Arcane Mark and Spellstrike


Advice


Hi everyone. I know this has been discussed before and I'm starting a new thread because it was years ago. But has anyone had any further thoughts on this topic?
I am GMing and my Magus has just reached 2nd (wow!)
So, this Arcane Mark combo really doesn't sit right with me. It feels like a loophole. A system as diverse and deep as PF is bound to have loopholes, but I'm loathe to exploit them. However, it's not reasonable to deny the combo if it's there. It's hard for a good tactical player to not optimise, even if he's feeling a little uncomfortable doing so. My player also feels the same.
My issue is not that it's overpowered. It's not. The magus has to cast defensively or risk getting cut to ribbons from op-attacks. And by the time he's of a level to hit 15 automatically he really should be doing something more effective anyway.
My issue is an aesthetic one. To my thinking the attack that spellstrike grants is a side effect of the spell, not a reason for casting an otherwise pointless spell just to get an attack. Why on earth would you Arcane Mark someone in combat? There may be a rare role-playing reason but essentially it's just to use the system as writ to get an extra attack.
Nah! Feels a bit 'munchkin' to me.
Trouble is, without being unfair to the character class, I can't think of a good, thematic way to stop it. No not 'stop' it. That would be wrong. To 'sensiblise' it (yes, I know there's no such word, but you get my drift).
The best I can come up with is to say Magi get Brand. Then, at least, it feels like there's a reason for casting it.
Does anyone have any other ideas?


Tony Cotterill wrote:
Why on earth would you Arcane Mark someone in combat? There may be a rare role-playing reason but essentially it's just to use the system as writ to get an extra attack.

Ever seen Zorro in action?

Quote:
Nah! Feels a bit 'munchkin' to me.

Fair enough, and I do agree. But there isn't much of an alternative.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

You use Arcane Mark as a way to conserve your real magic and confound an enemy that isn't magically adept. Did they just cast that cantrip, or was it Chill Touch this time?

Another way to think of it is that spell strike is a special combination of casting and attacking. It doesn't matter that the spell is harmless, by successfully casting a touch spell you create an opening for another attack. If you fail the concentration roll, you don't get that attack.


If you're really worried about it you could restrict it to one (successful) arcane-mark per enemy.
It's not as much of a nerf as you think. Against mooks they're unlikely to need more than one round of double damage, and against tougher enemies they likely want to cast a better spell.

If they have a high charisma you could rule it as them marking their enemies in an attempt to intimidate them (you could even give a small circumstance bonus sometimes).
If they have a low charisma you could do the same, but make it they're "trying" to intimidate and look cool, but really they're annoying everyone: "Did you have to mark EVERY ONE of these goblins? We're trying to keep a low profile in this area!"

If you really can't reconcile it and don't want to nerf them, just give them brand, it's hardly game-breaking.
If you don't want to break the rules just wait 1 level & they can take the Close Range arcana anyway. One level won't hurt them too badly.


Tony Cotterill wrote:
So, this Arcane Mark combo really doesn't sit right with me.

It's almost like TWF, except it requires a concentration check to avoid provoking an AoO.

On topic: They should just put Touch of Fatigue, or an equivalent, on the magus spell list.

Sovereign Court

Although the combo is obvious, in practice I don't see people use it all that often. After a couple of levels, there's almost always some other spell you'd rather be casting, that's more valuable than just an additional melee attack with nothing special. At least in the first few rounds of combat; you're already trying to find the time to cast both your buffs, defensive spells and augment your attacks.

Now at levels 2-3 you might have so few spells per day that you can't afford to cast Shield, Vanish, Shocking Grasp, Blade Lash, Frostbite or Snowball every fight, but when you get either Spell Recall or a nice string of Pearls of Power I, that becomes something you can afford to do every fight.


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I can think of two legitimate reasons to spell strike Arcane Mark. First, it may ruin a Vigilante, but that is probably a debate of another thread. Secondly, there were a number of Pulp characters who were known for leaving their mark on defeated bad guys.


The Ghost Who Walks wore a ring that left a skull tattoo.

Arcane Mark can be invisible, it doesn't have to betray he caster's secrets.

You can fluff the spell as sort of magically reaching to learn where the target will be. After all, if it (mechanically) empowers another attack, and that's as intended (and it's been said, it IS as intended), then letting the fluff catch up to the mechanics and intent needn't smell too much like cheese.


Thank you everyone. These are all very good arguments and help to make me feel better with the whole idea.
@Mr Charisma. Thanks for pointing out the Close Range power. I'm not very familiar with the class yet and now that I know it's pretty much a moot point from third level anyway, that's much more acceptable.

