Spell Blending, Picks?


Round 3: Revised Magus Discussion


Spell Blending lets you add a wizard spell to your Magus list.

If you were to take this Arcana, what would be the one spell you would consider to be "Must Have"?

For me, I think vanish is hard to beat. Using it with spell combat allows the Magus to attack, go invisible, 5' step, then rinse/repeat.

Dark Archive

There's a number of good ones. Heroism, if it doesn't end up on the Magus list, is a good one. There's a build floating around using Calcific Touch and Touch of Gracelessness to zero out Dex pretty quick. Ray of Enervation and Waves of Fatigue/Exhaustion are good debuffs that allow no save.

Those are all good choices that enhance a Magus' abilities substantially depending on build.


Well, if we're talking 3.5 as well, SpC's Combust is the ultimate melee touch damage wrecker. Second level spell, 1d8 per caster level maxing out at 10d8 at 10th.


Actually, I am currently of the opinion that Spell Blending arcana is pretty useless...

Why? I see nothing that prohibits a magus from doing there own spell research.
http://www.d20pfsrd.com/magic#TOC-Research-and-Designing-Spells
Unless your DM is very restrictive with downtime, researching a spell to match your criteria, rather than spending one of your limited supply of arcana would seem a much better choice. Remember you can recoup the gold cost by selling copies of the spell to other magi...


pad300 wrote:

Actually, I am currently of the opinion that Spell Blending arcana is pretty useless...

Why? I see nothing that prohibits a magus from doing there own spell research.
http://www.d20pfsrd.com/magic#TOC-Research-and-Designing-Spells
Unless your DM is very restrictive with downtime, researching a spell to match your criteria, rather than spending one of your limited supply of arcana would seem a much better choice. Remember you can recoup the gold cost by selling copies of the spell to other magi...

The arcane spell failure mitigation that a Magus gets only applies to spells on the Magus spell list. Spell Blending is the only thing that specifically says you add a wizard spell to your magus spell list. I guess you could make the case that if you're making the spell then of course it will be on your spell list but who knows.

Anyway, I would choose Resist Energy. And if you don't mind waiting until 12th to get Spell Blending add Protection from Energy to that since they're both lower than 4th level.


pad300 wrote:

Actually, I am currently of the opinion that Spell Blending arcana is pretty useless...

Why? I see nothing that prohibits a magus from doing there own spell research.
http://www.d20pfsrd.com/magic#TOC-Research-and-Designing-Spells
Unless your DM is very restrictive with downtime, researching a spell to match your criteria, rather than spending one of your limited supply of arcana would seem a much better choice. Remember you can recoup the gold cost by selling copies of the spell to other magi...

Problem is, a GM can easily just take a look at the Spell Blending arcana and say, "Well, magus already has a way for you to research spells, plus it says only wizards and clerics can legitimately research spells. Tough luck."


As a GM I would let a Magus research either completely unique spells or spells from the Magus list. If the spell already exists but isn't on the Magus list, I wouldn't just be like "well research gets past that!"

I do love players working with me to create original spells though.

I actually am of the opinion that Spell Blending is one of, if not THE, best aracanas. The abilities you can pick up from Wizard spells are sometimes better than anything offered by the other actual arcanas.

Using an Arcana to grab Touch of Gracelessness and Vanish at the same time, then later on using one to grab Calcific Touch is EXACTLY how I would roll.

Apply ToG first through a spellstoring weapon, then spell combat up CT and you can even crit with it (using a keen rapier). That's "the statue collector" idea that BeerDragon was referring to.

Heroism is another good choice (are you gonna get an Arcana that gives you +2 to all attacks, saves, and skills?)

Vanish, which I mentioned, earlier, is awesome for disappearing after a full attack, and you can do it with Pool Spell for 1 pool point. That's a sweet deal and some good defense.


Mynameisjake wrote:


If you were to take this Arcana, what would be the one spell you would consider to be "Must Have"?

False Life and (as I'd take it to get 2 spells) Resist Energy.

See invisible and Command Undead, while both awesome spells seem as if UMD & scrolls can handle (the later made permanent later on).

-James


I'm thinking on planar binding, dimensional anchor, and possibly magic circle of protection.

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