All spells possible to use with Spellstrike


Advice


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At the current date at least and default spellstrike.

Cantrips
Acid Splash: Low damage for the cantrips stardards, but the easiest source of acid damage for Arcane Cascade to trigger weakness, also be decent against swarms.

Divine Lance: Not on the Arcane list, but if you pick it, it's the good damage source if you are following a good deity and is able to destroy fiends.

Gouging Claw: The bread and butter cantrip for damage with the same damage as Telekinetic Projectile but also causes bleed on a critical hit.

Produce Flame and Ray of Frost: Fire and Cold damage sources to target weakness.

Tanglefoot: Reduces speed of an enemy for 1 round, it's interesting if the speed penalty can make an enemy have to use one more action to reach the backline.

Telekinetic Projectile: Worse than Gouging Claw in every way except if the enemy resist physical with the exception of bludgening.

Spell Slot spells
lvl 1

Admonishing Ray: Basic 2d6 per spell level, the main advantage is that it's non lethal, so you can spellstrike with it without killing someone.

Biting Words: Not Arcane, also 2d6 per spell level, sonic damage, it's possible to repeat spell the attack again with an action, but not very useful on Magus itself, might be interesting on something like a Bard multiclassed into Magus though.

Horizon Thunder Sphere: Really cool name, the gimmick of the spell, being able increase the number of actions for a bigger effect, is not possible with spellstrike, so it ends being a worse Shocking Grasp.

Hydraulic Push: 3d6 starting damage with heighten of 2d6 makes it do a good damage, but the push effect is really good to make the enemy have to use an action to be adjacent to you again or to put them on pits or terrain with hazards. Downside is that damage don't double on a crit.

Ray of Enfeeblement: A debuff, the enemy makes a saving throw after you hit it still, so not so hot on a bounded caster like Magus.

Shocking Grasp: The usual damage spell for a good time, if you want damage, prepare this spell.

Snowball: Weak, use it for memes if you want.

lvl 2

Acid Arrow: Decent damage spell, on even number spellstots it have the potential to do more damage than Shocking Grasp if the persistent damages goes twice.

Scorching Ray: Basic 2d6 spell level for fire damage, also a spell attack that works with Spell Swipe and Whirlwind Spell.

Telekinetic Maneuver: Makes your spellstrike an Improved Knockdown, good with low level multiclass slots.

lvl 3

Chilling Darkness and Searing Light: Not Arcane, Silver bullets, against their intended targets they are the best options damage wise, possible to pick with the Elementalist class archetype.

Magnetic Acceleration: Basic 2d6 spell level, physical damage.

lvl 4

Chromatic Ray: Causes more damage on average than Shocking Grasp in the lvl 4 slot, in the lvl 6 slot it becomes too random with a lot of non-damage effects to risk.

Murderous Vine: Not Arcane, does bellow average damage for the spell level, but the interesting part is that is also grabs the target.

lvl 5

Blood Feast: Uncommon, good damage and the half damage in temporary hit points for you is great, I would pick often if possible.

lvl 6

Disintegrate: Good damage, but needs a second saving throw roll, I personally would not risk on a bounded caster.

lvl 7

Deity's Strike: Not Arcane, interesting spell as you damage the target and after that a shockwave goes out, hard to find a way to get the spell to use your Arcane DC for the shockwave though.

lvl 8

Polar Ray: If the creature is not drained, this the best spell to cast damage wise and you even debuff it making their fortitudes saves worse, great spell.

Focus spells
If you don't mind not recharging with the Conflux Spells, a focus spell to spellstrike might be good and usable every 10 minutes.

Call of the Grave: From Wizard, possible to pick at lvl 4, decent sickened condition.

Charged Javelin: From Cleric, Same damage as a cantrip, but also buffs you with +1 status on the attack if you are using a metal weapon while the creature is taking persistent damage.

Elemental Toss: From Sorcerer, a little better than a cantrip damage wise, but the main advantge of being 1 action is wasted on spellstrike.

Hurtling Stone: From Cleric, same damage as cantrip, but the main advantge of being 1 action is wasted on spellstrike.

Moon Beam: From Cleric, Same damage as a cantrip but is also silver and dazzle the enemy.

Fire Ray: From Cleric, 2d6 per spell lvl, great damage wise for a Focus spell, having the same damage as most slot spells.

