Please Eliminate The Arcane Pool


Round 3: Revised Magus Discussion

101 to 131 of 131 << first < prev | 1 | 2 | 3 | next > last >>

LazarX wrote:
Kalyth wrote:

I also have a issue with the Bard being able to use Healing magic as arcane while the wizard can't.

Personally I wish all of the Hybrid/partial casters didnt have their own spell list but just access to the appropriate cleric/Druid/Wizard spell list up to x level. If a limiter has to be applied I would prefer that limiter be based on Schools or Spell Discriptors.

Example Bards would have access to Wizard Spells upto 6th level but only from the Enchantment, Transmutation, Conjuration Schools. Bards also dabble enough in arcane magic to also be able to cast any Wizard spell up to six level with the Sonic Discriptor.

Witches I'm a little bit more ok with having healing magic where the wizard doesn't as the Patrons do add a new dimension to their magic.

But I find it odd that a General Witch can cast Lightning Bolt, Chain Lightning and Stormbolts, but cant cast Shocking Grasp.

Likewise I find it odd that Paladins have access to spells that a Cleric can never cast.

Rangers having spells Druids are never able to cast.

The same applies to the Magus. Why he gets some Evocation spells but then is unable to cast other evocation spells drawing upon the same energy type but of a lower level. Sure it makes sense mechanic/game balance wize but why cant we build mechanics that work within the Fluff.

On the other hand, I'd find it rather odd for Rangers to be casting Druid spells, and Paladins to be casting cleric spells. The class spell lists have spells which thematically fit with these classes and would be out of place with the respective mainline casters.

I also disagree with throwing the Magus spell list to the general Wizard list. Limiting by school is for specialist wizards and the Magus is NOT a wizard, he's something different and the spells reflect his particular focus. Most people who have a problem with this are those who are afraid of not getting auto access to spell shinies from 3rd party publishers or Paizo products. The fear in regards to Paizo is misplaced......

Clerics and Paladins both cast divine spells. Ok Clerics focus more of their time and energy to being divine casters than Paladins do. Why can they not master the divine spells a Paladin does? Why cant a 20th level cleric of the god of Valor, Truth, Honor and Good cast Bless Weapon.

In previous additions of the game, Paladins, Rangers, Bards, etc.. were dabbler casters. They practiced spell casting but were never as good at is as the primary casters, Clerics, Druid and Magic-Users. Paladins had minor spellcasting abilities of Clerics and drew all of their spells from the cleric spell list. Rangers likewise had minor spell casting ability of Druidic magic and drew spells from the Druid spell list. Rangers even dabbled in arcane magic and drew spells from the magic-user spell list as well. (Note the Ranger had two separate spell progressions, one for magic-use/wizard spells and one for Druidic spells.). That was 1st addition. In second addition they continued with the Hybrids being "apprentice" casters but limited rangers and paladins to only a few "sphere" of divine magic. Bard shifted from having lesser druid magic to having lesser arcane/wizard magic. But still neither Bards, rangers, nor paladins could cast spells that the primary casters could not.

3.5 hits and wow suddenly everyone has their own unique spell list. Just it all seemed to fit togehter more thematically in previous additions.

Dark Archive

Kalyth wrote:

Im all for classes having unique abilities that differenciate them from one another. My issues is I would like the game to have one Definded way Arcane magic worked and one difined way Divine magic worked and stick with it. The Vancian system is fine (though I have always favored a mana system over spell prep system.) but if you are saying that the Vancian system is how magic works in this game world then stick with it.

The Magus is practices both martial ability and magical ability but is a master of neither. He is a prepare caster using the established Vancian system as a Wizard does. Yet he can get up in the moring and say you know I really wish I had a spell that does "x" and snap now he does. In an actual world like that wizards would be hunting down Magi and keeping them captive in their dungeons trying to figure out how they developed this amazing ability the defies all of the known laws of magic that arch-wizard have been studying and trying to codify for centuries.

If magi are learned casters (they are taught their method of magic through study) then why can wizards not learn this magical ability without having to learn how to fight? Spontaneous spell preparation has nothing to do with swinging a sword, but apparently regular wizards can't learn to do it without learning to swing a sword (ie multi-classing as a magus.)

It a new rule mechanic for a new class ok fine. But it breaks the theme, concept and established magical system of the setting with no explaination of than. The magus is cool and he can do this even though no other arcane casters can that have devoted even more of their lives to unraveling the secrets of magic than the magus ever will.

