Help me figure out Magus attack rules


Rules Questions


Okay I want a definitive, no kidding this is how it works. So, if possible relevant links would be greatly appreciated.

Let's say we have a level 5 Kensai Magus standing 5' away from a Goblin. Can the Magus:

Cast Cat's Grace with Spell Combat, then cast Shocking Grasp, take a 5' step, use his sword to deliver Shocking Grasp with Spell Strike, then make his regular sword attack (both at -2)?

I assume no, because 2 standard actions to cast.

Question 2:

Can he Cast shocking grasp, but just hold it in his sword (he has a minute to use it right?), the on the following round, cast Cat's Grace as part of Spell Combat, then 5' step attack the goblin to release shocking grasp, then make a regular attack with his sword?


Jodokai wrote:

Can the Magus:

Cast Cat's Grace with Spell Combat, then cast Shocking Grasp, take a 5' step, use his sword to deliver Shocking Grasp with Spell Strike, then make his regular sword attack (both at -2)?

In one round? Only if one of those two spells is quickened.

Jodokai wrote:
Can he Cast shocking grasp, but just hold it in his sword (he has a minute to use it right?), the on the following round, cast Cat's Grace as part of Spell Combat, then 5' step attack the goblin to release shocking grasp, then make a regular attack with his sword?

No. He can hold the charge indefinitely, until he discharges it or casts another spell.

Here is a guide to touch spells, spellstrike, and spell combat which you may find useful.


You rule! Thank you!

Grand Lodge

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Spell combat while using spellstrike works like this:

Spell Combat:

Spell Combat (Ex): 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 off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), 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 (any attack roll made as part of this spell also takes this penalty). 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 on 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..

Spell Combat clearly states that you use all your melee attacks and can cast one standard action (on list) spell. If the spell has an attack roll, the attack is part of the casting (that is the extra attack that makes it like two-weapon fighting).
Spellstrike:
Spellstrike (Su): 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. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. .

Spellstrike allows you to send the spell to its target via your weapon instead of your hand. (this changes the spell to a regular ac not a touch ac but changes the crit range).
SO, 3 general ways magus attack after level 2 are,
1. (not in threat range)
swift action arcane pool point for weapon +1/+1,
cast shocking grasp,
5ft step into threat range,
attack granted by casting shocking grasp (at-2),
all other attacks granted by BAB (at-2).
(note: If the first attack misses and you hit with a regular attack the shocking grasp is delivered.)
2. (already in threat range)
swift action arcane pool point for weapon +1/+1,
concentration check dc 17 (for all first level spells),
"success" cast shocking grasp,
weapon attack to deliver spell (at-2),
all other attacks granted by BAB (at-2, success or not).
3. (already in threat or not, just add con check)
swift action (as above),
cast shield,
5ft step or not,
BAB attacks (at-2).
Once you can quicken spell you can cast a second spell.
Or, you can take spell blending and cast cold ice strike. That is when you can cast your 6th level spells.


in 3. replace "shield" with any offensive buff spell you like (bull str, haste, true strike)

4. In threat area (but wanting more defensive buffs)
swift action arcane pool if not already buffed/arcane strike/
Full attack (at -2) hope target drops.
if not dropped/or if other targets that theathens - 5 foot steep out of threathen area
Cast defensive spell.


on a related note, what if you hold a touch spell such as Cat's Grace and discharged it on yourself at the begining of combat. What would be the action required to discharge it on yourself. Would it be a standard action to touch yourself, or a free action?

Logically I would think you could touch yourself as a free action, but you might not want to allow that as it would then give them their full turn to do anything else. But you might not want to allow someone to walk around charged with say Invisibility and discharge it on themselves freely at any time. Alternately it would be fun if they were the first one hit in combat and the attacker suddenly became invisible.

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