Four Slot Casting


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Tell that to Shocking Grasp and other spells that out damage Cantrips by Level 5.


graystone wrote:
IMO, it's more about master casting proficiency than the martial one. Make spells that you use in Spellstrike use the martial proficiency and let the ones you cast individually use expert: this gives you a clear reason you want to Spellstrike and then maybe they don;t have to be as tightfisted with the spell slots.

If you gave the Magus legendary casting proficiency, there might not be a reason for the wizard to exist.


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Temperans wrote:
Tell that to Shocking Grasp and other spells that out damage Cantrips by Level 5.

Level 5, third level cantrips

- Shocking Grasp does 2d12 - average 13 damage
- Telekinetic Projectile does 3d6+4 - average 14 damage

Why would you ever use first level spell slots for damage?


RexAliquid wrote:
Temperans wrote:
Tell that to Shocking Grasp and other spells that out damage Cantrips by Level 5.

Level 5, third level cantrips

- Shocking Grasp does 2d12 - average 13 damage
- Telekinetic Projectile does 3d6+4 - average 14 damage

Why would you ever use first level spell slots for damage?

Compare to typical, not best. Telekinetic Projectile is on the high end of damage for cantrips. Also compare to Electric Arc and Produce Flame. You can probably leave Acid Splash out of it though.

3rd level Electric Arc on two targets: (3d4)x2 average 15
3rd level Electric Arc on one target: 3d4 average 7.5
3rd level Produce Flame: 3d4 + mod (probably +4) average 11.5 with possibility of 3d4 persistent damage.

So still approximately on par. But a bit more situational. Depends on the spell and the circumstances of the battle.


Temperans wrote:
Tell that to Shocking Grasp and other spells that out damage Cantrips by Level 5.

Also, are you talking about the spell still being cast using a 1st level spell slot? Or the first level spell heightened to be at 3rd level spell power?


I was speaking about spell level. Not character level.

A 5th level Shocking Grasp does 5d12 damage.

A 10th level Telekinetic Projectile does 10d6 damage.

So Shocking Grasp cast from a 5th level slot deals the same damage on average as a 10th level Telekinetic Projectile.


breithauptclan wrote:
RexAliquid wrote:
Temperans wrote:
Tell that to Shocking Grasp and other spells that out damage Cantrips by Level 5.

Level 5, third level cantrips

- Shocking Grasp does 2d12 - average 13 damage
- Telekinetic Projectile does 3d6+4 - average 14 damage

Why would you ever use first level spell slots for damage?

Compare to typical, not best. Telekinetic Projectile is on the high end of damage for cantrips. Also compare to Electric Arc and Produce Flame. You can probably leave Acid Splash out of it though.

3rd level Electric Arc on two targets: (3d4)x2 average 15
3rd level Electric Arc on one target: 3d4 average 7.5
3rd level Produce Flame: 3d4 + mod (probably +4) average 11.5 with possibility of 3d4 persistent damage.

So still approximately on par. But a bit more situational. Depends on the spell and the circumstances of the battle.

Fair. Cantrips keep getting better, though. A level 1 shocking grasp gets left behind. The magus does not need level 1 spell slots for their baseline.

Now, a way to extend the four meaningful slots would be interesting and helpful, like a Echoing Spell focus power.


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Temperans wrote:

I was speaking about spell level. Not character level.

A 5th level Shocking Grasp does 5d12 damage.

A 10th level Telekinetic Projectile does 10d6 damage.

So Shocking Grasp cast from a 5th level slot deals the same damage on average as a 10th level Telekinetic Projectile.

An 8th level Telekinetic Projectile outclasses that Shocking Grasp.

8d6+5 averages to 33 damage.

Why would you waste a spell slot on 5d12 -> 32 damage?


RexAliquid wrote:
Temperans wrote:

I was speaking about spell level. Not character level.

A 5th level Shocking Grasp does 5d12 damage.

A 10th level Telekinetic Projectile does 10d6 damage.

So Shocking Grasp cast from a 5th level slot deals the same damage on average as a 10th level Telekinetic Projectile.

An 8th level Telekinetic Projectile outclasses that Shocking Grasp.

8d6+5 averages to 33 damage.

Why would you waste a spell slot on 5d12 -> 32 damage?

A +1 circumstance bonus to your attack roll and vulnerability to electricity?


PossibleCabbage wrote:
graystone wrote:
IMO, it's more about master casting proficiency than the martial one. Make spells that you use in Spellstrike use the martial proficiency and let the ones you cast individually use expert: this gives you a clear reason you want to Spellstrike and then maybe they don;t have to be as tightfisted with the spell slots.
If you gave the Magus legendary casting proficiency, there might not be a reason for the wizard to exist.

I don't think that's what he was suggesting?


Perpdepog wrote:
PossibleCabbage wrote:
graystone wrote:
IMO, it's more about master casting proficiency than the martial one. Make spells that you use in Spellstrike use the martial proficiency and let the ones you cast individually use expert: this gives you a clear reason you want to Spellstrike and then maybe they don;t have to be as tightfisted with the spell slots.
If you gave the Magus legendary casting proficiency, there might not be a reason for the wizard to exist.
I don't think that's what he was suggesting?