I suppose it's the fact that a Magus who's run out of better things to do will end up doing it round after round that concerned me most, but these arguments are all good.
Cheers.

Sovereign Court

Most fights are "decided" in the first couple of rounds; if the PCs can get some control over the situation they're likely to come out alive. If enemies manage to scatter the party and basically divide and conquer, ouch. Either way, it can still take several rounds before the fight is actually won, but it's usually in the early rounds that it becomes apparent who'll likely win.

There are some reasons for this:
- Since people can't take Attacks of Opportunity while flat-footed like at the start of combat, that's a great time to move around enemies before they can stop you. Like running past the enemy's melee dudes and cornering their wizard.
- Enemies may be attacking from an unexpected ("not the front") direction. It takes a round or two for everyone to shuffle in or out of the melee position they want to be in. Until that's happened, some people may be more at risk of attack than usual.
- Short-term buffs may not have been cast yet.

With Spell Combat, magi have a big advantage in fast and furious fights, because they don't have to choose between either fighting or casting (buffing); they can do both at the same time. Why would you bother economizing with Arcane Mark if you could be protecting yourself with Shield, using Vanish to slip through enemy ranks to their squishy leader, or using Shocking Grasp to suddenly kill an enemy and thus adjust the odds in the PCs' favour?

You might see some Arcane Marking in the mop-up rounds, after buffs have already been cast and no enemies are "worth" another Shocking Grasp - but that probably won't happen all that often. It's often a very smart idea to kill enemies faster, because that'll save on damage they might get to deal to you which you'll have to heal.

All that said, yeah, Brand is much cooler hotter than Arcane Mark. Note that the Hexcrafter archetype gives access to that. (It's one of the top-notch archetypes mainly for the chance to get a Fly hex.)


Tony Cotterill wrote:

Thank you everyone. These are all very good arguments and help to make me feel better with the whole idea.

@Mr Charisma. Thanks for pointing out the Close Range power. I'm not very familiar with the class yet and now that I know it's pretty much a moot point from third level anyway, that's much more acceptable.

I suppose it's the fact that a Magus who's run out of better things to do will end up doing it round after round that concerned me most, but these arguments are all good.
Cheers.

I would like to point out that although "close range" is something they can pick up at level 3, they only get to choose one arcana every three levels (unless they take the extra arcana feat or find some other way of picking up extra arcana). There is an opportunity cost here, and it's one they might not want to pay.

Having said that, it's still a good class without having an extra attack every round from a cantrip.

If you think it's too munchkin don't allow it, but be upfront with the player. If they don't think the magus is good enough without that ability, they need their head read =P (sorry, but seriously that's hardly the best thing about their class).

If you decide to allow it, think of it like a variation of the arcane strike feat. It's an ability that lets the magus channel a small amount of arcane energy into their weapon, but it's such a small cost that they can keep it up all day.


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Why is the extra attack 'broken'? It's like the monk's flurry of blows, but with a concentration check or you don't get your extra attack.

And, even with the two attacks, you're still behind a two-handed fighter (which is fine).

The Exchange Owner - D20 Hobbies

_Ozy_ wrote:
Why is the extra attack 'broken'? It's like the monk's flurry of blows, but with a concentration check or you don't get your extra attack.

It isn't broken.

It seems like it is a mistake, leaving one spell, a 0 level spell, that can permanently be used to get the extra attack.

If I remember correctly, a developer said they didn't catch it.

In any event, whether or not it was intentional is irrelevant. It still isn't broken.


The Spider fits even better.
https://en.wikipedia.org/wiki/Spider_(pulp_fiction)

One of The Spider's distinguishing features is his "calling card." Wentworth often leaves a red-ink "spider" image (like a drop of blood) on the foreheads of the criminals he kills, so others will not be blamed.


In the lore of the Magus class, they aren't simply "fighting and casting"; they are synthesizing the two into a unified form. Spellcasting is a part of their attack routine and their attack routine is a part of their spellcasting. So it isn't a matter of "breaking character" and casting arcane mark just for the mechanical benefit of it being a cantrip that qualifies for spell strike. They are actually behaving appropriate to a Magus character, in that they use their magic in an opportunistic and utilitarian style and melee touch spells, in particular, are a big part of their attack routine. Even the spells they cast are "different" from the same spell used by another spell caster and this style of usage flows naturally into attacking. That's why a Magus must use these spells gained through the Magus class and can't use the same spell earned through some other casting class; because the way the magus casts it facilitates the smooth interaction between martial combat and spellcasting whereas the way a Wizard or Sorcerer learns to do it wouldn't. Moreover, how is it significantly different from using the Close Range arcana to use Ray of Frost in the same context?