Stone Lance: From Druid, 2d6 per spell lvl, good damage and gives a speed debuff on a hit and immobilizes on a crit, hard to get as you only pick it at lvl 12.

Sun Blade: From Champion, 2d6 under sunlight 2d4 otherwise per spell level, but half of it is positive or good, would need an undead or fiend heavy campaign to be better than fire ray.

Whitering Grasp: From Cleric, Really good damage and persistent damage, a good pick.

Winter Bolt: From Cleric, good damage with a nice explosion if the enemy don't remove it, better on Starlit Span as a melee one chances are high of you exploding yourself.

Honorable Expansive Spellstrike Mention
Blink Charge: Throwing a weapon and teleporting behind the enemy FFXV Noctis Style is pretty cool, I don't know how the MAP in the strike work though.


Great Job there!


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Wait. What?

That's not even a fraction of the number of spells I was expecting.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There were never a lot of attack roll spells in PF2. That makes the list pretty small without involving Expansive Spellstrike.


Which isn't too huge a deal since you can rely on cantrips most of the time, so either heighten your lower level attack spells up, or use a new one, and use one or two of your slots for potent buffs or some other tactic.


I suspect with Blink Charge you get two non-MAP attacks, since you need to make the Strike from Spellstrike first to confirm whether the spell even takes effect (with Expansive Spellstrike, at least), and MAP doesn't increment for that until after the Spellstrike ends.


I still can't see a good reason not to use blood feast x4 from lvl 9 on.

It's uncommon, right, but uncommon stuff is not impossible to get.

Shadow Lodge

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HumbleGamer wrote:

I still can't see a good reason not to use blood feast x4 from lvl 9 on.

It's uncommon, right, but uncommon stuff is not impossible to get.

Actually, it is generally impossible if your GM doesn't specifically give you access to it:
Uncommon wrote:

Source Core Rulebook pg. 637 2.0

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


Taja the Barbarian wrote:
HumbleGamer wrote:

I still can't see a good reason not to use blood feast x4 from lvl 9 on.

It's uncommon, right, but uncommon stuff is not impossible to get.

Actually, it is generally impossible if your GM doesn't specifically give you access to it:
Uncommon wrote:

Source Core Rulebook pg. 637 2.0

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

That IMO means nothing, as it states the obvious.

While a DM has the lat word on anything, it's also true that no DM would forbid players from looking for specific stuff during their downtime activities because reasons.

Leaving apart that uncommon is mostly about a specific part of the world you or that spell are from.

On the other hand, I am sure that somebody might find a DM forbidding characters from looking for uncommon stuff during downtime.

Talking about that, IIRC, I did read a reddit discussion where a DM forbidden a player from shaping the weapon with its rune of shifting into uncommon/advanced we alone.

I mean, anything can happen depends the table and people you play with.


It does look like Scorching Ray is the only spell attack that let you target more than one creature for Spell Swipe and Whirlwind Spell, you would need expansive spellstrike for other options.


How does spell strike work with Blinking Charge? You teleport and get two attacks?


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Regular spellstrike doesn't work with Blood Feast. It lacks the attack trait, just like Warding Aggression does.

As for Blinking Charge, I think you would have to use it with expansive. You would attack an enemy, THEN blink (like to the other side of it hah) and it would be at -5 MAP. Regular spellstrike makes no mention of a second regular strike after you spellstrike not causing MAP.

For those arguing it should be 0 MAP, that would make this by far the best spell to use at higher levels, even casting it as a lvl 5 spell, as two 0 MAP strikes with a 2 hander is insane.


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HumbleGamer wrote:
Taja the Barbarian wrote:
HumbleGamer wrote:

I still can't see a good reason not to use blood feast x4 from lvl 9 on.

It's uncommon, right, but uncommon stuff is not impossible to get.

Actually, it is generally impossible if your GM doesn't specifically give you access to it:
Uncommon wrote:

Source Core Rulebook pg. 637 2.0

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

That IMO means nothing, as it states the obvious.

While a DM has the lat word on anything, it's also true that no DM would forbid players from looking for specific stuff during their downtime activities because reasons.

Leaving apart that uncommon is mostly about a specific part of the world you or that spell are from.

On the other hand, I am sure that somebody might find a DM forbidding characters from looking for uncommon stuff during downtime.