Long before the Magus came out there was little internal consistency in how magic works in the D&D/Pathfinder world. Just about every class that casts magic does it in a slightly different way from others or has spells which no one else can replicate for some reason. It's all BS. Just roll with the craziness and don't try to impose some sort of logic on magic. No one has ever come out of that hole. It is bottomless.


"Still? Even after your misapprehension about the cost of enhancing your weapon was corrected? What the frak for?"

Reflect still is wobbly with the way it reads, it'll chew points, cool ability but its a one a day, and if you use it, your probably just drained your pool for everything else.

granted you dont get reflection for a while, but at 1/2 lev plus int, at best you'll only have 11 points in the pool.

Reflecting a spell worth reflecting at that level is going to take 6-8 points in one shot.

pretty much form what i see, arcane accuracy and reflection either need to be fixed, or the pool needs more points, i personally favor more points.

1/2 lev +int +3. for example. this would give the 1st lev magus at least 5 points to work with and make a big difference at lower levels, but wouldnt do much damage or unblance things as the class moved up in power.

Shadow Lodge

Kirth Gersen wrote:

I'd rather see the "pool powers" work like Reserve feats from 3.5.

"As long as you have a Magus spell slot of X level or higher available, as a standard action you can..."

Any caster already has plenty of bookkeeping to do; a combat arcanist needs to carefully track hp as well, which he'll be losing more of than his pure arcanist friends. No need to add a third bookkeeping tally on top of those. Given their weak BAB and spellcasting compared to an Eldritch Knight at upper levels, it's really not over the top to change 1 or 2/day class features to "at will, until you use your spells."

This is an interesting idea. I was not familiar with the mechanic from 3.5, but it could be an option if for some reason Paizo decides they don't like the pool idea. But as I've stated, I think its a mechanic that will stick around.


Kirth Gersen wrote:

I'd rather see the "pool powers" work like Reserve feats from 3.5.

"As long as you have a Magus spell slot of X level or higher available, as a standard action you can..."

Any caster already has plenty of bookkeeping to do; a combat arcanist needs to carefully track hp as well, which he'll be losing more of than his pure arcanist friends. No need to add a third bookkeeping tally on top of those. Given their weak BAB and spellcasting compared to an Eldritch Knight at upper levels, it's really not over the top to change 1 or 2/day class features to "at will, until you use your spells."

A suggestion of a viable alternative. And one I can see myself supporting as well. If Jason doesn't decide this is a good idea, I may keep it around as an option for house rules use. And this is coming from someone who likes the arcane pool.

I actually prefer "at will as long as condition x is met" over "n per day".


Kalyth wrote:
The Magus is practices both martial ability and magical ability but is a master of neither. He is a prepare caster using the established Vancian system as a Wizard does. Yet he can get up in the moring and say you know I really wish I had a spell that does "x" and snap now he does. In an actual world like that wizards would be hunting down Magi and keeping them captive in their dungeons trying to figure out how they developed this amazing ability the defies all of the known laws of magic that arch-wizard have been studying and trying to codify for centuries.

They probably have, and got this answer....

Simply give up your ability to ever cast 7th, 8th, and 9th level spells.

Perhaps this is why bards actually are playable rather than being locked away in arch-wizard's basements as they try and figure out how bards can cast certain spells at a lower level and manage arcane healing magic? Can the same be true for the Magus?


Hexcaliber wrote:
The point of this thread is to express a desire to remove the arcane pool in favor of a more elegant and thematic ability.

Seeing as how I like the arcane pool and think it is infinitely more desirable than burning spell slots that are in extremely high demand I am going to disagree. And post my opposition to this aim since the developers read these threads.

If you want something better (And it is entirely possible that something better is out there) then mention it please. "Replace arcane pool with X" will get you further than "Eliminate arcane pool." The first option will probably get you feedback from the very people who are presently posting the opposing view.


Jason Ellis 350 wrote:
Seeing as how I like the arcane pool and think it is infinitely more desirable than burning spell slots that are in extremely high demand I am going to disagree.

False dichotomy; if you'd read any of the thread, you'd have seen a number of other options. For example:

Kirth Gersen wrote:

I'd rather see the "pool powers" work like Reserve feats from 3.5.

"As long as you have a Magus spell slot of X level or higher available, as a standard action you can..."

This neither uses an arcane pool nor burns spell slots.


I'd need to revisit reserve feats in Pathfinder, I know I disallowed them in 3.5 under my "you can't take another class's primary class features with a feat" policy.

But I haven't seen the loudest people clamoring against the arcane pool make any suggestions other than "remove it."


