Articulating my issues with the Magus


Pathfinder Second Edition General Discussion

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Trip. H wrote:
snip

Magus has several things standing in the way of it using its slots in the same way a full caster would.

-Its limited slot count significantly amplifies the issues prepared casters have. You have fewer chances to prepare an appropriate spell for the adventuring day, and are more incentivized to take always-useful spells.
-It has different gp budgeting requirements than a caster, and it is harder to take advantage of a wide spellbook with a low slot count anyways—especially with no low level slots, since low level spells are the cheapest to learn. There is little value in learning spells you don't have the slots to prepare.
-Arcana isn't a particularly desirable skill to increase on magus, so learning higher level spells is slightly more expensive.
-Without amped imaginary weapon in the mix, magus slots have a fairly heavy opportunity cost; preparing something that you can't spellstrike with is bad compared to preparing something you can spellstrike with.
-With amped imaginary weapon in the mix, casting 2A or 3A spells in combat has a fairly heavy opportunity cost compared to spellstriking or setting up to spellstrike. Even if you were to prepare non-spellstrike spells (which is a reasonable choice with amped imaginary on tap), you'd probably rather prepare third actions like Time Jump (which is genuinely great for an action-constrained magus), reactions like Wooden Double, or prebuffs (though heroism unfortunately isn't on the arcane list, something like greater invis makes for a great defensive prebuff)—the sorts of things that support your spellstrike gameplan.

The problem will always remain that any action you perform in combat has to be compared to spellstriking or setting up spellstrike, and it's pretty much always going to be better for someone else with more spellslots and better save DCs to cast the big 2A spells while you work towards spellstriking. There will be exceptions, particularly in parties where the magus is the literal only option for casting such spells. But the return on a spell cast at -4 DC compared to a full advancement caster is deceptively low.

Look at it this way: if it wouldn't be good or worthwhile for a full caster with the same DCs as a magus to cast a given spell, it's even less worthwhile for a magus to do so, since it has good martial options to fall back on. Even if it would be worthwhile for a full caster with the same DCs to cast the spell, you then have to further ask if it's better than spellstriking or setting up spellstrike.

Again, I do think Magus's slots have value even if not used to spellstrike (especially if used for spellstrike enablers like Time Jump). But I don't think that value is realized well by being a knockoff wizard.

To speak to our disagreement more directly: I feel like, generally, you place a higher value on bare access to things than I do. I typically only tend to value access once it starts being a good option for the player a larger amount of the time. There is some value in mere access to options, don't get me wrong. But I think that, at bottom, our disagreement is fundamentally about how much access to *any* casting is worth and the opportunity cost of taking advantage of that casting.

Unicore wrote:
I don't think "this class can occasionally vastly out perform the damage expectations of any other character" is seen as a bad thing by that many players. People like big moments and rolling dice.

To be clear, I personally don't think it's a bad thing—and it's something kind of rare in PF2E overall, and it's a valid playstyle, so I don't mind the niche staying filled. Magus is a slot machine, and slot machines are addictively fun. (For reference, I don't have a problem with encounters occasionally being trivialized. Slumber Witch in 1E doesn't bother me, for example. So it's worth keeping that in mind when evaluating my personal opinion.)

I more mean to say that being a slot machine (complete with the big jackpot) has a balance cost. If magus were going to become more consistent, the highs would need to be toned down.

I do think Starlit Span's ranged damage is clearly out of line compared to other ranged options, though.


On the subject of slot machines and overkill, I think it's worth mentioning that these are intrinsic qualities of Spellstrike, not necessarily spell slots: Spellstrike, by nature, is a slot machine ability, because the majority of your turn and pretty much all of the attacks you'll be making on that turn will hinge on this one roll. Whether you're Spellstriking with a slot spell or a cantrip, every time you use it is a pull of the lever. This is a good thing, by the way, and it's fun to have that gambling to some extent. Because your spell and Strike's damage rolls get combined, even a cantrip will leave you with some bonkers damage roll that will make the other players' jaws drop. Because you're pushed to do both the spell and Strike in one go, not just one or the other independently on the same turn, you're bound to have situations where you will deal significant overkill damage, and that's part and parcel of the Magus's balancing. Overkill is a fun drawback to have, so that too I think is worth keeping.

Just because this slot machine exists and can overkill, however, does not mean its highs and lows need to be so extreme in my opinion: if Spellstrike were a pure coinflip each time that either outright one-shot the target regardless of HP or killed the Magus, that would probably feel exhilarating, but it would also be far too extreme to implement in a game like Pathfinder. I would argue that expending one, even two out of the class's six spell slots, to potentially one-shot a boss-type enemy on a crit or waste both spell slots is also excessive. Even though a lot of instances of these supermassive damage rolls will occur when the enemy was already wounded and needed less damage to die, the real risk here comes from the "just enough" range of damage a single lucky Spellstrike crit can deal to single-handedly defeat what is otherwise meant to be a tough enemy. Even powerful spells don't outright one-shot a boss by themselves, even if they can significantly hamper them; effects that do single-handedly end a fight are kept under by control by incapacitation just so that these instances don't happen with challenging encounters. I don't think the Magus needs to be exempted from this balancing philosophy, and would still be able to do everything they currently do and feel just as good even with a Spellstrike that were less extreme on either end of the scale.


