Mega Blasting Magus


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Hi,

After much discussion on Sorcerer vs Blaster wizard threads and noting the dip trick the wizard uses to get great bonus damage.

1 level of Crossblooded Sorcerer- Orc/Draconic Bloodline

This lets you
Spont change any energy spell to match your draconic type (I reccommend Acid or Cold)
Grants Darkvision
Add +2 damage PER dice to any dice rolled on a spell.

I haven't fleshed a build yet but I reckon this would be an awesome dip for either and elf or human magus.

Getting the most out.of the bonus damage requires Spell focus,Spell Specialisation and Varisian tattoo. That's alot of feats though considering a magus would usually prefer an arcana.

Any ideas?


Pathfinder Roleplaying Game Superscriber

Sounds interesting... not sure it's worth it for a magus tho - that's another level with no bab too. But darkvision and spontaneously changing your energy type is a nice perk. Can you do that to sonic too or is that not allowed as a valid choice to match a draconic type. (I don't kmow PF dragons and don't have a bestiary).


no sonic, no force - obviously:P


STR Ranger wrote:


This lets you
Spont change any energy spell to match your draconic type (I reccommend Acid or Cold)

How does it do this?

A sorc dip is alright for a magus if they are highly focused on delivering shocking grasps.

However I would tend to race to 11th magus for improved spell recall first.

The magus doesn't need the other feats that the blaster sorc uses with the exception of the standard magus feats (intensify, empower, quicken). Rather I'd go with preferred spell early on and pick up spell perfection at 15th.

-James

Liberty's Edge

STR Ranger wrote:

Hi,

After much discussion on Sorcerer vs Blaster wizard threads and noting the dip trick the wizard uses to get great bonus damage.

1 level of Crossblooded Sorcerer- Orc/Draconic Bloodline

This lets you
Spont change any energy spell to match your draconic type (I reccommend Acid or Cold)
Grants Darkvision
Add +2 damage PER dice to any dice rolled on a spell.

I don't see how any of what you have listed allows you to change an energy spell to cold or acid.

It works for a Wizard if he's an Admixture specialist, but it doesn't come from the Sorcerer bloodlines (at least not the ones you took), so how is your Magus getting that?

Edit: ninja'd

Dark Archive

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Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

these are not the bloodlines you are looking for


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Firstly- Apologies. I was on the move yesterday and typing from my phone amd had not checked the bloodlines. I thought draconic could freely change the element to match their color.
Shocking grasp is probably the best spell for this since you can use it from level2.

So:
Traits: Magical Lineage (Shocking Grasp), Reactionary
1Crossblooded (Orc/silver Dragon) (Learn Touch of Fatigue-works with Spell combat)Spell Focus: Evoc, Spell special: Shocking Grasp
2 Magus1
3 Magus2 Intensify Spell
4 Magus3 Arcana- Arcane Accuracy
5 Magus4 Hex- Slumber, Extra Arcana- Familiar
6 Magus5 Power Attack
7 Magus6 Hex Arcana- Flight Hex, Improved Familiar
8 Magus7
9 Magus8 Empower Spell
10 Magus9 Hex Arcana-Evil Eye
11 Magus10Weapon Focus
12 Magus11 Gtr Weapon Focus
13 Magus12 Arcana, Quicken Spell
14 Magus
15 Magus Spell Perfection

So using Shocking Grasp at Level 2 (Sorc1/Magus1)you cast at CL 3 for 3d6+6.
As opposed to a 'normal magus' who IF he took spl special for Shocking Grasp would do 4d6 so ave about the same.

At Level 6 the Sorc1/Magus 5 casts Intensified Shocking grasp for 7d6+14 (ave 35)
And the straight magus does only 8d6 (ave24)
So quite a bit in favor of the dip. Also don't forget the +2 damage applies to ANY electrity spell he casts. So a great damage over time spell like ball lighting will do 4d6+8 (compared to 4d6) every round, directed as a move action while he uses a standard to cast another spell or hex.

Also works great with Dragon's breath.

