What do you like about the playtest Magus?


Magus Class


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I thought I'd make this thread for both classes, as while there's a lot of threads about what change we want to see, I think it's a good idea to give the devs an idea of what people want to stay the same.

For the Magus:

I like that the subclasses support a variety of weapon types. One of my biggest hopes for the Magus was that it would have support for two-handed weapons, and while I'm disappointed that the big weapons subclass is on paper the weakest one, I'm happy it's there.

The Magus has some very cool and thematic feats. Feats like Capture Spell, Arcane Fists, Raise a Tome, and Spell Swipe are all super cool and just scream Magus. Raise a Tome could use a bit of work to make it actually work with any of the subclasses (it feels like a Witch's cauldron situation where it was put into the playtest without the tools to use it) but it's probably my favorite feat out of the bunch.

I like how you imbue the spell into your weapon and don't lose it if you miss. Action economy issues aside, this is a very good solution to helping Magus lose their spells less frequently in a game where missing is common.


I think the idea behind the whole class is great.
Native support for many fighting styles beyond one handed with an empty hand is great.
The limited spellcasting, while a bit too limited in my opinion, really helps sell the whole "not as wizardy as a wizard, but still more wizardy than most" identity.
The idea of your main fighting style being imbuing your weapons with spells is a really good way to fit in the aspect of blending spell and sword.
The syntheses do help with giving your Magus a different feel depending on which one you use.
All in all, I think the core idea of the class is a great port of what the 1e Magus could do adapted to the specifics of 2e's gameplay. Sadly, it is marred by quite a few mechanical issues, but this is not the thread for that.


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Salamileg wrote:


I like how you imbue the spell into your weapon and don't lose it if you miss. Action economy issues aside, this is a very good solution to helping Magus lose their spells less frequently in a game where missing is common.

This adds additional points of failure into landing your spell and makes you more likely to lose the spell than just casting it, not less.


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Throne wrote:
Salamileg wrote:


I like how you imbue the spell into your weapon and don't lose it if you miss. Action economy issues aside, this is a very good solution to helping Magus lose their spells less frequently in a game where missing is common.
This adds additional points of failure into landing your spell and makes you more likely to lose the spell than just casting it, not less.

Also gives you more opportunities to crit.


The slide thing is neat. Would prefer it for both melee types, as action economy is so tight.

1 Action focus haste is pretty good. I think there's no need to limit it to striking only though.

School Shroud is interesting, though it interferes with bespell strikes.


Kalaam wrote:
Throne wrote:
Salamileg wrote:


I like how you imbue the spell into your weapon and don't lose it if you miss. Action economy issues aside, this is a very good solution to helping Magus lose their spells less frequently in a game where missing is common.
This adds additional points of failure into landing your spell and makes you more likely to lose the spell than just casting it, not less.
Also gives you more opportunities to crit.

Perhaps.

I'm willing to bet that you'll lose more spells through missed attacks than you'll bump hits into crits, though.
Gut feeling, not data, obviously, and no doubt baised by my terrible dice luck.


In 1v1, probably, but for those kind of Nova momement you'd likely set it up with your team.
Also, Keen enchantment suddenly becomes a lot more interresting on the Magus


Pathfinder Lost Omens, Rulebook Subscriber

My favorite thing is that since this is the playtest version, there's time to fix it or drop it in favor of an archetype!

But Statler and Waldorf humor inside, the class has neat flavor in many of its feats-- the sheath for instance. The concept of striking spell is really cool by itself.


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Oh yes the sheath! That's just awesome flavor!
"Hello, I am just a simple mage. yes yes.
*5 minutes later, pulling out a warhammer from my sleeve* "Magic Trick !"


Salamileg wrote:

I like that the subclasses support a variety of weapon types. One of my biggest hopes for the Magus was that it would have support for two-handed weapons, and while I'm disappointed that the big weapons subclass is on paper the weakest one, I'm happy it's there.

The Magus has some very cool and thematic feats. Feats like Capture Spell, Arcane Fists, Raise a Tome, and Spell Swipe are all super cool and just scream Magus. Raise a Tome could use a bit of work to make it actually work with any of the subclasses (it feels like a Witch's cauldron situation where it was put into the playtest without the tools to use it) but it's probably my favorite feat out of the bunch.

I like how you imbue the spell into your weapon and don't lose it if you miss. Action economy issues aside, this is a very good solution to helping Magus lose their spells less frequently in a game where missing is common.