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Some of the remarks here really do not match my experiences.

- Summoners being less of a gish: striking twice with full martial proficiency, a fully runed weapon and making extensive use of trips and grabs, while still casting a spell that round and having a reactive strike on call as a reaction is about as gish as gish can get.

Really, no other class can combine martial striking and spellcasting like a summoner.

Sure, they can't enhance their martial side directly with dedications like Mauler or two-weapon fighting, but indirectly works perfectly: Bard, Blessed One, Medic, Champion, soon Commander, etc. Or whatever else strikes their fancy, really, and fits their background. They don't _need_ anything beyond what their class gives them to do what is expected.

I also strongly question the assertion that those direct martial capability-boosting dedications like Mauler can actually do anything for Magus? When you take into account the opportunity cost of not using those feats for the spellcasting dedications and a good focus spell, how can they be anything but a very distant secondary consideration.

- Super spellstriking with spellslots: slotted spells which meaningfully outperform the focus spells do not exist. There will probably never be a spell that outperforms Imaginary Weapon to the extent that using a very limited daily resource will be a real choice.

These focus spells and how they compare to anything else you can spellstrike with really is the elephant in the room. All things Magus are warped around their existence.

Yes, you might prepare one slot to spellstrike if you don't have scrolls/items/anything else for those rare circumstances the enemy is immune/highly resistant to your focus spell, you couldn't refocus or 3 focus points aren't sufficient before the encounter is in the clean-up phase.

In my experience however, a reposition spell, potentially with added damage (e.g. jump, time jump, blazing descent) and buff spells, haste and improved invisibility in particular, are way more useful and attractive. As you level up you offload those repositions/buffs which don't scale with rank to items as much as you can, and keep the ones that benefit from upscaling in high rank slots.


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It kind of feels like in order to "buff" magus you'd have to nerf spellstrike by making it incompatible with focus spells, as the simplest way or removing this design issue. But then how to make spell slots worthwhile for spellstrike instead of more versatile spells like the ones mentionned above ?
Or should power come from other places in the chassis like arcane cascade or new martial leaning actions (special strikes etc)


Kalaam wrote:

It kind of feels like in order to "buff" magus you'd have to nerf spellstrike by making it incompatible with focus spells, as the simplest way or removing this design issue. But then how to make spell slots worthwhile for spellstrike instead of more versatile spells like the ones mentionned above ?

Or should power come from other places in the chassis like arcane cascade or new martial leaning actions (special strikes etc)

How about this:

  • At level 1, Spellstrike works only with cantrips (no focus or slot spell expenditure), but works with save cantrips as well as attack cantrips, and with no recharge.
  • At level 7, instead of studious spells, you get to prepare a number of attack or save spells from your spellbook at a rank 2 ranks lower than your highest-rank spell slot. You get to Spellstrike with these spells, either with a recharge or with an extra action added to the action cost.
  • At level 19, instead of double spellstrike, you get a 10th-rank spell slot that can only be used to Spellstrike.

    So your basic spell slots could be used for anything, as they wouldn't feed into Spellstrike, and imaginary weapon wouldn't be quite as hyper-synergistic, though it'd still be valuable just for its d8 damage dice. You'd still get to Spellstrike with slot spells, but it wouldn't eat into your four main spell slots.


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    I'm uncertain about the feature of Spellstrike itself changing as you level up.

    The idea of reversing the take on Studious Spell is interresting though. Essentially taking a page out of warpriest and healing/harming font in a way. It might work but have them 2 rank lowers might not make them that much better than cantrips or focus spells.

    I did think of something like that before, where Magus has more slots (essentially 1 per rank and 2 of their highest or something) but can only spellstrike with additional slots gotten from a feature like "Striking Spells" which gives you X slots of your highest/2 highest ranks to load eligible spells in that can only be used for spellstrike.
    It feels a bit too convoluted though.

    And I don't think getting more spells is that much of an issue anyway.
    Between Rings of Wizardry, staves, wands and scrolls a Magus can get all the utility spells they need fairly easily. A lot of buffs could even be made into relatively cheap scrolls past a certain level, or a custom staff (Call it the "Battlemage staff" in which there is only buff spells like Haste, Resist Energy, Draw the Lightning, Blazing Armory etc)

    If we removed the ability to spellstrike focus spells, then immediately slotted spells will feel way more desirable for it. Then it's a matter of sanding down the edges of features that require those specifically (personnaly I'm in favor of removing that restriction or giving a weaker effect when used with cantrips)

    Maybe opening Spellstrike to direct damage spells that require a target (including save spells like Thunderstrike, Impaling Spike etc for example) to have more options baked in and have a successful hit inflict a penalty on the save against that spell (either as base or as an effect of Expansive Spellstrike, which would still open up Area of Effect spells like Breathe Fire, Arctic Rift, Fireball... and status spells like Slow, Sleep, etc)

    Or divert some power from Spellstrike into other features unique to Magus, namely Arcane Cascade. Either, like I suggested prior, by giving it another utility in the form of a Free Action to end it and recharge Spellstrike (that way you can play with the action econmy rather than wrestling with it) and adding more attacks requiring to be in that stance so it can be a potential tradeoff.
    Like strikes that reduce resistances by your level or half your level, or a strike that inflicts a status penalty to saves against spells for a round so you can either set up your own save spells or that of allied spellcasters.