Yeah, I'm not sure what that post was about.


RexAliquid wrote:
Fair. Cantrips keep getting better, though. A level 1 shocking grasp gets left behind. The magus does not need level 1 spell slots for their baseline.

Shocking Grasp keeps getting better too, because when the magus doesn't have level 1 spell slots any more, he's using a level 2 spell slot (for either Shocking Grasp or some other spell) which still does more damage than the cantrip, regardless of what it is.

Quote:
Now, a way to extend the four meaningful slots would be interesting and helpful, like a Echoing Spell focus power.

Ah, there, now you are on the same page; that is, you agree with Pinstripedbarbarian from 12 posts ago.


Draco18s wrote:
RexAliquid wrote:
Fair. Cantrips keep getting better, though. A level 1 shocking grasp gets left behind. The magus does not need level 1 spell slots for their baseline.
Shocking Grasp keeps getting better too, because when the magus doesn't have level 1 spell slots any more, he's using a level 2 spell slot (for either Shocking Grasp or some other spell) which still does more damage than the cantrip, regardless of what it is.

The whole point of this aside was that you use your top two levels for damaging spells, and don't bother keeping damage in level 1 slots. Yes, any damage spell in a top slot is going to do more than a cantrip. That's why the magus has those slots and not the lower level ones.


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No, the whole point of this aside was your assertion that:

Quote:
Do people just never use cantrips? A lot of gripe in this thread about four slot casting seems to completely ignore their existence.

Ie. use more cantrips.

When you were told that cantrips have crappy damage compared to the magus's available spell slots, you asserted:
Quote:
Why would you ever use first level spell slots for damage?


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RexAliquid wrote:
Draco18s wrote:
RexAliquid wrote:
Fair. Cantrips keep getting better, though. A level 1 shocking grasp gets left behind. The magus does not need level 1 spell slots for their baseline.
Shocking Grasp keeps getting better too, because when the magus doesn't have level 1 spell slots any more, he's using a level 2 spell slot (for either Shocking Grasp or some other spell) which still does more damage than the cantrip, regardless of what it is.
The whole point of this aside was that you use your top two levels for damaging spells, and don't bother keeping damage in level 1 slots. Yes, any damage spell in a top slot is going to do more than a cantrip. That's why the magus has those slots and not the lower level ones.

The real question is what is Paizo's angle with removing the lower level spell slots when they know that they won't be as effective for damage. It's implied that once your cantrips out-damage your lower level spells a magus is going to stop preparing damaging spells in those slots, just like the wizard. That's not the debate.

The debate is whether or not having only 4 spell slots at the highest two spell levels locks the magus down too much. When a wizard has out damaged his lower level spells, he starts preparing more utility spells in those slots. The question is why cut off a vital aspect of spell casting for the magus?

Sure, once telekinetic projectile out-damages a 1st level shocking grasp you're not going to prepare it in that slot anymore, it would be a waste. However, you could prepare air bubble, ant haul, befuddle, color spray, create water, deja vu, feather fall, fleet step, floating disk, goblin pox, grease, gust of wind, magic weapon, message rune, penumbral shroud, pet cache, ray of enfeeblement, spider sting, temporary tool, true strike, or unseen servant in that 1st level spell slot. A lot of these would be great to use with Striking Spell all the way to level 20 (looking at ray of enfeeblement).

And I get the argument of "You can still prepare non-heightened spells in high-level spell slots." but with only 4 slots Paizo has basically said you can either prepare some utility spells in those slots and use cantrips for Striking Spell, or you can pump out 4 damaging spells a day and then you have no utility.

The issue is not preparing damaging spells in lower level slots, it's about giving the magus more versatility and options outside of Striking Spell. On top of that, with a seriously poor spell casting proficiency, even if you do focus on raw damage in those 4 slots, there is a greater than 50% chance you are going to miss with that spell or the enemy will make the save if you are attacking a creature with a moderate AC or moderate saving throw. I don't think players are asking too much for the ability to have a few high-damage spells with a couple of true strikes to use against a difficult enemy.

Personally, I think 2 slots for each spell level is more than fair and more than balanced for the magus, even if they leave the rest of the class as is, especially since you are going to miss with your spells a lot.

Scarab Sages

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I'm thinking the lack of utility spells is what puts these classes more to the Martial side of their abilities. If the Magus gets its issues fixed, it's a martial with a magical bend instead of a Wizard with a sword.

Sovereign Court

Lightdroplet wrote:

I feel like it is far too limiting. Yes, you get higher level spells than what a spellcasting archetype would get, but a spellcasting archetype has double the slots even before taking their respective Breadth feat.

In my opinion, I think it could be safely bumped up to 3/3 slots instead of 2/2, since the whole "only having two levels of spells" thing is already a large enough limitation on its own.

It feels a lot like a version of the 5e Warlock to me. The Warlock only works because the slots refresh on a short or a long rest, and they also have Invocations for more abilities.


Samurai wrote:
It feels a lot like a version of the 5e Warlock to me. The Warlock only works because the slots refresh on a short or a long rest, and they also have Invocations for more abilities.

