
Evershifter |
What is the purpose of this arcana?
Turning rays into melee touch attacks benefits a STR based Magus.
Allowing rays to be channeled through Spellstrike, I suppose (and if that's the case, what happens to your extra Scorching Rays?)
You're already making a concentration check to cast defensively, does shooting a ray also provoke an AoO? Does shooting a ray at the guy standing next to you count as firing into a melee?

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what happens to your extra Scorching Rays?
They are simply lost.
Close Range (Ex): The magus can deliver ray spells that
feature a ranged touch attack as melee touch spells. He
can use a ranged touch attack spell that targets more than
one creature (such as scorching ray), but he makes only one
melee touch attack to deliver one of these ranged touch
effects; additional ranged touch attacks
from that spell are wasted and have no
effect. These spells can be used with
the spellstrike class feature.
Emphasis mine.
Edit: Rules Quote

B0sh1 |

What is the purpose of this arcana?
Turning rays into melee touch attacks benefits a STR based Magus.
Allowing rays to be channeled through Spellstrike, I suppose (and if that's the case, what happens to your extra Scorching Rays?)You're already making a concentration check to cast defensively, does shooting a ray also provoke an AoO? Does shooting a ray at the guy standing next to you count as firing into a melee?
The main benefit is getting to use 0 level spells to fulfill the requirements of spell strike and for purposes of getting an extra weapon attack in when using Spell Strike in concert with Spell Combat as a full round action.

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The main benefit is getting to use 0 level spells to fulfill the requirements of spell strike and for purposes of getting an extra weapon attack in when using Spell Strike in concert with Spell Combat as a full round action.
a -2 minimum on your attack rolls for an extra 1d3 on your first hit? hardly seems like a main benefit. At least scorching ray cast this way is still useful up to level 6

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B0sh1 wrote:The main benefit is getting to use 0 level spells to fulfill the requirements of spell strike and for purposes of getting an extra weapon attack in when using Spell Strike in concert with Spell Combat as a full round action.a -2 minimum on your attack rolls for an extra 1d3 on your first hit? hardly seems like a main benefit. At least scorching ray cast this way is still useful up to level 6
It's more like -2 on your attack rolls for an extra attack. Which isn't that bad.

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Skerek wrote:It's more like -2 on your attack rolls for an extra attack. Which isn't that bad.B0sh1 wrote:The main benefit is getting to use 0 level spells to fulfill the requirements of spell strike and for purposes of getting an extra weapon attack in when using Spell Strike in concert with Spell Combat as a full round action.a -2 minimum on your attack rolls for an extra 1d3 on your first hit? hardly seems like a main benefit. At least scorching ray cast this way is still useful up to level 6
oh using the spell combat is great, don't get me wrong, i'm just saying the close range arcana isn't really that good, rays that do damage are out done by spells like shocking grasp or chill touch (more so with spell strike and a 18-20 weapon). and rays that drain ability scores could be cast before you get into the threatened ranged. unfortunately rays that only drain ability scores don't crit, which makes it useless with spell strike.

Blackest Sheep |

oh using the spell combat is great, don't get me wrong, i'm just saying the close range arcana isn't really that good, rays that do damage are out done by spells like shocking grasp or chill touch (more so with spell strike and a 18-20 weapon). and rays that drain ability scores could be cast before you get into the threatened ranged. unfortunately rays that only drain ability scores don't crit, which makes it useless with spell strike.
You can use cantrips to get an extra attack. It is just like TWF, but you do not need the feat. You will have a limited number of spells of 1st level and above, but you can fire cantrips all day. The added damage is probably less useful than the additional attack.

