Wizard Learning Magus Arcana


Rules Questions


Is there any way a Wizard can learn a Magus Arcana?


variant multiclassing

I not sure is this what you want, but variant multiclassing allows you to get secondary class feature (which will replace 5 feats)


happykj wrote:

variant multiclassing

I not sure is this what you want, but variant multiclassing allows you to get secondary class feature (which will replace 5 feats)

I appreciate the information, but VMC isn't allowed at our table. Any other options?


I dont think there is any other option to access Magus Arcana without multiclassing. Is there any specific ability you want to get from Magus Arcana?


The Exploiter Wizard archetype gets Arcanist exploits, but you would need to take that from L1. Assuming the character is past that you could multiclass Arcanist, but the exploit you get would be at whatever Arcanist level you have so unless it's one that isn't level dependant probably not worth it.


Exploiter Wizard can learn Arcanist exploits, not Magus Arcana.


I'm working on a multi class build, I want to start with Magus (eldritch Archer) and have enough levels to get ranged spellstrike/spell combat, and then switch to Exploiter Wizard so I can pick up 9th level spells and Dimensional slide. But, I want to be able to use my wizard spells with the spell combat which needs the 6th level Magus Arcana Broad Study.

I could just go 6 levels of Magus, but it delays picking up Dimensional Slide, and it limits me to 7th level Wizard spells.

so, I'm trying to find an easier way of gaining that Arcana

Dark Archive

Broad Study is going to be the only way to do spellstrike/spell combat with the wizard spell list, and there's no way to get that arcana on another class.

I personally wouldn't allow it, but you can always ask your GM to let you take that magus arcana in place if a wizard discovery. Homebrew is pretty much going to be your only option other than dipping 6 levels of magus.


That Crazy Alchemist wrote:

Broad Study is going to be the only way to do spellstrike/spell combat with the wizard spell list, and there's no way to get that arcana on another class.

I personally wouldn't allow it, but you can always ask your GM to let you take that magus arcana in place if a wizard discovery. Homebrew is pretty much going to be your only option other than dipping 6 levels of magus.

That's what I was afraid of. Thanks for the help.


If you want to use ranged attacks to cast spells:

you might want to check other classes that have something akin to ranged spell-strike. like the Cartomancer witch, spellslinger wizrd etc.

the problem with builds like this is the low bab of wizards\arcanist\witchs.
arcane archer fix that somewhat with his high bab. and the variant divine arcane archer of Erastil can have even higher bab then that (more so if he was a pure ranger).

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if you want to cast spells while attacking you might want to try out eldritch night at level 10 whenever he score a critical he can cast a spell as a swift action.


zza ni wrote:

If you want to use ranged attacks to cast spells:

you might want to check other classes that have something akin to ranged spell-strike. like the Cartomancer witch, spellslinger wizrd etc.

the problem with builds like this is the low bab of wizards\arcanist\witchs.
arcane archer fix that somewhat with his high bab. and the variant divine arcane archer of Erastil can have even higher bab then that (more so if he was a pure ranger).

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if you want to cast spells while attacking you might want to try out eldritch night at level 10 whenever he score a critical he can cast a spell as a swift action.

the BAB won't be a problem. it's a gestalt build and the other half is Gunslinger/Slayer, so full BAB, plus attack against touch AC.

but I will take a look at those other builds. Thanks


a gunslinger\spellslinger gestalt should be pretty sweet.


zza ni wrote:
a gunslinger\spellslinger gestalt should be pretty sweet.

I hope so, the plan is to use Dimensional slide to use a 5' step to always be in 1st range increment, so full attacks going against touch AC.

since 1 track will be full BAB, I should have plenty of attacks, some of which have sneak attack from the slayer side, not to mention studied target etc. then either a buff spell or an extra attack with a spell from spell combat/spell strike.

3 levels of gunslinger with alchemical cartridges should grant full attacks for the round.

just trying to find the best way to allow spell combat with the wizard spells.

discussed it with my GM, and he is considering to allow it in place of a wizard talent.


well idk if you seen them. but you might also want to pick up:
spell cartridge (need arcane strike, but that is anyway a good idea) and Infused Spell Cartridges


I always put Musket Master+ Eldritch Archer on one side of the gestalt, straight full caster on the other. Honestly you don’t need more than 5 levels of Gunslinger or 6 of Magus.


An interesting thing to focus on: You can spellstrike with any spell that appears on the Magus spell list. If a spell from your wizard list also appears on the Magus spell list, you should be able to use your wizard spellcasting ability in order to spellstrike with it, though you have to be careful about spell failure and/or somatic components. Just be fairly selective with what spells you prepare. Broad Study opens up ALL the spells on the other spell lists for use.

If you are willing to changes class to Arcanist, you can use Blade Adept to get access to a few select Magus Arcanas. As an exploiter wizard, you are basically half-way to an Arcanist anyway.