Now by level 9 (sorc1/magus 8) he can cast shocking grasp Empowerd, Intensified in a 3rd level slot for (10d6+20)x1.5 for ave 75 damage
Vs straight magus doing (10d6)x1.5
ave 45.

At level 15 you can cast Intensified, Empowerd Shocking Grasps from a 1st level slot and Quickened Intensified ones from a 1st level slot. So Spell combat Full attack, cast Empowerd Intensified SG and deliver with your free attack via spellstrike. Then quickened Intensified Shocking Grasp delivered ANOTHER spellstrike.

Thats a full attack+ two free swings+ave 75 + 50, all for the cost of 2 first level slots.

This certainly keeps shocking grasp relevant a hell of a lot longer.


STR Ranger wrote:

Firstly- Apologies. I was on the move yesterday and typing from my phone amd had not checked the bloodlines. I thought draconic could freely change the element to match their color.

Shocking grasp is probably the best spell for this since you can use it from level2.

You have some issues with this that you'll want to iron out.

You don't want spell spec as shocking grasp is going to max soon enough.

Touch of fatigue as a sorc doesn't help you, etc.

Delay the sorc level til around 12th, pick up preferred spell shocking grasp.

Take wayang spellhunter as 2nd trait, etc. if you want to really overload things here.

Don't go hexcrafter, and don't go for weapon focus. You don't qualify for gtr wp fcs. I'd suggest dervish dance instead.

-James


I didn't know about Wayang Spell hunter. That's Awesome.

So:

Traits:[b] Magical Lineage (Shocking Grasp), Wayang Spellhunter (Shocking Grasp)[b]If they can stack then you can Empower Shocking Grasp in a 1st level slot

1Magus1 Spell Combat Spell Focus: Evoc, Spell special
2 Magus2 Spellstrike
3 Sorcerer1 Crossblooded Orc/Blue DragonIntensify Spell
4 Magus3 Arcana- Familiar
5 Magus4 Hex- Slumber, Extra Arcana: Arcane Accuracy
6 Magus5 Empower Spell or Echoing Spell
7 Magus6 Hex Arcana- Flight Hex, Improved Familiar (Nosoi)
8 Magus7 Medium Armor
9 Magus8 Empower or Echo spell
10 Magus9 Hex Arcana-Evil Eye
11 Magus10 Extra Hex: Hex Arcana- Ice Tomb
12 Magus11 Weapon Focus: Scimitar
13 Magus12 Hex Arcana- Ice Tomb, Quicken Spell
14 Magus 13 Heavy Armor
15 Magus 14 Spell Perfection (Shocking Grasp)
16 Magus 15 Bane Blade

So up till level 5 you best is Intensified SG 6d6+12=30 from a level 1 spell.

At level 6 you can cast Intensified, Empowerd SG (7d6+14)x 1.5= 52 with a 2nd level slot.
or an Echoing 5d6+10 with a second level slot for 25+25.
#Empower seems the better deal (only by Average +2) but remember you're spell striking your SG so adding Weapon damage with the extra casting as well. It's also another chance to crit.

At level 9 you can cast a Intensified Echoing SG with a 3rd level slot for 10d6+20= 50+Weapon Damage and you get 2 castings.
OR
Intensified, Empowerd SG (10d6+20)x 1.5= 75 with a 2nd level slot.
*At level 11 Spell Specialisation doesn't do anything to Intensified SG anymore as you hit the 10d6 CL max.Swap it to another spell.

At [b]level 15 you can cast Intensified, Empowerd, Echoing SG (10d6+20)x 1.5= 75 with a 2nd level slot, getting big damage+Weapon attack and 2 uses per slot.
Then In the same round you can cast a Quickend Intensified, Empowerd, for a swift action Spellstrike for 75 with a 2nd level spell.

The main reason this is Awesome is
1. You getting BIG damage out of your first and second level slots.
2. Echoing is Increasing your endurance. EG rd1 move up and cast an echoing Intensified SG.
RD2 Full attack and deliver your second casting

That was 2 spells for the price of 1.