Jason Ellis 350 wrote:
I'd need to revisit reserve feats in Pathfinder, I know I disallowed them in 3.5 under my "you can't take another class's primary class features with a feat" policy.

I don't see how this suggestion at all does that... are you sure "reserve feats" are what you're thinking of?


Keith Gersen wrote:
I don't see how this suggestion at all does that... are you sure "reserve feats" are what you're thinking of?

The reserve feats are the ones that let you do a smaller spell effect at will provided you had the spell unused if I remember properly. I always considered the "unlimited use of lesser magical effects" to be the warlock's gimmick, and wasn't happy to see his primary class ability swiped by a handful of feats. I didn't allow the draconic aura feat for the same reason. What's the point of a dragon shaman again if this feat exists?


Jason Ellis 350 wrote:
I always considered the "unlimited use of lesser magical effects" to be the warlock's gimmick, and wasn't happy to see his primary class ability swiped by a handful of feats.

Ah! Gotcha. Given that the warlock was so sub-par that I (and a number of other people) merged it with the sorcerer just to get some playablility out of those classes, I'm not convinced that hijacking the warlock for his lunch money is at all an unreasonable fate for him.


This has, more than a discussion of the Magus, become a post for people to argue what their definition of a type of caster is or isn't or which classes should have what spells. The only reasonable alternative anyone has posted to the pool system is the reserve feat system, which while fun, only caters to those who wish to enhance the Magus' casting abilities. The current arcane pool system allows for you to choose wether to be more martially focused or casty. BTW There ARE options to enhance your AC and weapons through the magus arcana abilities.If you as a caster are having trouble bookkeeping, maybe it's time to play a fighter. EDIT: Once again the Magus is fantastic please do NOT change it. :) Also the BAB of a Magus and EK are not all that off, and besides they are exist side-by-side they are intended to be differant. I prefer the magus approach to a martial/caster character. Maybe its just that I am a melee player at heart that finally has a class that makes him want to cast lol :)


Keith Gersen wrote:
Ah! Gotcha. Given that the warlock was so sub-par that I (and a number of other people) merged it with the sorcerer just to get some playablility out of those classes, I'm not convinced that hijacking the warlock for his lunch money is at all an unreasonable fate for him.

I never noticed a problem with the sorcerer, but my DM was pretty clear that if any wizard tried the "15 minute sorcerer trick" of leaving several spells unprepped until later in the day there would be a very high chance that whatever you are hoping to fight might jump you in 10 minutes. He wasn't a very big fan of "Scry and die" tactics, and they would often backfire if you tried them, because the bad guys had wizards too.

Dark Archive

Jason Ellis 350 wrote:
He wasn't a very big fan of "Scry and die" tactics, and they would often backfire if you tried them, because the bad guys had wizards too.

Very much so, lead sheets in walls, non-detection, and other magics available to BBEG's and anyone who could possibly be a target of some source ALWAYS have those resources available to them in my games.

Hell, even my armies come equipped with a pair of 10th level spellcasters to deal with anything fancy that might come up like a local rebellious druid casting entangle, warp wood and the like. Dispel magic does wonders.


Jason Ellis 350 wrote:
...my DM was pretty clear that if any wizard tried the "15 minute sorcerer trick" of leaving several spells unprepped until later in the day there would be a very high chance that whatever you are hoping to fight might jump you in 10 minutes....

First, that's not a "trick." It's specifically listed as an option in the rules. Second, that seems awfully punitive and "metagamey" for a tactic that is specifically granted to spell casters who memorize their spells. Why not just house rule it away, instead?


For spell reflection.. a workable idea might be a spell craft check to determine the level of the spell cast, then if successful, to burn a spell of your own (minimum level 1), plus 1 point per level (minimum 1) difference between the spells of arcane pool. A failed spellcraft means the reflection costs 1 additional arcane pool point.

So enemy caster casts a level 7 spell, you decide to burn a level 4 spell and spend 3 pool points to make up the difference. If you failed your spellcraft check, you'd have to spend 4 pool points.

This makes use of the pool, and gives a tangible cost to the ability without draining the pool completely in 1 use.


A previous poster mentioned that spell strike and spell combat cannot be used in tandem with vital strike. Why is this? Vital strike is a part of an attack action, as is power attack.


karlbadmanners wrote:
A previous poster mentioned that spell strike and spell combat cannot be used in tandem with vital strike. Why is this? Vital strike is a part of an attack action, as is power attack.

Vital Strike is used as part of the Attack action found on page 182, while Spellstrike is a modification of the Cast a Spell action on page 184, and Spell combat is a new kind of full-round action not detailed in the Core Rulebook.