James Risner wrote:
_Ozy_ wrote:
Why is the extra attack 'broken'? It's like the monk's flurry of blows, but with a concentration check or you don't get your extra attack.

It isn't broken.

It seems like it is a mistake, leaving one spell, a 0 level spell, that can permanently be used to get the extra attack.

If I remember correctly, a developer said they didn't catch it.

In any event, whether or not it was intentional is irrelevant. It still isn't broken.

Except if you wanted, you could use an archetype or a Magus Arcana to pick up a different 0 level spell to permanently get an extra attack.

Forcing people to do this to remain useful in combat once they've used their few spell slots (at low levels) would be an unnecessary tax.

So, no, it doesn't seem like a mistake to me at all.


_Ozy_ wrote:

Except if you wanted, you could use an archetype or a Magus Arcana to pick up a different 0 level spell to permanently get an extra attack.

Forcing people to do this to remain useful in combat once they've used their few spell slots (at low levels) would be an unnecessary tax.
So, no, it doesn't seem like a mistake to me at all.

I'm pretty sure James is right, the developers said it was a mistake. There was a thread talking about whether it was "a feature or a bug?".

In the end they left it in (as far as I recall).

This isn't a discussion about rules, even though it's in the rules forum (it should probably be in the advice forum but whatever).

So really what we're doing here is trying to reconcile character thinking with player thinking.
Is using Arcane Mark with Spellstrike Metagaming? - Usually yes, but not always.
Is Metagaming bad? - Usually yes, but not always.
In this case, the OP has said as far as he's concerned, the answer to both these questions at this point is "Yes". But he seems like he's not sure if it's bad enough to outright ban it.

To quote the OP's post:

Quote:

My issue is not that it's overpowered. It's not.

...
My issue is an aesthetic one.

So how do we reconcile this aesthetically?

Is the magus leaving a calling card (and will that have consequences)?
Is it something similar to Arcane Strike?
Is it just that the magus is so used to casting when he fights that he accidently casts a cantrip on the "off-turns"?
Or is it something we can't reconcile and it won't be in the OP's game?
(or do you have another solution?)

As has been stated, it's not a particularly OP ability, so whether it's left in or taken out isn't going to seriously increase/decrease the character's power. This is mostly about making the game more fun for everyone involved (which is really the highest goal we can strive for).

Scarab Sages

It's also worth mentioning the Hexcrafter adds brand to the spell list, allowing pretty much the exact same function as arcane mark spellcombat, with the added benefit of doing damage from the spell.


Cheese or not it is explicitly allowed by the rules.
Oversight or not it is explicitly sanctioned by the design team in this FAQ


MrCharisma wrote:
As has been stated, it's not a particularly OP ability, so whether it's left in or taken out isn't going to seriously increase/decrease the character's power. This is mostly about making the game more fun for everyone involved (which is really the highest goal we can strive for).

Taking it out will significantly degrade the Magus' combat usefulness during long adventuring days, especially at low level. If I were that Magus, I don't think being less useful than a Rogue at combat would be that fun for me.

If the aesthetics are that troublesome, just give the Magus Brand, or allow them to use touch of fatigue without the close range arcana.


_Ozy_ wrote:

Taking it out will significantly degrade the Magus' combat usefulness during long adventuring days, especially at low level. If I were that Magus, I don't think being less useful than a Rogue at combat would be that fun for me.

If the aesthetics are that troublesome, just give the Magus Brand, or allow them to use touch of fatigue without the close range arcana.

A level 2 magus with 16 int needs to roll a 10 or higher to cast defensively, that means there's a 45% chance they lose their spell and are stuck with a -2 to hit on their remaining attack. On top of that, spell combat is a full-round action, meaning this option has an extremely high opportunity cost.

By level 3, they can pick up the Close Range arcana if they're that worried, and as they go higher in level they get more spells/day, more damage (and damage types) from their arcane pool, spell recall, etc. They have other options to increase their damage output. If a fight is non-threatening enough that you don't feel like burning a 1st level spell-slot, it's probably not going to be all that game-breaking if you can't get that (situational) 2nd attack.

I agree with you, they might as well allow it (or brand/etc), but I don't think it will "significantly degrade" them.


At level 2 and 3, they may have no more spell slots to burn by the 4th encounter. A Magus will obviously fine for an adventuring day that lasts all of 5-10 rounds. For groups that have extended adventuring days, a Magus without the ability to attack twice is indeed 'significantly degraded'.

At level 3, you pick up combat casting, so you actually have a chance of routinely getting your spell off, which would require a 5 or higher.


