Spell Combat: Spreading the Love (and Power)


Magus Class


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So, lots of people find Striking Spell to be.... contentious, putting it both mildly and nicely. Despite being a free action metamagic given at level 1 to all Magus, it ultimately does nothing to improve the spell's capabilities or truly deliver on the fantasy of imbuing your weaponry with your arcane prowess. That sucks, obviously. But it's equally as obvious that Paizo is trying to be very careful with how they balance the Magus. If Striking Spell is too strong, then Magi are likely going to be doing more single-target damage than most other martial classes. And I think that's part of the problem: the Magus chassis is trying to fit too much into one feature.

So my suggestion is to decouple Striking Spell into two separate components, combined under the familiar name of Spell Combat: Imbue Weapon and Spellstrike. Both of which are as follows:

Imbue Weapon
1 action
Concentration, Open, Metamagic, Magus
You channel the power of your spellcasting into your weapon, sacrificing raw power for arcane finesse. Choose a spell gained from your Magus class; the power of that spell is now channeled into your weapon. While your weapon is imbued with a spell, your weapon's damage type changes based on the school of the spell in question, as the Bespell Weapon feat. The effects of Imbue Weapon last for one minute, after which the spell is lost and spell slot (if using a non-cantrip, non-focus spell) is expended. For the purposes of weaknesses and resistances, combine the damage type of Imbue Weapon with damage of the same type from other sources applied to the weapon (such as a Flaming property rune) before applying weaknesses and resistances.

Spellstrike
2 actions
Attack, Magus, Flourish, Finisher
Requirements: You are wielding a weapon you have used for Imbue Weapon.
With a focused attack you unleash the full force of your spell in a burst of magical power. Make a Strike. If the Strike hits you unleash the spell used for Imbue Weapon on the creature you struck. If the spell requires a Spell Attack roll it uses the same MAP as the Strike, but gains a +2 bonus. If the spell requires a save, the target takes a -2 penalty. The spell can only target the creature you struck, but additional effects (such as the Acid Splash splash damage) still occur. Afterwards the spell is expended and the effects of Imbue Weapon end.

By having the two separated, I feel like the power can be distributed and made a bit more satisfying rather than trying to cram everything that makes Magus' fighting style appealing into a single innate metamagic ability. Not to say that this isn't without some drawbacks; you'll notice that the crit-fishing aspect is gone, and Imbue Weapon requires a spell that can target a single enemy. Meaning things like Daze, Disintegration, Ray of Frost and even Electric Arc, but no Fireball or Hydraulic Push or Weird. I did that because it seemed like most of the complaints also had a sentiment of "It's worth it if Spellstrike can only use select spells, as long as it feels better to use". Making Spellstrike not only a Flourish but also a Finisher also means that more often than not you're putting it all into one attack, with all the risk and reward that comes with it.

Now, some VERY important disclaimers: I have not yet played Magus. It's entirely possible I will never get to play Magus until its official release. And the idea of Spell Combat is made largely in a void, with little consideration for Magus Syntheses or feats. But since most everyone's biggest issue with Magus is how Striking Spell feels inconsistent and not worth using, I figure making fixes to that first and foremost would make any other hypothetical changes worth it. I'm also aware that Imbue Weapon could potentially be far too powerful, as it gives you a means of exploiting or bypassing weaknesses as early as level 1. The alternative is giving it the effect of Energizing Strikes instead (a small but meaningful 1 damage), or perhaps pushing Spellstrike back to be available at a later level.

Maybe I'm being impertinent, offering theorycrafted alternatives like this when the playtest hasn't even been going 48 hours. But most of what could be said about the downfalls of Striking Spell have already been said, so I opted to offer a solution instead.


That is a pretty interesting and new take from every suggestion that I saw so far in the forum, my gut feeling says that it could give more versatility in the Magus actions.


That's very much the intent behind the idea. I tried to make prudent use of the various tags available to, while still giving the Magus some much-needed versatility and reliability, keep a gating on its power and how crazy it can get. No going full Flurry of Blows and following up with Spellstrike, or other crazy crap like that.

At the same time though, there's a modicum of (theoretical) balance between the sustained damage of a Magus with their Imbued Weapon abusing weaknesses and the "nova" of unleashing everything they've got in a high-powered Spellstrike.