Vital Strike:
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Spellstrike:
At 2nd level, 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 part of a melee attack. If successful, this
melee attack deals its normal damage as well as the
effects of the spell. Instead of the free melee touch attack
normally allowed to deliver the spell, a magus can make
one free melee attack with his weapon as part of casting
this spell. If used with spell combat, this does not grant
an additional attack.

Spell Combat:
At 1st level, a magus learns to cast
spells and wield his weapons at the same time. This
functions much like two-weapon fighting, but the offhand
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 –2 penalty and can also cast any
spell from the magus spell list with a casting time of 1
standard action. If he casts this spell defensively, he can
decide to take an additional penalty on his attack rolls,
up to his Intelligence bonus, and add the same amount
as a circumstance bonus to his concentration check. If
the check fails, the spell is wasted, but the attacks still
take the penalty. A magus can choose to cast the spell
first or make the weapon attacks first, but if he has more
than one attack, he cannot cast the spell between weapon
attacks. The magus must have one hand free to use this
ability, even if the spell being cast does not contain
somatic components.


You can use Vital Strike in tandem with Spellstrike provided you deliver the spell with a Standard Attack Action, rather than the free attack allowed by the touch spell.
However, I don't see any advantage to forgoing your free attack just to Vital Strike. Perhaps if you missed the free attack, and are still holding the charge.

Dark Archive

Quantum Steve wrote:

You can use Vital Strike in tandem with Spellstrike provided you deliver the spell with a Standard Attack Action, rather than the free attack allowed by the touch spell.

However, I don't see any advantage to forgoing your free attack just to Vital Strike. Perhaps if you missed the free attack, and are still holding the charge.

That seems as stupidly situational as the feat normally is and thus not worth the time of most PCs.


I'd like to apologize. After re-reading many of the post I wrote in this thread it occurred to me that those comments of mine were asinine. My bad. I spent the whole weekend creating a system to replace the arcane pool. It involved the magus class generating magical pluses to the arms and armor they wielded and allowed them to transfer those bonus' into talents that enhanced their spells or combat abilities. Kind of like incarnum. Ultimately the system is clunky and impossible to gauge without severe playtesting.

Thus, I relent. I may never fully like the arcane pool for thematic reasons, but I cannot create a suitable replacement this late in the game. So in regards to the argument of "please remove arcane pool" I'm out.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Kabump wrote:
Kirth Gersen wrote:

I'd rather see the "pool powers" work like Reserve feats from 3.5.

"As long as you have a Magus spell slot of X level or higher available, as a standard action you can..."

Any caster already has plenty of bookkeeping to do; a combat arcanist needs to carefully track hp as well, which he'll be losing more of than his pure arcanist friends. No need to add a third bookkeeping tally on top of those. Given their weak BAB and spellcasting compared to an Eldritch Knight at upper levels, it's really not over the top to change 1 or 2/day class features to "at will, until you use your spells."

This is an interesting idea. I was not familiar with the mechanic from 3.5, but it could be an option if for some reason Paizo decides they don't like the pool idea. But as I've stated, I think its a mechanic that will stick around.

I don't like the idea of reserve feats, because a Magus should not be refraining from spellcasting just to power abilities any more than he should be burning spells to do the same. I'd MUCH rather just be tallying those points, in fact I find it the easiest of any of the proposed things here to tally for the ability. That's what scratch paper is for, I keep my memmed spells, and my HP condition, it's not any real effort to add one more column for my Arcane pool right next to the HP column.


Hexcaliber wrote:
Thus, I relent. I may never fully like the arcane pool for thematic reasons, but I cannot create a suitable replacement this late in the game. So in regards to the argument of "please remove arcane pool" I'm out.

It takes a big person to come to such a realization, and an every braver one to admit it in public on the internet -- you have my salute.

In the end I think you have found the main reason arcane pool is so good -- everything else that could replace it is just so much worse!

Dark Archive

Hexcaliber wrote:

I'd like to apologize. After re-reading many of the post I wrote in this thread it occurred to me that those comments of mine were asinine. My bad. I spent the whole weekend creating a system to replace the arcane pool. It involved the magus class generating magical pluses to the arms and armor they wielded and allowed them to transfer those bonus' into talents that enhanced their spells or combat abilities. Kind of like incarnum. Ultimately the system is clunky and impossible to gauge without severe playtesting.

Thus, I relent. I may never fully like the arcane pool for thematic reasons, but I cannot create a suitable replacement this late in the game. So in regards to the argument of "please remove arcane pool" I'm out.