Talking about that, IIRC, I did read a reddit discussion where a DM forbidden a player from shaping the weapon with its rune of shifting into uncommon/advanced we alone.

I mean, anything can happen depends the table and people you play with.

It's also worth nothing that it's from AP backmatter, because plenty of people are more leery of AP backmatter options than of other Uncommon options, especially after a few glaringly broken things have showed up in them, like Heaven's Thunder or Pin To The Spot, and given the impression that AP content is less likely to be properly reviewed and balanced. Others figure that things being in an AP are more likely to be there because they're associated with that adventure's plot, rather than being things that are around to be found. Those are definitely both takes that I've personally seen come up repeatedly. Obviously there will be others that I haven't.


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CaffeinatedNinja wrote:

Regular spellstrike doesn't work with Blood Feast. It lacks the attack trait, just like Warding Aggression does.

As for Blinking Charge, I think you would have to use it with expansive. You would attack an enemy, THEN blink (like to the other side of it hah) and it would be at -5 MAP. Regular spellstrike makes no mention of a second regular strike after you spellstrike not causing MAP.

For those arguing it should be 0 MAP, that would make this by far the best spell to use at higher levels, even casting it as a lvl 5 spell, as two 0 MAP strikes with a 2 hander is insane.

Spellstrike doesn't require the spell to have the Attack trait. It requires the spell to require a Spell Attack Roll. Blood Feast requires a Spell Attack Roll.


CaffeinatedNinja wrote:
Regular spellstrike doesn't work with Blood Feast. It lacks the attack trait

?

Quote:


Spellstrike
Two Actions
Magus
Source Secrets of Magic pg. 37
Frequency until recharged (see below)
You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike.


CaffeinatedNinja wrote:

Regular spellstrike doesn't work with Blood Feast. It lacks the attack trait, just like Warding Aggression does.

As for Blinking Charge, I think you would have to use it with expansive. You would attack an enemy, THEN blink (like to the other side of it hah) and it would be at -5 MAP. Regular spellstrike makes no mention of a second regular strike after you spellstrike not causing MAP.

For those arguing it should be 0 MAP, that would make this by far the best spell to use at higher levels, even casting it as a lvl 5 spell, as two 0 MAP strikes with a 2 hander is insane.

The reason that Warding Aggression does not works is the lack of "Targets" in the spell that the expansive spellstrike asks, not the attack trait.


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Kyrone wrote:
CaffeinatedNinja wrote:

Regular spellstrike doesn't work with Blood Feast. It lacks the attack trait, just like Warding Aggression does.

As for Blinking Charge, I think you would have to use it with expansive. You would attack an enemy, THEN blink (like to the other side of it hah) and it would be at -5 MAP. Regular spellstrike makes no mention of a second regular strike after you spellstrike not causing MAP.

For those arguing it should be 0 MAP, that would make this by far the best spell to use at higher levels, even casting it as a lvl 5 spell, as two 0 MAP strikes with a 2 hander is insane.

The reason that Warding Aggression does not works is the lack of "Targets" in the spell that the expansive spellstrike asks, not the attack trait.

Ah, you are correct. I was thinking it required the attack trait. Nevermind, ignore what I said then!


So are we going to start seeing a lot of magi being buddies with gugs in order to learn Blood Feast now?


I think the list of Eldritch Shot Spells should match the list of Spellstrike Spells.

Eldritch Shot Spells


CaffeinatedNinja wrote:
As for Blinking Charge, I think you would have to use it with expansive. You would attack an enemy, THEN blink (like to the other side of it hah) and it would be at -5 MAP. Regular spellstrike makes no mention of a second regular strike after you spellstrike not causing MAP.

I think the second Strike, which is part of Blink Charge, would indeed increment MAP immediately after you make it. But that's not the MAP-incrementing attack that matters. After you make the Spellstrike Strike, your MAP does not increment from that Strike until after the Spellstrike completes. So when you make the Strike from Blink Charge, your MAP is still 0.


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egindar wrote:
CaffeinatedNinja wrote:
As for Blinking Charge, I think you would have to use it with expansive. You would attack an enemy, THEN blink (like to the other side of it hah) and it would be at -5 MAP. Regular spellstrike makes no mention of a second regular strike after you spellstrike not causing MAP.
I think the second Strike, which is part of Blink Charge, would indeed increment MAP immediately after you make it. But that's not the MAP-incrementing attack that matters. After you make the Spellstrike Strike, your MAP does not increment from that Strike until after the Spellstrike completes. So when you make the Strike from Blink Charge, your MAP is still 0.

