Magus spell list question


Rules Questions


So I noticed the Spells per day part of the Magus.
It only states lvl 0 to 6 spells. Does this mean he does not have access to lvl 7, 8, 9 spells? If not, then is it possible to learn them from a Wizard spellbook or something similar?

If that is not possible then why shouldnt I cap my int at 16?

Thanks :)

Grand Lodge

TrollingJoker wrote:

So I noticed the Spells per day part of the Magus.

It only states lvl 0 to 6 spells. Does this mean he does not have access to lvl 7, 8, 9 spells? If not, then is it possible to learn them from a Wizard spellbook or something similar?

If that is not possible then why shouldnt I cap my int at 16?

Thanks :)

1. That is correct. 6th level spell casting is where you top out at.

2. That's exactly what it means. No it isn't.

3. It's your choice, and not necessarily a bad one. Others may want to raise Int for the increased skill points, spell save DC's, or certain Magus Arcana which rely on the Int bonus. It depends on the build and the style.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Magus only gets up to 6th-level spells. There might be some on the list that are at higher levels on the Wizard spell list, but I'm not sure. At any rate, if it's not on the Magus list, you can't prepare it.

But increasing Int also gives you more bonus spells per day, boosts your concentration bonus, gives you more arcane pool points, plus all the regular skill stuff you get from Int.


There are plenty of good reason to keep increasing int beyond 16. Save DCs, arcane pool, and bonus spells being the big ones.

And if you're playing a Dervish Dancer Magus who only really needs Dex, Int, and Con you can afford to keep pumping your Int to get those benefits.


A non kensai martial type magus may be better with 13 int to start and only raising as need to get spells.

You can learn spells form a wizard's spell book if they are on the magus list.

There are arcana that let you add wizard spells and you get a bunch for free at high level.


As a magus I typically cap my INT at 16. All you have to do is focus on fighting and use spells that don't allow saves.

Sczarni

TrollingJoker wrote:
why shouldnt I cap my int at 16?

If you only view Intelligence as necessary to cast 6th level spells then there is no need to increase it beyond 16.

If you are playing in a home campaign and are adventuring past level 20, talk to GM and see if you can work out a spell progression (and spell list) that will take you into the upper level spells.

But, as others have said, there are many reasons why any character would want a higher Intelligence, especially a Magus.


Doesn't having a higher Int also give you bonus spell slots for a Magus?

Personally for a Magus build I have planned for an upcoming homebrew campaign (playing to lvl 20) I am going with a very high Int. Partially for RP/backstory reasons, but also extra skills (2 + Int modifier) and higher spell DCs. Granted I am not min/maxing or even being fully optimized. Others may think this is silly. To each there own though! =)


Higher Int has a bunch of benefits for a Magus.

More AP.
Better arcana functions. (Many use int mod)
More bonus spells.
Higher spell DCs.
More skill points.
Higher skill bonus to knowledge/spellcraft.
Concentration checks.
Spell combat concentration check bonus.

The Kensai archetype in particular can gain even more out of Int, as well. AC, initiative, # of AoOs and more.

A Magus has a lot to gain from a higher Int, it really opens up some pretty cool options and a higher Int Magus plays a little differently than one with only 'just enough' int.

The combination of higher DCs, more bonus spells, and higher AP in particular allows you to more closely function as a caster. As you can prep a larger number of spells, and have more points to recall the spells again that you cast. Ie more spell versatility and throughput. The added skill points help round out your out of combat utility aside from the magic you use.

Compare an int 14 vs int 20 lvl 1 magus:

3 AP vs 6 AP.
2 spells per day vs 3 spells per day.
DC 13 vs DC 16
4 skills vs 7 skills
know/spellcraft at +6 vs +9
Concentration check at +3 vs +6
SC concentration at +5 vs +11
Arcana - Arcane accuracy +2 vs +5 to attack rolls

Does that outweigh focusing on Dex or Str for attack/damage or AC etc? That is hard to say, and depends on what you really want out of your character. But it is definitely a valid choice to make, as the Magus gains a vast statistical benefit from a higher Int.


Remy Balster wrote:

Higher Int has a bunch of benefits for a Magus.

More AP.
Better arcana functions. (Many use int mod)
More bonus spells.
Higher spell DCs.
More skill points.
Higher skill bonus to knowledge/spellcraft.
Concentration checks.
Spell combat concentration check bonus.

The Kensai archetype in particular can gain even more out of Int, as well. AC, initiative, # of AoOs and more.

A Magus has a lot to gain from a higher Int, it really opens up some pretty cool options and a higher Int Magus plays a little differently than one with only 'just enough' int.

The combination of higher DCs, more bonus spells, and higher AP in particular allows you to more closely function as a caster. As you can prep a larger number of spells, and have more points to recall the spells again that you cast. Ie more spell versatility and throughput. The added skill points help round out your out of combat utility aside from the magic you use.