3. At 16 with Spell Perfection and Bane Blade comes online you get
to make a Spell combat full attack
3 attacks with your Bane weapon.(Cast your Echo,INtense,Empowerd SG)
4th attack to Deliver SG
5th Attack to cast and deliver a Quickend Empowerd, Intense SG.

That's 5 weapon attacks plus combined spell damage of 150 AND your first SG was echoing so you have 1 cast left for next round.
All that costed 2x 2nd level slots.

Opinions?


The with a 20pt buy the best I can think of is

STR 16
DEX 10
CON 12
WIS 10
INT 17
CHA 11

Wear a Armored Kilt+Hamakari till you can afford a chain shirt.

Dark Archive

you cant have 2 magical traits

Liberty's Edge

Wayang Spellhunter is a Regional Trait from here.


You don't

Magical lineage is Magical

Wayang Spellhunter is Regional


My only concern would be some of the enemies that are resistance to electricity (and those few who are outright immune to it, or to magic in general!) roughing up this build. What do you have in mind to get around these sorts of enemies?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Wildonion wrote:
My only concern would be some of the enemies that are resistance to electricity (and those few who are outright immune to it, or to magic in general!) roughing up this build. What do you have in mind to get around these sorts of enemies?

Elemental Spell

Due to the traits, you could pop an intensified elemental burning/freezing/shocking grasp for a 1st-level slot. :D


Very nice, so he can turn Shocking Grasp into whatever he needs. Now will he still get the damage bonus from his bloodlines with that or will be be giving it up? No sure on the order of operations for the bloodline power and the feat.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Wildonion wrote:
Very nice, so he can turn Shocking Grasp into whatever he needs. Now will he still get the damage bonus from his bloodlines with that or will be be giving it up? No sure on the order of operations for the bloodline power and the feat.

The feat only changes half of the damage, so he would still get the appropriate bonuses. If I'm not mistaken, it would pick up both elemental descriptors, the original one as well as the new one.

I'm not really sure about the order of operations either.


Ravingdork wrote:

The feat only changes half of the damage, so he would still get the appropriate bonuses. If I'm not mistaken, it would pick up both elemental descriptors, the original one as well as the new one.

I'm not really sure about the order of operations either.

Actually the metamagic can replace ALL of the damage OR split the damage, the caster may choose.

Since you'd only be doing this for demons and a few scattered others it's your call. With improved spell recall replacing both 2nd and 3rd level spells for 1 point it actually isn't that bad to plan on 1st (intensified elemental empowered) and 3rd (intensified elemental empowered plus either dazing or quicken) level slots to spend.

My suggestion would be to delay the sorc level until 12th. Never take spell spec at all, but rather do the following feats:

1. Weapon Finesse
3. Dervish Dance
5. Heighten spell
5M. Preferred Spell (shocking grasp)
7. Intensify spell
9. Empower Spell
11. Elemental Spell
11M. Quicken Spell
13. Dazing Spell
15. Spell Perfection (shocking grasp)

But salt to taste,

James


magus without echoing spell is kinda meeeh.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Wasum wrote:
magus without echoing spell is kinda meeeh.

How do you make good use of Echoing Spell? Short of using Spell Perfection or traits or something, it is just SO costly. Even with Spell Perfection and/or traits, that only helps a SINGLE spell!


Ravingdork wrote:
Wasum wrote:
magus without echoing spell is kinda meeeh.
How do you make good use of Echoing Spell? Short of using Spell Perfection or traits or something, it is just SO costly. Even with Spell Perfection and/or traits, that only helps a SINGLE spell!

Preferred Spell.

But actually after reading the description "If you prepare spells..." (Echoing Spell) this might not work as I thought it would - too bad:S


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Wasum wrote:
Ravingdork wrote:
Wasum wrote:
magus without echoing spell is kinda meeeh.
How do you make good use of Echoing Spell? Short of using Spell Perfection or traits or something, it is just SO costly. Even with Spell Perfection and/or traits, that only helps a SINGLE spell!

Preferred Spell.