Spell strike only lets you make one attack, which is 2 MAP after the attack. It doesn’t contemplate another physical strike. Plus, as a balance thing, blink strike would outpace even a higher level shocking grasp for damage once you hit lvl 12 or so with greater striking if using a big weapon.


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CaffeinatedNinja wrote:


Spell strike only lets you make one attack, which is 2 MAP after the attack.

Right, but the argument is that Spellstrike advances your MAP after the activity finishes and the free strike from Blink Strike happens as part of the activity.


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Squiggit wrote:
CaffeinatedNinja wrote:


Spell strike only lets you make one attack, which is 2 MAP after the attack.
Right, but the argument is that Spellstrike advances your MAP after the activity finishes and the free strike from Blink Strike happens as part of the activity.

I get the argument. I don’t think it works, and shouldn’t for the reasons I outlined above. If it looks too good to be true, it probably is. Spellstrike could be written a lot more clearly for how MAP interacts with expansive spellstrike in general though.


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CaffeinatedNinja wrote:
Squiggit wrote:
CaffeinatedNinja wrote:


Spell strike only lets you make one attack, which is 2 MAP after the attack.
Right, but the argument is that Spellstrike advances your MAP after the activity finishes and the free strike from Blink Strike happens as part of the activity.
I get the argument. I don’t think it works, and shouldn’t for the reasons I outlined above. If it looks too good to be true, it probably is. Spellstrike could be written a lot more clearly for how MAP interacts with expansive spellstrike in general though.

Invoking TGTBT and reading the rules as they are written are two different things. I could see it being disallowed for those reasons, but I still think that it, by default, works the way I've outlined.


CaffeinatedNinja wrote:
Plus, as a balance thing, blink strike would outpace even a higher level shocking grasp for damage once you hit lvl 12 or so with greater striking if using a big weapon.

Actually, I don't think this follows, either. With Greater Striking, a d12 weapon is doing 3d12+7 as a baseline, then adds 2 from Arcane Cascade, and possibly adds another 2d6 from energy runes. 3d12+9+2d6 is 35.5 on average. The damage from Shocking Grasp heightened to 5th level (same as Blink Charge's base level) is 6d12, or 39 on average.

At 20th level, the d12 weapon is doing 4d12+13, 3 from Arcane Cascade, and possibly 3d6 from energy runes, for 52.5 on average. Your lowest slot as a magus is 8th-level, which is 9d12 damage for Shocking Grasp, or 58.5 on average.


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egindar wrote:
CaffeinatedNinja wrote:
Plus, as a balance thing, blink strike would outpace even a higher level shocking grasp for damage once you hit lvl 12 or so with greater striking if using a big weapon.

Actually, I don't think this follows, either. With Greater Striking, a d12 weapon is doing 3d12+7 as a baseline, then adds 2 from Arcane Cascade, and possibly adds another 2d6 from energy runes. 3d12+9+2d6 is 35.5 on average. The damage from Shocking Grasp heightened to 5th level (same as Blink Charge's base level) is 6d12, or 39 on average.

Your math is good, except you forgot that that Blink charge does 2d8 force damage on a hit, and 1d8 on a miss on top of that. So that is 35.5+9 for 44.5 damage, well above shocking grasp. Also you probably figure half the damage from the 1d8 on a miss, so say 46.5 average. And unlike shocking grasp, that lvl 5 blink charges damage just keeps climbing, as your weapons does.

As for RAW rules, it is frankly unclear if expansive spellstrike is even meant to work on spells that just let you strike. Spell attacks and saves are covered, but spells that tell you to strike? Who knows.

Spellstrike's language about MAP also specifically refers to an attack coupling a strike and a spell attack together counting as two MAP, and not resolving until the end of spellstrike. Does that language apply to a spell that lets you strike?

As a practical matter, if you rule stands, anyone with a wizard dedication will be spamming this somewhat janky spell with their mid slots over literally anything else.


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CaffeinatedNinja wrote:
Your math is good, except you forgot that that Blink charge does 2d8 force damage on a hit, and 1d8 on a miss on top of that. So that is 35.5+9 for 44.5 damage, well above shocking grasp. Also you probably figure half the damage from the 1d8 on a miss, so say 46.5 average. And unlike shocking grasp, that lvl 5 blink charges damage just keeps climbing, as your weapons does.

