Magus not worth the headache?


Pathfinder First Edition General Discussion


So, I've seen a LOT of threads requesting clarification on different Magus abilities and in each thread there are multiple interpretations to each request. The more I read these threads, the more it seems like Magus just isn't worth playing. Trying to understand exactly how the class functions is really frustrating me to the point where I'm close to asking my GM if I can roll a simple BDF. No confusion there, just roll to hit and pump AC and Str. Easy peasy.

It may be worth mentioning that while I'm new to PF, I'm not new to d20 games. Magus is one of the hardest classes to understand that I've run across in the 10+ years I've been playing d20, and I've played Jedi in the SWd20 system.

What do you think? I'm not looking for answers to Magus FAQs, just trying to gauge how the community feels about their mechanics in general.


Talk to your GM about the class. Find out how he interprets Magus to work on those multiple interpretation points.

I've been playing a hexcrafter magus through 12th level in Curse of the Crimson Throne, and am having a blast.

I didn't go with the metamagic traits most people recommend, instead I went with +2 concentration and took combat casting. I don't need to make concentration checks to cast during spell combat (I'd need to roll a -2 or so atm to fail)

There have been some issues with things I pulled out in combat, like getting +int for arcane accuracy and using spellcombat to cast bladed dash, granting another +int of a different type to the first attack I made on the opponent I was moving to flank, and could then finish my spell combat full attack against.

honestly, spellstrike is the class feature I use the least, though that is more due to our party composition and lack of a controller wizard influencing my spell selection.


What's confusing?


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I don't really understand what's confusing. What happens in Magus threads is generally that a group of people terrified by the potential burst damage of critting on an intensified shocking grasp 30% of the time overreact to everything, and fight every single thing, assuming Magi "can't really be that strong" (for example, they wrongly claim you can't get a bonus attack with Arcane Mark, or that you can't Spellstrike with Frostbite/Chill Touch on all your iterative attacks, or that you only get extended crit on spells on the first attack or dozens of other absurd things), even though Magi are just about middle of the road on the power scale.

Here's the way it works:

1) Spellcombat lets you take a full round action to cast a spell and make all your normal attacks. This can be any spell at all.

2) Spellstrike lets you deliver touch spells with a weapon instead of a touch, and that means the free touch you get as part of casting a spell gets you a bonus attack with your weapon.

That means at level 2, you can make one weapon attack (at -2) and cast a touch spell which gives you a second melee attack to deliver said spell (also at -2). And, no, having two one-handed weapon attacks and delivering spell in one turn at level 2 is not overpowered.

That's pretty much the gist of what Magus does.

Liberty's Edge

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Magus is not complicated. It's just slightly less amazing than the community wants it to be. You're still shattering the action economy.


Pathfinder Rulebook Subscriber

I am playing a Magus in the Shackles, love it, no complications from us, we are pretty firm on RAW interpretations unless it's just obscure as hell... Also, have no problems making it effective, useful and fun... but then again I can have fun with virtually any class as well as make them contributors to the party.


In my opinion there are two schools of thought on almost every class and rule setup.

1. What is used in actual play with real gamers. Be they Powergamers, munchkins, E6 style, old school, or just average. The rules work fine for everyone in those groups. Where you have issues is when a munchkin joins an E6 group or a heavy RP character is in a combat heavy group. All the players at a table should have a similar play style within reason and then the rules and the game work wonderfully. The issues in game play at the table come from the players themselves more often than not.

2. The Internet. When you get into theorycrafting, rules lawyering, or experimental builds you can have problems. Don't get me wrong... as a point of discussion or mental exercise this can be great. But this is also where most major issues that are not player driven come up on the forums and it is usually not real for actual table play in my experience of about 30 years.

So, in actual table play the Magus is great and not any harder to use then a monk, archer built, or other two weapon fighter. But on the internet there is a lot of wiggle room to mess with when you have a class that is built around combat, spells, and swift actions.