They are also mostly locked to 5th level spells, giving each of their spells significantly less punch at higher levels.

They do have an easier time landing their spells, though, thanks to bounded accuracy.


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Got to playtest with both character types in our party last night (2 summoners, 2 magi, 1 cleric) through 3 interesting encounters. I'd like to see a mechanic for summoners to get a font or focus spell for summoning, and I think they'd be great. We'll need something similar for Magus spellstrike (more slots somehow).

For Magus the intense action tax (haste helps but costs up front when available), and the misfortune effect (2 chances to fail for limited slots) that most hampers that class. Look forward to seeing Striking Spell/Spellstrike! mimic Eldritch Archer or Channel Smite with a single attack roll to determine spell effect.


Draco18s wrote:
you were told that cantrips have crappy damage compared to the magus's available spell slots,

Funny you can’t quote anyone saying that.


RexAliquid wrote:
Draco18s wrote:
you were told that cantrips have crappy damage compared to the magus's available spell slots,
Funny you can’t quote anyone saying that.

I was on mobile in bed.

Pinstripedbarbarian wrote:

To me, using a standard cantrip (not like compositions or hexes) means either I don't have anything better to do or I don't consider the current task a big enough deal to cast a real spell. They're back ups. Reliable, but definitely back ups.

For Magus, I'd be casting them because I can't afford to use a real spell but also I can't do anything interesting with my class without casting something.

What would a "real spell" be for a Magus?


The-Magic-Sword wrote:
How do we feel about this system? I want to read discussion about this because I'm divided on it right now.

I have mixed feelings. I have been thinking for a while that having slots scale up as you level up, rather than just adding more on the top, was a good idea.

OTOH, while I have not looked into it in detail yet let alone playtested it, this seems like it might be taking the idea a bit too far.

_
glass.


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glass wrote:
The-Magic-Sword wrote:
How do we feel about this system? I want to read discussion about this because I'm divided on it right now.

I have mixed feelings. I have been thinking for a while that having slots scale up as you level up, rather than just adding more on the top, was a good idea.

OTOH, while I have not looked into it in detail yet let alone playtested it, this seems like it might be taking the idea a bit too far.

_
glass.

I think it feels good. Top slots available while losing the raw utility of full caster low level slots. From a design perspective I understand and I think the concept is sound. I just think they either threw us the lowest number of slots possible to test the waters or they underestimated the strength of the kits without a little more spell casting. I think people would be a lot happier with 6 or 8 slots. Low end utility spells will be shored up with a dedication just like any other martial class.


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Interesting. I think it highlights that losing the utility of low level slots is too high a cost. The top level slots aren't actually worth that loss- with both classes I'd be much happier the other way around. More lower level and feel free to snip the top end. At least they wouldn't feel quite so lacking in options or ability to contribute outside X fights per day, where X depends entirely on how quickly you dump your few spell slots.

Especially in areas that aren't fights.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Yeah, I came to the same conclusion.

Keeping the top level slots gives you a little too much power in a handful of rounds, while leaving the rest of the experience feeling bland.

It'd be MUCH better to get a decent number of lower level slots and some reliable class feature that can be tuned to bring your combat prowess in line.

Losing all those low level slots makes it feel a whole lot less like a Magus and more like a fighter with a 4/day magic weapon.

Imagine a Magus with a bunch of utility spells, a couple higher end spells, and something like:

1. A magus-only one-action attack cantrip
2. A magus-only elemental damage focus spell that recharges during a fight
3. A magus-only class feature that lets them spontaneously heighten some lower slot spell for that X/day "oomph"


I don't know.

I tried some comparisons in terms of damage and it seems fine.

Spellstrike + cantrip uses all your actions, but depends on your Synthesis:

1- if you are ranged, you will be able to delivery your strike wherever you want

2- if you are melee, you have a free stride or step included in the spellstrike

3- Sustaining steel has to be entirely reworked. If it were up to me,I'd give a choice ( like warpriest/cloistered cleric ) at lvl 1, and a magus will choose between Ranged (1) and melee (2). Synthesis would then be some perks meant to enhance the magus gameplay.
---

To make a comparison ( spellstrike/cantrip vs strike+strike ) it seems that:

- The damage is more or less the same ( the former will have the possibility to choose an elemental effect, which is good when dealing with resistances/weaknesses )

- The strike+strike will save you an action you can use to demoralize, feint or anything you want, unless you are far from your enemy, and because so you have to stride.

- Chances to hit are better for the former, MAP0/MAP-1/2/3/4 depends your level ( but still better than MAP0/MAP-5 ).

Both alternatives seem good for the magus ( depends on the situation, the magus could go for a spellstrike or for a double strike + a third action ). Being hasted, it would be even easier to deal with spellstrike ( spellstrike with TS cantrip + Strike ).


HumbleGamer wrote:

I don't know.

I tried some comparisons in terms of damage and it seems fine.