Ah, true, forgot about that. That's fair, then.

CaffeinatedNinja wrote:
As for RAW rules, it is frankly unclear if expansive spellstrike is even meant to work on spells that just let you strike. Spell attacks and saves are covered, but spells that tell you to strike? Who knows.
Expansive Spellstrike wrote:
Rather than needing to use a spell that has a spell attack roll for a Spellstrike, you can use a harmful spell that can target a creature or that has an area of a burst, cone, or line (abiding by any other restrictions of Spellstrike).

Blink Charge is absolutely a harmful spell, and lists 1 creature as its Target. I think it's very difficult to argue that it isn't covered by Expansive Spellstrike. Expansive Spellstrike doesn't seem to be "the save spell" feat so much as the "all harmful spells" feat, with wording deliberately meant to work with non-save, non-SAR spells like Magic Missile or Blink Charge.

CaffeinatedNinja wrote:

Spellstrike's language about MAP also specifically refers to an attack coupling a strike and a spell attack together counting as two MAP, and not resolving until the end of spellstrike. Does that language apply to a spell that lets you strike?

The previously quoted line from Expansive Spellstrike specifies "(abiding by any other restrictions of Spellstrike)." The base Spellstrike action does not say "Both the Strike and the spell attack roll count towards your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike;" it says "Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell" and, independently, "This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike." Only the former line is modified by Expansive Spellstrike, as you can use non-SAR spells with Spellstrike now. You still abide by any other restrictions, including incrementing MAP twice after Spellstrike ends, despite not bundling two attack rolls together.

CaffeinatedNinja wrote:
As a practical matter, if you rule stands, anyone with a wizard dedication will be spamming this somewhat janky spell with their mid slots over literally anything else.

I actually think it diversifies the class (rather, the class' melee single-target-damage builds) a bit. Keep in mind the current meta for that kind of damage seems to be spamming Shocking Grasp over literally anything else at most levels. With Blink Charge, potential strength of it aside, you pay a feat to utilize a different option which does higher baseline damage, but won't stack as well with single-attack-buff features like True Strike (which a magus with a wizard dedication is also likely loading up on).

Now, I could still see the absolute damage it's doing being problematic for balance, but I don't think its effect on build diversity is that bad.


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egindar wrote:
The previously quoted line from Expansive Spellstrike specifies "(abiding by any other restrictions of Spellstrike)." The base Spellstrike action does not say "Both the Strike and the spell attack roll count towards your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike;" it says "Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell" and, independently, "This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike." Only the former line is modified by Expansive Spellstrike, as you can use non-SAR spells with Spellstrike now. You still abide by any other restrictions, including incrementing MAP twice after Spellstrike ends, despite not bundling two attack rolls together.

This is actually the part where I find Expansive Spellstrike the most Janky. Technically with expansive spellstrike your "attack roll result to determine the effects of both the strike and the spell" does not apply, since they go off independently.

My (admittedly in the minority) opinion is that expansive spellstrike should only count for 1 MAP. I would probably rule that Blinkcharge goes off at -5. However I think it is clear that this type of spell was not really contemplated by expansive or they would have been clear on MAP issues.

You want to get REALLY exploitive using this gap? Combine it with ki strike. That is two blows, that follows MAP normally. If there is no MAP inside spellstrike, you just did 3 attacks at 0 MAP (plus bonus damage on two of them for ki strike) in 2 actions hah! (Although I suppose ki strike doesn't technically target a foe, so could probably exclude it that way.)

Hence why I think this doesn't work.


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Ki Strike isn't eligible for expansive spellstrike. It has no targets line.


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Strictly running as-written, assuming Ki Strike could be placed inside an Expansive Spellstrike, my reading is that you'd get 2 attacks at 0 MAP and 1 at -5. It's not that MAP doesn't increment at all while in Spellstrike, but that the Strike made as a part of Spellstrike doesn't increment until after Spellstrike ends. So the 2nd Strike in Ki Strike would be at -5 from the 1st Strike in Ki Strike.


