Magus and Arcane pool


Rules Questions

Liberty's Edge

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I was recently in a society game Playing my Level 6 Magus. I tried to enchant my weapon (+1 Cold Iron Scimitar) using my Arcane Pool (level 6 magus +2 bonus) So i said i wanted to Add +1 and Keen to my Scimatar making it a +2 Keen Cold Iron Scimitar. I was told that i can't do that in the same round because i was addding 2 properies to a weapon so i could either Add the keen or the +1 that round but not both. Is that correct By the way thats its stated it seems like i can add both at the same time +1 and Keen. Can i get a clarifcation?


What you tried to do is perfectly legal.

"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. "

As clear cut as can be. At 1st, you can spend 1 point for a +1. At 5th, you can spend 1 point for +2. +3 at 9, +4 at 13, +5 at 17.

You're 6th, so you can add +2 with a single Swift and 1 point.

The way your GM tried to rule it is SPECIFICALLY DISALLOWED by the ability.

Last line: "If he uses this ability again, the first use immediately ends."

You either add +1 and Keen (or +2, or 1 Flaming, etc.) in the round you use it, or you don't do it at all.

Dark Archive

I built a Magus in PFS because I wanted to learn how the class worked. Before that, I had absolutely no clue. As I played him eventually to level 13 I encountered GMs every step of the way who questioned what I was doing. It's a complicated class.

Going forward I would suggest keeping your copy of Ultimate Magic with you when you sit down to play your Magus, or at least a printout of the class (which you technically need to do anyways, though it's often never enforced). That way you can show GMs exactly what the abilities are and how they work. Perhaps even highlight important phrases, like the ones Rynjin points out.

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