Secrets of magic hype


Pathfinder Second Edition General Discussion

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Pathfinder Lost Omens, Rulebook Subscriber
Vali Nepjarson wrote:
Kalaam wrote:

Spellstrike recharging from using Magus Focus Spells as a side benefit (at least from the offensive ones) is great, gives them more value and flexibility.
Bespell Weapon being a base feature (if I understood correctly) is great, even in a dragged out fight in which we can't recharge Spellstrike, we'll still feel like a Magus.

Woah, where'd this info come from? The Magus is overwhelmingly my favorite class and I'd thought I'd kept up with the info coming out regarding it?

Yesterday's opening presentation at paizocon


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Vali Nepjarson wrote:
Kalaam wrote:

Spellstrike recharging from using Magus Focus Spells as a side benefit (at least from the offensive ones) is great, gives them more value and flexibility.
Bespell Weapon being a base feature (if I understood correctly) is great, even in a dragged out fight in which we can't recharge Spellstrike, we'll still feel like a Magus.

Woah, where'd this info come from? The Magus is overwhelmingly my favorite class and I'd thought I'd kept up with the info coming out regarding it?

From the keynote. Someone posted a few screencaps here

Also, maybe the damage buff is Energize Strikes instead of Bespell Weapon.
Both could work but I think Energize would be more balanced (as Bespell is a whole line of 2 feats now, with Bespelled Persistance at higher level)

Since this becomes baked in, this frees up Feat slots AND makes a pure magus better at being a Magus than a fighter taking the MCD.

What it seems to be becoming is that, a Fighter with a Magus MCD might have 1 or 2 very precise and strong Spellstrikes per fights, which is very good, but they wouldn't get as many benefits from casting spells as the magus does.
The magus would get: the spell strike, the fighting style bonus (slide, steel etc, which might be available as a MCD feat), the Energize Strike/Bespell effect, the combat buff (School Shroud ?) effect. And potentially better FP regeneration so more Spellstrikes per fight.
So for example, let's say you spellstriked with Polar Ray. You get 3 additional cold damage for 1 minute, the effect of Fire Shield for 1 round and your fighting style bonus (let's say Temp HP).

That's good. Magus being a better Magus than a fighter MCD is how it should be x)


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Pathfinder Lost Omens, Rulebook Subscriber

I am in fact SOMEONE if you wanna know pretty much everything shared in the panel.


I'd want to hug that someone if I knew them.
I home that someone will ask all the questions during the SoM panel.
Like: can magus use rings of wizardry.
Do some of their features trigger on scrolls, staves and wands ?
What is Seltyiel's favorite color ?


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Pathfinder Lost Omens, Rulebook Subscriber
Kalaam wrote:
What is Seltyiel's favorite color ?

Magenta


WatersLethe wrote:
Kalaam wrote:
What is Seltyiel's favorite color ?
Magenta

Clever


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Thanks again The-Magic-Sword for the write up on reddit, just resharing my own thoughts here.

Super happy about the Magus info. So, if I understand well: Spellstrike is 2 actions (so you basically cast the spell and strike for 2 actions) and can be recharged for 1 action that varies based on your Hybrid Study (subclass) or by using some Magus Focus Spells for better action economy (recharge+effect). A feat can expand the type of spells you can use with Spellstrike (attack spells only at first, potentially save spells with the feat ?) Arcane Cascade is a damage buff that works like a Stance you enter upon casting spells that provide a buff for a duration ? So, if I cast "Resist Energy" my magus could enter Arcane Cascade for a damage buff for the duration of Resist Energy ?

And if I understood that well MCD Magus has spellstrike at level 4, but it takes 1 minute to recharge ? So really becomes a finisher/one shot trick.


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Pathfinder Lost Omens, Rulebook Subscriber

it seems like they come with Focus Spells that allow you to recharge in place of the one action recharge instead of doing something else specifically. They mentioned the free hand one having a teleport+strike+recharge for instance, so I'm guessing they're focus spells.

Then Arcane Cascade is triggers off casting a spell, and just provides an ongoing damage boost with the same way of determining damage type as bespell weapon. Not clear on the duration of the cascade, not sure it was said.

and yup, correct on the MCD.

But also here's the interview afterward.