I also feel that by splitting Striking Spell into the two components of Spell Combat, various class feats also either become more usable or more flexible. It also opens up room for feats to empower the both of them or just one or the other. So there could be feats for the Magus players who want to focus on going nova with big hits from Spellstrike, or people who want more sustained damage over the course of a fight via Imbued Weapon. But again, that's all done in a void without consideration for things like Battle Spells and Magus Synthesis.


I like the idea here, I posted my own rather similar version in another thread:

Ligraph wrote:


I don't think I'm in the majority here, but I like separating the "imbue spell" and "attack with it" phases, especially in a way that allows you to do them on separate turns.

However, Striking Spell does need some kind of accuracy fix. Whether that's the spell using the attack degree of success, adding property runes to the spell roll, or w/e, I don't really care about how it happens.

I'd go as far as supporting Expert spell and weapon proficiency, in return for buffs to Striking Spell. The idea is that Magus is a meh caster and a meh striker, but really good when they are put together. So something like +2 attack when you have a spell stored, and Striking Spell having good accuracy for the spell.

Now, I don't think that's necessarily a good idea as Expert to hit would result in lots of misses without a spell (see Warpreist), but I'm not sure how bad it would be given you can use cantrips to get back to Master. Of course, this gets much better if it gives enough of the "power budget" back to get more spells, even if its just 1 or 2 per level.

I'd really like something like Bespell/Energized being auto-applied while holding a spell in your weapon, plus the proficiency nerf when not holding a spell. This incentivises storing a spell, hitting a bit, then releasing it. Obviously that runs int significant problems with MAP but if there was a way to do it it would be quite fun.

Say that a stored spell would last for another round. You could have something like:

Strike & use Spell > Cast and store another one
Strike w/ bonus damage & Move or do other stuff
...

This adds some room to the action economy and makes Haste a little less almost necessary, but still strong (i.e. fit another Strike in on the first turn).

Could even do something like letting the synthesis special ability be used whenever you have a spell stored, but only once per spell. That might be too much though.

This whole idea is a bit out there, but I think it would be cool if it worked out.

I like the splitting up of actions, but I'd add some extra damage (thematically, call it the spell "spilling over" the weapon) instead of just changing the damage type.

I also think the action budget on your version is a bit tight. Two turns would look like:
Imbue Weapon > Cast
Spare (probably stride) > Spellstrike

There's not much room there for anything but casting and the special abilities.


Ligraph wrote:

An important thing to note is that this is a level 1 class feature; having it add on damage when it would be much less circumstantial than say, a Rogue's sneak attack, would be a slippery slope to take. I'd potentially take the route of having it give the effects of Energized Strike, but changing the damage type of the weapon is fairly powerful. You're able to take advantage of weaknesses to all sorts of damage and/or bypass resistances with each and every swing of your weapon. That damage will undoubtedly add up over time.

Another thing I didn't get across too clearly is that, while it's marked as Metamagic, Imbue Weapon does not make a total of three actions. You cast the spell as part of performing the Imbue Weapon action. And then for the next minute your weapon does magic damage and at your discretion, the spell can be released as an explosive finisher.


Inquisitive Tiefling wrote:
Ligraph wrote:

An important thing to note is that this is a level 1 class feature; having it add on damage when it would be much less circumstantial than say, a Rogue's sneak attack, would be a slippery slope to take. I'd potentially take the route of having it give the effects of Energized Strike, but changing the damage type of the weapon is fairly powerful. You're able to take advantage of weaknesses to all sorts of damage and/or bypass resistances with each and every swing of your weapon. That damage will undoubtedly add up over time.

Another thing I didn't get across too clearly is that, while it's marked as Metamagic, Imbue Weapon does not make a total of three actions. You cast the spell as part of performing the Imbue Weapon action. And then for the next minute your weapon does magic damage and at your discretion, the spell can be released as an explosive finisher.

Yeah, the extra damage at level 1 is probably a bit strong. Not that hard to have it as a class feature at 4 or 5 though, and maybe upgrades later (i.e. Bespelled Persistence).

1 action Imbue does help a lot.


I like the concept of dumping a spell into my weapon and letting it sit there augmenting my attacks until I use it. Though the damage bump at level 1 is a bit much but could be worked around.

1- change damage type.
3- add 1 damage per damage die of the weapon.
5- add 1 damage per damage die of the imbued spell.


drakinar 451 wrote:

I like the concept of dumping a spell into my weapon and letting it sit there augmenting my attacks until I use it. Though the damage bump at level 1 is a bit much but could be worked around.