Spellstrike + cantrip uses all your actions, but depends on your Synthesis:

1- if you are ranged, you will be able to delivery your strike wherever you want

2- if you are melee, you have a free stride or step included in the spellstrike

3- Sustaining steel has to be entirely reworked. If it were up to me,I'd give a choice ( like warpriest/cloistered cleric ) at lvl 1, and a magus will choose between Ranged (1) and melee (2). Synthesis would then be some perks meant to enhance the magus gameplay.
---

To make a comparison ( spellstrike/cantrip vs strike+strike ) it seems that:

- The damage is more or less the same ( the former will have the possibility to choose an elemental effect, which is good when dealing with resistances/weaknesses )

- The strike+strike will save you an action you can use to demoralize, feint or anything you want, unless you are far from your enemy, and because so you have to stride.

- Chances to hit are better for the former, MAP0/MAP-1/2/3/4 depends your level ( but still better than MAP0/MAP-5 ).

Both alternatives seem good for the magus ( depends on the situation, the magus could go for a spellstrike or for a double strike + a third action ). Being hasted, it would be even easier to deal with spellstrike ( spellstrike with TS cantrip + Strike ).

Someone made a nifty calculator to compare all types of damage in all types of scenario

Striking Spell currently falls short in all of them. It's really depressing.

https://paizo.com/threads/rzs436au?Expected-damage-tool-now-has-Magus-and-s pell


I mentioned this earlier, but I think a lot of things would be different with:

(1) A wide variety of 1-action focus spells or focus cantrips that are designed to work with Striking Spell--buffs, damage, movement, control. Any of those would be a big boost to the arsenal;

(2) The Magus keeping their lower level slots, but losing the ability to fill them with spells outside of a tailored list (mage armor, jump, resist energy, etc.) that can be expanded with feats.

You have all-day Striking Spell fuel, and at higher levels you're still able to cast the "battle mage" spells. Utility isn't the same as a regular full caster, which I think is good, but you aren't losing slots.


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HumbleGamer wrote:
1- if you are ranged, you will be able to delivery your strike wherever you want

And if you miss, you lose your ability to retry hitting with the spell as it's attached to the ammo or thrown weapon [until returning].

HumbleGamer wrote:
2- if you are melee, you have a free stride or step included in the spellstrike

Sure, it's nice but once once you get into position, you're not using it. If you have tough foe and are beating it down for a few rounds, a free step isn't that exciting. Still the best option but after you're in place, there isn't a reason to not strike and cast instead [or strike, strike skill]

HumbleGamer wrote:
3- Sustaining steel has to be entirely reworked.

This has actually been ok, better than I thought it would. It helps buff out your HP and actually given you a reason to Spellstrike every round.


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Capn Cupcake wrote:
https://paizo.com/threads/rzs436au?Expected-damage-tool-now-has-Magus -and-spell

Linkified


Draco18s wrote:
Capn Cupcake wrote:
https://paizo.com/threads/rzs436au?Expected-damage-tool-now-has-Magus -and-spell
Linkified

Thank you, I'm untrained in Forum Lore.


graystone wrote:
HumbleGamer wrote:
1- if you are ranged, you will be able to delivery your strike wherever you want

And if you miss, you lose your ability to retry hitting with the spell as it's attached to the ammo or thrown weapon [until returning].

Obviously.

It's like casting a spell and missing, but if you want to have an overall better chance to hit on your second attack you stick with it.

If you don't like it, just simply play a full spellcaster.

graystone wrote:


HumbleGamer wrote:
2- if you are melee, you have a free stride or step included in the spellstrike
Sure, it's nice but once once you get into position, you're not using it. If you have tough foe and are beating it down for a few rounds, a free step isn't that exciting. Still the best option but after you're in place, there isn't a reason to not strike and cast instead [or strike, strike skill]

Make assumptions how long would a foe remains alive ( or in that specific space ) is imo meaningless. A free stride or step is always good because it allows you to repositionate the way you want for free. Even if you are already within the enemy reach you could adjust your position for free. Simply excellent.

graystone wrote:


HumbleGamer wrote:
3- Sustaining steel has to be entirely reworked.
This has actually been ok, better than I thought it would. It helps buff out your HP and actually given you a reason to Spellstrike every round.

It helps nothing compared to the other 2, because it doesn't enhance your melee fighting and it's not good enough. Not to say that it says a "two handed weapon", and a staff is a one hand weapon with two-hand trait. So it wouldn't work.

Definitely the worst synthesis ever.

Capn Cupcake wrote:


Someone made a nifty calculator to compare all types of damage in all types of scenario

Striking Spell currently falls short in all of them. It's really depressing.

https://paizo.com/threads/rzs436au?Expected-damage-tool-now-has-Magus-and-s pell

I have already seen it, and it uses electric arc instead of a 1d6 cantrip ( or a 1d4 hit cantrip ). Not so useful graph imo, given the fact electric arc is not the best cantrip for spellstrike.


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HumbleGamer wrote:

It's like casting a spell and missing, but if you want to have an overall better chance to hit on your second attack you stick with it. Strike and Cast is always better for you.

If you don't like it, just simply play a full spellcaster.

No it's much, much worse as you miss out on the affects that happen on a miss too.

HumbleGamer wrote:
Make assumptions how long would a foe remains alive ( or in that specific space ) is imo meaningless. A free stride or step is always good because it allows you to repositionate the way you want for free. Even if you are already within the enemy reach you could adjust your position for free. Simply excellent.

