list, he can deliver the
spell through any weapon he is wielding as a touch attack. If successful, this attack deals its normal weapon damage as
well as the effects of the spell. Alternatively, a magus
can make a free touch attack with his free hand instead of delivering the spell through his weapon, as normal.

Gauthok |

+1 to Kortz's idea.
I totally agree that the class needs something that makes a relatively new player say "cool! I want to try one of these!".
I think Spellstrike as written feels very weak at low levels. In fact, IMO the whole class feels a bit weak at levels below 8, when it finally starts to care about full attacks and can effectively use Spell Combat.
I think an easy damage boost, with some additional arcana to add the effects of some of the spells people would like to see added to the Magus list (ie, give up dice of the strike for fatigue with a save, etc) would make the class more playable at low levels without boosting it too much in the mid-high levels.

Freesword |
Jason Bulmahn wrote:Kortz wrote:I think Spellstrike -- with a different name maybe -- needs to be more explicitly in line with abilities like sneak attack and channel energy.
Maybe 3 times a day +INT modifier you add 1d6 of magical damage to a melee attack. At every odd level it goes up a d6.
At first level the damage is arcane. At every even level you gain the ability to choose to give that arcane damage an elemental form.
For example:
1st -- 1d6 (Arcane)
2nd -- (Fire)
3rd -- 2d6
4th -- (Electricity)
5th -- 3d6
6th -- (Acid)
7th -- 4d6
8th -- (Frost)
9th -- 5d6Maybe make an Arcana that gives you burst damage on crits.
And if you're still in love with weapons delivering spells, just make a spell-storing Arcana at a certain level.
And this.. is an interesting idea. Hmm..
Jason Bulmahn
Lead Designer
Paizo PublishingJust make it a spell sacrificing ability to use. Also I would do the elements differently:
1 element of choice at first level, with another choice at level 2, 4, and 6 with force at 8th and "magic energy" at 10th. This way you don't get the "best" energy type right off the bat (since there is fire resistance but not "arcane resistance" or "force resistance").
I like the direction Abraham spalding is taking Kortz's original proposal. I'm envisioning something along the lines of:
Spellstrike (Su): A magus can channel arcane energy through their weapon for melee attacks. As a swift action, the magus can expend a prepared spell to add 1d6 per level of the spell as elemental damage. The magus chooses one elemental type at 1st level and additional types at 5th, 10th, and 15th. When additional energy types become available, the energy type applied is chosen when the ability is activated. The duration of this ability is one round. This damage is not multiplied on a critical hit.

Banpai |

Todd Morgan wrote:I think the consensus is that it is a two-round process.I've read through this thread and I'm still a bit confused on how this ability is supposed to work. Does it work like one round you cast into your weapon and the following round you make a melee attack, add the weapon damage and then spell damage/effect?
Or do you get to do it all in one round?
Ok if thats the case, the ability becomes far less usefull.
I hoped that it meant that you could spellstrike in 1 round: cast + attack with weapon instead of attack with the spell.
And with Spell Combat you could be able to get your full attack cast a touch range spell and deliver it with a weapon attack in the same round.
Maybe we could ask the developers to give us 2-3 rounds of an example combat.

Seeker of skybreak |

I posted thisin another thread but everyone seems more interested in arguing for a full BAB version then working with what we have. This seems like a better place to post this for feedback.
Kortz suggested in this thread a change to arcane strike that didn't involve channeling at all. I like the idea but it seems to rooted in the rogues sneak attack and is just a damage increase able to bypass certain DR. I propose something similar that involves granting the weapon abilities a number of rounds per day, similar to a barbarians rage powers or rogue talents. These would be abilities that could be used 3+int modifier rounds per day.
Examples:
Fatiguing strike: When you make a successful melée attack against an opponent he must make a fortitude save or be fatigued 1/round per Caster level. Ala touch of fatigue.
Paralyzingly Blow: When you make a successful melée attack against an opponent he must make a will save equal to DC or be paralyzed for 1/round per caster level. Each round on it's turn the subject may attempt a new save to end the effect. "essentially hold person"
Make the DC's static. You could make more powerful strikes later that mirror other spell like effects. Balancing could be done by dropping spells per day keeping with the flavor of arcane strike as written.
These abilities are examples and are arbitrary. I'm not saying they are balanced in any way but are merely suggestion to show an idea.

Mr.Fishy |

Ok, Mr. Fishy has an idea. >Waits for trolls to gather<
What if instead of a penalty to attack and a high concentration for spell combat. The Magus takes a hit to his AC like rage or cleave. The magus could then reduce the AC penalty as he gains levels.
Also he could opt to cast and risk an AoO or roll a concentration. That way he chooses his poison.
1. He rolls a concentration check with a chance of failure.
2. He skips the concentration and risk the AoO.
Either way he takes a penalty to AC, not concentration and attack. He's more likely to hit and he has options on how to cast. With or without a concentration check. Armor and buffs can cover the AC penalty at low levels and higher levels reduce the penalty to nothing. Spell Combat is still a gamble just better odds.