Nope, Ki-Strike is a short-term self buff, not an attack spell


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Expansive spellstrike completely changes what spell strike does. There is no language in expansive spell strike at all about MAP, so MAP works normally. Blink charge’s weapon attack would definitely be effected by MAP


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Unicore wrote:
Expansive spellstrike completely changes what spell strike does. There is no language in expansive spell strike at all about MAP, so MAP works normally. Blink charge’s weapon attack would definitely be effected by MAP

I agree with this interpretation, I just wish the rules were clearer. It is frustratingly vague how much expansive spellstrike modified spellstrike with regard to MAP.


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Unicore wrote:
Expansive spellstrike completely changes what spell strike does. There is no language in expansive spell strike at all about MAP, so MAP works normally. Blink charge’s weapon attack would definitely be effected by MAP

No it doesn't completely change it: it changes "You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll" to 'You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll, a harmful spell that can target a creature or that has an area of a burst, cone, or line.'

If it's not a spell roll then other things happen like:
*If your Strike critically fails, the spell is lost with no effect.
*Creatures use their normal defenses against the spell, such as saving throws.
*If the spell lets you select a number of targets, it instead targets only the creature you attacked with your Strike.
*If the spell has an area, the target must be in that area.

Take not that NOTHING in there removes or alters the line "This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike" from Spellstrike. You are just changing the type of spell used and it's quire specific on how that changes things but MAP isn't one of them.


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graystone wrote:
Unicore wrote:
Expansive spellstrike completely changes what spell strike does. There is no language in expansive spell strike at all about MAP, so MAP works normally. Blink charge’s weapon attack would definitely be effected by MAP

No it doesn't completely change it: it changes "You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll" to 'You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll, a harmful spell that can target a creature or that has an area of a burst, cone, or line.'

If it's not a spell roll then other things happen like:
*If your Strike critically fails, the spell is lost with no effect.
*Creatures use their normal defenses against the spell, such as saving throws.
*If the spell lets you select a number of targets, it instead targets only the creature you attacked with your Strike.
*If the spell has an area, the target must be in that area.

Take not that NOTHING in there removes or alters the line "This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike" from Spellstrike. You are just changing the type of spell used and it's quire specific on how that changes things but MAP isn't one of them.

The line immediately before "This counts as two attacks" is "Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell." That doesn't happen with expansive spell. You don't make a strike to determine the effects of both.

So.. does "This counts as two attacks" just refer to spellstrike in general or the line immediately prior which talks about your attack roll counting for both? That is the unclear part.


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CaffeinatedNinja wrote:
The line immediately before "This counts as two attacks" is "Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell." That doesn't happen with expansive spell. You don't make a strike to determine the effects of both.

Not really affecting the debate though as the feat says "When you Cast a Spell that doesn't have a spell attack roll as part of a Spellstrike, it works in the following ways" and lists changes and MAP's isn't changed.

CaffeinatedNinja wrote:
So.. does "This counts as two attacks" just refer to spellstrike in general or the line immediately prior which talks about your attack roll counting for both? That is the unclear part.

It's not a listed change so I see no reason there is doubt: Nothing about it implies a change in number of attacks it counts as or how many attacks it counts for in MAPs. "This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike" stands on it's own and isn't altered in the slightest. If it's specifically the 2 attacks thing, remember it's required to be a "a harmful spell" so it makes perfect sense IMO for it to be a second attack.


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graystone wrote:
Unicore wrote:
Expansive spellstrike completely changes what spell strike does. There is no language in expansive spell strike at all about MAP, so MAP works normally. Blink charge’s weapon attack would definitely be effected by MAP

No it doesn't completely change it: it changes "You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll" to 'You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll, a harmful spell that can target a creature or that has an area of a burst, cone, or line.'

If it's not a spell roll then other things happen like:
*If your Strike critically fails, the spell is lost with no effect.
*Creatures use their normal defenses against the spell, such as saving throws.
*If the spell lets you select a number of targets, it instead targets only the creature you attacked with your Strike.
*If the spell has an area, the target must be in that area.

Take not that NOTHING in there removes or alters the line "This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike" from Spellstrike. You are just changing the type of spell used and it's quire specific on how that changes things but MAP isn't one of them.

Where do you see that the feat only changes some of the text?