Making assumptions that a move is always useful is meaningless imo. If your foe hasn't died and you're in the best tactical position already, what does a move add except losing your position? There is a difference between being good every round and being situationally good. IMO, it's the later.

HumbleGamer wrote:

It helps nothing compared to the other 2, because it doesn't enhance your melee fighting and it's not good enough. Not to say that it says a "two handed weapon", and a staff is a one hand weapon with two-hand trait. So it wouldn't work.

Definitely the worst synthesis ever.

LOL It helps you STAY in melee combat by giving you preemptive healing: what you're saying is that Shield Block does nothing for melee combat. As to a staff, I have NO idea what you mean by that: by the time you get magic staves you lose lower level slots you lose the ability to cast those lower level slots meaning you can't use the staff. add on top of everything, it's the only synthesis you want to use every round which is something the others can't say: you're actively worse for using ranged [no miss effects] and not wanting to move isn't exactly an unusual situation.


graystone wrote:
HumbleGamer wrote:

It's like casting a spell and missing, but if you want to have an overall better chance to hit on your second attack you stick with it. Strike and Cast is always better for you.

If you don't like it, just simply play a full spellcaster.

No it's much, much worse as you miss out on the affects that happen on a miss too.

I don't really see how it is "much worse".

The stored spell lasts until the end of you next turn.

Which means

Spellstrike
Spellstrike ( if the former missed ).

You rolled 2 attacks on the first turn, as any other class which performs 2 attacks.
If you miss the second one, you are given another chance on the next turn.

graystone wrote:


HumbleGamer wrote:
Make assumptions how long would a foe remains alive ( or in that specific space ) is imo meaningless. A free stride or step is always good because it allows you to repositionate the way you want for free. Even if you are already within the enemy reach you could adjust your position for free. Simply excellent.
Making assumptions that a move is always useful is meaningless imo. If your foe hasn't died and you're in the best tactical position already, what does a move add except losing your position? There is a difference between being good every round and being situationally good. IMO, it's the later.

If you consider that you won't be able to use spellstrike if the enemy is not within your reach, if:

- you are not hasted
- you are not a shooting start magus ( and because so you don't care since you are ranged )
- you are not a slide casting magus

is enough.

Keep in mind that if you don't have that synthesis you are forbidden from moving and make a melee strike.

And even if hasted, you are going to trade your second attack for a stride, which is not the best deal

Stride + Spellstrike < Spellstrike(free stride) + strike

graystone wrote:


HumbleGamer wrote:

It helps nothing compared to the other 2, because it doesn't enhance your melee fighting and it's not good enough. Not to say that it says a "two handed weapon", and a staff is a one hand weapon with two-hand trait. So it wouldn't work.

Definitely the worst synthesis ever.

LOL It helps you STAY in melee combat by giving you preemptive healing: what you're saying is that Shield Block does nothing for melee combat. As to a staff, I have NO idea what you mean by that: by the time you get magic staves you lose lower level slots you lose the ability to cast those lower level slots meaning you can use the staff. add on top of everything, it's the only synthesis you want to use every round which is something the others can't say: you're actively worse for using ranged [no miss effects] and not wanting to move isn't exactly an unusual situation.

Yeah, shield block is mostly useless considering it uses you reaction ( compared to other reactions, obviously ).

Also, see the previous quote in terms of action managemen.
There's really no comparison with 1-9 x2 hp once per fight.

The staff thing was in order to use a staff, shifted into the weapon you want, to also cast spells from it ( it's not clear if would be possible because we still need an official response, but still it has to be considered ).

If it would be possible to shift a staff and use its power even in the shifted form, it would be really nice, but since the staff is a one hand weapon, you won't be able to use it with sustaining steel

Quote:
If you use Striking Spell to store a spell in a two-handed weapon, when you finish Casting the Spell you gain temporary Hit Points equal to either the twice spell’s level if you used a spell slot, or its level if your spell didn’t use a spell slot (such as a cantrip or focus spell). These temporary HP last until the end of your next turn.


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HumbleGamer wrote:
graystone wrote:
HumbleGamer wrote:

It's like casting a spell and missing, but if you want to have an overall better chance to hit on your second attack you stick with it. Strike and Cast is always better for you.

If you don't like it, just simply play a full spellcaster.

No it's much, much worse as you miss out on the affects that happen on a miss too.

I don't really see how it is "much worse".

The stored spell lasts until the end of you next turn.

Which means

Spellstrike
Spellstrike ( if the former missed ).

You rolled 2 attacks on the first turn, as any other class which performs 2 attacks.
If you miss the second one, you are given another chance on the next turn.

Er, no.

It's Spellstrike [free] -> Cast a Spell [two-actions] + Strike [one-action] on your first turn.

And remember, if the Strike is subject to some MAP (say, -5) then the spell attack roll that it gives you when it connect is at the same MAP, so -5. Because spell attack rolls are against the same AC value, but do not get item bonuses and the Magus can't have 18 int at start, this second roll is going to be at about -3 relative to the melee. So that 2nd-attack-hit spell is going to be rolling at -8 relative to your first melee attack in a round.