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Thanks. So Arcane Cascade is basically like a monk Stance that you enter by casting a spell and has a different effect (on top of damage boost) based on your Hybrid Study. Increased damage on flat-footed target with the shadow magus, Temp Hp with 2 handed Magus... that's interessting.
And now back to wait 3 months Q_Q

Also: they answered the question about Rings of Wizardry it seems ? Interessting, not sure I understand the answer tho'


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Pathfinder Lost Omens, Rulebook Subscriber
Kalaam wrote:

Thanks. So Arcane Cascade is basically like a monk Stance that you enter by casting a spell and has a different effect (on top of damage boost) based on your Hybrid Study. Increased damage on flat-footed target with the shadow magus, Temp Hp with 2 handed Magus... that's interessting.

And now back to wait 3 months Q_Q

Also: they answered the question about Rings of Wizardry it seems ? Interessting, not sure I understand the answer tho'

Basically, it just works, and thats fine, they expect people to use magic items and multiclassing and such to expand the casting for the wave casters.


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The-Magic-Sword wrote:
Kalaam wrote:

Thanks. So Arcane Cascade is basically like a monk Stance that you enter by casting a spell and has a different effect (on top of damage boost) based on your Hybrid Study. Increased damage on flat-footed target with the shadow magus, Temp Hp with 2 handed Magus... that's interessting.

And now back to wait 3 months Q_Q

Also: they answered the question about Rings of Wizardry it seems ? Interessting, not sure I understand the answer tho'

Basically, it just works, and thats fine, they expect people to use magic items and multiclassing and such to expand the casting for the wave casters.

And since Rings of W' gives "additional slots" and not "double your slots" like in 1e, it's pretty clear what happens.


Did anyone catch Mark Seifter and Avi K in discord? Apparently they also spoiled some stuff for SoM there.


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Pathfinder Lost Omens, Rulebook Subscriber
vagrant-poet wrote:
Did anyone catch Mark Seifter and Avi K in discord? Apparently they also spoiled some stuff for SoM there.

I hope so, but I was busy writing up the Bonner interview

Nevermind it was in the chat and starts here


The-Magic-Sword wrote:
vagrant-poet wrote:
Did anyone catch Mark Seifter and Avi K in discord? Apparently they also spoiled some stuff for SoM there.

I hope so, but I was busy writing up the Bonner interview

Nevermind it was in the chat and starts here

I can't access it, what discord is it ?


Pathfinder Lost Omens, Rulebook Subscriber
Kalaam wrote:
The-Magic-Sword wrote:
vagrant-poet wrote:
Did anyone catch Mark Seifter and Avi K in discord? Apparently they also spoiled some stuff for SoM there.

I hope so, but I was busy writing up the Bonner interview

Nevermind it was in the chat and starts here

I can't access it, what discord is it ?

Paizo Events


Thanks.

Dark Archive

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vagrant-poet wrote:
Did anyone catch Mark Seifter and Avi K in discord? Apparently they also spoiled some stuff for SoM there.

I did, but my notes are random. Here's what I caught:

1. Summoner gets a lvl 1 feat that must be an Eidolon Evolution feat

2. Magus does not get a lvl 1 feat, however Mark said "trust me that first level is loaded with stuff"

3. There is an evolution feat for summoner that gives Rage to the Eidolon

4. Eidolon abilities have been bumped up to give two 18s in their stat-blocks (believe it was two, might have just been one)

5. Spellstrike recharge is a single action you can take, or most focus spells will provide a strike and recharge. However there are some focus spells that do not recharge spellstrike

6. Magus will have more ways than most classes to increase focus pool and/or regain focus points

7. There are so many lvl 1 evolution feats for Summoner that Logan even asked Mark if it needed so many...Mark simply answered "yes"

8. The only downside to the Flexible Casting archetype is that you get "fewer spells per day by a hair."

9. There is a Summoner focus spell called "Lifelink Surge" that gives the Eidolon fast healing for 4 rounds

10. Magus has a focus spell called "Force Fang" that lets you essentially bite a creature with force magic that will apparently "wreck house"

11. Regarding spellstrike, Mark says "It is strictly better than the old version in most cases except for crit-fishing true strikers, since you can plan your turns and do the actions separately"

12. They did not answer any of the questions regarding whether spell proficiency is still behind in either the panel or the discord, so my guess is that they still are. When somebody asked why Summoner would want CHA as their primary stat then, Mark answered "I mean, if you want to give up the benefits of Charisma, that's on you, but a variety of special abilities use it for the DC, and don't sleep on cantrips"