Magus is the most elegant Gish class I've ever seen in 3.X, so I think it gets a lot of flak because it upsets a lot of player's preconceived notions about martial/caster disparity.

That said, it works so well because it's features lend towards cookie cutter optimization(Dervish Magi w/ Magical Lineage for example). That bugs some people too.

That said, it's not particularly over powered, it's not even that amazing. If PF had tiers, it'd be a tier 3 class imo.


My group is also playing Skulls & Shackles and I was very excited to see what seemed to be a very well thought out gish class. I've played almost every base class in 3.0/3.5, and thought it would be really fun playing a dedicated gish. New system, new class, what's not to like.

Maybe its just me (I get terribad rolls) but at level one and two the Magus just... struggles. Literally, my character was at -3 HP because a boat collapsed on him at one point. Actually, he couldn't make even one of the three reflex rolls my GM gave me. 3d6 later...

So, I came here looking for advice and found more questions than answers. Hence, this thread. I love the flavor but the crunch is killing me.


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Bad rolls will kill any class. There's a guy in our party who is notorious for it, and no matter what he plays, he has nights where he can't hit the broad side of a barn...more than any of the rest of us.

The magus does lag a bit at levels 1-3, especially if you eschew using Arcane Mark (as I did). It takes him a couple levels to get all his base abilities in place.

But even at those low levels my AC was decent and I could Color Spray a few foes in an encounter to contribute. Just not as well as I eventually will be able to.

Like you, I'm new to PF and chose magus as my first character. Coming from a long 3.5 background (last campaign lasted 2 years real time, 1-20) wherein I played the most complicated character in our group (paladin with a cleric cohort, so nearly a full spellcaster, a 4-level spellcaster, plus he was a mounted lance jockey.)

I've always been drawn to fighter-mages, so magus just seemed perfect for me, and at level 4 I have been enjoying the experience. I'm definitely looking forward to mid- to high-levels, where I'll likely match or exceed the party monk in mobility, be able to drop an insane nova now and again, and still have a few fun toys like Black Tentacles and Intensified Fireball to toss around as well.

There are definitely new mechanics I've never encountered before, but once you've gotten a handle on them they become intuitive. It's merely the unfamiliarity that can trip you up at first.

Take spellstrike, for instance. It was only recently that I learned I could use it to make a single attack in a round and move. For some reason I'd only been thinking of it as combined with Spell Combat. But you can use it to deliver a pretty mean single attack. So even if you aren't getting your full round nova routine, you're still not doing too badly.

And of course there's the resource management part of the class. That's actually one of the things that attracted me to the class. I like tactical decision-making. It makes the game more challenging and fun for me. Deciding when to nova, how many Shield and Mirror Images to pack in a single day, how many arcane pool points you can afford to spend on Arcane Accuracy in a single encounter...there's definite complication there.

But once you start getting a handle on what your magus can do and how much in resources any given strategy costs, you can basically tailor your abilities to nearly any scenario.

Lots of mooks with no apparent "main threat"? Shift into your Monstrous Physique, pop a Frostbite and get to work.

No mooks and one big nasty? Mirror Image, and double intensified shocking grasps until cooked.

Flying foes? No problem.
Trapped behind a Wall of Force? Not an issue.
Forced into ranged combat? Swap your arcane pool enhancement from your melee weapon to your ranged weapon, instant +5 longbow (or gun in my case), go!

I love the magus. I love the plethora of options. I feel like I have even more options than a straight wizard, even if the wizard has more ways to handle certain tasks (like crowd control) I have more tasks I can accomplish in combat at any given time.

At high-level I can even dabble in summoning if I so choose.


Here's a question, albeit a kind of silly one. If Mage is singular for Magi, what is the plural of Magus?

I'm also trying to stay away from Arcane Mark. It just feels... cheesy. It's not really an offensive spell and I, personally, don't feel like it should qualify for use with Spell Combat/Channeling. I concede that by the RAW, it does but I just pretend it doesn't for my character.