    Kalaam wrote:
    The idea of reversing the take on Studious Spell is interresting though. Essentially taking a page out of warpriest and healing/harming font in a way. It might work but have them 2 rank lowers might not make them that much better than cantrips or focus spells.

    Damage spells certainly wouldn't be as attractive, and that's intentional. The attraction here would come from everything else, i.e. the many debuff and crowd control spells you'd access. At 9th level, for instance, you'd get to use these to Spellstrike with slow, and at at 13th level with synesthesia. Just at 7th level, telekinetic maneuver would let you blend a Strike and a variety of maneuvers with the same MAP. Because these spells would be of a lower rank than your main slots, you could even make them reusable in the day, so the Magus gets more toys to play with.

    Kalaam wrote:

    And I don't think getting more spells is that much of an issue anyway.

    Between Rings of Wizardry, staves, wands and scrolls a Magus can get all the utility spells they need fairly easily. A lot of buffs could even be made into relatively cheap scrolls past a certain level, or a custom staff (Call it the "Battlemage staff" in which there is only buff spells like Haste, Resist Energy, Draw the Lightning, Blazing Armory etc)

    If we removed the ability to spellstrike focus spells, then immediately slotted spells will feel way more desirable for it. Then it's a matter of sanding down the edges of features that require those specifically (personnaly I'm in favor of removing that restriction or giving a weaker effect when used with cantrips)

    Maybe opening Spellstrike to direct damage spells that require a target (including save spells like Thunderstrike, Impaling Spike etc for example) to have more options baked in and have a successful hit inflict a penalty on the save against that spell (either as base or as an effect of Expansive Spellstrike, which would still open up Area of Effect spells like Breathe Fire, Arctic Rift, Fireball... and status spells like Slow, Sleep, etc)

    I do agree that the Magus can get more spells to play with if they want, I think it's more about getting them to use their slots for something other than Spellstriking if possible, so that they're less one-note and don't break the upper bounds of damage. I'm definitely in favor of changing the feats and features that specifically require you to Spellstrike with a slot spell, and would support having those effects still work to a lesser extent with cantrips at the very least. I also very much agree with opening up Spellstrike to save spells by default; even without the rest that would open up so many more valid options for the Magus without requiring a feat tax.

    Kalaam wrote:

    Or divert some power from Spellstrike into other features unique to Magus, namely Arcane Cascade. Either, like I suggested prior, by giving it another utility in the form of a Free Action to end it and recharge Spellstrike (that way you can play with the action econmy rather than wrestling with it) and adding more attacks requiring to be in that stance so it can be a potential tradeoff.

    Like strikes that reduce resistances by your level or half your level, or a strike that inflicts a status penalty to saves against spells for a round so you can either set up your own save spells or that of allied spellcasters.

    I definitely agree there's plenty more room for the Magus to have more things to do with their regular Strikes and other aspects of their kit. I don't think Arcane Cascade needs to specifically be a core class feature, but a stance that let you change your weapon specialization's damage type to the one dealt by a spell you just cast, potentially even triggered as a reaction rather than as a single action, would make for a valid feat option. I don't think the base Spellstrike necessarily would need to recharge when used with a cantrip (Channel Smite certainly doesn't), but more varied ways to compress the recharge when used with other spells could be a good way of diversifying the Magus's turns.


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    Having more skill related Recharges like Magus Analysis would be great.
    Random ideas:
    Cascading Knockdown: Make an athletic check to trip an ennemy. On a success they suffer your Arcane Cascade damage on top of a successful trip, and you recharge your spellstrike. On a critical, you can change the normal damage of it to the same type of damage of your arcane cascade on top of its bonus damage (so a crit trip deals 1D6+1 Force damage for example). The target is then immune to Cascading Knockdown for 1 minute.
    If you are wielding a weapon with two hands, you can ignore the free hand requirement to trip.

    Cascading Display: Attempt a to Demoralize a target, adding flair from your arcane cascade to magically appear more threatening and recharge in peace. On a success, you also Recharge your Spellstrike. The target is then immune to Cascading Display for 10 minutes.

    You know, some stuff like that to allow you to do more things.

    I also understand your idea above, but it might lock Magus too hard into having to keep a high Int, which might be restrictive to make them this MAD.


    Kalaam wrote:

    Having more skill related Recharges like Magus Analysis would be great.