-8 is crit-fish territory.


Draco18s wrote:
HumbleGamer wrote:
graystone wrote:
HumbleGamer wrote:

It's like casting a spell and missing, but if you want to have an overall better chance to hit on your second attack you stick with it. Strike and Cast is always better for you.

If you don't like it, just simply play a full spellcaster.

No it's much, much worse as you miss out on the affects that happen on a miss too.

I don't really see how it is "much worse".

The stored spell lasts until the end of you next turn.

Which means

Spellstrike
Spellstrike ( if the former missed ).

You rolled 2 attacks on the first turn, as any other class which performs 2 attacks.
If you miss the second one, you are given another chance on the next turn.

Er, no.

It's Spellstrike [free] -> Cast a Spell [two-actions] + Strike [one-action] on your first turn.

And remember, if the Strike is subject to some MAP (say, -5) then the spell attack roll that it gives you when it connect is at the same MAP, so -5. Because spell attack rolls are against the same AC value, but do not get item bonuses and the Magus can't have 18 int at start, this second roll is going to be at about -3 relative to the melee. So that 2nd-attack-hit spell is going to be rolling at -8 relative to your first melee attack in a round.

-8 is crit-fish territory.

But the map doesn't occour untile you performed both

Quote:

If you hit with a melee Strike using the receptacle for the

spell, the spell is discharged, affecting only the target you hit.
The spell still requires its normal spell attack roll or saving
throw, but you don’t increase your multiple attack penalty
until after attempting both the discharging Strike and the spell
attack roll.

So it would be Strike MAP0 + Spell Strike MAP0 ( but this would be -3 because of your proficiency and stat ).


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Sigh.

Quote:
if the Strike is subject to some MAP (say, -5)

The -5 was a true value, as an example, not necessarily your second roll made.

And again, I did not say that the spell suffered additional MAP, I said your attack bonus is lower compared to your melee attack bonus.


Draco18s wrote:

Sigh.

Quote:
if the Strike is subject to some MAP (say, -5)

The -5 was a true value, as an example, not necessarily your second roll made.

And again, I did not say that the spell suffered additional MAP, I said your attack bonus is lower compared to your melee attack bonus.

Then it's what I said before ( I thought you wanted to point out something else ).

Instead of a -0 -5 you are going to have a -0 -1/2/3/4 depends of your level.

I know it's not good as double slice, but we have to consider the damage outcome would be way more higher.


HumbleGamer wrote:
Draco18s wrote:

Sigh.

Quote:
if the Strike is subject to some MAP (say, -5)

The -5 was a true value, as an example, not necessarily your second roll made.

And again, I did not say that the spell suffered additional MAP, I said your attack bonus is lower compared to your melee attack bonus.

Then it's what I said before ( I thought you wanted to point out something else ).

Instead of a -0 -5 you are going to have a -0 -1/2/3/4 depends of your level.

I know it's not good as double slice, but we have to consider the damage outcome would be way more higher.

He's talking about if you hit with your SECOND strike for the turn. I'll math it out for you plain and simple. We're playing a 13th level Magus, 20 str, 18 int, +1 weapon. This puts the weapon attack at +26, spell at +22, so already 4 behind.

Spell strike, cast Ray of Frost -> Strike miss. Next turn. Strike miss -> Strike hit! Roll spell attack.

Your second strike is at -5 MAP. That -5 MAP also applies to the spell which was already 4 behind your initial attack. So now your spell attacks at +17, a total of 9 behind your initial attack.

Conclusion: If you have to hit with your second strike, your attack spells are effectively wasted making them, somehow, even worse than they were before.


Capn Cupcake wrote:
HumbleGamer wrote:
Draco18s wrote:

Sigh.

Quote:
if the Strike is subject to some MAP (say, -5)

The -5 was a true value, as an example, not necessarily your second roll made.

And again, I did not say that the spell suffered additional MAP, I said your attack bonus is lower compared to your melee attack bonus.

Then it's what I said before ( I thought you wanted to point out something else ).

Instead of a -0 -5 you are going to have a -0 -1/2/3/4 depends of your level.

I know it's not good as double slice, but we have to consider the damage outcome would be way more higher.

He's talking about if you hit with your SECOND strike for the turn. I'll math it out for you plain and simple. We're playing a 13th level Magus, 20 str, 18 int, +1 weapon. This puts the weapon attack at +26, spell at +22, so already 4 behind.

Spell strike, cast Ray of Frost -> Strike miss. Next turn. Strike miss -> Strike hit! Roll spell attack.

Your second strike is at -5 MAP. That -5 MAP also applies to the spell which was already 4 behind your initial attack. So now your spell attacks at +17, a total of 9 behind your initial attack.

Conclusion: If you have to hit with your second strike, your attack spells are effectively wasted making them, somehow, even worse than they were before.

Thanks for the more detailed explanation.

Even though it could indeed happen, it would be rare.

I mean, yeah it would be a -9 on your second attack, but it's unlikely to happen ( not to say that once the spell is stored, i'd make a good use of truestrike from my divine staff, on my next turn ).