1- change damage type.
3- add 1 damage per damage die of the weapon.
5- add 1 damage per damage die of the imbued spell.

I have no idea how that works out mathematically, but it looks better. Could even add persistent damage like Bespelled Persistence later on.


drakinar 451 wrote:

I like the concept of dumping a spell into my weapon and letting it sit there augmenting my attacks until I use it. Though the damage bump at level 1 is a bit much but could be worked around.

1- change damage type.
3- add 1 damage per damage die of the weapon.
5- add 1 damage per damage die of the imbued spell.

It doesn't add damage at level 1- at least not as I've written it- it only changes the damage type of the weapon, using the Bespell Weapon feat as a basis. As a result it would innately scale with the runes on the weapon as well as your Strength.

Using your idea for things like Weapon Expertise though? That could totally work. Maybe increase the bonus damage from Weapon Expertise to [X] while it's under the effects of Imbue Weapon.


Inquisitive Tiefling wrote:
drakinar 451 wrote:

I like the concept of dumping a spell into my weapon and letting it sit there augmenting my attacks until I use it. Though the damage bump at level 1 is a bit much but could be worked around.

1- change damage type.
3- add 1 damage per damage die of the weapon.
5- add 1 damage per damage die of the imbued spell.

It doesn't add damage at level 1- at least not as I've written it- it only changes the damage type of the weapon, using the Bespell Weapon feat as a basis. As a result it would innately scale with the runes on the weapon as well as your Strength.

Using your idea for things like Weapon Expertise though? That could totally work. Maybe increase the bonus damage from Weapon Expertise to [X] while it's under the effects of Imbue Weapon.

Yeah, that's real similar to what I was thinking, at least with the added damage. I think its flavored better if its more like auto-Energize or Bespell rather than Weapon Expertise, but its functionally the same thing.


Ligraph wrote:
Inquisitive Tiefling wrote:
drakinar 451 wrote:

I like the concept of dumping a spell into my weapon and letting it sit there augmenting my attacks until I use it. Though the damage bump at level 1 is a bit much but could be worked around.

1- change damage type.
3- add 1 damage per damage die of the weapon.
5- add 1 damage per damage die of the imbued spell.

It doesn't add damage at level 1- at least not as I've written it- it only changes the damage type of the weapon, using the Bespell Weapon feat as a basis. As a result it would innately scale with the runes on the weapon as well as your Strength.

Using your idea for things like Weapon Expertise though? That could totally work. Maybe increase the bonus damage from Weapon Expertise to [X] while it's under the effects of Imbue Weapon.

Yeah, that's real similar to what I was thinking, at least with the added damage. I think its flavored better if its more like auto-Energize or Bespell rather than Weapon Expertise, but its functionally the same thing.

I mean, Barbarian has variable damage increases based on Instinct. Magus could have similar by way of its Syntheses.


so get rid of energize and bespell strikes and bespelled persistence feats all together.

imbue weapon changes damage type

level 4 upgrade feat (replaces bespell strikes)
- adds 1 damage per weapon damage die

level 6 feat upgrade (replaces energized strikes)
- adds 1 damage per damage die of the spell (stacks with previous)

level 12 feat upgrade (replaces bespelled persistence)
- add 1 damage per spell level persistent damage.

This gives you a solid feat tree for a core mechanic that not only is worth while but lets you get far more mileage out of your few spell slots.


I don't think you even need to tie it to a feat, just look at the free damage boost Swashbuckler gets from precise Strike.
Starts at 2, and ramps up to 6.
In fact, this feels like it can be compared to the Panache/Precise Strike/Finisher mechanic on the Swashbuckler.
Both charge themselves with something (Spell/Panache), then get a bonus while charged, and can discharge for a larger effect.
Swashbuckler has less effect from discharge, but can also get Panache infinitely, and with fewer actions spent.


I am with Ressy here, following the Swashbuckler damage bonus from precise striker and finisher can make for a good framework. Spells can operate as finishers and damage scaling similar to precise strike can come from a synthesis (or part of the base scaling).

If imbuing a weapon is 1 action, this can let you adopt a Swashbuckler-like action routine.


drakinar 451 wrote:

...

This gives you a solid feat tree for a core mechanic that not only is worth while but lets you get far more mileage out of your few spell slots.

Not entirely clear in your list, but I like only getting the bonus if you have an imbued spell. It fits the thematics a whole lot better, and if it makes it too much weaker just boost the damage.


