Psiphyre |
2 people marked this as a favorite. |
Geomancer Occultist Spell List
Cold: 1st—frostbite, 2nd—frigid touch, 3rd—sleet storm, 4th—creeping ice, 5th—icy prison, 6th—freezing sphere.
Desert: 1st—sun metal, 2nd—shifting sand, 3rd—cup of dust, 4th—fire shield, 5th—flame strike, 6th—sirocco.
Forest: 1st—entangle, 2nd—tree shape, 3rd—speak with plants, 4th—arboreal hammer, 5th—tree stride, 6th—liveoak.
Jungle: 1st—nauseating dart, 2nd—sickening entanglement, 3rd—venomous bolt, 4th—poison, 5th—snake staff, 6th—swarm skin.
Mountain: 1st—stone fist, 2nd—stone call, 3rd—stone shape, 4th—obsidian flow, 5th—cave fangs, 6th—move earth.
Plains: 1st—mount, 2nd—gust of wind, 3rd—plant growth, 4th—aspect of the stag, 5th—control winds, 6th—whip of ants.
Planes (Other Than the Material Plane): 1st—endure elements, 2nd—rope trick, 3rd—blink, 4th—dimensional anchor, 5th—planar adaptation, 6th—plane shift.
Swamp: 1st—mudball, 2nd—burst of nettles, 3rd—lily pad stride, 4th—slowing mud, 5th—insect plague, 6th—mass fester.
Underground: 1st—expeditious excavation, 2nd—darkvision, 3rd—meld into stone, 4th—echolocation, 5th—suffocation, 6th—conjure black pudding.
Urban: 1st—urban grace, 2nd—share language, 3rd—urban step, 4th—zone of silence, 5th—telepathic bond, 6th—statue.
Water: 1st—air bubble, 2nd—slipstream, 3rd—water breathing, 4th—fluid form, 5th—geyser, 6th—control water.
This is handy!
Thanks! (^_^)=bCarry on,
--C.
Gisher |
3 people marked this as a favorite. |
...
This is handy!
Thanks! (^_^)=bCarry on,
--C.
I really loved the Geomancer Occultist design. Having that adapting spell list was really useful since your other schools required (basically) permanent selections. I'm hoping the Geomancer options in PF2 will offer similar flexibility.
WWHsmackdown |
7 people marked this as a favorite. |
I'm honestly really pumped for rare consumable components. Trinkets for martials go to fairly high levels. A high level consumable you slap onto your spells could go a long way towards making your spells really feel like they have teeth. Then, as int casters, wizard and witch would benefit even more from crafting.
Joe Hex |
6 people marked this as a favorite. |
I'm stoked on the lore sections. For RP, it's cool to understand how a character might view magic to inform why they chose what they do. Not very crunchy, but a cool to dynamic for the game.
I'd also be excited if there is at least a small section explaining how they fey are able to twist primal magic to create their illusions and enchantments.
WWHsmackdown |
10 people marked this as a favorite. |
Idk if this has been discussed elsewhere but I'd love for SoM to have a general feat that changes any innate spellcasting to use the stat and tradition of your casting class. As it stands charisma casters of the corresponding tradition are the classes that benefit most from innate spellcasting, at least when an attack roll or saving throw is used. As an example, a dhampir necromancer wizard casting vampiric exsanguination from the symphony of blood feat using his wizard DC would feel very nice.
Charon Onozuka |
3 people marked this as a favorite. |
Ahahah That's litteraly a Golden Sun spell xD Love it
Ahh, good memories...
Though if we're adding Golden Sun Psynergy, I'd love to see Ragnarok get adapted into a spell sometime. One of the most iconic abilities in my opinion from that game, summoning a giant sword to crash/stab into the target.
Blave |
I was going over the seven Runelords and their sins/weapons to find out which of them would make a good base for a Wizard with the Archetype. I can't find the lucern hammer on archives of Nethys. It's the weapon of choice of Xanderghul, Runelord of Pride.
Do you think we'll get the lucern hammer as a new weapon in SoM? It would be weird to have a Runelord archetype but not all of the seven iconic weapons of the Runelords in the game.
