Some ideas to add to the Magus


Magus Class


Teleport Strike. 2 actions. Focus 3.
Teleport up to your speed and make a Strike. The enemy is caught off guard by the sudden movement and is flat footed against the attack.
You can then spend a 3rd action to teleport back to your original location. This happens quick enough that you do not start falling if you teleported into mid air.

Spell Blast.
You make an attack while you have a spell imbuned into your weapon. Instead of releasing the spell, you can choose to transform the spells energy into a cone instead. If the spell is a cantrip, the creature is a 20' cone make a basic reflex save for 1d4 damage per spell level. If the spell is a focus spell, the damage increases to 1d8 and the cone to 30'. If it is a spell slot, the damage increases to 1d12 and the cone to 40'.
The damage type depending on the school of the spell you just cast.
Abjuration force damage
Conjuration or Transmutation the same type as the weapon
Divination, Enchantment, or Illusion mental damage
Evocation a type the spell dealt, or force damage if the spell didn't deal damage
Necromancy negative damage

Imbune Magic (Weapon Specialization).
When you have a spell that deals damage imbuned into your Weapon, you can change the bonus damage from weapon Specialization and Greater Weapon Specialization in to the damage type is the same as the spell deals. If the spell deals multiple damage types, choose one of them.
In addition, you can store the spell in your weapon for up to 1 minute.


Also, i really do not like striking spell. It's just does not work with most spells and it's too swing. It can also get around incapacitation. Meaning you can win against a boss, or waste a lot of resources based on too few die rolls.

Thus, my suggestion as a replacement.

Spell Combat: 1 action. Flourish.
Make a melee Strike. As long as you do not critically miss, the target takes a -2 circumstance penalty to saves and AC against the next spell you cast before the end of your next turn.
In addition, they cannot use reactions that trigger when you cast the spell, such as Attack of Opportunity.

This helps make up for needing both Str and Int. While also letting you cast in melee. And to adjust the sub-classes

Shooting Star: You can use Spell Combat with ranged attacks.

Slide Casting: Free action. Metamagic
Frequency, once per round
If the next action you use is to Cast a Spell you can Step or Stride as part of that action. You can do this before or after the spell is cast.

Sustaining Steel: Free action: Metamagic
Frequency, once per round.
If the next action you use is to Cast a Spell
You gain temporary Hit Points equal to either the twice spell’s level if you used a spell slot, or it's level if your spell didn’t use a spell slot (such as a cantrip or focus spell). These temporary HP lasts until the end of your next turn.


And to replace the one useful function Striking Spell had.

Striking Spell: 3 actions Level 1 Magus feat
Cast a Spell a spell that has an attack roll and takes 1 or 2 actions to cast. Then make a Strike. You can also Strike first and then Cast.
Each using your current multiple attack penalty, and then counts as 2 attacks as normal.
If both attacks are against the same target, this does not trigger reactions from them, such as Attack of Opportunity.

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