Before reading the boards here, I decided on Staff Magus archetype. I liked the concept of a Magus who looks like a Wizard with a magic staff but could whoop some tail with said staff, while also still casting (sort of) like a Wizard. Then convinced my GM to allow me to add Hexcrafter to effectively replace Arcane Mark with Brand. At least Brand is an offensive spell, so I feel better about using that instead.

Maybe that's my problem... I've get option paralysis. The number of possible builds between those two archetypes is a bit staggering. Should I focus on Hexes instead of Arcana? Should I take Metamagic feats or follow the Twirling Staff tree? Maybe pick up Craft Wondrous Item? Possibly Familiar/Improved Familliar? Should I dip Fighter? Witch? Maybe take Maneuver Master Monk for a few levels to get some more quartetstaff related abilities?

Just...wow.


Cruel Kindness wrote:
Here's a question, albeit a kind of silly one. If Mage is singular for Magi, what is the plural of Magus?

Magus' plural is Magi.

Mage's plural is Mages.


Well, I'm quite fond of the magus, though mainly for flavor reasons. I do find the "arcane mark" overuse a bit cheesy, but I love being able to wack something in the face with a sword and magic. My DM likes to be descriptive, so when I critted on the final boss of a session with a frigid touch spellstrike, he said I cut the cyclops in 2 while freezing his body, so no blood was spilled.

In any case, this class can be as complicated as you want it. You knwo what I do? Arcane point to boost the sword, rush to the biggest guy, then spellstrike with spell combat. Occasionally I give other enchants to my sword just for the heck of it. All in all, I'm basically just a magical bruiser.

BTW: 2 super useful (and Flavorful) traits are pragmatic activator (let's you use int for Use Magic Device) and Student of philosophy (Let's you use int for diplomacy & bluff checks to persuade people). They're both SUPER useful, and they fit well with the background of most int-based classes.


williamoak wrote:
BTW: 2 super useful (and Flavorful) traits are pragmatic activator (let's you use int for Use Magic Device) and Student of philosophy (Let's you use int for diplomacy & bluff checks to persuade people). They're both SUPER useful, and they fit well with the background of most int-based classes.

Bear in mind you can only ever have one trait from any single category, though, so to pick up Pragmatic Activator you'd have to give up Magical Lineage.


Lord Pendragon wrote:
williamoak wrote:
BTW: 2 super useful (and Flavorful) traits are pragmatic activator (let's you use int for Use Magic Device) and Student of philosophy (Let's you use int for diplomacy & bluff checks to persuade people). They're both SUPER useful, and they fit well with the background of most int-based classes.
Bear in mind you can only ever have one trait from any single category, though, so to pick up Pragmatic Activator you'd have to give up Magical Lineage.

True. But Magical lineage is always just a mechanical choice anyway, so I dont mind giving it up.


That whole Magical Lineage/Intensified Shocking Grasp combo is one of the two things I see brought up in every Magus thread I've read so far. The other is Rime'd Frostbite.

Did I mention I also dislike cliches? On the topic of traits, I took Rich Parents and Get The Cargo Through (Serpent's Skull campaign trait) to maximize starting gold at 1200. Masterwork Quarterstaff/Glass Tool to fit my concept of a rich kid turned artesan/merchant to rebel against his parents as kids will do. Basically, he fights with a glass blowing pipe as a quarterstaff. Masterwork Chain Shirt to help offset the check penalties that suck most at low level. Masterwork backpack because why not? Level 1 Elf spell caster with relative carry Str of 19? I'm the party's pack mule, frontline fighter, AND arcane caster, amusingly.

Does anyone know of any Staff Magus/Hexcrafter guides? Of course, I've seen Walter's guide and STR Ranger's guide, but they both seem to favor crit builds and I don't recall either mentioning the Staff Magus archetype besides saying its sub-optimal.