Riddlyn |
3 people marked this as a favorite. |
Idk if this has been discussed elsewhere but I'd love for SoM to have a general feat that changes any innate spellcasting to use the stat and tradition of your casting class. As it stands charisma casters of the corresponding tradition are the classes that benefit most from innate spellcasting, at least when an attack roll or saving throw is used. As an example, a dhampir necromancer wizard casting vampiric exsanguination from the symphony of blood feat using his wizard DC would feel very nice.
This part. Charisma makes sense for non casters, but if you're an actual caster why wouldn't it use your casting stat?
Kalaam |
Kalaam wrote:Ahahah That's litteraly a Golden Sun spell xD Love itAhh, good memories...
Though if we're adding Golden Sun Psynergy, I'd love to see Ragnarok get adapted into a spell sometime. One of the most iconic abilities in my opinion from that game, summoning a giant sword to crash/stab into the target.
I guess Weapon Storm or Impaling Spike+Power Attack would kind of feel like odyssey.
Perpdepog |
I was going over the seven Runelords and their sins/weapons to find out which of them would make a good base for a Wizard with the Archetype. I can't find the lucern hammer on archives of Nethys. It's the weapon of choice of Xanderghul, Runelord of Pride.
Do you think we'll get the lucern hammer as a new weapon in SoM? It would be weird to have a Runelord archetype but not all of the seven iconic weapons of the Runelords in the game.
I doubt it, personally. It feels weird to get a random new weapon in the game in a magic-focused book, which also leads me to believe that we probably won't be seeing the runelords' weapons (Whose proper name I have forgotten and can't find with Google-foo) or the Alara'hai, either, unfortunately.
Paradozen |
5 people marked this as a favorite. |
I was going over the seven Runelords and their sins/weapons to find out which of them would make a good base for a Wizard with the Archetype. I can't find the lucern hammer on archives of Nethys. It's the weapon of choice of Xanderghul, Runelord of Pride.
Do you think we'll get the lucern hammer as a new weapon in SoM? It would be weird to have a Runelord archetype but not all of the seven iconic weapons of the Runelords in the game.
At a guess I'd say the archetype will avoid mechanics for specific polearms (so a Pride Runelord wouldn't need to use a Lucerne Hammer for their feats to work) and they'll print the specific weapon in a later book if it becomes necessary. Xanderghul isn't exactly running around to complain, so I think they can get away with it.
Ed Reppert |
This very old module will tell you the names of the seven swords, I think. Not sure we have original Thassilonian names for the Alara'quin. Might ask James Jacobs.
Lucerne hammer is described on wikipedia. Basically it's a warhammer with a very long shaft and some additional stuff on its head. I suppose you'd have to stat it yourself. I'd base that on the warhammer and the four polearms that *are* in the game.
Narxiso |
So... I just realized with the new reveals about the magus that my current magus does not work anymore: I had built him with the rogue archetype and given him sneak attack and magical trickster, making him a powerful damager, but with the new changes and sneak attack being triggered off of individual attack rolls, that does not work any longer. Yet I am still stoked to see everything the magus has to offer in the new book.
Unicore |
Yeah the new magus isn’t going to play as well with archetypes generally, as the whole spell strike action is going to be one thing. I know there is a feat for letting you use saving throw spells, so there could eventually be one that let’s spell strike work like it did in the play test, but I am not sure when we would ever see it. The good news is that, for home games, your GM might let you use the play test framework anyway?
Riddlyn |
So... I just realized with the new reveals about the magus that my current magus does not work anymore: I had built him with the rogue archetype and given him sneak attack and magical trickster, making him a powerful damager, but with the new changes and sneak attack being triggered off of individual attack rolls, that does not work any longer. Yet I am still stoked to see everything the magus has to offer in the new book.
How would sneak attack no longer work? You don't need magical trickster anymore. As long as they are flat-footed you should still get sneak attack.
