What Spells Should (Probably) be on the Magus Spell List?


Round 3: Revised Magus Discussion


C: Disrupt Undead. This just seems like an obvious choice. It fits the combat orientation of the class and seems like an oversight.

1: Burning Disarm. Same reason as above.

1: Vanish. The perfect spell for Spell Combat. Really ought to be there.


+1 to vanish I have said it needs to be there since round 1, it is a melee casters prime low level spell...(for some builds)..


Chilling Touch! Definitely needs more touch spells.


It already has Chill Touch...
I vote for some necromancy. Eyebite, Circle of Death, Waves of Fatigue, Bestow Curse, Fear, Ray of Exhaustion, Spectral Hand, Ray of Enfeeblement and Touch of Fatigue just for the Core examples. The cantrips and the rays are particularly in touch with the concept of "The guy who kicks ass with magic while he's kicking your ass anyway"

Dark Archive

Mynameisjake wrote:

C: Disrupt Undead. This just seems like an obvious choice. It fits the combat orientation of the class and seems like an oversight.

1: Burning Disarm. Same reason as above.

1: Vanish. The perfect spell for Spell Combat. Really ought to be there.

I'm really annoyed that Blink and False Life are not on there.


False Life, Heroism, Vanish (really? Invis and Greater Invis but not this? I have to spend an Arcana to get it? Which I will every time!?!?), Touch of Gracelessness, Calcific Touch, Protection from Evil, Magic Circle, Protection from Arrows, Greater Heroism, Ray of Enfeeblement.....

Just off the top of my head.


Ditto on the Protection from Arrows. That would seem to be dead center in the Magus' "shtick."


It's third party, but gird the warrior will be houseruled onto the list in my campaigns. If you're not familiar it's from the complete book of eldrich might by mulhavoc/monte cook.


Agreed about the Protection from Arrows.

Some of the Illusion spells that are already on the list don't make a lot of sense to me. I'd like to make sure we don't see a lot more of them.

Mirror image and Invisibilty/Greater Invisibility seem acceptable enough, as both have uses in melee combat.

Silent/Minor/Major Image and Phantasmal Killer don't seem to fit in with the theme of the class, at least IMHO. Shadow Evocation would make more sense to me if further illusions are needed.


I'm pretty ticked to see the invisibility spells on the magus list. I don't think it's a spell that should be given to every single arcane caster as it has been now (even the Summoner, what the hell?). I'd also like stuff such as Mount to get removed. Only the flashy stuff for the Magus, to differentiate him from the subtle Bad.

I would like to see more necromancy spells up there, would work great for bad guys.


I think we need less illusion stuff.

Evocation, Necromancy and Transmutation/Conjuration should be his prime schools.

I think the wrath spell needs to be there. Doesn't have divine in the name and thematically works.

The guy needs to focus on blasts and debuffing. A little selfish buffing works nicely.

I'd stick with using arcane pool for utility

Grand Lodge

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

I'm pretty ticked to see the invisibility spells on the magus list. I don't think it's a spell that should be given to every single arcane caster as it has been now (even the Summoner, what the hell?). I'd also like stuff such as Mount to get removed. Only the flashy stuff for the Magus, to differentiate him from the subtle Bad.

I would like to see more necromancy spells up there, would work great for bad guys.

That's what spell blending is for. You can add a couple of individual picked spells to the Magus list. the Magus should not be thought of as a wizard subtype, he is primarily a warcaster.

You might also want to wait and see what new spells come out in Ultimate Magic as we've gotten some hints that some magus list expansion will come out there.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I would like to see these spells added to the Magus list:

Burning Disarm
Disrupt Undead
Protection from Arrows
Ray of Enfeeblement
Ray of Exhaustion
Vanish


Touch of gracelessness, from the APG, seems tailor-suited for the magus. As a DM, I used it to drop a PC's DEX by 10 in one shot (8th level caster, maxed-out roll), which promptly caused that PC to get flanked and knocked unconscious by the caster's allies. Nothing quite like an abrupt 5-point drop to AC and the inability to run away effectively to turn the tide of a battle.

Anyways, given spellstrike, touch of gracelessness seems ideal.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I think the Magus spell list is pretty impressive so far. On first look, only See Invisibility seems to be missing for the combat related stuff, and he has Glitterdust to compensate.