Anburaid |

Ok, Mr. Fishy has an idea. >Waits for trolls to gather<
What if instead of a penalty to attack and a high concentration for spell combat. The Magus takes a hit to his AC like rage or cleave. The magus could then reduce the AC penalty as he gains levels.
Also he could opt to cast and risk an AoO or roll a concentration. That way he chooses his poison.
1. He rolls a concentration check with a chance of failure.
2. He skips the concentration and risk the AoO.
Either way he takes a penalty to AC, not concentration and attack. He's more likely to hit and he has options on how to cast. With or without a concentration check. Armor and buffs can cover the AC penalty at low levels and higher levels reduce the penalty to nothing. Spell Combat is still a gamble just better odds.
Mr. Fishy, you must eat a lot of Omega-3's because this is a great compromise for people who feel very precious about their to-hit bonus. I could see it implemented it as an arcana (maybe call it something like reckless gambit or some such ...) so that its also a stylistic choice.
And the concentration stuff just makes sense.

DarkFire82 |
I would rather not see spellstrike changed that much away from what it is, and I think I see a way to word it nicely.
Spellstrike (SU / EX):
A Magus is trained in combining his physical prowess with weapons and his ability to cast spells. A Magus may choose to deliver any Touch Attacks granted by his spells through his weapon. This ability functions as delivering a touch attack through an unarmed attack or natural weapon (Player's Guide Page 186) however you use the weapon's Critical Threat Range. The spell is considered to have a Critical Modifier of x2.
This allows it to work with Elemental Touch, or any other Touch Attack granting spell the Magus has, as well as clarifies the rules as to how it works. It still does not give the Magus a free weapon attack when casting a spell (as you don't get a free unarmed strike/claw/bite attack when casting a touch spell normally). I would also like to potentially add two further parts to this, or make it these a Magus Arcana:
At 5th level a Magus has further improved his ability to cast spells through weapons. A Magus may choose to deliver Touch Attacks granted by his spells through ranged weapons. This functions the same as delivering a touch attack through an unarmed attack or natural attack, but allows the Magus to make the attack at range. Unlike delivering a touch attack through a melee strike, a missed attack still uses up the touch attack (For spells that allow multiple touch attacks i.e. Produce Flame [Change the example with a spell on the magus list], a missed projectile uses up an amount of duration/attacks as if the arrow hit even on a missed attack).
At 10th level a Magus gains the ability to restrict his spells, allowing him to cast a greater variety of them through his weapon. He may cast any non-personal spell as if it were a touch spell. Area of effect spells cast in this manner do not effect multiple targets, however treat the target as having failed any saves to reduce damage. Saving throws that do not specifically deal with damage (such as through the Sleep [Replace with a spell on the Magus List]) must still be made, but gain a +2 to their save DCs. Attacks that grant multiple attacks (For example Scorching Ray [May need to be replaced with a Magus Spell]) grant an equal number of Touch Attacks when used with this ability.
And there you go. Not only would they be able to make use of Lightning Bolt and Fireball on their weapon (at 10th level), it would also give them the ability to place those spells on Bolts, Darts, or even Daggers (which they then throw).

Freesword |
I've suggested something like this before and I really like it. Perhaps giving up a spell of level X with the [Energy] descriptor to be able to add spell level * 1d6 damage to all melee attacks for Int mod rounds.
This really puts a heavy burden of having all energy types represented at all spell levels on the spell list and making sure to have energy type spells prepared. Better I think to make it caster's choice of energy type with one available at 1st and the ability to add additional available choices as the magus progresses in level.
For those who favor keeping the touch spell through a melee weapon aspect, touch AC is usually significantly lower than normal AC. This is mostly likely due to touch spells from low BAB casters. Making a normal melee attack to deliver a touch spell is a serious nerf, even if you do get to add weapon damage. Allowing a touch attack to discharge the spell through the weapon and add in weapon damage might not necessarily be overpowered, but it does have it's issues. For example, say you missed on the round you cast the spell (you can still roll a 1 on a touch attack), you hold the charge, normally you would make another touch attack. With spellstrike, what happens when you have iterative attacks and full attack on subsequent rounds? Are you making touch attacks till you hit and discharge the spell? Also for a first level ability it is overly dependent on spell selection. You must have touch spells prepared to use this ability.
Ok, Mr. Fishy has an idea. >Waits for trolls to gather<What if instead of a penalty to attack and a high concentration for spell combat. The Magus takes a hit to his AC like rage or cleave. The magus could then reduce the AC penalty as he gains levels.
Also he could opt to cast and risk an AoO or roll a concentration. That way he chooses his poison.
1. He rolls a concentration check with a chance of failure.
2. He skips the concentration and risk the AoO.
Either way he takes a penalty to AC, not concentration and attack. He's more likely to hit and he has options on how to cast. With or without a concentration check. Armor and buffs can cover the AC penalty at low levels and higher levels reduce the penalty to nothing. Spell Combat is still a gamble just better odds.
While this thread is about Spellstrike, not Spell Combat (the names are too similar, I have to keep looking up which is which), I must say this is a good fix for Spell Combat.