But actually after reading the description "If you prepare spells..." (Echoing Spell) this might not work as I thought it would - too bad:S

Echo Spell requires a +3 slot adjustment. Preferred spell may let you cast it spontaneously, but that doesn't help the fact that you used up a high level spell slot to cast a crappier spell twice.


Spell Perfection would be neccessary, yea.

Liberty's Edge

Wildonion wrote:
Very nice, so he can turn Shocking Grasp into whatever he needs. Now will he still get the damage bonus from his bloodlines with that or will be be giving it up? No sure on the order of operations for the bloodline power and the feat.

Bear in mind that Elemental Spell lets you choose a single energy type, and convert a spell's damage to that type. It doesn't let you change any energy into any other energy type.

You'd have to buy the feat multiple times to do that, and that's definitely not worth it.

Also, you would give up extra damage from the Draconic or Primal bloodlines if you changed the energy type to something you didn't get a bonus with. Orc bloodline affects all spells that deal dice of hit point damage, though.


I was hoping for more blasting and less "GOD PUNCHING" in this thread. While a magus who cleaves through mountains with his shocking graps charged sword is awesome I was hoping for more point and explode things type of blasting.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
TarkXT wrote:
I was hoping for more blasting and less "GOD PUNCHING" in this thread. While a magus who cleaves through mountains with his shocking graps charged sword is awesome I was hoping for more point and explode things type of blasting.

In that case, look up my sorcerer builds in my Every Wizard Should Be A Blaster thread (it also appears in other threads, do search for "Roshgog" or "She'er Falen").

Many of the same principles behind those builds can be applied to a magus. You should end up doing hundreds of damage to multiple foes each round until you run out of spell slots.

Sovereign Court

Name Violation wrote:
you cant have 2 magical traits

Wrong, you can have what ever traits your DM allows. however if you take the Additional Trait feat, you may not have 2 of the same category's traits.

as for the idea of blasting, use the reach spell, on shocking grasp to make it a ray.

as for intensified shocking grasp at lvl 9 doing 10d6 that to is incorrect, the feat does add the 5 d6 but you still have to follow its 1d6/lvl ration meaning 10th lvl minimum.

for destructive classes for a magus, try the Myrmidarch archetype
and the arrow explosion spell

or a magus rogue ranged with arrow explosion enchanted on his bow (or wtfe the spell is called.


Wasum wrote:
magus without echoing spell is kinda meeeh.

I don't see echoing as all that useful.

The magus could cast a 1st level slot for empowered elemental intensified shocking grasp and after the fight pearl it back, or spend a 3rd level slot to get it twice. Not worth it at this point.

The magus could cast a 3rd level slot for quickened empowered elemental intensified shocking grasp then use an arcane pool point to get it back (after the fight for a swift action), or spend a 6th level slot to get it twice. Not worth it here either.

Going back again.. the magus could spend a 1st level slot for a non-empowered but echoing elemental intensified shocking grasp and have it to cast a 2nd time, but I don't see this build running out of 1st level slots during a single fight. So not worth it again.

I just don't see the use, sorry. I admit that dazing is only so-so on this build so something else might be worthwhile, but I don't see echoing as being useful.

-James


Dont know if its been mentioned yet but the wildblooded primal arcana allows you to change type of damage dealt to the type of element u want..


TarkXT wrote:
I was hoping for more blasting and less "GOD PUNCHING" in this thread. While a magus who cleaves through mountains with his shocking graps charged sword is awesome I was hoping for more point and explode things type of blasting.

I origonally meant to go with fireball, but SG is usable alot earlier and uses slots you have plenty of and can be spell recalled cheaply.

Personally I think echoing IS worth it (on this build)
It' s a 2nd level slot for two SG's, doing 75 damage each along with your weapon damage. Amd if your attack misses it doesn't matter since you retain the charge till you cast again.

Elemental spell is nice. I'll look at trying to fit it in.


STR Ranger wrote:
TarkXT wrote:
I was hoping for more blasting and less "GOD PUNCHING" in this thread. While a magus who cleaves through mountains with his shocking graps charged sword is awesome I was hoping for more point and explode things type of blasting.