13. Contructs are going to be unique Eidolons and can be "reconfigured" as you level up

14. There are now more choices for what ability array you want per Eidolon

15. Mark made mention of a magic weapon that could be extended something like 100 feet

16. New form spells mentioned are ooz, daemon, demon, devil, angel, cosmic, and fey forms

17. There are no new sorcerer bloodlines

18. There will be very little class specific additions for existing classes because they eat up a lot of page space in a book

19. There are 4 class archetypes in the full book. All were mentioned in the panel with none that weren't. Wellspring Magic, Elementalist, Flexible Spellcaster, and Runelord.

20. Mark confirmed if you want to be the Summoner that summons a lot, you can go about it in such a way that grants you some benefits above and beyond what was in the playtest

That is all I have. Sorry for such randomness in the above notes.

Lantern Lodge

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Some posted a large write up on the Facebook page:

Types of magic talked about
1. cathartic magic is the barbarian version of magic. tied to a specific emotion that you tapped into that gives extra power with an emotional fallout afterwards.
2. elementalism has three ways: class archtype, gives character options to thrive in specific elemental enviroments. Monk and druid options also for this type. Druid gets an order for each element.
3. flexible preparation can be used with any full caster that prepares spells. Druids, Witches, Clerics.
4. geomancy: you can use your ablities in different terrains using terrain attumnement which changes the powers based on the terrain you are in.
5. ley lines: rituals and more world building. More GM focused.
6. pervasive magic: magic is everywhere, gives options for magic terrain have magic effects. Everyone in the world has a little magic.
7. Shadow magic: shadow caster archtype, has a shadow resivoir feat, extra spell slots based on shadows, and shadow companions.
8. soulseeds: a seed that attaches to your soul. Like a relic growing inside you. dragon gift and soul gift
9. soul forge armaments: special sentai suit magic. soul forger archtype allows you to choose what weapon you get or a bound piece of gear.
10. thassilonian rune magic: divided into 7 sins or regions. RUNE LORD archtype!!!
11. true names: let you know true names and use it against people. True name is a rare magic type. Uses research system
12. Wellspring magic: Think Wild magic
there is a 10th level spell called Call Kaiju

Tons of backgrounds, one of the rare backgrounds is:
Song of the deep. You were lost at sea but saved by merfolk or similar, and they shared their knowledge on breathing underwater with you.

Some of the new form spells: Ooze form, daemon form, demon form, devil form, angel form, cosmic form, fey form.

Eidolon types and their traditions:
Beast, fey, plant (primal)
Psychopomp, demon, angel (divine)
Construct, dragon (arcane)
Anger, devotion (occult)


Among other things, I hope this book spells out (and explicitly) whether a spontaneous caster can use a higher level slot for a lower level spell (and not a signature spell, either), not for all the higher level benefits, just to fuel it.

I.e., if I have multiple levels of spell slots and I'm out of 1st level slots (for whatever reason), and I know Feather Fall as a 1st level (not-signature) spell, and I'm plummeting to my doom, do I die or not?


Looks like school archetypes aren't a thing. Grimoires will buff one school spell a day so that's something. I'm interested to see how viable the elementist druid is as a kineticist lite. Rune wizard also sounds fun.


Donald wrote:
Some of the new form spells: Ooze form, daemon form, demon form, devil form, angel form, cosmic form, fey form.

Ooh, there is the return of Ooze and Fey Forms! Hope that fey form still allows for better spellcasting when in-form, or at least has battle forms that explicitly allow you to cast while in them. Less specific details I'm looking for from Ooze form but I wonder how it will work defensively considering casters already have lower AC and turning into an ooze likely would reduce that.


Paradozen wrote:
Donald wrote:
Some of the new form spells: Ooze form, daemon form, demon form, devil form, angel form, cosmic form, fey form.
Ooh, there is the return of Ooze and Fey Forms! Hope that fey form still allows for better spellcasting when in-form, or at least has battle forms that explicitly allow you to cast while in them. Less specific details I'm looking for from Ooze form but I wonder how it will work defensively considering casters already have lower AC and turning into an ooze likely would reduce that.

