The Variations of the Magus


Round 1: Magus


I was very happy when Paizo announced the Magus class, as I always wanted to play a gish from 1st lvl to 20th. The Mageblade from Arcana Evolved was one of my favourite classes, and the Magus seems to be a combination of the Mageblade and the Duskblade.

Until now, Paizo did a very good job of overworking the existing classes of 3E, by giving them more options of choosing in which direction the player wants to take the class. To be more precise, I will list the aspects that made the classes more flavorful to choose roleplaying wise, and so added depth to the game, not only through storytelling their abilities, but also mechanically:

Barbarian
The choice of rage powers has changed the barbarian, letting the player deceide if his barbarian will go from a savage offensive barbarian, to a dwarven battlerager who shrugs of damage more easily, or maybe an elven bladedancer, who enters a trancelike state with his deadly dance of blades.

Bard
Through the perfomance skill changes, the bard has gained a major change of personality. He doesn't need to be using an instrument, he can act, make jokes or dance to use his abilities.

Cleric
With adding more active domain powers to each domain, the clerics from different gods can distinguish themselves more easily in combat.

Druid
The druid didn't need more versatility, but she still got the choice to change her animal companion for a domain.

Fighter
Through his weapon training, he gains a good versatility of different weapons he can use. And so opens up a lot of feats he can select. He got the best bonus though with the combat feats themselves, paizo released.

Monk
Through the adding of bonus feats, the monk is also able to distinguish himself a little more than before. He is one of the least flexible classes, roleplaying wise, but I would be happy to be corrected :).

Paladin
The palading can change her mount into a cool weapon. Her lay on hands also got the class individuality between paladins.

Ranger
Different weapon styles, favorite terrains, class ability instead of an animal companion. Do I need to say more?

Rogue
The rogue talents help to define the specialisation of the rogue.

Sorcerer
Bloodline is a heavy aspect of the sorcerer now, being realy fun to roleplay!

Wizard
The wizard and his schools of magic define his class abilities. Also his familier can turn into a magic item with the arcane bond.

Alchemist
Do I go around throwing bombs like a maniac, or will I buff myself with mutagens into a fighting machine? 2 full pages of different discoveries!

Cavalier
Bonus Feats, teamwork feats and different orders give him the flexibility of making different Cavaliers. Shoanti riding a dire Tiger, wielding a magic Greatsword. I dont have to play the tune to get you thinking of the old series ;).

Inquisitor
Not only can she define herself by choosing a domain power, als she has teamwork feats that grant her the ability to distinguish herself.

Oracle
The Oracle's curse and her Mysteries can add a wide array of different oracle's to your game.

Summoner
Google the computer game "Spore", and you can see how different this class can get.

Witch
2 pages of hexes and a patron that defines her spell list can get her flexible

Magus
Magus Arcana seems to be the main focus where the Magus is able to define himself:

-He can buff himself (attack bonus, AC bonus, haste, critical strike,maneuver mastery)
-He can get a familiar
-He can apply metamagic on the run
-He can act as a mageslayer (dispeling strike, reflection)

Personally I think this is only a start, but not enough that you can have different variations of the Magus.

Some improvements to variation:
The limitation of one-handed weapons melee weapons should go away. Making it a feat or a magus arcana should allow the magus to wield a 2handed weapon. Maybe there should be a specific magical melee style, depending of what kind of weapons you have equipped:

-Two-weapon Fighting: Same as Spell Combat
-Two-Handed Weapon: You can cast damage spells through your weapon more effectively. They deal more damage, or the DC is heightened (e.g. treat your INT modifier 1+1/2 when calculating the DC)
-Weapon and shield: Protection spells last longer, or give more bonuses
-Throwning weapon style: Your weapon gains returning ability, and you can cast a ranged touch spell and deliver it immedietaly
-One handed Weapon: All nondamage spells have their DC increased. Buff spells last longer
-etc.

I know these things aren't balanced, but the idea is there to have.

From other people's suggestions I liked the 'prepare spell x to get a bonus on skill y'. Also I liked the idea of a magical Ki-pool for use.

Gotta go now, or else I come late to my training.

PS: I didn't include the Class Variants from APHB as the New Base Classes in that book didn't get any Variants either. Excuse grammar mistakes. Also be tolerant with my writing, as english is not my native tongue.


I like the idea of the magic pool.....

Something like can drop memorized spells into a magic pool and can spend the points to do things like the monks Ki pool....

That might offer some true versatility and really keep things simple, assuming a pool only gets to be a certain size and can only be spent for certain things.....