Compare an int 14 vs int 20 lvl 1 magus:

3 AP vs 6 AP.
2 spells per day vs 3 spells per day.
DC 13 vs DC 16
4 skills vs 7 skills
know/spellcraft at +6 vs +9
Concentration check at +3 vs +6
SC concentration at +5 vs +11
Arcana - Arcane accuracy +2 vs +5 to attack rolls

Does that outweigh focusing on Dex or Str for attack/damage or AC etc? That is hard to say, and depends on what you really want out of your character. But it is definitely a valid choice to make, as the Magus gains a vast statistical benefit from a higher Int.

Well it'll be more a int 16 vs int 18 situation but I get your point.

So lets say I'll take you up on your advice and stay with 18 int and 16 dex. Would you advice against giving my ability points to dex for the same reasons as above? The main reason for making my dex higher is giving me an higher reflex save(which are low for magus), higher AC and higher attack and damage rolls.

Grand Lodge

TrollingJoker wrote:
Remy Balster wrote:

Higher Int has a bunch of benefits for a Magus.

More AP.
Better arcana functions. (Many use int mod)
More bonus spells.
Higher spell DCs.
More skill points.
Higher skill bonus to knowledge/spellcraft.
Concentration checks.
Spell combat concentration check bonus.

The Kensai archetype in particular can gain even more out of Int, as well. AC, initiative, # of AoOs and more.

A Magus has a lot to gain from a higher Int, it really opens up some pretty cool options and a higher Int Magus plays a little differently than one with only 'just enough' int.

The combination of higher DCs, more bonus spells, and higher AP in particular allows you to more closely function as a caster. As you can prep a larger number of spells, and have more points to recall the spells again that you cast. Ie more spell versatility and throughput. The added skill points help round out your out of combat utility aside from the magic you use.

Compare an int 14 vs int 20 lvl 1 magus:

3 AP vs 6 AP.
2 spells per day vs 3 spells per day.
DC 13 vs DC 16
4 skills vs 7 skills
know/spellcraft at +6 vs +9
Concentration check at +3 vs +6
SC concentration at +5 vs +11
Arcana - Arcane accuracy +2 vs +5 to attack rolls

Does that outweigh focusing on Dex or Str for attack/damage or AC etc? That is hard to say, and depends on what you really want out of your character. But it is definitely a valid choice to make, as the Magus gains a vast statistical benefit from a higher Int.

Well it'll be more a int 16 vs int 18 situation but I get your point.

So lets say I'll take you up on your advice and stay with 18 int and 16 dex. Would you advice against giving my ability points to dex for the same reasons as above? The main reason for making my dex higher is giving me an higher reflex save(which are low for magus), higher AC and higher attack and damage rolls.

I would say that starting with a 16 int and building on it later is a better road for a magus. The kensai after all can't make full use of the 18 int at first level aside form having a slightly better arcane pool and an extra skill point. The Int bonus to AC is capped by level.


LazarX wrote:
TrollingJoker wrote:
Remy Balster wrote:

Higher Int has a bunch of benefits for a Magus.

More AP.
Better arcana functions. (Many use int mod)
More bonus spells.
Higher spell DCs.
More skill points.
Higher skill bonus to knowledge/spellcraft.
Concentration checks.
Spell combat concentration check bonus.

The Kensai archetype in particular can gain even more out of Int, as well. AC, initiative, # of AoOs and more.

A Magus has a lot to gain from a higher Int, it really opens up some pretty cool options and a higher Int Magus plays a little differently than one with only 'just enough' int.

The combination of higher DCs, more bonus spells, and higher AP in particular allows you to more closely function as a caster. As you can prep a larger number of spells, and have more points to recall the spells again that you cast. Ie more spell versatility and throughput. The added skill points help round out your out of combat utility aside from the magic you use.

Compare an int 14 vs int 20 lvl 1 magus:

3 AP vs 6 AP.
2 spells per day vs 3 spells per day.
DC 13 vs DC 16
4 skills vs 7 skills
know/spellcraft at +6 vs +9
Concentration check at +3 vs +6
SC concentration at +5 vs +11
Arcana - Arcane accuracy +2 vs +5 to attack rolls

Does that outweigh focusing on Dex or Str for attack/damage or AC etc? That is hard to say, and depends on what you really want out of your character. But it is definitely a valid choice to make, as the Magus gains a vast statistical benefit from a higher Int.

Well it'll be more a int 16 vs int 18 situation but I get your point.

So lets say I'll take you up on your advice and stay with 18 int and 16 dex. Would you advice against giving my ability points to dex for the same reasons as above? The main reason for making my dex higher is giving me an higher reflex save(which are low for magus), higher AC and higher attack and damage rolls.

I would say that starting with a 16 int and building on it later is a better road for a magus. The...

Might be good to add but I'm not choosing the Kensai magus but a boundblade magus since I thought that would be a nice RP twist to the campaign.

Scarab Sages

You can take both archetypes.

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