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You can use cantrips to get an extra attack. It is just like TWF, but you do not need the feat. You will have a limited number of spells of 1st level and above, but you can fire cantrips all day. The added damage is probably less useful than the additional attack.
but there are no touch attack cantrips so you will need to take the close range arcana to use Ray of Frost or Disturb Dead as a touch attack. You could use them as ray in melee but the ray attack itself causes an AoO. As i have mentioned before most of the damaging rays when used with close combat are outdone by shocking grasp or chill touch (scorching ray is matched by shocking grasp when you first get it with 4d6 but Edgar Lamoureux pointed out the extra rays are wasted, so shocking grasp is better the next level anyway)

Blackest Sheep |

but there are no touch attack cantrips so you will need to take the close range arcana to use Ray of Frost or Disturb Dead as a touch attack. You could use them as ray in melee but the ray attack itself causes an AoO. As i have mentioned before most of the damaging rays when used with close combat are outdone by shocking grasp or chill touch (scorching ray is matched by shocking grasp when you first get it with 4d6 but Edgar Lamoureux pointed out the extra rays are wasted, so shocking grasp is better the next level anyway)
Yes, with the arcana you can use ray cantrips to get an extra attack. As you can see, I was referring to your quote about the close range arcana.
Of course, higher level spells are better, but they are also limited. With cantrips, you can gain as many extra attacks as you need. This arcana grants you a reliable, never-ending source of additional attacks. This is useful for all situations in which you want to preserve your higher spells.

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the two cantrips you can use are Ray of Frost (1d3) and Disturb Dead(1d6 against undead) I find that this arcana isn't very useful because essentially it gives you:
1) an extra 1d3 with a full round attack (sometimes 1d6)
and 2) very situational use of the good rays in melee combat without provoking an AoO
even as i think about it more if you really need to cast that ray in combat as part of a full round attack do your physical attack(s), 5 ft out of range and then cast your ray
in short, yes, you can get an extra attack with close range arcana, but i really don't think it is worth it

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If you combine Spellstrike with Spell Combat, you gain an additional melee attack to deliver the touch spell. The attack deals weapon damage and delivers the spell, albeit at a -2 penalty to all attack rolls.
hmmm after reading the rules a bit more carefully i see what you're talking about, but i think this in an issue of RAW vs RAI, it doesn't make sense to me that some one with a bab of +1 can swing the same weapon twice in a round.
I find that it doesn't make sense as RAW because if you chose to cast your spell first then make the weapon attacks the spell discharges on the first weapon swing but if you attack with your weapon then cast you get a free weapon swing, or at least that's how i read it

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Blackest Sheep wrote:If you combine Spellstrike with Spell Combat, you gain an additional melee attack to deliver the touch spell. The attack deals weapon damage and delivers the spell, albeit at a -2 penalty to all attack rolls.hmmm after reading the rules a bit more carefully i see what you're talking about, but i think this in an issue of RAW vs RAI, it doesn't make sense to me that some one with a bab of +1 can swing the same weapon twice in a round.
I find that it doesn't make sense as RAW because if you chose to cast your spell first then make the weapon attacks the spell discharges on the first weapon swing but if you attack with your weapon then cast you get a free weapon swing, or at least that's how i read it
Considering that the wording was deliberately changed from the way it was in the Beta, I'd say it's pretty intended to work like that.
Before, Spellstrike was pretty useless unless your were limited to standard action as it reduced your chance of hitting with the touch spell without granting you extra damage through Spell Combat.
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Considering that the wording was deliberately changed from the way it was in the Beta, I'd say it's pretty intended to work like that.
Before, Spellstrike was pretty useless unless your were limited to standard action as it reduced your chance of hitting with the touch spell without granting you extra damage through Spell Combat.
huh, i figured the point of spell strike was to allow spells to crit more often. sure low levels it's underpowered but when you hit 5th level can make any 18-20 weapon a 15-20 weapon critting so much more often with your spells