DeathlessOne wrote:
An interesting thing to focus on: You can spellstrike with any spell that appears on the Magus spell list. If a spell from your wizard list also appears on the Magus spell list, you should be able to use your wizard spellcasting ability in order to spellstrike with it...

This is questionable. See FAQ

For a magus to use spell combat, it must be a spell cast from a magus spell slot. The wording in spell combat is
"...and can also cast any spell from the magus spell list...", which prior to the FAQ, some might have declared as any spell from the magus spell list is valid, regardless of whether it was from a magus spell slot or not.

Spellstrike has a similar wording "At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list..."

There is not however a specific FAQ about it, which is why I say it is questionable. But given the FAQ on spell combat, and given that abilities are written from a single class perspective, that is, an assumption that spells, abilities, etc, are coming from that class and don't clarify interactions with multi-classing, then IMO, spellstrike does not work with non-magus spells. But other GMs may disagree.


Lelomenia wrote:
I always put Musket Master+ Eldritch Archer on one side of the gestalt, straight full caster on the other. Honestly you don’t need more than 5 levels of Gunslinger or 6 of Magus.

that's what I am staring with.

Musket Master/Eldritch archer, and once I get enough levels in each to have Ranged Spell combat/Spell Strike, and the reload abilities so I can make full attacks, them I want to switch to Slayer/Exploiter.

the limiting factor is the Broad Study Magnus Arcana coming at level 6. if I stick long enough to get it, I might as well just do a dip in Exploiter and then go full Magus.


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You may want to look at a swashbuckler (picaroon) 3/magus (myrmidarch) 17//wizard (spellslinger) 1/arcanist (blade adept) 19 gestalt I outlined in 2022. It's not full BAB (past the first two levels), but it does cover both melee and ranged Spell Combat/Spellstrike as well as granting both Arcane Gun and a black blade plus 6th-level magus spells and 9th-level arcanist spells. You can use one of the arcanist exploits for Dimensional Slide.

Tiefling with Prehensile Tail to hold the Arcane Gun pistol for reloading and either the pistol or sword when using Spell Combat/Spellstrike with the other weapon (for the free hand to cast with). Myrmidarch magus allows the sweet Advanced Weapon Training options for Focused Weapon.


Dragonchess Player wrote:


Tiefling with Prehensile Tail to hold the Arcane Gun pistol for reloading and either the pistol or sword when using Spell Combat/Spellstrike with the other weapon (for the free hand to cast with).

This is why I'm using the Eldritch Archer - no free hand to cast required.


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With Prehensile Tail, the free hand requirement doesn't really limit the character; in PF1 changing grips/passing an item held in one hand to another (or from a hand to a tail or vice versa) is a free action.

You could switch out myrmidarch for eldritch archer and take Spell Strike with an arcanist exploit, I guess. Fitting it in with Dimensional Slide will delay Metamixing even later.


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If you don't care about melee spellstrikes and just want to focus on a blaster caster with a two-handed firearm, then you can go gunslinger (musket master) 3/magus (eldritch archer) 17//wizard (spellslinger) 1/arcanist (school savant; Evocation/Admixture) 19...


TxSam88 wrote:
Lelomenia wrote:
I always put Musket Master+ Eldritch Archer on one side of the gestalt, straight full caster on the other. Honestly you don’t need more than 5 levels of Gunslinger or 6 of Magus.

that's what I am staring with.

Musket Master/Eldritch archer, and once I get enough levels in each to have Ranged Spell combat/Spell Strike, and the reload abilities so I can make full attacks, them I want to switch to Slayer/Exploiter.

the limiting factor is the Broad Study Magnus Arcana coming at level 6. if I stick long enough to get it, I might as well just do a dip in Exploiter and then go full Magus.

to clarify, i mean building toward

Musket Master 5 / Eldritch Archer 6 / X 9 // Exploiter Wizard 20,

Saying you really don’t want any dips on your full caster side. Unless you are starting at high level, your full caster class is going to be worse at casting than a straight Magus would be for most of the character’s career (at even a 3 level dip).

And noting that level 5 is the milestone for Musket Master, dex to damage, not the fast reload, is the critical mass. And not sure Slayer is the best way to invest the final 9 levels. E.g., you could get Legacy Weapon, Champion Spirit, and Trappings of the Wwarrior out of a Haunt Channeler Occultist out of that.


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If Dex to damage with a firearm is the goal, then 3 levels of trench fighter, taking Rapid Reload as one of the bonus feats at 1st or 2nd level and using alchemical cartridges (made for 1/2 price with Gunsmithing gained from the spellslinger wizard dip on the other side of the gestalt) to reload a two-handed firearm as a free action, is a more efficient progression.

Fighter (trench fighter) 3/magus (eldritch archer) 17//wizard (spellslinger) 1/arcanist (school savant; Evocation/Admixture) 19. Depending on how quickly you want Dex to damage, you can gain Broad Study at 7th to 9th character level (either with the magus arcana at magus 6 or the Extra Magus Arcana feat).


Trench Fighter + Rapid Reload + Alchemical Cartridges => Full Round Action (for two handed gun) goes to standard action goes to move action. Which is pretty much worthless.