Narxiso |
1 person marked this as a favorite. |
Narxiso wrote:So... I just realized with the new reveals about the magus that my current magus does not work anymore: I had built him with the rogue archetype and given him sneak attack and magical trickster, making him a powerful damager, but with the new changes and sneak attack being triggered off of individual attack rolls, that does not work any longer. Yet I am still stoked to see everything the magus has to offer in the new book.How would sneak attack no longer work? You don't need magical trickster anymore. As long as they are flat-footed you should still get sneak attack.
So, in the playtest, the spellstrike was made up of the weapon attack and the spell attack, two different attacks, meaning sneak attack would trigger off of both attacks. It gave the potential for higher damage despite not being mathematically superior because of lower attack modifier for spell attacks. While the description that has been released for the new spellstrike will allow the magus to get sneak attack on a flat-footed foe, it does not give the same opportunity for two sneak attacks values (one for the melee/ranged attack and one for the spell attack). Magical trickster was not needed in the playtest to get one sneak attack, but it was needed for two with a spellstrike; now, it appears that there is very little synergy between the magical trickster feat and the magus.
richienvh |
1 person marked this as a favorite. |
I think Avi Kool said it's Cascading Ray. It was also in the playtest. as a 10th level feat. Could work with Arcane Trickster.
Narxiso's take is neat. Hadn't considered it, but it's pretty cool. Don't know if every GM would interpret it that way, though.
It kind of illustrates how the playtest's Striking Spell was more similar to 1e's Spell Combat than Spellstrike, but that discussion is in the past.
I know it is not ideal for those that loved it, but one can always keep playing the playtest Magus in home games. If anything, its seems to be less powerful than the official one.
Riddlyn |
I think Avi Kool said it's Cascading Ray. It was also in the playtest. as a 10th level feat. Could work with Arcane Trickster.
Narxiso's take is neat. Hadn't considered it, but it's pretty cool. Don't know if every GM would interpret it that way, though.
It kind of illustrates how the playtest's Striking Spell was more similar to 1e's Spell Combat than Spellstrike, but that discussion is in the past.
I know it is not ideal for those that loved it, but one can always keep playing the playtest Magus in home games. If anything, its seems to be less powerful than the official one.
I believe he said he thought it was bespell weapon but I think he meant energized strikes from the description he gave. It's damage booster like precise strike.
Amaya/Polaris |
richienvh wrote:I believe he said he thought it was bespell weapon but I think he meant energized strikes from the description he gave. It's damage booster like precise strike.I think Avi Kool said it's Cascading Ray. It was also in the playtest. as a 10th level feat. Could work with Arcane Trickster.
Narxiso's take is neat. Hadn't considered it, but it's pretty cool. Don't know if every GM would interpret it that way, though.
It kind of illustrates how the playtest's Striking Spell was more similar to 1e's Spell Combat than Spellstrike, but that discussion is in the past.
I know it is not ideal for those that loved it, but one can always keep playing the playtest Magus in home games. If anything, its seems to be less powerful than the official one.
Nah, unless you misquoted that was a different part and probably also a different person. Avi spoiled a bunch of different things and they definitely described Cascading Ray coming back at one point.
Goodham |
3 people marked this as a favorite. |
I imagine it'll have some limitations (either it'll be restricted to Staff Magus but I doubt it) or you need to spend an interract action to switch between the two. Most likely to allow all Magus subclasses to have access to staves and not feel gimped on expanded spellcasting.
I would think that for the cost of a level 6 feat you can have both functionalities at the same time, since 'using an interact action to switch between the two' is already something you can do: You just wear the staff and use an interact action to wield it.
Gaulin |
2 people marked this as a favorite. |
Just wanted to chime in on something that was semi confirmed on last night's paizo live (wasn't too much for spoilers right after paizocon but there was a couple things). James case said he made sure there was support for unarmed magus. Which was mostly in the playtest but I'm glad that its something they looked out for in the final version too, I was a little worried when none of the magus styles of fighting were for unarmed attacking specifically.