Good to see some ideas here. Any suggestions to how it would go further, though? Like say, altering or working with other aspects currently in the playtest?


Why would it having a damage bonus be bad at level one ? The barbarian gets quite a lot.


Kalaam wrote:
Why would it having a damage bonus be bad at level one ? The barbarian gets quite a lot.

Well, that right there kind of answers the question. A damage increase like that is the Barbarian's "thing". With rage they're meant to put out more damage in melee with every swing than pretty much anyone else, whereas classes like Ranger and Swashbuckler have to earn their damage through circumstance or positioning.

So because of that, the extra damage would have to be very carefully measured, particularly against the Barbarian, who gets +2 bonus damage in exchange for a variety of debuffs and restrictions. And once their one minute period is up, they need to wait another minute before they can rage again.

Making Magus better than it is right now is important, but it's equally important to make sure that other classes aren't invalidated in the process.


If it's only while a spell is stored it's not as constant as the barbarian's rage though. But I get what you mean, I'm not especially for it either. Bespell Weapon is here for that.


Kalaam wrote:
If it's only while a spell is stored it's not as constant as the barbarian's rage though. But I get what you mean, I'm not especially for it either. Bespell Weapon is here for that.

The iteration I have written above lasts for a minute, which is the length of a Barbarian's rage. And unlike a Barbarian, with as it's written above the Magus can simply spend an action to imbue another spell afterwards.

As for Bespell Weapon.... it's great in theory, but Magus only has four spell slots and it only lasts for a turn. If it worked with cantrips though.... oof, that would be suddenly a lot of damage.

The Exchange

This is such a great idea. Please tell me you're submitting this in a survey?


Eoni wrote:
This is such a great idea. Please tell me you're submitting this in a survey?

I mean, I could. But they emphasized that while all feedback is welcome, they really want feedback and information from people who have actively played with the classes. I'd personally like to at least give Magus a shot as-is so that I can be better informed.

But after that, or if the testing period is coming to a close and I haven't been able to play? Then yeah, pretty sure I'd submit it. But if other people like the idea, then hell; they're more than welcome to link to this thread in their own feedback survey.


Bespell weapon also works with focus spells and wands and stuff. But yeah, the Magus would need more spells for it to be a reliable tool (be it focus, slots or else)


Why not either/or? Make the opportunity cost that either you imbue the spell into your weapon to give you bonus damage on regular attacks or full on prepare a spellstrike?

With that balance in mind, I could see imbue adding the spell level as a status bonus to the weapon damage? That would still largely place it behind the barbarian power curve, have a high opportunity cost, and not make it so you can burn a low level spell slot for the same effect.


I would have the damage scale based on spell level. 1d6 is too good for a cantrip, but not good enough for a 9th level slots.

So..
Gain bonus damage equal to spell level for cantrip and focus spells. Or twice spell level if you spent a slot.

Then remove weapon specialization. Which will roughly cover the damage added. But now you get to choose the damage type and spend an action.

Also,
Quick Imbune, free action
Trigger you roll initiative
You can use imbune weapon.


Mellored wrote:

I would have the damage scale based on spell level. 1d6 is too good for a cantrip, but not good enough for a 9th level slots.

So..
Gain bonus damage equal to spell level for cantrip and focus spells. Or twice spell level if you spent a slot.

Then remove weapon specialization. Which will roughly cover the damage added. But now you get to choose the damage type and spend an action.

Also,
Quick Imbune, free action
Trigger you roll initiative
You can use imbune weapon.

Where do you get the 1d6 from? If you mean from Bespell Weapon, then I'll clarify that Imbue Weapon does not give bonus damage as written above. It only changes the damage type of the weapon, doing so as described in the Bespell Weapon feat. For example, Divination/Enchantment/Illusion inflicting mental damage, Necromancy inflicting negative damage, so on and so forth.

Removing weapon specialization is something I'd be wary about, as it's something literally all classes get- even the infamously underpowered Alchemist and the very non-Martial casters. Having the damage be slightly increased, say based on the Synthesis you've chosen, could certainly work.

Also, Quick Imbue is a cool idea. Only downside I see is that it would all but require Spirit Sheath in order to be usable.


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I'd really like to see a synthesis or feat line that improves the shield cantrip. Something like the feats for the swashbuckler that improve the bonus to AC that the buckler grants. I've been playing a Magus in Pathfinder: Kingmaker and having a blast as a magical tank. I'd like a way to replicate that in 2e!

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