Capn Cupcake wrote:
HumbleGamer wrote:
Draco18s wrote:

Sigh.

Quote:
if the Strike is subject to some MAP (say, -5)

The -5 was a true value, as an example, not necessarily your second roll made.

And again, I did not say that the spell suffered additional MAP, I said your attack bonus is lower compared to your melee attack bonus.

Then it's what I said before ( I thought you wanted to point out something else ).

Instead of a -0 -5 you are going to have a -0 -1/2/3/4 depends of your level.

I know it's not good as double slice, but we have to consider the damage outcome would be way more higher.

He's talking about if you hit with your SECOND strike for the turn. I'll math it out for you plain and simple. We're playing a 13th level Magus, 20 str, 18 int, +1 weapon. This puts the weapon attack at +26, spell at +22, so already 4 behind.

Spell strike, cast Ray of Frost -> Strike miss. Next turn. Strike miss -> Strike hit! Roll spell attack.

Your second strike is at -5 MAP. That -5 MAP also applies to the spell which was already 4 behind your initial attack. So now your spell attacks at +17, a total of 9 behind your initial attack.

Conclusion: If you have to hit with your second strike, your attack spells are effectively wasted making them, somehow, even worse than they were before.

So that is the third total strike attempted. (2nd on second round).

The magus is looking to hit AC 33, which is a 7 on the die for the initial Strike. Missing both previous attacks will happen less than 10% of the time. You are more likely to crit on one of your attacks and get a damage boost.


RexAliquid wrote:
Capn Cupcake wrote:
HumbleGamer wrote:
Draco18s wrote:

Sigh.

Quote:
if the Strike is subject to some MAP (say, -5)

The -5 was a true value, as an example, not necessarily your second roll made.

And again, I did not say that the spell suffered additional MAP, I said your attack bonus is lower compared to your melee attack bonus.

Then it's what I said before ( I thought you wanted to point out something else ).

Instead of a -0 -5 you are going to have a -0 -1/2/3/4 depends of your level.

I know it's not good as double slice, but we have to consider the damage outcome would be way more higher.

He's talking about if you hit with your SECOND strike for the turn. I'll math it out for you plain and simple. We're playing a 13th level Magus, 20 str, 18 int, +1 weapon. This puts the weapon attack at +26, spell at +22, so already 4 behind.

Spell strike, cast Ray of Frost -> Strike miss. Next turn. Strike miss -> Strike hit! Roll spell attack.

Your second strike is at -5 MAP. That -5 MAP also applies to the spell which was already 4 behind your initial attack. So now your spell attacks at +17, a total of 9 behind your initial attack.

Conclusion: If you have to hit with your second strike, your attack spells are effectively wasted making them, somehow, even worse than they were before.

So that is the third total strike attempted. (2nd on second round).

The magus is looking to hit AC 33, which is a 7 on the die for the initial Strike. Missing both previous attacks will happen less than 10% of the time. You are more likely to crit on one of your attacks and get a damage boost.

Regardless putting this much power into the crit of the initial strike isn't fun if it means you're successfully hitting a spell less than 25% of the time. It doesn't make up for the lack of power and frustration for an occasional super spike.

Hell even further, this just drives home how bad True Strike warps the class and how bad a staff of divination throws off the balance of the class. Even if you can make the class work by twisting it into a knot, it's not well made or designed and results in way too many frustrating turns in exchange for what, one really good turn a session?


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RexAliquid wrote:

So that is the third total strike attempted. (2nd on second round).

The magus is looking to hit AC 33, which is a 7 on the die for the initial Strike. Missing both previous attacks will happen less than 10% of the time. You are more likely to crit on one of your attacks and get a damage boost.

While true it can't be ignored, and it still lowers the average expected damage across two full rounds.


Capn Cupcake wrote:


Regardless putting this much power into the crit of the initial strike isn't fun if it means you're successfully hitting a spell less than 25% of the time. It doesn't make up for the lack of power and frustration for an occasional super spike.

Hell even further, this just drives home how bad True Strike warps the class and how bad a staff of divination throws off the balance of the class. Even if you can make the class work by twisting it into a knot, it's not well made or designed and results in way too many frustrating turns in exchange for what, one really good turn a session?

You have a point, but doesn't a crit fisher already work with true strike?


HumbleGamer wrote:

I don't really see how it is "much worse".

The stored spell lasts until the end of you next turn.

Which means

Spellstrike
Spellstrike ( if the former missed ).

You rolled 2 attacks on the first turn, as any other class which performs 2 attacks.
If you miss the second one, you are given another chance on the next turn.

Ok, I think I misread it. I read it as if it was stored in the ammunition but it actually say "delivered through that ammunition" so you're right with a missile weapon: thrown still has an issue until Returning happens. That and that just takes it to situationally worse: you still have to limit your Strike to the spell range which can be quite limiting.

HumbleGamer wrote:

If you consider that you won't be able to use spellstrike if the enemy is not within your reach, if:

- you are not hasted
- you are not a shooting start magus ( and because so you don't care since you are ranged )
- you are not a slide casting magus

is enough.

Keep in mind that if you don't have that synthesis you are forbidden from moving and make a melee strike.