    Random ideas:
    Cascading Knockdown: Make an athletic check to trip an ennemy. On a success they suffer your Arcane Cascade damage on top of a successful trip, and you recharge your spellstrike. On a critical, you can change the normal damage of it to the same type of damage of your arcane cascade on top of its bonus damage (so a crit trip deals 1D6+1 Force damage for example). The target is then immune to Cascading Knockdown for 1 minute.
    If you are wielding a weapon with two hands, you can ignore the free hand requirement to trip.

    Cascading Display: Attempt a to Demoralize a target, adding flair from your arcane cascade to magically appear more threatening and recharge in peace. On a success, you also Recharge your Spellstrike. The target is then immune to Cascading Display for 10 minutes.

    You know, some stuff like that to allow you to do more things.

    I quite like the idea behind this. The Magus is definitely the perfect design space to inject magic into Strikes, skill actions, and other normally physical things characters do. Rewarding the Magus for opting into certain skills with a little bit of action compression could definitely help achieve this.

    Kalaam wrote:
    I also understand your idea above, but it might lock Magus too hard into having to keep a high Int, which might be restrictive to make them this MAD.

    The intent is very much to just tie the spell's result to the weapon attack roll in all cases, so you wouldn't have to care about Int at all.


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    Oh I didn't catch that it'd work like that. This would indeed be very powerful especially against solo bosses.
    I can get behind that. Very potent but locked to a single target.

    And yeah I think Magus needs more ways of blending magic to enhance "martial" actions. Other than just spells that anyone has access to.
    Kind of like how Monk can enhance their martial abilities with Qi stuff, or special manoeuvers.
    Same with Barbarian, being in Rage increases their abilities in more ways than just a big flat damage bonus (faster move speed, lower athletic DC, better grappling...) as some examples.

    In a way that's the thing a bit missing on how Magus benefits from archetypes.
    Magic ones work well because it has the tools to blend Magic into its Martial side.
    But there is little to no ways of blending your Martial abilities into your magical ones if that makes sense. The only one is Spellstrike.


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    Kalaam wrote:

    It kind of feels like in order to "buff" magus you'd have to nerf spellstrike by making it incompatible with focus spells, as the simplest way or removing this design issue. But then how to make spell slots worthwhile for spellstrike instead of more versatile spells like the ones mentionned above ?

    Or should power come from other places in the chassis like arcane cascade or new martial leaning actions (special strikes etc)

    All depends on what you take issue with.

    In essence it's not about the damage, its about sustainability over multiple encounters and flexibility in decision-making.

    Focus spells and slotted spells do about the same damage, but the former you can use every encounter, the latter not so much. Opportunity cost for focus spells is not using conflux spells, but you can choose in the moment if that cost is worth paying. Opportunity cost for using spellslots is not being to use them for other purposes and is paid during your daily preparations.

    Investment required for 'focus spellstriking' is a dedication feat and a feat for the focus spell (Psychic can even get away with just one if you don't feel like upgrading amped ignition's D12 to IW's 2d8).

    Couple of question:
    - Are you ok with this damage increase becoming sustainable on an encounter-to-encounter basis, thanks to being powered by FP's?

    - Are you ok with having to go out-of-class for this and not be made available with Magus Class feats? Purely mechanically this may seem like a small issue, it's the same pool of feats in the end. It does impose limits on your choice of possible dedications.

    - Regardless whether it may come from Magus or dedication feats, how close to a must-pick do you consider focus-spellstriking?

    Depending on your answers Magus is generally fine, or it needs more fundamental fixes.

    My opinion, reduced to a quippy one-liner: I don't want Magus to be a subclass of Psychic.


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    Angwa wrote:

    Focus spells and slotted spells do about the same damage, but the former you can use every encounter, the latter not so much. Opportunity cost for focus spells is not using conflux spells, but you can choose in the moment if that cost is worth paying. Opportunity cost for using spellslots is not being to use them for other purposes and is paid during your daily preparations.

    Investment required for 'focus spellstriking' is a dedication feat and a feat for the focus spell (if you want to upgrade amped ignition's D12 to IW's 2d8).

    I do think you are dead-on with this.

    The balance of s-striking w/ focus spells is that you sacrifice your recharge action compression. Especially w/ Force Fang sitting there, s-striking w/ out-of-class focus spells really is not as good as it may seem after a first pass.

    And people are glossing over the opportunity cost of taking Psychic as an Archetype.

    It really sucks that Magus is in this position, but I want to say directly that Magus cannot really be "blamed" for Psychic being such a meta pick due to an over-powered cantrip (and focus point overload).

    The entire point of system-wide balance consistency is to avoid issues like this, and to *some* extent it's not a real "problem" in the normal sense.

    Spending 2(3) class feats should be genuinely rewarding, but the nature of Magus desiring such a super specific thing, attack cantrips (& FP), and Psychic providing a direct upgrade is kinda shit luck. While a "no-brainer" that'll help basically all Magi, I do think people are overselling/tunnel visioned into Psychic being the ~"best pick" in a way that does not really match with the math of what's actually awarded.

