My attempt and ideas to make Magus a little better. (New Synthesis bonuses)


Magus Class


Hello there, I am not be best theory crafter, nor developer but I am a player who love magus, and after playing it and reading post on forum I have gathered some ideas. Not only Spell strike feels kinda weak (as many other people pointed it out)but also Synthesis feels like "your class is weak so there is 3 ways to make it less suck " Instead of "there are 3 ways to make your character more epic" And it what Pizo is showing is character that is fighter first and caster second being worse option than fighter with wizard archetype yet giving us feats that only focus with magic together with specialization giving us mastery with weapons before spells (master spellcasting at lvl 19 is so late)

Also please don't take away sustaning steel please, I love this idea more than I love my kids that I don't have !!

I will try to update this post according to feedback and previous version will be archivised
Also bear in mind I am not native english speaker. Let's go !

I gathered my ideas in document but I will write them down here (https://docs.google.com/spreadsheets/d/1WUY5_ZwiTFRHNpN-MFOnY5-1pc612lEAv3 xnOFiHfko/edit?usp=sharing)

Spell strike ideas -
2 ways I think are decent to improve it, I was kinda inspired by users "Doorslammer and Vali Nepjarson"

Idea nr.1 - One I think is best
You cast a spell placing it into one melee weapon or into your body, when you roll to hit with a melee strike you can dischatge your spell using the same result. As a reaction you can hold onto your spell for numbers of round equal to your int mod (min 0) Otherwise it will dissapear at the end of your turn.
Also limitation of " Cast a Spell that can target one creature or object" is lifted - this leaving magus more options to pick.

(Optional 1 - Attack draw some power from spell giving your weapon bonus equal to your int mod)
(Optional 2 - If its your highest spell slot you decrease rounds you can hold your spell by 1 round, if its your second highest spell slot it decrease by 2 rounds

Idea nr.2
You cast a spell placing it into one melee weapon or into your body, when you roll to hit with a melee strike you can replace of your cast actions with strike/ attack with melee weapon but your next attack in the same turn will have penalty of 3rd attack (-10 for normal weapons), but you still have to roll the way it is described in playtest.
(Optional: You can hold your spell as in nr.1)

I tihnk it is resonable to to give magus 6 spell slots because of how spells are valiuable to this class in form of 2/2/2. It is reasonable balanced

Synthesis
Shooting star

1 lvl = As free action you can increase effective range of spell by 30ft only if it is used with striking spell (for instance, if stored spell normaly have range of 30ft you can attack from range of 60ft and spell will be delivered) You can do it times equal to your int mod min 1 (or twice your int mod, let me know what's more balanced)

Because of how this work and most players will play with bow or something like that. Distance is key of this Synthesis.
If in future we will get 1 action spells and cantrips it can be edit from free action to 1 action without limited uses (or let me know if it feeds more like feat than synthesis)

6 lvl
Option 1 - You can increase your range of spells for free by twice it range, you can do it twice your mod (min 1) per day
This assumes that 1 lvl will be moved to feats - I belive this is balanced because of how other characters can double their range weapons for free at all time (ranger) where magus can do it only with spells with limited times.

Option 2 - You are able to imbue 2 projectiles with your magic at the same time, you have -2 to hit, if at last one projectile hit your target your spell is discharged. If both hit you can decided which creature is affected by your spell (you can do it times your int mod)

One of those options can be made into feat but without limitation of usage by your int.

Slide casting -
1 lvl = If you attack after moving as part of casting spell you get +1 to hit
(I am thinkig of fast moving character who is duelist and move fast and is flexible)

6 lvl = After you hit enemy with your attack you can add your spell lvl to your dmg you can do it times half your int mod
(I am torn apart between using spell lvl and int mod so any sugestions will be nice)

Sustaning steel -

1 lvl = your temporar hp stay for rounds equal half your int mod (it already have more usage because of 2 bonus spells and it can give you one more round with hp, having this also affects your decision making, if you don't get hit you can either waste your temporar hp by casting another spell or do something else during next round. If you decide to don't go with 2/2/2 I advice on giving x3 multiplier for spells and 1,5 for cantrips or focus spells

6lvl = You can cast shielda as free action if you used striking spell

Feats so far

2 lvl
Spirits sheath - It can hold items up to your int mod, and total bulk of them can't be more than half your int mod. When you imbue weapon with a spell you can choose one of currently stored in Spirit sheath
You can attack and Draw your weapon from your spirit sheath as free action during your attack action to discharge your spell only.

10 lvl
Comet spell Additionally you deal dmg equall to spell lvl around your target in radius of 5ft
Portal slide You have +1 ac until your next round if you teleported

That's all so far, I am wating for feedback what should be changed or if my ideas were good or bad.


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And now I read a post where Kalaam had simillar idea to mine (spell strike nr.1 ) Great minds think alike, or just we both get imspired with 1e magus :D


I like the Spirit Sheath change where it allows up to your Mod in items, but I'd probably just add the line "hold weapons of 2 Bulk or less" to simplify it and remove the half int bulk portion.

The changes to the some of the Synthesis I'm less convinced on, because they are still tethered to Striking Spell in order to trigger.

Personally, I'd rather see Synthesis trigger on any type of casting, as they are primarily a 'martial' benefit (temp HP, range, and movement), but that's me.

You put a lot of effort into these posts. Well done!


Pathfinder Rulebook Subscriber

I also like the Spirit Sheathe change, perhaps with Midnightoker’s input. This could really help Striker’s Scroll Magi

So far, the ‘hold the charge’ Striking Spell fix has been one of my favorites.


Yea, Spirith sheathe right now in playtest is only usefull for Slide casting magus and in some cases for Shooting star, now it is more useable for other synthesis than Slide casting which already have 3 more feats than other 2 synthesis. And it is equall to quick draw if not a little bit weaker.

To be honest I think we all like the idea for spellstrike to hold charge, I have seen a lot of posts doing something similar in one way or another,


Midnightoker wrote:

The changes to the some of the Synthesis I'm less convinced on, because they are still tethered to Striking Spell in order to trigger.

Personally, I'd rather see Synthesis trigger on any type of casting, as they are primarily a 'martial' benefit (temp HP, range, and movement), but that's me.

You put a lot of effort into these posts. Well done!

Thanks ! :D. I love magus and I hope it will be become great class, they already have gorgeous ideas with shooting star and sustaning steel(which is actually usefull when you play it) but it need a little bit polishing.

About Synthesis, I worked around idea that in future we will at last get some more cantrips and spells that are 1 action as message is, and spell strike will be more optimized, or similar to nr.1 idea. I think spell strike that additionally give strong bonuses will make players to kinda "Force" to use it not letting them be just a warrior that can cast spell or 2 like (fighter/wizard).
You are welcome to remove spell strike use requirement from this post and try it out.

I think leaving it as part of spell strike will give it a little bit of balance and allow synthesis to be a little bit stronger. Especially when you remove need for spell to be "target one target" from spell strike allow you to use some other spells, maybe like fireball (shooting dude with an arrow that create big explosion) or buffing/CC ones.


One of things that I thought in past days is giving magus more feats that allow him do more fighter or wizard stuff without dedication feat, not only letting him with magus feats. It would be nice touch to let players kinda decide whenever they want to be more 50/50 or 65/35.

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