My guess is you might get more temp HP to compensate, as well as the ooze's immunity to being critted, which is a lot of the scariness of having low AC.

Really looking forward to Cosmic Form, myself. Sounds very Lovecraftian.


Perpdepog wrote:
Paradozen wrote:
Donald wrote:
Some of the new form spells: Ooze form, daemon form, demon form, devil form, angel form, cosmic form, fey form.
Ooh, there is the return of Ooze and Fey Forms! Hope that fey form still allows for better spellcasting when in-form, or at least has battle forms that explicitly allow you to cast while in them. Less specific details I'm looking for from Ooze form but I wonder how it will work defensively considering casters already have lower AC and turning into an ooze likely would reduce that.

My guess is you might get more temp HP to compensate, as well as the ooze's immunity to being critted, which is a lot of the scariness of having low AC.

Really looking forward to Cosmic Form, myself. Sounds very Lovecraftian.

Awesome. Sound very good.

I hope they have taken the time to clarify the rules issues associated with battle forms at the same time.

Dark Archive

I’m a little confused around how class archetypes are being described here.

Are they not class specific and instead merely class restricted? Cause the latter feels less interesting to me than the former. It suggests that they aren’t necessarily aimed towards fleshing out a class or “going wide” with it.

Getting dragon disciple vibes.


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Old_Man_Robot wrote:

I’m a little confused around how class archetypes are being described here.

Are they not class specific and instead merely class restricted? Cause the latter feels less interesting to me than the former. It suggests that they aren’t necessarily aimed towards fleshing out a class or “going wide” with it.

Getting dragon disciple vibes.

Class Archetypes modify a Class Feature; that might be a specific one (like the Eidolon for the eventual Synthesist Summoner) or a broad one (full prepared spellcasting).


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I am not sure on the Summoner yet, but it sounds like they kept the "I am actually playing the eidolon" style from the playtest.

Which does make me sad.

The Magus sounds like they definetly improved on the playtest version. Now lets just see how much.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Temperans wrote:

I am not sure on the Summoner yet, but it sounds like they kept the "I am actually playing the eidolon" style from the playtest.

Which does make me sad.

I am cautiously optimistic that isn't the case but we'll see. But I agree the playtest implementation the summoner was basically baggage on the Eidolon which kind of sucked.


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Old_Man_Robot wrote:

I’m a little confused around how class archetypes are being described here.

Are they not class specific and instead merely class restricted? Cause the latter feels less interesting to me than the former. It suggests that they aren’t necessarily aimed towards fleshing out a class or “going wide” with it.

Getting dragon disciple vibes.

It's both!

Flexible Preparation can only be done by full, prepared casters (so multiclassed versions and the Magus don't qualify).
Wellspring Magic can only be done by full, spontaneous casters (so multiclassed versions or the Summoner don't qualify).
Runelord Archetype is tied directly to wizards, no other class.
Elementalist has specific options for Druids and Monks. Sounds like any spellcaster can take the class archetype, otherwise. Could easily be wrong.


Temperans wrote:

I am not sure on the Summoner yet, but it sounds like they kept the "I am actually playing the eidolon" style from the playtest.

Which does make me sad.

The Magus sounds like they definetly improved on the playtest version. Now lets just see how much.

I saw someone transcribing from today’s streams where it said the Summoner gets one free action a turn while giving the Eidolon three actions, or vise versa. Could be wrong on that.


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keftiu wrote:


I saw someone transcribing from today’s streams where it said the Summoner gets one free action a turn while giving the Eidolon three actions, or vise versa. Could be wrong on that.

Its more the fact that the summoner is not much more than a 'commoner' with a couple of cantrips. With 1 action you can recall knowledge/move or I suppose use one of the combat related skill checks (Demoralise/fascinating performance/bon mot) but otherwise really you will mostly just be playing the Eidolon so it won't feel all that teamwork-ish. Also with the shared health pool you won't want to be up close with the summoner (poor defence/poor saves - double damage on blast/aoe effects), so its not like you will be flanking or aiding attacks.

If it is like the playtest it will be more like 'conduit cantrip' to make the eidolon almost as good as a martial with no frills (no hunt prey etc) and then playing the Eidolon as a martial. The 1 action will feel more like a maintenance issue rather than the summoner doing much.

I suppose 4 times a day it will be worth giving the summoner 3 actions to conduit cantrip + cast a combat spell or cast a conjure spell while the eidolon moves or attacks but that is about it.