    As a brief aside, I need to ask how many tables allow an Amped Img Wpn spellstrike to hit 2 targets? Because that's *very* much against the rules, and a Magus being able to do that would certainly contribute to their damage output going over the top. No idea how much that "houserule" could be involved in the perception. (Kinda similar to how Alchemist talks need to run down the houserules like if familiars feed potions, etc, before talks can happen)

    Honestly, even though Imaginary Weapon is out of line for a cantrip, it really is just one damage step up (though spells do roll more dice than strikes).
    But, it lacks the bleed of Gouging Claw. Which... would mean the two are even in damage after 1 bleed, and GC pulls ahead after 2. That leaves Img Wpn with the push on crit effect (and B type dmg).

    I think so long as tables are not allowing the Amp to overrule Spellstrike's "One Target" rule, it kinda is a balanced reward:investment?

    So long as the spellstrike is being limited to 1 target, I kinda struggle to see how Psychic became such an "automatic pick" for Magus to the rather overwhelming degree that is portrayed in these forums. Considering GC, the "damage difference" even after 3 presumed s-strikes in a combat is... (# of bleeds * spell R) * 3. In bleed-immune fights, that'll be (Lvl * 1.5), 3 hits where you're adding R damage due to the one larger step. That's... a *much* smaller gap than I would expect based on the talk online.

    .

    If you need a 3A, L8 Spell Swipe to even have the option to benefit from Amp Img Wpn, that seems quite fine, and kinda just points back to Psychic's balance issue is mostly that it's too generous with granted focus points.

    Maybe this is a case where there's time lag where people's older PCs having not "caught up" with Gouging Claw being buffed back in PC1. Even then, the gap between a d6 & d8 cantrip seems... a bit over-focused on.

    .

    .

    Imaginary Weapon aside,

    While Magus does have a chassis stance, it does not have chassis flourish action, which by itself is a significant opportunity to fill via Archetype. And flourish is something that Psychic lacks.

    And some Magi (especially Star Span) might want to replace Arc Casc as a stance with another option from an Archetype.

    This is aside from all the options that have appeal to Magus as a Strike-user. Even mundane options like Skirmish Strike, Sudden Charge, etc, are quite good for a Magus in a way that a Kin or SMN would need to pass on. Rogue, Monk, etc, are all options that honestly seem very competitive w/ Psychic, if not "better".

    Other considerations in the comparison aside;

    if you are able to land one extra Strike per fight because some feature like Skirmish Strike saved you a Step/Stride, that is "more damage" than what's gained by upgrading your cantrip damage by 1 step.


    Pathfinder Lost Omens, Rulebook Subscriber
    Trip.H wrote:

    Magus being a full list, but small daily spell limit hybrid is important, or downright essential.

    The co-scaling martial and spellcasting proficiency is not something that other classes can do. It is this chassis power that has to be compensated for in their kit. This takes the form of a very low spell per day limit, and the intentional "anti-synergy" of Magus features like Arc Casc being a stance, and Spellstrike always being 2A.

    The important thing is that while this low spell count creates common player responses/behaviors (spellstriking w/ cantrips and focus spells), the Magus does not mandates this, and that flexibility to differ from a player norm is genuine.

    Due to how full list casters can add additional spellcasts that are mechanically identical to spells cast from slots via wands, rings, grimoires etc, this leaves the Magus with a rather unbound amount of (generally lagging) pseudo-slots to cast from.

    This is the sort of paradigm that other similar classes like Kin and Summ dodged in their design. Neither can Strike like a martial, which is why it feels like the spellcasting side of Magus is so restricted. Because it is.

    That unique compatibility with a Fighter, Mauler, Magic Warrior, etc, Archetypes is not something that should be ignored.

    IMO, because the Magus *can* scrape around the system for more pseudo-slots via gp, while existing in a system where the reverse is not really possible, it means that the Magus is rather uniquely positioned to make full use of pf2's design.

    While many players may be satisfied with only one or two small gp boosts to their slots, this is exactly my point. Because they have the chassis prof w/ spells, every Magus player can "feel the need" to have more slots, while having the ability to spend effort & gp to help that pain point.

    Same goes for the action "clunk" / restrictions around spellstrike. Intentionally hard to work with, but despite common responses (Star Span, Haste), the system leaves the conundrum an open question. It leaves...

    love this post!


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    Trip.H wrote:


    As a brief aside, I need to ask how many tables allow an Amped Img Wpn spellstrike to hit 2 targets? Because that's *very* much against the rules, and a Magus being able to do that would certainly contribute to their damage output going over the top. No idea how much that "houserule" could be involved in the perception....

    Even then, the gap between a d6 & d8 cantrip seems... a bit over-focused on.

    Nobody takes IW to hit 2 targets which the rules indeed clearly do not allow, or just because it is a D8 cantrip instead of a D6.

    Could it be you missed the real reason people value IW so much?