The Two-World Magic trait allows any magus to add a combat touch cantrip to their list.


And lose out on Magical Lineage - shocking grasp? Are you MAD, man?! ;)


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_Ozy_ wrote:
And lose out on Magical Lineage - shocking grasp? Are you MAD, man?! ;)

To someone that thinks the Arcane Mark combo is a loophole, Magical Lineage - shocking grasp will make them pass out from shock! ;)


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber
_Ozy_ wrote:
And lose out on Magical Lineage - shocking grasp? Are you MAD, man?! ;)

Probably, since I didn't take either of the two common Magus traits on mine. I just made sure that I could take them later via Additional Traits if I later decided that I really needed them.


Imbicatus wrote:
It's also worth mentioning the Hexcrafter adds brand to the spell list, allowing pretty much the exact same function as arcane mark spellcombat, with the added benefit of doing damage from the spell.

1 point of damage, with a fortitude save to negate.

Brand doesn't seem to do significantly more than Arcane Mark, and seems almost easier to get rid of. Although I suppose you can't Arcane Mark a guy's head with "batman" unless you are Batman, whereas you can Brand someone with pretty much anything you want.

Brand/Arcane Mark to get an extra attack per round is not broken. Consider that Eldritch Archer does not remove Ray of Frost or Acid Splash from the spell list, even though it alters Spellstrike to work with ranged spells. Coincidentally, you can use Eldritch Archer's Spell Combat, an arcane bond sling, a fistful of shurikens, Haste, TWF, Rapid Shot, and a dip into Ninja to get an absurd number of attacks off per round.

Sovereign Court

MrCharisma wrote:
_Ozy_ wrote:

Taking it out will significantly degrade the Magus' combat usefulness during long adventuring days, especially at low level. If I were that Magus, I don't think being less useful than a Rogue at combat would be that fun for me.

If the aesthetics are that troublesome, just give the Magus Brand, or allow them to use touch of fatigue without the close range arcana.

A level 2 magus with 16 int needs to roll a 10 or higher to cast defensively, that means there's a 45% chance they lose their spell and are stuck with a -2 to hit on their remaining attack. On top of that, spell combat is a full-round action, meaning this option has an extremely high opportunity cost.

By level 3, they can pick up the Close Range arcana if they're that worried, and as they go higher in level they get more spells/day, more damage (and damage types) from their arcane pool, spell recall, etc. They have other options to increase their damage output. If a fight is non-threatening enough that you don't feel like burning a 1st level spell-slot, it's probably not going to be all that game-breaking if you can't get that (situational) 2nd attack.

I agree with you, they might as well allow it (or brand/etc), but I don't think it will "significantly degrade" them.

Are you guys building magi without Combat Casting? Why do people keep doing that?

Anyway, "more useless than a rogue" seems rather exaggerated. Between Arcane Pool and either combat-length buffs like Shield, or "quickly reduce the number of enemies" spells like Shocking Grasp, you should be able to get a decisive edge in the first rounds of combat without having to spend all your resources.

Also, yeah, resource management is a thing for casters. It's part of the challenge. You need to learn that most of the time you don't need to spend all your spells to win faster; that if you have enough tactical advantage you can conserve resources. And that sometimes it's time to pull out all the stops and kill something RIGHT NOW. As a class, magi can switch neatly between these things.


Ascalaphus wrote:


Are you guys building magi without Combat Casting? Why do people keep doing that?

1) Spell combat already comes with the option to take a further penalty to attacks to get a boost to defensive casting.

2) At 8th level they get a +2 to concentration for free.
3) Because magus don't gain new spell levels as quickly as other casters, it becomes less relevant for higher level magus. E.g, magus gain access to 6th level spells at level 16. A level 16 magus probably has at least a +5 int mod, giving them a base +23 to their concentration check. That is auto-success for for to 4th level spells, and a very low failure rate for even 6th level spells (which could be further secured with spell combats built in bonuses)
4) Correct tactics can often avoid the need to roll a concentration check at all. Attacking from invisibility. Cast spell, then 5' step next to target, etc. (This isn't always the case, but such tactics can be used often).

Sovereign Court

bbangerter wrote:
Ascalaphus wrote:


Are you guys building magi without Combat Casting? Why do people keep doing that?

1) Spell combat already comes with the option to take a further penalty to attacks to get a boost to defensive casting.

2) At 8th level they get a +2 to concentration for free.

