magus arcane pool


Rules Questions


a player of ours ask a Q :
the arcane pool can be used to addd, at level 5 several effects OR +2 bonus.
can a magus add BOTH, keen&+1 ?

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.


yes you can add a +1 and keen at 5th level.

Also note if you are applying this power to a weapon that already has a +1 enchantment bonus you could apply both keen and flaming.

Shadow Lodge

Yes you can add keen and +1. It works like this. Say you get +3 bonus based on your level from your arcone pool.

You could, for example, add either:

the whole +3
+2 and keen (keen is a +1 bonus weapon property so it replaces +1)
+1 and shocking burst (shocking burst is a +2 bonus property so it replaces +2)
+1 and keen and frost (which are both +1 bonus so the replace +1 each)
speed (which is a +3 bonus) as long as your weapon is already at least +1

Here is the sentence that says you can do this within the description:

arcane pool wrote:
Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions).


Ignorant question, but...

Are we talking about a maximum of +5 including magical properties (such as keen), or could a Magus who found a +5 longsword use his Arcane Pool to add the Keen property to it?

Shadow Lodge

Kalthanan wrote:

Ignorant question, but...

Are we talking about a maximum of +5 including magical properties (such as keen), or could a Magus who found a +5 longsword use his Arcane Pool to add the Keen property to it?

If you had a +5 weapon already you could use it to add properties still but you can never exceed the +10 max. So if you had a +5 keen weapon and get +5 from your pool you could only add +4 worth of properties to it.


Thanks, anthonydido! That's what I was hoping the answer would be (based on the rules for creating magical weapons), but you never know...

Grand Lodge

Does anyone have a link? I have a bladebound magus, at level 9 his black blade will be +3. I want to be able to use the arcane pool to give the weapon +3 worth of other bonuses.


A link for what specifically? It's basic rules in the Ultimate Magic book.

PRD wrote:


...Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added...

Grand Lodge

derp, i musthave skimmed right past it. Thanks.

Grand Lodge

Note that it only offers a small but specific list of propertiers, with a few more available via Arcana (Ghost touch and Bane, IIRC).


Older thread, but I'll pile my question on here:

What if the Magus had a +1 flaming weapon. How many enhancement points would it take to temporarily make this a +1 flaming burst weapon?

Flaming Burst is a +2 enchantment, but it includes flaming in it. As written, it would seem that it still takes +2 to add flaming burst to the sword, even though it is already flaming, as Arcane Pool simply discusses using the enchantment cost. However, to me, it makes sense that 'upgrading' a flaming weapon to flaming burst temporarily should only take +1 enhancement.. any ideas on a ruling for this?


RAW it still takes +2 to add flaming burst. However, Flaming Burst could be thought of as a +1 enhancement equivalent with a prereq of Flaming. Your GM may accept this interpretation, but it isn't strictly RAW.

Grand Lodge

CraziFuzzy wrote:

Older thread, but I'll pile my question on here:

What if the Magus had a +1 flaming weapon. How many enhancement points would it take to temporarily make this a +1 flaming burst weapon?

Flaming Burst is a +2 enchantment, but it includes flaming in it. As written, it would seem that it still takes +2 to add flaming burst to the sword, even though it is already flaming, as Arcane Pool simply discusses using the enchantment cost. However, to me, it makes sense that 'upgrading' a flaming weapon to flaming burst temporarily should only take +1 enhancement.. any ideas on a ruling for this?

I don't know of any specific errata that says otherwise so you're right in that it'd still take +2. For PFS that's going to have to be it. For a home game, talk it out with your GM. I can definitely see a case for it only needing +1.


claudekennilol wrote:
CraziFuzzy wrote:

Older thread, but I'll pile my question on here:

What if the Magus had a +1 flaming weapon. How many enhancement points would it take to temporarily make this a +1 flaming burst weapon?

Flaming Burst is a +2 enchantment, but it includes flaming in it. As written, it would seem that it still takes +2 to add flaming burst to the sword, even though it is already flaming, as Arcane Pool simply discusses using the enchantment cost. However, to me, it makes sense that 'upgrading' a flaming weapon to flaming burst temporarily should only take +1 enhancement.. any ideas on a ruling for this?

I don't know of any specific errata that says otherwise so you're right in that it'd still take +2. For PFS that's going to have to be it. For a home game, talk it out with your GM. I can definitely see a case for it only needing +1.

I wonder, actually about the PFS statement on this, as from what i remember from reading the PFS guide, when 'upgrading' a weapon, you pay the difference between before and after - that would mean you could 'upgrade' a flaming weapon to a flaming burst weapon by only paying the difference between them, I wonder if that would apply to this 'temporary upgrade' as well... Doesn't matter, i don't play PFS anyway, just a brain exercise at this point.

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