    -> Amp Heightened (+1) The damage increases by 2d8 instead of 1d8.


    Yeah, imaginary weapon isn't popular because it somehow bypasses the rules for multi-targeting spells on Spellstrike, it's popular because Spellstriking with its amped version lets you deal 2d8 damage per spell rank. Only polar ray from before the remaster and disintegrate can rival this as attack spells. This is arguably one of the most basic aspects to optimizing a Magus at the moment, and is the key reason why the Psychic dedication is so popular on them.

    Grand Lodge

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    Pathfinder Adventure Path Subscriber

    The last time I played a magus was in a 1-20 Free Archetype conversion of the Hell's Rebels 1e AP. Herod was an Aiuvarin sparkling targe magus, but that was not 100% the core of his identity. I leaned heavily on the Champion Archetype with the Paladin (at that time, Justice today) cause, follower of Ragathiel. That gave me heavy armor, an awesome spammable focus spell (deity's domain, fire), spot healing (lay on hands), and a great reaction by level 8, after sacrificing a few class feats to get extra champion abilities. At 8, I picked up the Psychic Archetype and took the message cantrip. I also specced into the Investigator archetype (via Multitalented at 9), and picked up devise a stratagem as a bootleg true strike before making those big hits. (Free Action DaS for the win!)

    Later on I wound up spending most of his class feats boosting spellcasting through psychic, and the Champion line to pick up handy things to go with his reactions. He was all about big fiery hits and wound up playing more like a champion than a magus, with the ability for a really big smite. Herod was a lot of fun to play and really struck fear into the hearts of Thrune loyalists, but he really didn't play like a typical magus in a lot of ways. I always spent a round or two at the beginning of combat getting ready before making my first spell strike, and may only make one or two per combat.

    I would agree that there are some limitations on the current magus, but where I felt it the most was arcane cascade. I had left Intelligence at 10 and focused on Charisma instead, but that meant I really didn't cast any spells directly at enemies anymore, and buff spells for arcane are few and far between. I wound up using either an amped message cantrip (allowing one of my allies to move or attack) or lay on hands as a way to leave an action for myself to activate it. I would prefer to see the wording required for activation to be either 'You are in combat' or 'You have cast a spell or used spell strike this combat'.

    Another issue, as you can see from the number of archetypes I had, was there were a lot of levels where I just didn't feel there were any feats good enough to justify their use. Swapping out class feats for more archetype feats should feel like a big decision, but the magus made it easy a lot of the time, and not just for flavor reasons.

    I'm not a designer, but if I were changing things I'd look at doubling the arcane cascade damage bonus, to +2, +4, and +6 damage respectively, without majorly impacting the power of the class, but making it more worth it to spend a turn triggering the cascade instead of doing something else useful. I would also be tempted to improve the class feats a bit, to make them more of a must-take. Some action compression with feats, blending skills with spell strike recharge like Magus' Analysis or adding riders based on the Hybrid Study would help. For example, a nice feat that I often wished existed was something to raise a shield and recharge a spell strike or enter arcane cascade at the same time.

    All in all, I would say that the class is a great chassis to work with. High level spells give you a lot of versatility and spell strikes can be BIG damage boosts, especially if you know you're going to roll a Nat 20 on the boss. Hopefully the pain points can be smoothed over in another pass.


    Angwa wrote:


    My opinion, reduced to a quippy one-liner: I don't want Magus to be a subclass of Psychic.

    Essentially, yeah.

    Even if using a focus point for damage over recharging I feel like over a full day of adventuring this'll often be more worthwhile to be able to have a renewable nuke.

    The investment is honestly pretty light because magus doesn't have much competing against it. And it feels a bit off that something so perfectly fitting is outside of the class itself. It's a bit weird that "all magi are also psychic" so to speak.

    As said, it is neither classe's fault, it's just bound to happen sometime.
    But I do think some of the magus' chassis (or rather some of the piece that go on it) might need tweaking so it's not such a nobrainer.

    The skill actionrecharcges I suggested wouldn't be balanced if you can still spellstrike focus spells for example, because then you have even less reasons to use your Conflux Spells for action compression.


    Angwa wrote:
    Trip.H wrote:


    Nobody takes IW to hit 2 targets which the rules indeed clearly do not allow, or just because it is a D8 cantrip instead of a D6.

    Could it be you missed the real reason people value IW so much?

    -> Amp Heightened (+1) The damage increases by 2d8 instead of 1d8.

    Ah, yeah I absolutely overlooked that detail.

    That darn Img Wpn's d8 means that it once again scales at one dmg step higher than normal, though I guess I didn't think that part of the Amp seemed super noteworthy as a focus spell because I've seen Fire Ray in game.
    Most of my attention on IW was on it as a cantrip because that's the unique/exclusive part.

    Fire Ray wrote:


    Heightened (+1) The ray's initial damage increases by 2d6, and the fire damage dealt by the burning space increases by 1d6.