Most folks treat the internet s a place where they can be anonymous douches for life. You did not and I respect the hell out of you for it. I owe you a beer.


Many kudos to Hexcalibur. For those of you having trouble keeping their arcane pool in check, I would suggest what I have done, get an index card, use a pen to make a box for each point you have in your pool, when you use points put an X in the box with a pencil, next time you rest erase the pencil X's and voila your good to go.


Kudos for making the attempt. We who are about to roll salute you.


Hexcaliber, my respect to you sir. I do acknowledge the validity of your thematic reasons for disliking the arcane pool and salute your efforts to develop a replacement.

Grand Lodge

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

I'd like to apologize. After re-reading many of the post I wrote in this thread it occurred to me that those comments of mine were asinine. My bad. I spent the whole weekend creating a system to replace the arcane pool. It involved the magus class generating magical pluses to the arms and armor they wielded and allowed them to transfer those bonus' into talents that enhanced their spells or combat abilities. Kind of like incarnum. Ultimately the system is clunky and impossible to gauge without severe playtesting.

Thus, I relent. I may never fully like the arcane pool for thematic reasons, but I cannot create a suitable replacement this late in the game. So in regards to the argument of "please remove arcane pool" I'm out.

I wouldn't call your comments assinine. It's just an illustration that some things which look like great ideas tend to sour when the more subtle consequences come marching forth under close examination. We have an exhange of viewpoints and evolution of thought that resulted. all in all, this thread closes on a win.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
karlbadmanners wrote:
This has, more than a discussion of the Magus, become a post for people to argue what their definition of a type of caster is or isn't or which classes should have what spells. The only reasonable alternative anyone has posted to the pool system is the reserve feat system, which while fun, only caters to those who wish to enhance the Magus' casting abilities. The current arcane pool system allows for you to choose wether to be more martially focused or casty. BTW There ARE options to enhance your AC and weapons through the magus arcana abilities.If you as a caster are having trouble bookkeeping, maybe it's time to play a fighter. EDIT: Once again the Magus is fantastic please do NOT change it. :) Also the BAB of a Magus and EK are not all that off, and besides they are exist side-by-side they are intended to be differant. I prefer the magus approach to a martial/caster character. Maybe its just that I am a melee player at heart that finally has a class that makes him want to cast lol :)

This is exactly how I feel about it. I've really only played martial classes before this, and this made me interested in it. I like the way the mechanics play off each other, I like that he's different.

The Exchange

I have yet to play a magus personally, though I have looked over the class extensively, built a character, and witnessed one in action. I am impressed with the class as is but this thread has brought up some ideas.

Lythe: I like your idea for a variant on the spell reflection and yoou gave me an idea for my own. Take it, leave it, or play with it I don't care but here it goes.

Minimum pool cost 3
Spell craft check DC 24 + twice spell level (by 15th level you can have a very high spellcraft which makes this a feasible but not an easy check)
Maximum spell level you can reflect based on highest spell level you can cast (at a final max of 6 to a maximum DC of 36)

Additional pool points can be spent to provide a +2 circumstance bonus to the spell reflection as you pump raw magical energy into the spell.

This reduces the general use cost at the risk of it not working, while also giving the player the option to burn a more appropriate amount of points to decrease the risk. This is pretty much stream of thought and like I said, it's here to play with. Reflecting upon what I wrote and what your original alternative was I think I like yours better, especially since it's more difficult to min-max and abuse.

As for the huge argument that spanned half this thread, I am a huge fan of the Magus class and I like the current mechanics of the class. On the other hand, I totally get the issue with the flavor not quite matching up. Magus' use spellbooks so them being able to spontaneously and temporarily learn a spell to prepare for the day is really weird flavor wise. This ability I would be fine with doing away with.

Another thing to take into consideration though, when it comes to the classes being compared flavor wise, is that pathfinder has amped them up. A sorcerer is a natural spellcaster but they also get potent and highly individualized traits from their bloodlines, wizards get a level of focus in their chosen school that is beyond any other spell caster as well as other abilities besides simply spells per day. With these non-vancian traits of the sorcerer and wizard in mind, I think the arcane pool is acceptable as the magus' twist that makes them what they are. Besides, most of the uses for the points are toward enhancing combat and not spellcasting so flavor wise I think they fit rather well with the exception of the current knowledge pool.

There are my thoughts on the matter and it's been a fun read.

101 to 131 of 131 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Ultimate Magic Playtest / Round 3: Revised Magus Discussion / Please Eliminate The Arcane Pool All Messageboards
Recent threads in Round 3: Revised Magus Discussion