Quote:
You've adapted a wider array of spells to work with your attacks. Rather than needing to use a spell that has a spell attack roll for a Spellstrike, you can use a harmful spell that can target a creature or that has an area of a burst, cone, or line (abiding by any other restrictions of Spellstrike). When you Cast a Spell that doesn't have a spell attack roll as part of a Spellstrike, it works in the following ways...

The other changes you quoted. That doesn't replace some of the text, it is telling you to do something entirely different than what spell strike does.


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Unicore wrote:
Where do you see that the feat only changes some of the text?

Because it specifies what it changes: "Rather than needing to use a spell that has a spell attack roll for a Spellstrike, you can use a harmful spell that can target a creature or that has an area of a burst, cone, or line (abiding by any other restrictions of Spellstrike). When you Cast a Spell that doesn't have a spell attack roll as part of a Spellstrike, it works in the following ways." If it's NOT covered by this or "the following ways", it's not altered. Why would you assume there is an unmentioned change?

Unicore wrote:
The other changes you quoted. That doesn't replace some of the text, it is telling you to do something entirely different than what spell strike does.

NO they aren't: they are telling you to use Spellstrike but with changes. if it's something 100% new, it wouldn't by Spellstrike anymore. Again, if you aren't referencing Spellstrike for things that aren't specifically changed, where are you looking for them? It's not making a new activity but modifying an existing one: if it's not specifically altered, why assume it's altered?


I also read it as 'Expanded spellstrike -> one attack -> following attack at -5(-4)'

But english is not my first language and I think the wording on the whole thing could be clearer


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The standard Spellstrike activity gives a MAP of 2 attacks. This is stated clearly, so no issues yet. Since it (and most everything else with similar language) contains two attack facets (though only one attack roll), it's intuitive to think that's why it has MAP 2. And IMO that's (partly) true from a design perspective. But...

Nowhere does Spellstrike say that is why it has MAP 2. We don't know the reasoning to rebuild it from scratch and declare therefore the Expanded version has MAP 1 because the spell portion doesn't use an attack. For us to deduce that would involve language that's not present, such as the language for those activities which say "these attacks accrue MAP that doesn't apply until the end". That's missing.
So Expanded Spellstrike still gives MAP 2, also since neither does the language of Expanded Spellstrike alleviate MAP.

And in terms of game balance, Spellstrike's much like Power Attack which also gives MAP 2, but involves only one big, two-action attack. Spellstrike resembles that quite a bit. That bonus damage is enough reason to dole out MAP 2 (and the action economy's the reason for the PC to bother).


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Castilliano wrote:

The standard Spellstrike activity gives a MAP of 2 attacks. This is stated clearly, so no issues yet. Since it (and most everything else with similar language) contains two attack facets (though only one attack roll), it's intuitive to think that's why it has MAP 2. And IMO that's (partly) true from a design perspective. But...

Nowhere does Spellstrike say that is why it has MAP 2. We don't know the reasoning to rebuild it from scratch and declare therefore the Expanded version has MAP 1 because the spell portion doesn't use an attack. For us to deduce that would involve language that's not present, such as the language for those activities which say "these attacks accrue MAP that doesn't apply until the end". That's missing.
So Expanded Spellstrike still gives MAP 2, also since neither does the language of Expanded Spellstrike alleviate MAP.

And in terms of game balance, Spellstrike's much like Power Attack which also gives MAP 2, but involves only one big, two-action attack. Spellstrike resembles that quite a bit. That bonus damage is enough reason to dole out MAP 2 (and the action economy's the reason for the PC to bother).

I agree. Cast a Spell is a subordinate action of Spellstrike and the basic Spellstrike gets MAP 2. IMO changing what spell you with the Cast a Spell doesn't alter that paradigm of taking 2 subordinate actions [Cast a Spell and Strike] and taking a MAP 2 because of that.


In 2e the answer is always going to be the less fun and powerful option if you ever get an answer, which you probably won’t.


Xenocrat wrote:
In 2e the answer is always going to be the less fun and powerful option if you ever get an answer, which you probably won’t.

I'd rather say, the easiest one.

Discussing why spellstrike using a specific feat which allows the character to use a spell requiring a save, and without the attack trait, shouldn't give another -5 MAP and because so a -5 MAP spellstrike effect rather than

"you can use spells which require a saving throw instead"

but it can be anything, from trying to figure out what bonuses may a summoner maintain while inside an eidolon to what bonuses may a spellcaster get while polymorphed.

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