    While the standard dmg H usually caps at +2d6, there are focus spells that have other effects that may have more appeal than IW. In the case of Fire Ray, it's "move or take (no save) half-again damage."

    Which means you can either give the foe the choice of waste an action VS taking dmg, or you can combo with grabbed/restrained to "encourage" (possibly failed) escape checks.

    But yeah, overall, s-Striking w/ focus spells does not appear super appealing to an outsider when Force Fang (and Hasted Assault!) is there if you don't like your conflux spell.

    Force Fang as a 1A (guaranteed!) blast that also recharges spellstrike (+1 action) is just too good, even if it's not breaking single hit dmg records like juicing a spellstrike would. Force Bolt is considered a good Wizard focus spell, and it's basically a 30ft version that doesn't have the action compression that makes Force Fang outright net-0A if you later spellstrike.

    And to be clear, all the conflux "make a Strike, also do this other thing, *and* recharge spellstrike hit or miss" spells are absolutely amazing. Force Fang is there because it's non-MAP that combos well just after a spellstrike, while the base options are best used the next turn after.

    .

    .

    To cut that tangent off there;
    the Psychic feat acting as a typical focus spell feat while *also* granting a great cantrip is absolutely a significant factor in this discussion that should be plainly stated.

    Though it is super jank that a Magus / Psychic will waste FP if they go for a single other focus spell feat (like Force Fang), which I suppose is a deferred penalty issue, which can really complicate discussions/comparisons quickly, especially when many, but not all, campaigns will end at L10/11.


    I'm seeing stuff being discussed about examplar dedication and I'm like "damn and here we are worrying about making magus too good" lol


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    Yeah, Fire Ray is definitely a worthy alternative.

    Psychic also being keyed to int and coming with an extra focus point pushes it way in the lead, imho. Especially if you first go for amped ignition and retrain for IW at lvl 6.

    I mean, if you want to. Amped Ignition is pretty solid too and the whole fire and ice thing of oscillating wave has a pretty attractive imagery.

    Now, Force Fang is a nice pick. I would definitely take it to get 3 FP points by level 2 (if you also take Psychic). Having one of the good Conflux spells is a valuable option to have in your arsenal, and Force Fang is one of those.

    The kind of encounter where you face a bunch of mooks who don't outlevel you isn't exactly a rarity, and this is where the action compression of conflux spells shines.

    See, Gouging Claw + FF does about the same damage as an amped IW if you don't crit. It's a different story when IW crits, but against lower level enemies that would be ridiculous overkill. A GG crit will probably even be enough and FF can at least target your next victim.

    However, when facing enemies who are higher level than you, the story changes. True strike + focus spellstrike, preferably when it is off-guard and got softened with frightened/clumsy/sickened, is definitely better as this is where a crit will make all the difference. If that L+2 or higher is still standing, and in reach, nothing is stopping you from following up next round with a FF and another amped IW, this time using a hero point.

    It's those higher level enemies you go all in on, crit-fishing for the big numbers which win you the encounter then and there.

    This really isn't hyperbole, by the way. If you have such a Magus around L+2 and higher enemies will regularly get utterly obliterated before being able to do much of anything.


    Tbh I really like the visual, mechanical concept of Winter Bolt. It sounds so cool. Too bad you have to be religious to get it lol

    Though I guess if you really wanna invest to get those two focus spells you could like... dip into storm oracle and then into champion of a fire deity ?
    Plus storm oracle gets Charged Javelin, can be neat.


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    I think in general there's a lot of untapped potential for the Magus to fulfil more aspects of the spellblade fantasy: to me at least, a spellblade combines spell and blade (obviously), but those spells include powerful curses as well as infusions of flame, ice, and other damaging effects. Alongside those combinations, I also see them making physical attacks and casting spells independently as the need arises too. The Magus I think is very good at the bit where you combine damage on damage, perhaps even too good, but I don't think is quite there when it comes to the rest: there's plenty of room for the Magus to combine Strikes with crowd control of debuffs, along with options to accommodate this (telekinetic maneuver is an attack spell, too), but this is typically eschewed in favor of just straight-up more damage, and accessing a greater variety of debuffs like slow requires a feat and boosting an additional attribute just to operate at a significant numerical disadvantage compared to just spamming imaginary weapon Spellstrikes. Lessening or removing those barriers to more versatile Spellstrikes, while also removing the bits to the Magus that don't do anything unless you dedicate spell slots and magic items to Spellstriking (or at least having them accommodate Spellstriking with cantrips), I think would work wonders for the class's freedom of options.


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    I aggree. In 1e this was mostly covered by spell combat, allowing you to mix doing your full attacks AND casting any spell in one turn. In 2e it's something everyone can do baseline.
    Expansive Spellstrike is essentially it (which is why I often call it Spell Combat lol) you can cast other types of spells while making a strike. But since you still end up at -10 MAP so you can't do something like Spellstrike (aka SpellCombat) Breathe Fire and do a second strike at -5/-4. Which would be something pretty unique to Magus.