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keftiu wrote:
Temperans wrote:

I am not sure on the Summoner yet, but it sounds like they kept the "I am actually playing the eidolon" style from the playtest.

Which does make me sad.

The Magus sounds like they definetly improved on the playtest version. Now lets just see how much.

I saw someone transcribing from today’s streams where it said the Summoner gets one free action a turn while giving the Eidolon three actions, or vise versa. Could be wrong on that.

Act Together has it so one of the two does a 1-3 action activity, and the other one does a single action. Essentially, you're gaining a free action out of the exchange.


Pathfinder Rulebook Subscriber
Cyder wrote:


Its more the fact that the summoner is not much more than a 'commoner' with a couple of cantrips.

Playtest summoner had a martial chassis and spellcasting. Wouldn't want to mess with those commoners...


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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Squiggit wrote:
Cyder wrote:


Its more the fact that the summoner is not much more than a 'commoner' with a couple of cantrips.

Playtest summoner had a martial chassis and spellcasting. Wouldn't want to mess with those commoners...

I thought only the Eidolon had a martial chassis, the summoner was basically sorc level defence/attack with capped out Master prof casting with 4 spells per day...


Pathfinder Adventure Path Subscriber

I was pretty disappointed to hear that spell strike is settling on a 2 action activity and that it must be tied to a spell attack roll spell. It means no holding a charge and delivering it next round with cool multi action attack feats. All the interesting features of the class are now being directed into its recharge mechanic which will hopefully prove fun and they will have enough focus point recovery options to not be stuck with one interesting round per combat. I have definitely lost interest in the magus class, but am incredibly hyped about everything else shown off about this book. This is going to be the first RPG rulesy book in a very long time that I am excited to pick up in print and read cover to cover.


I'm excited about pretty much everything they showed off, including Magus. If it helps at all, they'll have a feat to use Spell Strike with save spells as an action saver. £:


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Unicore wrote:
I was pretty disappointed to hear that spell strike is settling on a 2 action activity and that it must be tied to a spell attack roll spell. It means no holding a charge and delivering it next round with cool multi action attack feats. All the interesting features of the class are now being directed into its recharge mechanic which will hopefully prove fun and they will have enough focus point recovery options to not be stuck with one interesting round per combat. I have definitely lost interest in the magus class, but am incredibly hyped about everything else shown off about this book. This is going to be the first RPG rulesy book in a very long time that I am excited to pick up in print and read cover to cover.

I'm over on the opposite end opinion wise. This seems like the best thing that could've happened. They made it narrower which resulted in it being much more usable and effective. Now magus has a reliable damage booster like every other martial instead of a liability unless you use the one true build.


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Here how the Flexible Caster works from the spoilers.

At odd lvls you gain your slots as normal, but at even lvls you don't gain a spell slot, so essentially -1 spell slot per spell lvl.

You cast and prepare your spells like 5e, everything is a signature, the only condition is for you to prepare at least one lvl 1 spell, so you could have like one lvl 1 spell and the rest as 5th lvl.

Dark Archive

Alfa/Polaris wrote:
...they'll have a feat to use Spell Strike with save spells as an action saver. £:

Could you explain this a bit further? I must've missed anyone mentioning this in the panel/chats.


Pathfinder Adventure Path Subscriber
WWHsmackdown wrote:
Unicore wrote:
I was pretty disappointed to hear that spell strike is settling on a 2 action activity and that it must be tied to a spell attack roll spell. It means no holding a charge and delivering it next round with cool multi action attack feats. All the interesting features of the class are now being directed into its recharge mechanic which will hopefully prove fun and they will have enough focus point recovery options to not be stuck with one interesting round per combat. I have definitely lost interest in the magus class, but am incredibly hyped about everything else shown off about this book. This is going to be the first RPG rulesy book in a very long time that I am excited to pick up in print and read cover to cover.
I'm over on the opposite end opinion wise. This seems like the best thing that could've happened. They made it narrower which resulted in it being much more usable and effective. Now magus has a reliable damage booster like every other martial instead of a liability unless you use the one true build.