Edit: More specifically, I'm looking for arcana/hex choices and feat choices that work best with the archetype choices I've made. So many options are available to me and I I'm overwhelmed. Maybe I should post a new thread over in Advice.

Grand Lodge

Sick of the Scimitar magi and wanting some access to social skills I took a level of Samurai then leveled in Magus. I'm now at level 1/3 and enjoy the character a great deal and still have a high crit range weapon in the form of Katana (plus resolute and challenge which are always fun). Its been a blast and I'm enjoying the combo.


mplindustries wrote:

Here's the way it works:

1) Spellcombat lets you take a full round action to cast a spell and make all your normal attacks. This can be any spell at all.

2) Spellstrike lets you deliver touch spells with a weapon instead of a touch, and that means the free touch you get as part of casting a spell gets you a bonus attack with your weapon.

That means at level 2, you can make one weapon attack (at -2) and cast a touch spell which gives you a second melee attack to deliver said spell (also at -2). And, no, having two one-handed weapon attacks and delivering spell in one turn at level 2 is not overpowered.

You can cast the touch spell with your first attack - then if your first attack misses you can still deliver the spell if your second attack connects. (I think. I find the magus confusing.)

You can't use Haste to get an extra attack while using Spell Combat.

Wands don't count. If you take 'Wand Wielder' you can use a wand with spell combat, but not to get an extra attack with Spellstrike.


Matthew Downie wrote:


You can't use Haste to get an extra attack while using Spell Combat.

Yes you can, just like if you're flurrying, or using two weapon fighting.

Liberty's Edge

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Funky Badger wrote:
Matthew Downie wrote:


You can't use Haste to get an extra attack while using Spell Combat.
Yes you can, just like if you're flurrying, or using two weapon fighting.

Spell combat is a full round action, not a full attack, and haste to give you a extra attack require specifically the use of a full attack action.

See FAQ:

FAQ wrote:

Magus: Does spell combat count as making a full attack action for the purpose of haste and other effects?

No. Spell combat is its own kind of full-round action, and is not a full attack action.

—Pathfinder Design Team, 04/05/13


Matthew Downie wrote:
You can cast the touch spell with your first attack - then if your first attack misses you can still deliver the spell if your second attack connects. (I think. I find the magus confusing.)

That's just the holding the charge rules. If you miss with a touch spell, you hold the charge and can deliver it with either an unarmed/natural attack or a subsequent touch attack. That's in the core rules of spell casters. I guess nobody really used offensive touch spells before Magus?

Anyway, since you can make your normal attacks and cast a spell in the same round, and you can deliver touch spells with a melee weapon via Spellstrike, of course you can deliver the held charge on subsequent attacks that same round.

Matthew Downie wrote:
You can't use Haste to get an extra attack while using Spell Combat.

Because Haste adds attacks to a full attack action, and Spell Combat is not a full attack action.

That said, I think 90% of GMs ignore that, because it's stupid ;)

Matthew Downie wrote:
Wands don't count. If you take 'Wand Wielder' you can use a wand with spell combat, but not to get an extra attack with Spellstrike.

Spellstrike requires you to cast the spell, not activate it through an item.


Here's another question I've seen hotly debated. Chill Touch allows "Targets creature or creatures touched (up to one/level)" per the PFSRD. Can I hold the charge(s) from a casting of Chill Touch and make Full Attack Actions using Spellstrike in subsequent rounds? At level 5 I get five "touches" total, so they should last through (maybe) 3 rounds of Full Attack/Spellstrike actions as long as I don't cast another spell, right?

Also, started an Advice thread for my specific build here. Any input is appreciated.


Yes, it should last for 5 successful attacks. Oddly, the debated aspect of this is not whether or not you can deliver the 5 touches with your weapon (you definitely can), but rather whether or not you can cast spells during that time.

Some, thanks to some comments made by James Jacobs, think that the spell does not involve "holding the charge," so it would not be dispelled upon casting.

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