    That's honestly a bit why I'd like to nerf spellstrike a bit to developp the fantasy on other aspects by reallocating some of the "power budget".
    This could be by removing the ability to spellstrike focus spells (though I have to say, after discovering Winter Bolt, the visual of it really sticks in my head. That's why I wish we had more attack spells like that as ranked spells dammit!)

    This already should give some wiggle room to adjust other things, might remove the increased MAP of Spellstrike when using save spells, or have a level 8 or so feat (Focused Spellstrike: When doing a spellstrike, it only counts as 1 attack for your MAP) like for Vicious Swing.

    Could adjust the recharge mechanic, maybe giving an action based on your subclass that can allow to recharge while under arcane cascade, similarly to swashbuckler and panache (Successful Feint or Diversion for Laughing Shadow, Successful Shove/Intimidation for Inexorable Iron, Trip/Recall knowledge for Twisting tree, Grapple/Trip for Unfurling Brocade, Hide/Diversion for Starlit Span, Tumble Through/Long Jump for the wuxia jumpy one I forget the name of)
    Or have feats for that like I suggested earlier, in the vein of Magus Analysis.

    Could have more things to do with Arcane Cascade, working from stuff like Cascading Ray which I REALLY like, essentially a 2nd attack against another target at range at a -4 penalty after a spellstrike with decent damage scaling.

    Grand Lodge

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    Teridax wrote:
    I think in general there's a lot of untapped potential for the Magus to fulfil more aspects of the spellblade fantasy: to me at least, a spellblade combines spell and blade (obviously), but those spells include powerful curses as well as infusions of flame, ice, and other damaging effects.

    Me personally, my idea of the Spellblade is the Mystic Knight/Spell Fencer from Final Fantasy and it's Sword Magic.

    Actually, a neat ability to give Magus (probably as a Class Archetype) would be the power infuse their strikes with various types of damages or status effects. Call it something like 'Infused Strike'?

    Another neat idea could be something similar to Dual techs from Chrono Trigger, where a friendly caster can 'lend' their spell to a Magus's Spellstrike. Although this one might be rather niche.


    Mangaholic13 wrote:
    Teridax wrote:
    I think in general there's a lot of untapped potential for the Magus to fulfil more aspects of the spellblade fantasy: to me at least, a spellblade combines spell and blade (obviously), but those spells include powerful curses as well as infusions of flame, ice, and other damaging effects.

    Me personally, my idea of the Spellblade is the Mystic Knight/Spell Fencer from Final Fantasy and it's Sword Magic.

    Actually, a neat ability to give Magus (probably as a Class Archetype) would be the power infuse their strikes with various types of damages or status effects. Call it something like 'Infused Strike'?

    Another neat idea could be something similar to Dual techs from Chrono Trigger, where a friendly caster can 'lend' their spell to a Magus's Spellstrike. Although this one might be rather niche.

    Technically you can do it with Expansive Spellstrike, just that it's on a singular strike.

    Having Capture Magic letting you capture some of the effect of an allied spellcaster would be dope tho, technically you can if you succeed a save within the AoE of an ally. But something like a reaction to make a strike on an ennemy within your reach when they are targetted by an ally's spell, with additional damage equal to the spell's rank, would be very, very, very cool.


    Kalaam wrote:

    Tbh I really like the visual, mechanical concept of Winter Bolt. It sounds so cool. Too bad you have to be religious to get it lol

    Though I guess if you really wanna invest to get those two focus spells you could like... dip into storm oracle and then into champion of a fire deity ?
    Plus storm oracle gets Charged Javelin, can be neat.

    I want to use that spell too, but the gods its attached to are hard to find a good reason to follow.


    Deriven Firelion wrote:
    Kalaam wrote:

    Tbh I really like the visual, mechanical concept of Winter Bolt. It sounds so cool. Too bad you have to be religious to get it lol

    Though I guess if you really wanna invest to get those two focus spells you could like... dip into storm oracle and then into champion of a fire deity ?
    Plus storm oracle gets Charged Javelin, can be neat.

    I want to use that spell too, but the gods its attached to are hard to find a good reason to follow.

    Really? Gozreh and Pulura seem like easy prompts to me. You can make the same basic concept work for both ("I used to be a sailor") even!


    PossibleCabbage wrote:
    Deriven Firelion wrote:
    Kalaam wrote:

    Tbh I really like the visual, mechanical concept of Winter Bolt. It sounds so cool. Too bad you have to be religious to get it lol

    Though I guess if you really wanna invest to get those two focus spells you could like... dip into storm oracle and then into champion of a fire deity ?
    Plus storm oracle gets Charged Javelin, can be neat.

    I want to use that spell too, but the gods its attached to are hard to find a good reason to follow.
    Really? Gozreh and Pulura seem like easy prompts to me. You can make the same basic concept work for both ("I used to be a sailor") even!

    As a magus? It doesn't feel very magus appropriate to archetype into a cleric of those two.

    I was hoping for a more viking type of deity or something warlike or pure magic.

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