I origonally meant to go with fireball, but SG is usable alot earlier and uses slots you have plenty of and can be spell recalled cheaply.

Personally I think echoing IS worth it (on this build)
It' s a 2nd level slot for two SG's, doing 75 damage each along with your weapon damage. Amd if your attack misses it doesn't matter since you retain the charge till you cast again.

Elemental spell is nice. I'll look at trying to fit it in.

Okay let's go over this..

Before spell perfection it's a 2nd level slot for a 5d6+10 shocking grasp which is not worth it over the 2nd level slot for a 10d6+20 x1.5 empowered intensified shocking grasp (averages 82.5).

After spell perfection you can have an intensified empowered shocking grasp echo for a 2nd level slot. Or you can simply cast an intensified empowered elemental shocking grasp as a 1st level slot. What are you saving? A pearl 1 on each casting? Not worth a feat at 15th level. Moreover to recover that 2nd level slot is costing you a 2nd level pearl rather than a pair of 1st level pearls. Not even worth it for free unless you are going to burn through ALL your first level slots in one combat.

-James


Buuut magus is a Prepared caster. Pearls won't recover you a intensified Empowerd SG.

Where a 2nd level intensified empowerd echo SG IS two castings


STR Ranger wrote:

Buuut magus is a Prepared caster. Pearls won't recover you a intensified Empowerd SG.

Where a 2nd level intensified empowerd echo SG IS two castings

Pearls work with prepared spells, they don't work with arbitrary slots (sorcerer prejudice).

As you say a magus is a prepared caster. A magus with a shield spell slot that is expended can use a pearl 1 to recover it as an unexpended shield spell slot.

Perhaps that's the confusion here?

-James


Not really. I get that.

But I can't use a pearl to recover an Intensified SG or an Empowerd SG can I? and I can't spontaneously add spell perfection to make a recoved spell qiuckend.

They need to be prepped that way at the start of the day.
So I could prep a Spell Perfection Intensified Echoing SG at the start of the day. Cast it Twice, then recover a regular old SG with a Pearl.

I could also prep a couple of Intensified Empowerd Echoing SG. And recover a NON metamagiced spell.

I like Intensified, Empowerd SG's but Echoing is the only way I know to get the extra castings.

Unless your telling me I can recover a Metamagiced spell?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
STR Ranger wrote:

Not really. I get that.

But I can't use a pearl to recover an Intensified SG or an Empowerd SG can I? and I can't spontaneously add spell perfection to make a recoved spell qiuckend.

They need to be prepped that way at the start of the day.
So I could prep a Spell Perfection Intensified Echoing SG at the start of the day. Cast it Twice, then recover a regular old SG with a Pearl.

I could also prep a couple of Intensified Empowerd Echoing SG. And recover a NON metamagiced spell.

I like Intensified, Empowerd SG's but Echoing is the only way I know to get the extra castings.

Unless your telling me I can recover a Metamagiced spell?

Spell Perfection applies whenever you cast the spell. Period. The verbiage is VERY CLEAR in that regard.

EXAMPLE:

I prepare a pair of normal fireballs using two 3rd-level slots.

I cast it, and thanks to Spell Perfection, I can Quicken it for FOR FREE (no higher slot, no need to attach it ahead of time). Since I still have a standard action left, I cast it again, only this time I add Maximize Spell to it FOR FREE. Sadly, I only prepared it twice. But wait! I have a 3rd-level pearl of power! So I activate that as a standard action and get one casting of normal fireball back. I then cast fireball for a final time, adding Quicken spell to it for free because the only requirement from Spell Perfection is that I cast the spell, which I am.

If you are going to invest in Spell Perfection with a prepared caster, I highly recommend getting either Greater Spell Specialization or Preferred Spell, so that you can spontaneously cast your perfected spell again and again all day long without the need for preparation.

EDIT: Spell Perfection is also a lot of fun when used with Heighten Spell (which also happens to be a prerequisite for Preferred Spell) and Echo Spell. The former lets you cast the spell using its normal slot, but use the save DC of a 9th-level spell, even if you can't yet cast 9th-level spells. The latter means you will only have to prepare the perfected spell once, and you will be able to cast it an infinite number of times, never running out, provided you always add Echo Spell to it when cast.


