Spellstrike and Haste


Rules Questions


Hey guys, question about spellstrike. I'm in a Skull and Shackles campaign playing a Magus (7th level) and my DM and I had a disagreement about how Spellstrike works. I caste haste in round 1, so I got the extra attack at my full BAB. Can I make two spellstrikes in the rounds after I cast haste? My understanding was that spellstrike is a basic attack and I can use it more than once if I get multiple attacks in a round. My DM says that you can only use it once. Can someone please clarify this? Thanks.

Also, can power attack and vital strike be combined? My understanding was that it was one or the other, but our DM has been combining it for monsters.


I highly recommend reading this:

A Guide to Touch Spells, Spellstrike, and Spell Combat

I'm not sure exactly what you're asking, but I'll do my best to answer both interpretations.

In terms of being affected by haste, it's pretty clear in the spell description:

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

Please note the italicized part.

You can make an extra attack at your full BAB, but you don't get extra standard actions, so your DM is right that you don't get to use cast two spells (at least I think that's what his objection is), but if you're using something like chill touch, which allows uses per level, then you can spellstrike for as many times as you have attacks and charges/uses of the spell. This includes extra attacks from haste or other sources.

Spell Combat says that you can cast a spell with the range of touch, and then attack with it as a free action, and make a full-round attack. You can also hold the spell as long as you like, or until the spell duration lapses.

Spellstrike allows you to transfer this free attack to your weapon, which, when used in concert with Spell Combat (which allows you to make full-action attacks at -2) and a spell with multiple uses or charges, lets you deliver spellstrike with each of your attacks until the spell is discharged or runs its duration.

If you're a 7th level magus, you can use chill touch up to 7 times. If you have multiple attacks because of haste, expending Ki points, or two-weapon fighting, spellstrike happens on each attack. It's not something that gets invoked, it's an effect that is conditionally active, the condition being that you have cast/held a spell with range: touch and are attacking with a melee weapon. You are also not considered unarmed when you are holding a touch spell.

Spell Combat/Spellstrike. I recommend reading the FAQ, and either printing the page out or showing it to your DM. Ultimately, it's his call because it's his game, but if he nerfs it, he's basically breaking the class. This is exactly how the class is supposed to work. Chill touch is even the example spell.

He may not like it because it may interfere with some of his plans, or it may just not jive with his idea of how the class operates. But, as the DM, he should be adaptable, and really, the game is supposed to be about the players and not him. If he didn't want you to play a magus he should have said something when you guys were rolling up your characters, not at level 7. It sounds like he may be a somewhat inexperienced as a DM. Nothing to be ashamed of, but when a campaign starts he should be soliciting character ideas from players, and setting various limitations at that point: forbidden classes, alignments, races, source material, etc.

Be tactful and ask him to read it before saying anything, and when he's done, ask him what he thinks it says. Then see if you two can come to an agreement. Ultimately everyone is there to have fun, and I personally can't see how such an ability is game-breaking in his particular world. A magus is supposed to be a powerful class. It also has its limits.

Funny how I never see anyone complaining about how powerful wizards are, but as soon as one class gets one ability that pulls that balance back towards the martial classes in the very slightest, everyone is all, "Whoa! Holy OP class!!!"

Dude, wizards can warp time, make everyone die in a heartbeat, realign the cosmos, and still be home in time for lunch, artifact crafting, and watch Survivor on his home-made Vision-O-Box. Give the magus his extra attack already.

Enjoy playing your magus! I'm having fun with mine. :)


Spell Strike lets you roll an attack with your weapon instead of an unarmed touch attack. Haste's extra attack only applies to full attack actions, which you can do with spell strike and spell combat. As long as you miss you can hold the charge of the spell and as soon as it hits you unload it.


Round 1: Spell Combat

Spell::Haste
Full Attack +1 @ maximum BAB (Haste)

Round 2: Spell Combat

Spell: Frostbite
Full Attack +2 @ maximum BAB (Haste + Frostbite)

Frostbite gives you multiple touch attack charges. You can use Spellstrike to deliver ALL of those charges as melee hits through your weapon, getting 1 extra free attack as part of casting the spell (Frostbite & similar touch attack spells allow you a free touch attack as part of the spell's casting).

As long as you have touch attack charges, you can use Spellstrike to deliver them through your weapon. You only get a free extra attack though, when you cast the spell, as it is the spell itself giving you what amounts to a free action touch attack.

So in effect, Spellstrike doesn't give you a free attack, the spell you cast gives you a free attack, which Spellstrike allows you to deliver using your weapon.

Does that make sense?

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Spellstrike and Haste All Messageboards

Want to post a reply? Sign in.