I will second all of these points. Capture Spell, Spirit Sheath, teleporting around the battlefield, and imbuing attacks with elemental damage are all fun and thematic feats. I wish Raise a Tome was more practical, because the flavor is fun.


Spirit Sheath is my favourite feat I've seen added yet. Very cool.


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Salamileg wrote:
I like how you imbue the spell into your weapon and don't lose it if you miss. Action economy issues aside, this is a very good solution to helping Magus lose their spells less frequently in a game where missing is common.

It took several readings of the ability for me to fully understand it, but this combined with how Striking Spell doesn't dissipate until the end of your next turn, really changes how I see the ability.

Without Quicken or other options, it seems like you can get up to 4 attempts to discharge a spell as a result, with up to two of them being at your full attack bonus. Movement can interfere with that, but Slide Casting can help get into position on the first turn and losing the -10 attack on the second turn to move still leaves you up to 3 attack chances.


The proficiencies and weapon capabilities are spot on. Also like the saves and HP and all that!

I wouldn't mind finding a way to lock more of the defenses behind magic instead of mundane gear, but that's a pretty tall order given the structure of the game. :)

I am really enjoying the four-slot casting. It's different, should play well when the math is tuned, and really backs up the feeling of being a nova caster!


Just me but I would prefer a sustained approach over nova, but I am not against it. I as well like the 2/2 casting and feel it fits once the Math is right.


I love the Raise a Book feat personally... though I admit my first thought was wanting to steal it for a Mastermind Rogue.

Callin13 wrote:
Just me but I would prefer a sustained approach over nova, but I am not against it. I as well like the 2/2 casting and feel it fits once the Math is right.

I'm pretty sure the sustained approach is what we got, at least in theory. I really don't think you're supposed to use your limited spell slots on damage - those should be reliable buffs, and your striking spells should be cantrips.


The Chassis is pretty great and I find the costs reasonable (slower progression, etc). There are many feats that are quite interesting as well, namely, Spirit Sheath, School Shroud, Cascading Ray, Portal Slide, Healer's Steel, Comet Spell, Capture Spell, Spell Parry and Raise a Tome. Arcane Fists is good, but I much rather it became another Synthesis with better support, and while we're on the topic, I think there absolutely must be more Synthesis-related Feats, so far there's only those three at level 10, which is nowhere near enough, in fact, I think instead of having Capstones fixing mechanical issues of the Class, I think they should be actual options that further enhance their playstyle choices.

Overall, I think the Class' options are heading in the right direction, we only need more distinct stuff, which we're bound to get. My only issue lies with the bread-and-butter of the Class, Spell Strike, that has been redesigned to be just a Hold The Charge feature, which is neither cool nor particularly mechanically compelling. Exactly the same thing that happened with the Witch and Cackle.

Liberty's Edge

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The synthesis choices are all fun and thematic, despite some concerns about the two-handed action economy. In particular,I noted awhile back that my magus' go-to spell has been bladed dash for ten levels now, so having a similar ability as a built-in option feels great.

The "magic duelist" feats make me happy.

Portal Stride is the best.


Something (mostly) positive:
I really like Capture Spell
It's a nice idea, and a nice implementation of the idea. So nice, it feels like it was written for a different class. From the rest of the Magus abilities, I would've expected it to require a crit miss/crit save.

Let down slightly by the lack of a Spell Parry stance, and massively so by Preternatural Parry being what we get in that design space instead, eating your reaction.


Capture Spell is really cool. Makes me think that the Magus is thought of like a counter to mages.


I like the master/master proficiency that feels right and I like the limited high slot spellcasting in concept. I think it needs tuned a bit but the concept is good, high level spells for combat but no low level spells for utility making the magus a battle focused mage. Some of the focus spells are cool, Raise a tomb and spirit sheathe are both very flavorful though raise a tomb has issues with the way the synthesis' work.


The spells setup is a decent way of invoking the old 1-6 casting, may need tweaking but looks viable, hopefully gets carried forward to Inquisitor and a proper War Priest further down the road.


Despite my griping about being limited to 4 spell slots, I do actually like the idea of a limited set of high level spells.

It's similar, in effect, to focus spells. I wish it had a method to "free" cast once (or more) per combat, like focus spells though.


I really like that the Magus has full martial proficiency scaling. I was really worried they'd try to do something like the Warpriest (and we all know how that worked out).

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