I like the idea of the "mana pool"


This thread was exactly what I was looking for, making variety in the Magus class.

Here is a suggestion for the Spell Combat ability:

Spell Combat(Ex):
At 2nd level the Magus must select one of four spell combat styles to pursue: single weapon casting, shielded caster, two-handed weapon casting or thrown weapon casting. The selected spell combat style increases in efficiency with the Improved Spell Combat and Greater Spell Combat class abilities.

If the magus selects shielded caster, the magus learns to cast spells with a shield in his hand. While wielding a buckler or light shield, the magus is able to cast spells, without suffering arcane spell failure from the shield. Furthermore, all spells he casts with a shield in hand and himself as a target are treated as though his caster level is 1 level higher +1 for every four level after his 2nd level.
With Improved Spell Combat his ability to casts spells with a shield in hand is extended to heavy shields.
The Greater Spell Combat class abilities allows him to treat all spells he casts as though they were effected with the still spell feat. This still requires that he wields a shield.

If the magus selects two-handed weapon casting, he adds half his intelligence modifier to every spell DC he casts that does hit point damage while wielding a two-handed weapon.
With Improved Spell Combat the magus adds his weapons enhancement modifier whenever he is making a caster power check to overcome spell resistance.
At 14th level (Greater Spell Combat), whenever the magus casts a spell that does hit point damage, he adds +1 damage to each damage die rolled.

If the magus selects thrown weapon casting, he deliver his spellstrike with thrown weapons on a ranged attack. He can also imbue a thrown weapon with a spell that requires a ranged touch attack.
With 6th level the magus is able to hits his mark at greater distances without problems.With Improved Spell Combat he no longer suffers ranged increment penalties when using a thrown weapon. This doesn't effect the maximum distance he can throw.
At 14th level, a magus with Greater Spell Combat can copy a spell he deliver's with spellstrike to effect another target. As a full round action he attacks his target normaly. If the attack hits, he can attack another target no more than 30ft. away than the first target. If the second attack hits, the spell delivered from spellstrike is copied on the second target. He can copy a spell only once this way.
A magus with thrown weapon casting adds the distance, returning and throwing weapon properties to the arcane weapon list of properties.

If the magus selects single weapon casting, he learns to cast spells and wield his weapons effectively at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –4 penalty. He can also cast any spell with
a casting time of 1 standard action from the magus spell list. He must cast this spell defensively, and he takes a –2 penalty on the concentration check. If the check fails, the spell is wasted, but the attacks still suffer the –4 penalty. A magus can choose to cast the spell first or make the weapon attacks first, but he cannot cast the spell between weapon attacks if he has more than one attack. Casting a spell in this manner does not provoke an attack of opportunity. The magus must have one hand free to use this ability, even if the spell being cast does not contain somatic components.


CezarJ wrote:


Here is a suggestion for the Spell Combat ability:

Spell Combat(Ex):
At 2nd level the Magus must select one of four spell combat styles to pursue: single weapon casting, shielded caster, two-handed weapon casting or thrown weapon casting. The selected spell combat style increases in efficiency with the Improved Spell Combat and Greater Spell Combat class abilities.

If the magus selects shielded caster, the magus learns to cast spells with a shield in his hand. While wielding a buckler or light shield, the magus is able to cast spells, without suffering arcane spell failure from the shield. Furthermore, all spells he casts with a shield in hand and himself as a target are treated as though his caster level is 1 level higher +1 for every four level after his 2nd level.
With Improved Spell Combat his ability to casts spells with a shield in hand is extended to heavy shields.
The Greater Spell Combat class abilities allows him to treat all spells he casts as though they were effected with the still spell feat. This still requires that he wields a shield.

If the magus selects two-handed weapon casting, he adds half his intelligence modifier to every spell DC he casts that does hit point damage while wielding a two-handed weapon.
With Improved Spell Combat the magus adds his weapons enhancement modifier whenever he is making a caster power check to overcome spell resistance.
At 14th level (Greater Spell Combat), whenever the magus casts a spell that does hit point damage, he adds +1 damage to each damage die rolled

I really like Shielded and 2 handed Styles. Much better thabn one handed (playtest version).

While you don't get a free spell, the benefits are nifty.

Shielded means he his a better buff of himself
2 handed means he has better DCs and SR checks.

Throwing seems lacking some, but ranged spells are nice for spell strike.


Thanks for the reply!

To think something up for throwing was realy tough, as I never played such a character. Maybe I'll come up with some ideas later the day.

Feel encouraged to post your own ideas of how you think different Spell Combat trees should be!

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