STR Ranger wrote:


Unless your telling me I can recover a Metamagiced spell?

You can recover a metamagic'd spell.

Also the build I'm using has preferred spell, so you'd pearl back a greater magic weapon or fly spell rather than a quickened empowered intensified elemental shocking grasp spell.

-James


Ravingdork wrote:
STR Ranger wrote:

Not really. I get that.

But I can't use a pearl to recover an Intensified SG or an Empowerd SG can I? and I can't spontaneously add spell perfection to make a recoved spell qiuckend.

They need to be prepped that way at the start of the day.
So I could prep a Spell Perfection Intensified Echoing SG at the start of the day. Cast it Twice, then recover a regular old SG with a Pearl.

I could also prep a couple of Intensified Empowerd Echoing SG. And recover a NON metamagiced spell.

I like Intensified, Empowerd SG's but Echoing is the only way I know to get the extra castings.

Unless your telling me I can recover a Metamagiced spell?

Spell Perfection applies whenever you cast the spell. Period. The verbiage is VERY CLEAR in that regard.

EXAMPLE:

I prepare a pair of normal fireballs using two 3rd-level slots.

I cast it, and thanks to Spell Perfection, I can Quicken it for FOR FREE (no higher slot, no need to attach it ahead of time). Since I still have a standard action left, I cast it again, only this time I add Maximize Spell to it FOR FREE. Sadly, I only prepared it twice. But wait! I have a 3rd-level pearl of power! So I activate that as a standard action and get one casting of normal fireball back. I then cast fireball for a final time, adding Quicken spell to it for free because the only requirement from Spell Perfection is that I cast the spell, which I am.

If you are going to invest in Spell Perfection with a prepared caster, I highly recommend getting either Greater Spell Specialization or Preferred Spell, so that you can spontaneously cast your perfected spell again and again all day long without the need for preparation.

EDIT: Spell Perfection is also a lot of fun when used with Heighten Spell (which also happens to be a prerequisite for Preferred Spell) and Echo Spell. The former lets you cast the spell using its normal slot, but use the save DC of a 9th-level spell, even if you can't yet cast 9th-level spells. The latter means you will only have...

Sounds good for only adding 1 feat (via Spell Perfection) but to truly get the scary damage it needs to be empowerd and intensified

If you can recover elemental intensified SG's with a 1st level pearl then you could empower them on the fly.

I'll look at Preffered spell. Not sure how well that works since metagicing on the fly is a full round action.
Could I get around this by adding Spell Perfection to Quicken.

Eg Dump a Second level.spell to cast a spont Empowerd Intensified SG then Quicken it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
STR Ranger wrote:

I'll look at Preffered spell. Not sure how well that works since metagicing on the fly is a full round action.

Could I get around this by adding Spell Perfection to Quicken.

You will have that problem if you go the Greater Spell Specialization route, but Preferred Spell SPECIFICALLY STATES that the casting time is NOT increased. Pretty BA, isn't it?


Awesome


I think that the blaster wizard with a 1 lvl dip into cross blooded sorcerer is the most powerful blaster class you can make. You focus on getting your saving throws for your blaster spells as high as possible: spell focus evocation, gr. spell focus evo, elemental focus, gr elemental focus, spell pen, gr. spell pen. Then use your cross blooded sorcerer archetypes to switch around the energy damage you deal so as to affect any monster. But the build is extremely powerful because of one thing: Metamagic Rod of Dazing. With your hyper focus in one energy type you can have incredibly high saving throws and be able to cast say an acid ball (fireball changed to acid) and force everyone in the area to save or have combat end for them. It essentially adds save or suck to your already good aoe attacks.

Dazing Rod is the most powerful item a blaster can get in the game. It will end battles. It is incredibly powerful, and possibly unfair, as almost zero monsters in all 3 Bestiaries are immune to it.