He also has Prestidigitation, which immediately makes him a cut above all APG classes. Being able to clean monster guts out of your clothing with the snap of a finger is a huge plus as an adventurer. :p


It´s against precident (Bard) but I would like mage armor in the list. I really would like to be able to make an unarmored magus.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Banpai wrote:
It´s against precident (Bard) but I would like mage armor in the list. I really would like to be able to make an unarmored magus.

You have two ways to do that. One of them is to take spell blending and put Mage Armor into your list. and another is to use the arcane pool.

Problem is that while Mage armor is nice at low levels, it doesn't scale at all as you gain levels. I'd much rather take that +4 mithral chainmail or breastplate. especially with fortification.


I personally want more touch attack spells to use with my spellstrike/spellcombat stuff.

Rusting Sunder Attempt? I'd love it.

How about Spellcombating a Harm followed by a full attack? I'd love it.

To me there's just not enough of these delightful interactions in the list that makes the class feel like a well oiled whole machine rather than a mess of two parts.


Ardenup wrote:

I think we need less illusion stuff.

Evocation, Necromancy and Transmutation/Conjuration should be his prime schools.

I'd say more Abjuration than Transmutation and Conjuration.


First of all if there is a touch spell, magus should have it. nuff said.

Secondly, Transmutation should be a given, and possibly, because of their physical nature, getting certain spells a little earlier (like form of the dragon).

Also,if it's an issue of number of spells available to the magus and keeping a limit on them, id like to see mass spells go, in favor of others... i mean bulls strength mass? i just dont see it, magus isnt a party buffer.

+1 for seeing invisibility and illusionary type spells go in favor of others.

im not so sure about the wall spells either.

Sovereign Court

Mynameisjake wrote:
Ditto on the Protection from Arrows. That would seem to be dead center in the Magus' "shtick."

For some reasons the last few Pathfinder campaigns i've been involved with have completely ignored this spell... isn't this spell useless against people shooting at you with normal arrows via a magic bow?


Purple Dragon Knight wrote:
Mynameisjake wrote:
Ditto on the Protection from Arrows. That would seem to be dead center in the Magus' "shtick."
For some reasons the last few Pathfinder campaigns i've been involved with have completely ignored this spell... isn't this spell useless against people shooting at you with normal arrows via a magic bow?

Yeah, totally useless vs. magic.

My baddies and players have used it regularly, first for bigbads, now for the wizard to ignore the mooks. Its usefulness decreases as the campaign levels, tho, and is, of course, entirely dependent on play style.

Still, the Magus standing in the open while arrows bounce off his/her chest seems to be almost "iconic" for a magical warrior.

Dark Archive

I can see why certain spells aren't on the list even though it would be nice to see them.

Touch of Idiocy- On one hand it could be as minor as -1 to the 3 mental stats. At the other end of the scale 3 rounds in a row could ruin an encounter with a powerful wizard since the Magus can castrate them and eliminate any challenge.

Touch of Fatigue/Waves of Fatigue- Seem reasonable. Especially since you can't be Fatigued twice.

Bestow Curse- Another one of those I'd like to see on the list but due to the fact it's on a melee character it becomes incredibly obscene. Reliably dealing 3 damage/HD, again casters will get their primary stat clipped.

Ray of Exhaustion/Enfeeblement- Two spells that DC doesn't really matter. Two Exh. and they're exhausted anyway.

Rage- Easy. Can't think of a reason this isn't on there.

Heroism & Greater- Another straight forward buff.

Aside from direct damage and debuffing there's not a lot for touch/ray spells. Looking at the list I almost think Close Range is a mandatory Arcana just to pump up the touch options. Would be nice to see a Greater Bleed or some other spells that do interesting things with touch spells. More balanced debuffs too since the existing ones seem to be deliberately excluded from the list on account of they're ability to allow Magi to neuter any character.


Arcane versions of Flame Blade and Spiritual Weapon.


Vampiric Touch
Touch of Idiocy
Ray of Exhaustion
Ghoul Touch
Ray of Enfeeblement
Enervation
Bestow Curse

Pretty much all Necromancy, and all great if your focus is touch spells and melee combat. I mean, bloody Mount but no Ray of Enfeeblement? Magic Weapon when you can just use your Arcane Pool for that instead?

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