Custom Spells and expanded list


Round 3: Revised Magus Discussion


I want to bring some spells from 3.5 over to Pathfinder for a lower level Magus (he is level 6 now and I am hoping to cover wicked and appropriate spells up to 6th level. I have a list of some from the Spell Compendium and of course cannot wait for Ultimate Magic. Also with the Magus is he able to make custom spells the same as other classes?

Any advice appreciated

Here we go:

1st level spells
Chill of the Grave
Ice Dagger

2nd level spells
Baleful Transposition (one of my fav's)
Belker Claws
Bonefiddle
Dance of Ruin
Rainbow Beam
Whirling Blade (great for those spell strikes)

3rd level spells
Black Light
Hailstones
Icelance
Rainbow Blast
Rust Ray


Daedrin wrote:

I want to bring some spells from 3.5 over to Pathfinder for a lower level Magus (he is level 6 now and I am hoping to cover wicked and appropriate spells up to 6th level. I have a list of some from the Spell Compendium and of course cannot wait for Ultimate Magic. Also with the Magus is he able to make custom spells the same as other classes?

Any advice appreciated

Here we go:

1st level spells
Chill of the Grave
Ice Dagger

2nd level spells
Baleful Transposition (one of my fav's)
Belker Claws
Bonefiddle
Dance of Ruin
Rainbow Beam
Whirling Blade (great for those spell strikes)

3rd level spells
Black Light
Hailstones
Icelance
Rainbow Blast
Rust Ray

Chill of the Grave I would be reluctant to allow. It is a domain specific spell that I dont think was ever intended to be availible outside that domain. It's damage at higher levels would dwarf all other 1st level damaging spells.

Dark Archive

Chill of the Grave: I'm also not terribly excited about giving away Deathbound spells like this.

Ice Dagger: Hrm. Compared to Magic Missile, you get twice the progression rate of your damage and splash damage but lose the auto-hit and +1 damage per die that Magic Missile has. Of course, the splash damage is practically worthless. I guess I'd allow it but I don't really see a point for it when you can just Magic Missile something.

Baleful Transposition: OK, but I'd consider changing the range to close to prevent some of the things that made me hate Baleful Transposition back in the day.

Belker Claws: The wording for this is odd. Do you get an additional 2d12 damage per 3 caster levels, do you just get an additional round to make another touch attack, or does the spell do damage over time without needing another touch? As long as you do not add more damage and still have to make touch attacks which I think is the case, this is a fine spell and nice for Spellstrike.

Bonefiddle: I cannot see any reason to use this spell but you're welcome to.

Dance of Ruin: I guess... Since it doesn't scale damage and can hurt your allies I suppose I can't complain.

Rainbow Beam: At first glance, a little on the strong side. I'd need convincing.

Whirling Blade: Unless the touch spell you Spellstrike is allowed more than one target (like Chill Touch) you'll only get the spell damage once. Still, it's a neat spell.

Blacklight: Erm...I don't think so. One level higher than Darkness but has the no Darkvision allowed ability of Deeper Darkness expect you can just see in it? Nope.

Hailstones: OK

Ice Lance: Little strong.

Rainbow Blast: OK, I guess.

Rust Ray: OK.


YuenglingDragon wrote:

Chill of the Grave: I'm also not terribly excited about giving away Deathbound spells like this.

Ice Dagger: Hrm. Compared to Magic Missile, you get twice the progression rate of your damage and splash damage but lose the auto-hit and +1 damage per die that Magic Missile has. Of course, the splash damage is practically worthless. I guess I'd allow it but I don't really see a point for it when you can just Magic Missile something.

Baleful Transposition: OK, but I'd consider changing the range to close to prevent some of the things that made me hate Baleful Transposition back in the day.

Belker Claws: The wording for this is odd. Do you get an additional 2d12 damage per 3 caster levels, do you just get an additional round to make another touch attack, or does the spell do damage over time without needing another touch? As long as you do not add more damage and still have to make touch attacks which I think is the case, this is a fine spell and nice for Spellstrike.

Bonefiddle: I cannot see any reason to use this spell but you're welcome to.

Dance of Ruin: I guess... Since it doesn't scale damage and can hurt your allies I suppose I can't complain.

Rainbow Beam: At first glance, a little on the strong side. I'd need convincing.

Whirling Blade: Unless the touch spell you Spellstrike is allowed more than one target (like Chill Touch) you'll only get the spell damage once. Still, it's a neat spell.

Blacklight: Erm...I don't think so. One level higher than Darkness but has the no Darkvision allowed ability of Deeper Darkness expect you can just see in it? Nope.

Hailstones: OK

Ice Lance: Little strong.

Rainbow Blast: OK, I guess.

Rust Ray: OK.

Thanks for the feedback YuenglingDragon, I wanted to see a few different spells before the Ultimate Magic comes around. Will scour the APG and Core again, maybe post in a different area of the boards for fixing some of the unbalanced 3.5 spells for use. For the Belker Claws, I would say that you would need to do the touch attacks (part of the reason I picked it) and for Whirling Blade, even if it was only one target for the Spellstrike the additional attacks at my highest BAB is sweet (especially with Arcane Pool abilities) since I can buff my to hit.

Dark Archive

No problem. You should poke around over on the conversion boards. I wouldn't be surprised if some of those spells had already been converted for PF use by someone.

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