I hope it turns out to be fun for all the people who didn't like the playtest magus. Logan is a good game designer and he certainly listened closely to the playtest feedback. It sounds like the different class paths will give you some interesting recharge options, and hopefully there will be feats that allow magi to switch up what other action they do with their recharge, because what it looks like was presented was that for most rounds you will be doing the same 2 action activity (spell strike with a cantrip) and then your recharge action for all but one or two rounds per combat.


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From the sounds of things the Magus will also want to make regular attacks to benefit from their Arcane Cascade.

Overall I like the new direction for Spellstrike, while I'm disappointed we can no longer use save spells by default, it's pretty clear that limiting it allows a design that works better in play.


Unicore wrote:
WWHsmackdown wrote:
Unicore wrote:
I was pretty disappointed to hear that spell strike is settling on a 2 action activity and that it must be tied to a spell attack roll spell. It means no holding a charge and delivering it next round with cool multi action attack feats. All the interesting features of the class are now being directed into its recharge mechanic which will hopefully prove fun and they will have enough focus point recovery options to not be stuck with one interesting round per combat. I have definitely lost interest in the magus class, but am incredibly hyped about everything else shown off about this book. This is going to be the first RPG rulesy book in a very long time that I am excited to pick up in print and read cover to cover.
I'm over on the opposite end opinion wise. This seems like the best thing that could've happened. They made it narrower which resulted in it being much more usable and effective. Now magus has a reliable damage booster like every other martial instead of a liability unless you use the one true build.

I hope it turns out to be fun for all the people who didn't like the playtest magus. Logan is a good game designer and he certainly listened closely to the playtest feedback. It sounds like the different class paths will give you some interesting recharge options, and hopefully there will be feats that allow magi to switch up what other action they do with their recharge, because what it looks like was presented was that for most rounds you will be doing the same 2 action activity (spell strike with a cantrip) and then your recharge action for all but one or two rounds per combat.

Another thing they can do is feats that give 2 action magical flavored effects then with your last action if you wanted to damage something it would be a regular strike. Just another thought for varying turns. Between focus spells and feats I imagine the magus is gonna have a lot of things they can do on their turn.


Using save spells from a feat is still a good option I think, but I really hope we'll still have something in the case we miss our spellstrike.
I don't think we'd lose the spell altogether, but I could see two options:

1: On the next turn we can redo a Spellstrike for 2 actions to release the spell.
2: The next strike that hits (no matter what strike, as long as it's that weapon. So flurry of blow, power attack, combat assessment etc) will release the spell.

In both cases the spell is lost at the end of the next turn.


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As a side note, if spellstrike uses your weapon attack roll for the attack roll of the spell, that probably means that multiclassing for attack roll focus spells is going to be very good because you don't have to worry about conflicting casting stats or traditions. Particularly the divine classes that let you pick up stuff like fire ray and moonbeam.


Pathfinder Rulebook Subscriber
WWHsmackdown wrote:
Unicore wrote:
I was pretty disappointed to hear that spell strike is settling on a 2 action activity and that it must be tied to a spell attack roll spell. It means no holding a charge and delivering it next round with cool multi action attack feats. All the interesting features of the class are now being directed into its recharge mechanic which will hopefully prove fun and they will have enough focus point recovery options to not be stuck with one interesting round per combat. I have definitely lost interest in the magus class, but am incredibly hyped about everything else shown off about this book. This is going to be the first RPG rulesy book in a very long time that I am excited to pick up in print and read cover to cover.
I'm over on the opposite end opinion wise. This seems like the best thing that could've happened. They made it narrower which resulted in it being much more usable and effective. Now magus has a reliable damage booster like every other martial instead of a liability unless you use the one true build.

Me too. IMHO, the revised mechanic seems simpler, more elegant, and closer to pre-existing feats and abilities of the same type (Eldritch Shot, Npcs' and monsters' spellstrikes, etc) while also being it's own thing.

I feel that the recharge mechanics have the potential of providing interesting options. This is just speculation, but maybe the recharge single action has a concentrate or manipulate trait, which could present tactical choices. For example, you could take an Aoo if you just spam Spellstrike + recharge, so there could be cases in which you end up recharging on the next turn to reposition, use other one action activities or even one action spells.

In addition, could be that Magi end up having more than just the one recharging focus spell.


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Kalaam wrote:

Using save spells from a feat is still a good option I think, but I really hope we'll still have something in the case we miss our spellstrike.