Need Musket Master for free action reload (with two handed gun).


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Or the Combat Stamina feat. Spending 5 stamina points with Rapid Reload reduces the reload time for a two-handed firearm to a move action; an alchemical cartridge reduces a move action reload to a free action.

I'm thinking something like:

Spoiler:
Ftr 1//Wiz 1- Bonus Combat Feat (Rapid Reload [Musket]); Arcane Gun (Musket), Gunsmith (Gunsmithing); Point Blank Shot
Ftr 2//Arc 1- Bonus Combat Feat (Precise Shot); School Focus (Evocation/Admixture)
Ftr 3//Arc 2- Trench Warfare (Musket); Combat Stamina
Mag 1//Arc 3- Ranged Weapon Bond (Musket)
Mag 2//Arc 4- Ranged Spellstrike; Mobility
Mag 3//Arc 5- Magus Arcana (Arcane Accuracy); Arcanist Exploit (Dimensional Slide)
Mag 4//Arc 6- Shot on the Run
Mag 5//Arc 7- Bonus Feat (Intensified Spell)
Mag 6//Arc 8- Magus Arcana (Broad Study [Arcanist]); Extra Arcanist Exploit (Metamixing)
Mag 7//Arc 9- Arcanist Exploit (Metamagic Knowledge [Burning Spell or Rime Spell])
Mag 8//Arc 10- Quicken Spell
Mag 9//Arc 11- Magus Arcana (Reach Spellstrike); Arcanist Exploit (Greater Metamagic Knowledge [retrainable metamagic feat])

and so on


Note that some/many GMs will not allow trenchfighter if you are not a fighter from the trenches of WW1. The first sentence of the description does refer to the 20th century, meaning 20th century Earth.


Dragonchess Player wrote:

Or the Combat Stamina feat. Spending 5 stamina points with Rapid Reload reduces the reload time for a two-handed firearm to a move action; an alchemical cartridge reduces a move action reload to a free action.

I'm thinking something like:
** spoiler omitted **

by level 7 you’ll want to be reloading up to what, 5 times per round? Which would be 25 stamina points per round out of a pool of 11ish? The language is also a bit awkward as Combat Stamina Rapid Reload reduces Move Action to Swift Action (I understand how you could argue it would work).


I have to wonder if you are doing this for flavor or because you think this will be powerful? Because I’m pretty sure this won’t be that powerful.


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Lelomenia wrote:
Dragonchess Player wrote:

Or the Combat Stamina feat. Spending 5 stamina points with Rapid Reload reduces the reload time for a two-handed firearm to a move action; an alchemical cartridge reduces a move action reload to a free action.

I'm thinking something like:
** spoiler omitted **

by level 7 you’ll want to be reloading up to what, 5 times per round? Which would be 25 stamina points per round out of a pool of 11ish? The language is also a bit awkward as Combat Stamina Rapid Reload reduces Move Action to Swift Action (I understand how you could argue it would work).

Five shots per round at level 7? Only if you include Rapid Shot (which I was not proposing); +6/+1 BAB, free attack with Spell Combat, and haste only add up to four attacks.

For an eldritch archer gestalted with arcanist using Ranged Spellstrike, one or two shots per round is usually sufficient for adding scorching ray to firearm shots until reaching CL 11.

Even without Combat Stamina, a beneficial bandolier and the spell reloading hands can allow two reloads per round (one reload if using the swift action on something else instead of the beneficial bandolier reload).

Or you could just pass on Dex to damage and only go three levels in musket master instead of five (or using trench fighter). With the spell riders from Ranged Spell Strike (and Intense Spells from school savant in Evocation/Admixture), the handful of extra points of damage per shot from Dex isn't a make or break for the character's effectiveness (IMO). If you want to maximize spell damage to "compensate" for not having Dex to damage, then go blood arcanist (Orc bloodline) instead of school savant and use one of the exploits on School Understanding (Evocation/Admixture).


Dragonchess Player wrote:

Five shots per round at level 7? Only if you include Rapid Shot (which I was not proposing); +6/+1 BAB, free attack with Spell Combat, and haste only add up to four attacks.

For an eldritch archer gestalted with arcanist using Ranged Spellstrike, one or two shots per round is usually sufficient for adding scorching ray to firearm shots until reaching CL 11.

Even without Combat Stamina, a beneficial bandolier and the spell reloading hands can allow two reloads per round (one reload if using the swift action on something else instead of the beneficial bandolier reload).

Or you could just pass on Dex to damage and only go three levels in musket master instead of five (or using trench fighter). With the spell riders from Ranged Spell Strike (and Intense Spells from school savant in Evocation/Admixture), the handful of extra points of damage per shot from Dex isn't a make or break for the character's effectiveness (IMO). If you want...

My plan was to be having sneak attack damage by level 7, in place of dex damage, and using spell combat more for casting buffs while making full round attacks as the pool of ranged touch spells is somewhat limited.


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