Ravingdork wrote:
EDIT: Spell Perfection is also a lot of fun when used with Heighten Spell (which also happens to be a prerequisite for Preferred Spell) and Echo Spell. The former lets you cast the spell using its normal slot, but use the save DC of a 9th-level spell, even if you can't yet cast 9th-level spells. The latter means you will only have...

Hmm, but then you're limitd to only doing it with an 8th level slot, because if you use Spell Perfection to make the spell Echo, you still need Heighten which is a +1 Slot cost, to make the spell effective, taking it up to a level 9 slot, but only giving you the benefit of a level 8 slot DC.

If you used Spell Perfection on say Murderous Command and had Magical Lineage Murderous Command, then added Echoing via Spell Perfection and Heighten through the Meta-magic way, I think the Spell Slot would actually remain the same, so that's one way of doing it without costing a spell slot higher.

My plan is to use Spell Perfection on Lesser Geas (which my GM has allowed me to use on any number of HD Creatures, with my Charming Cleric), so it doubles my Spell Focus for Enchantments and allows me to heighten it for free.

I also have Magical Lineage on Murderous Command, so could Heighten that for free too. :p

I still don't see how you can cast a spell indefinitely with Echoing Spell, though, because it literally states you can use it "One Additional Time Per Day", so you can cast it twice instead of once, not indefinitely unless I'm missing something, but I'm pretty sure it's been purposely written like that. :)


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Dotting because this will be a build in my Hexcrafter Guide.


Hey Str Ranger, it's been a little while! :p

You've given me advice quite a few times before and I've been looking at your Magus threads today, just to see how much more I can learn from them (tbh I found them pretty easy to work out, but it's always good to see if there's anything else I can learn).

This is just a small request, but with your guides, could you possibly put the links to them on your main profile page for easy access please?

I've still got to read your Ranger guide as I haven't ever used a Ranger before, but really like Two-Weapon Melee fighters, so it'd be awesome to see your guide for the two-weapon Ranger, knowing they'd get Favoured Enemy etc.

Hope you're good!

Liberty's Edge

I didn't really want to say this, on the off chance my GM may one day read this build info, but what I'm planing for our next campaign is very similar to you're build with just a few alterations.
Magus - Hexcrafter/Cabalist. Choose Orc as you're Cabalist Blood line
1 Sorceror - Dual blooded Draconic/Primal Elemental - Fire or Elec your choice (Mine's fire)
1 Wizard - Admixture Specialist.

Finally, spend 3 feats in Eldritch Heritage Abyssal to pick up the Str Bonus.
By 20th, 18 magus 1 sor 1 wiz, you have a effective +12 inheirent to strength, with the ability to use Power of the Giants for an additional +6 str size and use you Intsified Empowered and possibly Maximize Shocking Grasp Spell strike to inflice 10d6 +(1/2 of 10d6)+ 30 + whatever you're hitting them with +9 bonus on top of your normal strength.


What is the cabalist bloodline? 3rd party?

Liberty's Edge

Ultimate Options: New Magus Arcana. Super Genius Games, LLC.


Would using Wildblooded/Sage archtype for the sorcerer level be of use to this build, so the sorc spells are using int instead of cha?


Sorry for the necromancy, but I'm curious about playing a magus that is all about ranged blasting. Cheese would need to be minimal, so dips may not be kosher.

Is the Magus viable as a ranged blaster? I really, really like the potential of spell recall and not being incompetent in melee, if the orcs get close.

I see a lot of talk about shocking grasp and I dig that, good damage potential with metamagic, but I'm thinking more of the classical ranged blasts.

Viable? Or should I just stick with Sorcerer?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Not worth it to me... Then again, I don't play a magus that does nothing but fill her slots with nothing but shocking grasp.


The magus is pretty focused on delivering magic through his chosen weapon, not at range. There is the myrmidarch magus, but it doesn't really work right since he can't use spell combat with it (spell combat specifies melee weapons).

A wizard with a crossblooded sorcerer dip is probably the best for all-around blasting. Although, there is a class coming out in the pazio Occult book that I think is focused around blasting. Though I'm not actually familiar with any of its mechanics.

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