I don't think we'd lose the spell altogether, but I could see two options:

1: On the next turn we can redo a Spellstrike for 2 actions to release the spell.
2: The next strike that hits (no matter what strike, as long as it's that weapon. So flurry of blow, power attack, combat assessment etc) will release the spell.

In both cases the spell is lost at the end of the next turn.

Was confirmed that you lose the spell, being one roll made that you need to commit to it now.


Pathfinder Rulebook Subscriber
Salamileg wrote:
As a side note, if spellstrike uses your weapon attack roll for the attack roll of the spell, that probably means that multiclassing for attack roll focus spells is going to be very good because you don't have to worry about conflicting casting stats or traditions. Particularly the divine classes that let you pick up stuff like fire ray and moonbeam.

Yeah, there`s also Haunting Hymn. The divine list could look very attractive.


Kyrone wrote:
Kalaam wrote:

Using save spells from a feat is still a good option I think, but I really hope we'll still have something in the case we miss our spellstrike.

I don't think we'd lose the spell altogether, but I could see two options:

1: On the next turn we can redo a Spellstrike for 2 actions to release the spell.
2: The next strike that hits (no matter what strike, as long as it's that weapon. So flurry of blow, power attack, combat assessment etc) will release the spell.

In both cases the spell is lost at the end of the next turn.

Was confirmed that you lose the spell, being one roll made that you need to commit to it now.

A bit sad about that but it makes sense, since you have more commitment than other casters (being in melee) but have higher accuracy (weapon runes, easier to get flat-footed opponent through flanking...)

So yeah, True Strike will still be good lol

Speaking of which, has it been confirmed wether wand/staff spells can be used to trigger magus abilities ? (be it spellstrike, arcane cascade, energize strikes...)


Kalaam wrote:
Kyrone wrote:
Kalaam wrote:

Using save spells from a feat is still a good option I think, but I really hope we'll still have something in the case we miss our spellstrike.

I don't think we'd lose the spell altogether, but I could see two options:

1: On the next turn we can redo a Spellstrike for 2 actions to release the spell.
2: The next strike that hits (no matter what strike, as long as it's that weapon. So flurry of blow, power attack, combat assessment etc) will release the spell.

In both cases the spell is lost at the end of the next turn.

Was confirmed that you lose the spell, being one roll made that you need to commit to it now.

A bit sad about that but it makes sense, since you have more commitment than other casters (being in melee) but have higher accuracy (weapon runes, easier to get flat-footed opponent through flanking...)

So yeah, True Strike will still be good lol

Speaking of which, has it been confirmed wether wand/staff spells can be used to trigger magus abilities ? (be it spellstrike, arcane cascade, energize strikes...)

Well depends, because action economy is tight, because from what I understand how it works from the spoilers turns can be like this.

- Stride then 2 actions Spellstrike, arcane cascade activates until the end of your next turn.
- Then recharge with 1 action and use spellstrike again or use focus spell recharge, but a lot of them have a strike on it (like the teleport strike or shield + strike) so it will gave spellstrike MAP so you might want to do something else.


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I've been so busy trying to soak up every tidbit of info and discussion that I haven't posted anything, but let me say that I am so excited for this book it hurts me. Magus and summoner were already great and with the small amount of announced changes they are looking even better. The class archetypes sound so cool and open up a bunch more character concepts. Monk and druids having a bunch of elemental stuff makes me so happy. The soulbound (I think that's what it's called?) Is something I've wanted for a long time and I'm so happy it's here - it really opens up the game to someone who hates items in this game lol. Being able to make sure you always have your item (and it sounds like it auto scales tooooo) is a godsend. And that's just the tip of the iceberg. Ton of magic items and spells are going to be amazing to read through. I'm sure there's even stuff I've read about that I'm forgetting. Thank you Mark and Logan. And the rest of the crew. You guys really give me something to look forward to when I'm having a hard time.

Grand Lodge

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Kyrone wrote:

Here how the Flexible Caster works from the spoilers.

At odd lvls you gain your slots as normal, but at even lvls you don't gain a spell slot, so essentially -1 spell slot per spell lvl.

I was excited for this, but that is a tough pill to swallow for the 3 spells/level casters. I was hoping it was just going to cut down on the # of spells you were able to prepare rather than the # of spell slots. Hell i'd pay a feat just to have the option to cast spontaneously rather than vancian.

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