WWHsmackdown |
Kalaam wrote:I imagine it'll have some limitations (either it'll be restricted to Staff Magus but I doubt it) or you need to spend an interract action to switch between the two. Most likely to allow all Magus subclasses to have access to staves and not feel gimped on expanded spellcasting.I would think that for the cost of a level 6 feat you can have both functionalities at the same time, since 'using an interact action to switch between the two' is already something you can do: You just wear the staff and use an interact action to wield it.
If that's the case then itll slot nicely into caster MCing since basic spellcasting is lvl 4 and breadth is lvl 8. convince a dm for a ring of wizardry or buy a wand and your magus will be stacked to the gills with spellcasting. You won't have much else but you WILL have spells. That's my lame but joy inducing magus build: Get greatsword magus, get spell slots, profit!
Riddlyn |
Riddlyn wrote:richienvh wrote:I believe he said he thought it was bespell weapon but I think he meant energized strikes from the description he gave. It's damage booster like precise strike.I think Avi Kool said it's Cascading Ray. It was also in the playtest. as a 10th level feat. Could work with Arcane Trickster.
Narxiso's take is neat. Hadn't considered it, but it's pretty cool. Don't know if every GM would interpret it that way, though.
It kind of illustrates how the playtest's Striking Spell was more similar to 1e's Spell Combat than Spellstrike, but that discussion is in the past.
I know it is not ideal for those that loved it, but one can always keep playing the playtest Magus in home games. If anything, its seems to be less powerful than the official one.
Nah, unless you misquoted that was a different part and probably also a different person. Avi spoiled a bunch of different things and they definitely described Cascading Ray coming back at one point.
It was Logan not Avi who spoke about the ongoing damage buff.
Squiggit |
5 people marked this as a favorite. |
The spellstrike blaster was definitely the more popular archetype, but I wonder how well PF2 wil support utility Magi.
Some of my favorite Magi in PF1 were the sort that skipped the normal shocking grasp optimization and instead used Spell Combat to throw out utility, buffs and battlefield control to help augment their martial abilities instead.
With only 4 slots and a strong emphasis on spellstrike, that might not really be a thing anymore... but it was a neat way to play the class, honestly arguably a lot more fun than shocking grasp spam, so it'd be cool if that kind of character worked in PF2 too.
vagrant-poet |
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It's interesting. The magus special power is mixing martial power with higher level spell slots, because martial characters with spell archetypes only had lower level slots which made evocation style blasting kind of mopey (as well as spellstrike trying to fix the inherent action economy issues).
But I wonder is the other types of magus aren't actually doable in a very broad sense with monk/fighter with spellcaster archetypes. Utility and battlefield control spells often work perfectly fine without being heightened, and the generic nature of the solution allows for interaction with all the various spell lists and Ability scores.
Want to be a charismatic user of illusions with a sword? Play a monk with monastic weaponry and an occult sorcerer dedication? Because Magus solves a space with martial + blasting, doesn't mean it has to be the solution to other sorts of spell-swords.
Not being dismissive of the desire, I think those characters rule, I suspect the feat tree to use non-attack spells won't support them especially though. And I wonder if the other solutions are better?
Kalaam |
The spellstrike blaster was definitely the more popular archetype, but I wonder how well PF2 wil support utility Magi.
Some of my favorite Magi in PF1 were the sort that skipped the normal shocking grasp optimization and instead used Spell Combat to throw out utility, buffs and battlefield control to help augment their martial abilities instead.
With only 4 slots and a strong emphasis on spellstrike, that might not really be a thing anymore... but it was a neat way to play the class, honestly arguably a lot more fun than shocking grasp spam, so it'd be cool if that kind of character worked in PF2 too.
Well with staves and rings of wizardry the slots might not be that much of an issue. Maybe a staff magus using staves of illusion etc to manipulate the battlefield from melee range would work fairly well?
Kyrone |
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Well it was confirmed that staves works on Magus, and being a prepared caster means that you can sacrifice a slot for more charges for utility, also martial caster feat was confirmed to be on the base class now, so technically the class have 6 slots (though 2 limited to specific spells). With Arcane Cascade stance requiring a spell to be cast to activate it you probably want to cast a spell at distance first anyway before going into melee.
And as always, can MC into Wizard for more slots.