And even if hasted, you are going to trade your second attack for a stride, which is not the best deal

Stride + Spellstrike < Spellstrike(free stride) + strike

I think you misunderstood me: this works and is ok. It's just NOT something that makes me want to use Spellstrike when I don't have to move. So good ability just not an every round good ability.

HumbleGamer wrote:
Yeah, shield block is mostly useless considering it uses you reaction ( compared to other reactions, obviously ).

That's what's nice here as it just happen with the Spellstrike. It's like a shield block before an attack without the reaction.

HumbleGamer wrote:

Also, see the previous quote in terms of action managemen.

There's really no comparison with 1-9 x2 hp once per fight.

Sure there is. I see a lot of games where there isn't a whole lot of combat movement because of fairly close quarters so once combat happens there isn't much need to move especially is the bad guys come to you. This goes back to the situation 'goodness' of sliding. Once you stop moving, it's not doing anything for you.

As for those times you want to move or Spellstrike? Cast Message with spellstrike for the free temp hp and move.

HumbleGamer wrote:
The staff thing was in order to use a staff, shifted into the weapon you want, to also cast spells from it ( it's not clear if would be possible because we still need an official response, but still it has to be considered ).

I understand but the Magus loses the approprate slots to cast spells from a staff by the time you can get a staff meaning it's a meaningless debate.


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I don't have a problem with 4 slot casting. I think the main issue is that people still see both of these classes as casters. While they can cast spells, casting spells isn't their main shtick. I see both the new classes like monk, champion, or even a druid who takes a bunch of focus spells. Hell, because they use focus spells over spell slots those classes are likely going to be doing more casting than a magus or summoner over the course of the day.

Personally, I don't like having to rely on spell slots. I tend to conserve them too much, and if I do have to use them I feel useless when I'm all out. If magus and summoner are created to be effective without spell slots, I'm all for them. Let the few spell slots they have be for those oh s~&@ moments, not every round effectiveness.

Grand Lodge Contributor

Draco18s wrote:
Pinstripedbarbarian wrote:

To me, using a standard cantrip (not like compositions or hexes) means either I don't have anything better to do or I don't consider the current task a big enough deal to cast a real spell. They're back ups. Reliable, but definitely back ups.

For Magus, I'd be casting them because I can't afford to use a real spell but also I can't do anything interesting with my class without casting something.

What would a "real spell" be for a Magus?

I meant one of the four spellslots the Magus gets right now. Something like Vampiric Touch. Using Striking Vampiric Touch to do a bunch of extra damage and get a tempHP buffer is a bigger effect than a cantrip can do while also being more fun and dynamic.

Cantrips are useful, but they don't feel special or interesting. Especially when you have to cast it nearly every turn to function.


5 people marked this as a favorite.
Gaulin wrote:
I don't have a problem with 4 slot casting. I think the main issue is that people still see both of these classes as casters. While they can cast spells, casting spells isn't their main shtick.

Problem is, it isn't clear what their 'main shtick' actually is.

The magus or the eidolon fights like a monk/ranger/rogue/barbarian without the class specialization or supporting feats. Which is fine, but not something that sells the class. Its literally the baseline for anything that isn't a full caster.

Quote:

I see both the new classes like monk, champion, or even a druid who takes a bunch of focus spells. Hell, because they use focus spells over spell slots those classes are likely going to be doing more casting than a magus or summoner over the course of the day.

And the problem here is the focus spells for the magus and summoner are either rather indifferent or nigh mandatory.

Magus potency, their basic spell, depends entirely on whether or not you have item runes- its great if you want to pick up and swing any old thing, but redundant if you have what's expected of you by the game's math.

Hasted assault goes the other direction- use it always if you have focus to spare. Except of courses its real late in the leveling tree, most campaigns will never get there or will be wrapping up at this point.

Summoner has the opposite problem- their focus spells are 'math fixers,' that should be used whenever they can, _if_ you can find the spare actions to do it. But they don't actually give the class a role, beyond 'the eidolon is far more important (and more interesting), than that mobile anchor who wanders around in the back somewhere). I like the idea of the summoner, even some of the implementation here, but the caster feels like a real drag on the gestalt character's ability to act.


I agree with everything you're saying. I just mean to say that I think they're fine with fewer spell slots; instead they should be balanced around their cantrips/strikes/other things that expend no resources. What form that balance takes, I'm not sure. Maybe it's as simple as raising when a magus gets their casting proficiency, maybe they get an attack bonus to their spell attack, etc. I would like something like that much more than just adding more spell slots.


graystone wrote:
HumbleGamer wrote:
2- if you are melee, you have a free stride or step included in the spellstrike
Sure, it's nice but once once you get into position, you're not using it. If you have tough foe and are beating it down for a few rounds, a free step isn't that exciting. Still the best option but after you're in place, there isn't a reason to not strike and cast instead [or strike, strike skill]

Get a Gnome Flickmace. Then, if the foe doesn't have reach, you can use the spellstrike to step away and make them waste an action to move adjacent every round. If the enemy has Attack of Opportunity but not Reach, this also lets you avoid the AoO.

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