Kibeth |

Kortz wrote:I think Spellstrike -- with a different name maybe -- needs to be more explicitly in line with abilities like sneak attack and channel energy.
Maybe 3 times a day +INT modifier you add 1d6 of magical damage to a melee attack. At every odd level it goes up a d6.
At first level the damage is arcane. At every even level you gain the ability to choose to give that arcane damage an elemental form.
For example:
1st -- 1d6 (Arcane)
2nd -- (Fire)
3rd -- 2d6
4th -- (Electricity)
5th -- 3d6
6th -- (Acid)
7th -- 4d6
8th -- (Frost)
9th -- 5d6Maybe make an Arcana that gives you burst damage on crits.
And if you're still in love with weapons delivering spells, just make a spell-storing Arcana at a certain level.
And this.. is an interesting idea. Hmm..
Jason Bulmahn
Lead Designer
Paizo Publishing
This is interesting. However, for me, it feels too close to the rogue and the elemental rage power. Why not just re-visit the concept and implement it in a similar fashion to the 3.5 PHBII Duskblade Arcane Channeling ability? I recognize that the ability in it of itself in 3.5 was very easy to break, but that's why we play test as you say often. Plus, this class is pretty much limited to one weapon and a free hand which instantly would fix part of the problem with the arcane channeling ability from duskblade. I'd just hate to lose the original concept of spellstrike.

Kibeth |

How about the following instead. It tries to keep to the original intent, and is much more usable:
Revised Spellstrike wrote:Spellstrike (Su): Whenever a magus strikes a target with his weapon and the target takes damage from it, he can immediately choose to cast a spell on the target as a free action. The spell must be from the magus spell list, have a range of touch, and have a casting time of 1 standard action or less.
This is exactly what I'm referring to. I wouldn't make it that powerful at level one mind you. Even the duskblade didn't get to cast a touch spell and attack as one single standard action until level 3. Maybe make it more powerful as the level increases to eventually be the equivalent of what I just quoted. Note, magi can only wield one weapon, and they must hit, and it will cost them a spell slot each time. Thus fixing virtually all of the things that made the ability broken for duskblade. I'm just saying, this seems like a cool idea, and certainly worthy of being the bread and butter of a magus as sneak attack is to the rogue.

Phil. L |

Now these new spellstrike ideas do sound interesting. I would suggest however that elemental damage is actually inferior to straight arcane damage in most circumstances and particularly at high levels. If I would make a suggestion it would be to make the first type of damage dealt fire, then follow up with cold, electricity, acid, sonic and finally force.
Of course, I can also see the point of view of those people not wanting to change spellstrike that much because they like the base mechanic, just not its application. Perhaps a compromise of some sort can be reached?

Terran |

i am really not seeing the problem with spellstrike. it use is for burst damage. at fifth level you can add a 5d6 shocking grasp most of the time with spell combat. that uses up 1 first level spell. at 10 you can intensify it for 10d6 from a second level spell. add empowered arcana and thats a lot of damage there, with your weapon damage.

Phil. L |

i am really not seeing the problem with spellstrike. it use is for burst damage. at fifth level you can add a 5d6 shocking grasp most of the time with spell combat. that uses up 1 first level spell. at 10 you can intensify it for 10d6 from a second level spell. add empowered arcana and thats a lot of damage there, with your weapon damage.
I understand where you are coming from, but people will bring up things like economy of actions or lack of touch spells or somesuch counterargument.
of course most of the bias towards the magus is subjective bias rather than objective bias. In other words, even if the class functions perfectly people will find fault with it, either because they believe it is too powerful, not powerful enough or simply not how they envision an arcane melee caster (everything from I want a spontaneous arcane melee caster to I want to be able to rule the cosmos with my unstoppable gishnaut!)

Terran |

I guess what might help spell strike is a few 0 level spells that could be used with it at lower levels. that way you aren't losing your limited first level spell, but still using spells to help deal damage or debuff. something like acid splash or ray of frost 1d3 energy damage at 1-2 level isn't overpowered or useless. touch of fatigue might be even better.