You don't really want to-hit penalties if you can avoid it. But you also don't ever want to fail concentration checks. You don't want "only 30% chance of failure", you want much better reliability than that. Your spells are important and valuable. So you want ALL the concentration bonuses.

bbangerter wrote:
3) Because magus don't gain new spell levels as quickly as other casters, it becomes less relevant for higher level magus. E.g, magus gain access to 6th level spells at level 16. A level 16 magus probably has at least a +5 int mod, giving them a base +23 to their concentration check. That is auto-success for for to 4th level spells, and a very low failure rate for even 6th level spells (which could be further secured with spell combats built in bonuses)

"The problem goes away sometime after level 12" isn't good enough. Most of the campaign will be spent at lower level; many campaigns don't even make it that far. So it's a lousy way to build a character for a glorious time that'll be a long time coming.

bbangerter wrote:
4) Correct tactics can often avoid the need to roll a concentration check at all. Attacking from invisibility. Cast spell, then 5' step next to target, etc. (This isn't always the case, but such tactics can be used often).

The biggest issue is: suppose you're already next to your enemy. Maybe he stepped close to you, maybe you stepped close to him - doesn't matter, it's likely to happen quite often.

And then you want to cast a spell, and then attack. Like Shocking Grasp. It's not good enough to attack, step away and THEN cast; it has to be cast, attack. And it has to work reliably.


Ascalaphus wrote:


You don't really want to-hit penalties if you can avoid it. But you also don't ever want to fail concentration checks. You don't want "only 30% chance of failure", you want much better reliability than that. Your spells are important and valuable. So you want ALL the concentration bonuses.

Depends on what you are fighting. Sometimes even the -2 from spell combat is to much. Sometimes you could take a -6 and not care.

Ascalaphus wrote:


The biggest issue is: suppose you're already next to your enemy. Maybe he stepped close to you, maybe you stepped close to him - doesn't matter, it's likely to happen quite often.

And then you want to cast a spell, and then attack. Like Shocking Grasp. It's not good enough to attack, step away and THEN cast; it has to be cast, attack. And it has to work reliably.

If the only spells in your magus spell book are touch attack spells, you might be playing him wrong.

Mirror image, dimension door, vanish/invisibility/greater invisibility, stone skin, battlefield control spells, etc. For none of these do you need to be standing next to your opponent when you cast the spell.

Why isn't your party barbarian beheading the guys that are standing next to you so that on your turn you can cast, 5' step, and hit the next guy in line?


BretI wrote:
_Ozy_ wrote:
And lose out on Magical Lineage - shocking grasp? Are you MAD, man?! ;)
Probably, since I didn't take either of the two common Magus traits on mine. I just made sure that I could take them later via Additional Traits if I later decided that I really needed them.

If you've already taken a magic trait, then you can't take Magical Lineage, even with Additional Traits.

Scarab Sages

Wayang Spell Hunter is still available, though. If all you're looking to do is intensify a shocking grasp for free, picking that up through additional traits at 7th level would work.

Sovereign Court RPG Superstar 2009 Top 32

Well actually...

...a low-level Magus doesn't often need to cast defensively, because he can cast a spell from 5' away, then 5'step up, then attack; and the next round he can attack, 5'step away, then cast.

...aside from that, a Magus with Shield or Mirror Image up could simply cast non-defensively and trust his defensive buffs to foil the opportunity attack.

...a low-level Magus can also use the Daze cantrip to good effect if he doesn't want to spellstrike.

...and there are several ways to get another attack cantrip on your list, if you don't want to use Arcane Mark. Here's a guide with suggestions.


Quote:
...a low-level Magus doesn't often need to cast defensively, because he can cast a spell from 5' away, then 5'step up, then attack; and the next round he can attack, 5'step away, then cast.

We're talking about using Arcane Mark to get in two attacks. The 5' step away, then cast doesn't allow this.

Sovereign Court RPG Superstar 2009 Top 32

_Ozy_ wrote:
Quote:
...a low-level Magus doesn't often need to cast defensively, because he can cast a spell from 5' away, then 5'step up, then attack; and the next round he can attack, 5'step away, then cast.
We're talking about using Arcane Mark to get in two attacks. The 5' step away, then cast doesn't allow this.

It allows it every other turn. I said "not often", not "never".


Kurald Galain wrote:
_Ozy_ wrote:
Quote:
...a low-level Magus doesn't often need to cast defensively, because he can cast a spell from 5' away, then 5'step up, then attack; and the next round he can attack, 5'step away, then cast.
We're talking about using Arcane Mark to get in two attacks. The 5' step away, then cast doesn't allow this.
It allows it every other turn. I said "not often", not "never".

Only assuming the monster doesn't 5' step to follow you on their turn, getting their full attack while you never get your spell combat double attack unless you cast defensively.

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