Magus Initial Thoughts.


Secrets of Magic Playtest General Discussion


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Just throwing my thoughts on the Magus into the void.

Synthesis
-Shooting star’s range limitation is kinda boring. You already lose the spell on the miss, may as well let them use some touch spells.
-The other two: the weapon restrictions feel kinda needless. A two handed magus already has a problem material components and a one handed magus is trading some damage potential for an open hand to use toys with (like a book for a certain first level feat).

Striking Spell
-Given that Int is not a key ability score, maybe make the spell hit if the weapon hits or add the weapon’s item bonus to the spell’s hit or DC.
-Letting it linger until your next turn helps this class’s action economy, which is something because its all over the place.

The spells
-If we’re going to have this spell slot restriction, make it 6 spells instead of 4. You’re taking a first level feat for 9 spells counting cantrips. It just feels bad and add feat taxes to get slots back you already had.
-Magus potency is boring. Because it doesn’t stack all it does is trade money for action economy. Good for having spare weapons, which is an upside. I think if it increased the bonuses, but on a “until the end of your next turn” duration, it’d give it some of the 1E Magus feeling of a being a burst damage specialists.
-Focus spells: A damaging focus spell would be cool.

The feats:
1: Make Arcane Fist a synthesis; as pointed out elsewhere the book block thing doesn’t work with any of the existing syntheses and in general feels worse than the other knowledge feat option at first level. Also, I dig combat assessment.
2: Spirit sheath is great. Feat chains to expand it out would be groovy.
6: The spell slot feats don’t feel great. Pay a tax to get back something you already had is the epitome of negative play experience. Spell parry and its advanced version are super cool.
8: Spell swipe is super cool.
10: The synthesis feats should all be built into class progression a la the alchemist fields. The teleport should be full speed, healing should eat all persistent damage, comet spell is cool.
12: Magic sense feels like a skill feat.
14: School Shroud is cool. More like this would be neat.
16-20: Don’t have enough personal experience with high level play to comment.


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I have been trying for some time now to make a decent Magus. Love the idea. Just not happening tho. The requirement to make a 2nd attack roll for the spell to work is just sad. Spellcasters hardly ever hit anyway with their crappy proficiency, Magus is even worse.

Best I have come up with so far is Archer / Magus.
With haste, you can use Double Shot & Electric Arc.
+1 bow, you'll get 2d8 + 2d8 + ( 3d4+3 save 1/2 ) - possible at 5th level.

level 14 they get focus haste, which would help a lot - but they is a long way off.

Slide casting is really nice - just having trouble creating a decent build around it.


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orphias wrote:

I have been trying for some time now to make a decent Magus. Love the idea. Just not happening tho. The requirement to make a 2nd attack roll for the spell to work is just sad. Spellcasters hardly ever hit anyway with their crappy proficiency, Magus is even worse.

Best I have come up with so far is Archer / Magus.
With haste, you can use Double Shot & Electric Arc.
+1 bow, you'll get 2d8 + 2d8 + ( 3d4+3 save 1/2 ) - possible at 5th level.

level 14 they get focus haste, which would help a lot - but they is a long way off.

Slide casting is really nice - just having trouble creating a decent build around it.

The class really suffers under the fundamental math of the game. Even though you aren’t taking MAP, you’re still going to be at a penalty to get the spell to land. With an agile weapon, you’re better off just attacking three times at 5th level presuming an 18 in your attacking attribute. I think giving them the item bonus on the striking spells would make their focus spell seem more valuable and make it so they actually can land a spell.

It’s one of those things where whenever I’ve put one together you can take it apart and build it better as a magic rogue or a fighter/wizard.

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