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Magus-Rogue (Melee), Acid Splash
1d3+SA damage in acid damage, every round, no save, no SR, touch attack (ie, no DR).
i know i have this one right
Close Range (Ex): The magus can deliver ray spells that feature a ranged touch attack as melee touch spells.
Acid Splash
Effect: one missile of acid
also
If successful, this melee attack deals its normal damage as well as the effects of the spell
and
deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack
so it's 1d3 acid + weapon damage and it's a melee attack, not a touch

Grick |

in short, yes, you can get an extra attack with close range arcana, but i really don't think it is worth it
Also, if you're alert for danger (walking through a tomb or spooky forest) you could pre-cast ray of frost and hold the charge. Then, when combat happens, on your first full attack, hit with your weapon first and discharge it, then with your off-hand cast it again for another weapon strike (and more frost). If nothing attacks you, or you want to shake hands with someone, cast light or resistance or something to drop the charge.
It's pretty darn nice at low levels, or when you run out of 1st level spells and magus points.

leo1925 |

Skerek wrote:Blackest Sheep wrote:If you combine Spellstrike with Spell Combat, you gain an additional melee attack to deliver the touch spell. The attack deals weapon damage and delivers the spell, albeit at a -2 penalty to all attack rolls.hmmm after reading the rules a bit more carefully i see what you're talking about, but i think this in an issue of RAW vs RAI, it doesn't make sense to me that some one with a bab of +1 can swing the same weapon twice in a round.
I find that it doesn't make sense as RAW because if you chose to cast your spell first then make the weapon attacks the spell discharges on the first weapon swing but if you attack with your weapon then cast you get a free weapon swing, or at least that's how i read it
Considering that the wording was deliberately changed from the way it was in the Beta, I'd say it's pretty intended to work like that.
Before, Spellstrike was pretty useless unless your were limited to standard action as it reduced your chance of hitting with the touch spell without granting you extra damage through Spell Combat.
Jadeite is correct, also Jason (i think) has posted, on one of the UM Previews Blog post, that this thing (and the change) was intentional.

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i know i have this one right
Ultimate Magic wrote:so it's 1d3 acid + weapon damage and it's a melee attack, not a touch
Close Range (Ex): The magus can deliver ray spells that feature a ranged touch attack as melee touch spells.
You are quite right. I missed the Ray-only thing and thought it was for all ranged touch attack spells. That's really too bad.
No melee touch cantrip to abuse with sneak attack then. There goes my Magus/Rogue combo

Ragnor Yver |

I see the close range arcana or spell blending to get Touch of fatigue a must at third level. To have consistent extra attack every full attack action. between the 2 I say close range arcana wins since spell blending would be more useful the next arcana level to pick up touch of fatigue and a first level spell.
As a side note changing a spell from ranged touch to touch has the advantage of ensuring the spell isn't wasted. A ranged touch is one shot wonder if you miss its lost while a touch attack can be attempted repeatedly until its successful or you cast another spell. On spells that provide multiple ranged attacks this benefit is at best so so but a great deal of ray attacks only fire a single ray.

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or instead of yanking a magus arcana, you could just use arcane mark for this...
Two years ago people hadn't realized that yet. This method was the only way to use a cantrip with Spellstrike. There are still some of us today that dislike the idea of using Arcane Mark with Spellstrike.

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TeroSNS wrote:or instead of yanking a magus arcana, you could just use arcane mark for this...Two years ago people hadn't realized that yet. This method was the only way to use a cantrip with Spellstrike. There are still some of us today that dislike the idea of using Arcane Mark with Spellstrike.
Use Light.
Works just as well without leaving the Magi's mark behind.

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TeroSNS wrote:Too bad touch of fatigue isn't in the spell list of a magus...Ny Kensai grabbed it with Spell Blending, along with Mage Armor.
I prefer using the Two-World Magic trait to pick up Touch of Fatigue or Brand. It's "cheaper" than an arcana, and it's a regional trait, so it doesn't conflict with Magical Lineage. Though if you're also planning to take Wayang Spell Hunter, that would be a reason to go with the arcana instead of the trait.