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Magus: "Staying the Course"
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<blockquote data-quote="Kaisoku" data-source="post: 5335269" data-attributes="member: 58447"><p>Yeah, I think the two main issues that are impacting playability and "how fun it is to play" are the chances of failing are too high for too long on main features of the class, and everything tied to spell slots burns your resouces faster than any other class (especially since it can burn them for no result).</p><p></p><p>A rogue can sneak attack all day. A Monk gets full BAB when flurrying. You spend a Ki point, or a Bardic Performance round, or a Judgement... <em>you get the effect</em>.</p><p></p><p>The Magus gets 3 spells to cast at 2nd level (2+bonus). That's three <em>chances</em> at pulling off his "thing" (Spell Combat). Compare to a bard, for instance, who can (among all his skill benefits, etc), cast the same number of spells per day, but <em>also</em> do 6 + Cha rounds of his "thing", without having to deal with chances of failure to the point of losing the use.</p><p></p><p>___</p><p></p><p>If I were to make changes to the Magus, this is what I"d do:</p><p></p><p><strong>Proficiencies</strong>: The Magus gains Medium armor proficiency, and can cast Magus spells in medium armor without penalty. Grant heavy armor proficiency and casting at 7th level.</p><p><span style="color: Red"><em>He's getting Heavy armor proficiency eventually. Why make a Magus dependent on light armor and Dex for the first half of his career? It's like this class changes into a completely different concept halfway through leveling.</em></span></p><p></p><p><strong>Spell Strike</strong>: The magus may make a weapon attack with a weapon on hand when casting a touch attack spell, instead of a touch attack or unarmed strike.</p><p>Also, the magus gains the Arcane Strike feat. When using the feat, he gains a further +1 damage that is increased at 5th level, and every 5 levels.</p><p><span style="color: Red"><em>It's dependent on the swift action, so you can't use quickened spells with this (and various other things). Tying the bonus damage bonus to Magus levels means you can't dip 1 level to get the full benefit.</em></span> </p><p></p><p><strong>Spell Combat</strong>: At 2nd level, the magus can incorporate a flurry of magical gestures with his attacks, allowing him to cast a spell before or after a full attack with a one-handed or lighter weapon.</p><p>The magus is treated as having a base attack bonus equal to his level when attacking in this manner (for both his weapon as well as any touch or ray attacks from a spell cast), however all attacks for the round are made at -2.</p><p><span style="color: Red"><em>This gives the needed "push" for extra attacks and slightly higher attack bonus at later levels. The spellcasting is no longer tied to needing Defensive Casting, which means if the magus 5' steps he doesn't need to roll his check for failure. Or if he gets displacement.. or mirror image, etc.</em></span></p><p><span style="color: Red"><em>So Combat Casting becomes "nice", but no longer "necessary". It also means you can focus on buff spells, not have to devote everything to Int (like most other casting in melee classes).</em></span></p><p><span style="color: Red"><em>Also, making it "one-handed or lighter weapons" means you can do things lke... unarmed strikes... throwing weapons... firing a crossbow one-handed, etc. A little more flexible in weapon options.</em></span><strong></strong></p><p><strong></strong></p><p><strong>Arcane Defense</strong>: At 3rd level, the magus can hold arcane power to fuel a defensive spell at a moment's notice. The magus may memorize a single spell of range personal, or creature touched that has a duration measured in rounds or longer. The magus is the sole recipient of the spell's effects, even if the spell would normally allow more than one target.</p><p>The magus may use Arcane Defense a number of rounds per day equal to twice his magus level, plus Int modifier. Activating the spell's effect requires a move action, and can be maintained as a free action on subsequent rounds.</p><p>The magus decides what spell to hold for this ability when memorizing spells, and is treated as a memorized spell for purposes of spells and abilities that can affect or detect them.</p><p>At 9th level, the magus may memorize two spells for Arcane Defense, and may activate both simultaneously, although he uses two rounds per use in this manner. At 15th level, the magus may memorize a third spell, and may activate all three at once, using an additional round to activate and maintain (3 total).</p><p><em><span style="color: Red">The Magus is likely going to be in melee most of the game, so it'd be silly to assume he's not going to need to use resources to buff himself up.</span></em></p><p><em><span style="color: Red">If this is assumed, instead of giving a bunch of spell slots he can try and go nova with, give him something that will specifically be used for this purpose.</span></em></p><p><em><span style="color: Red">Note that a ranged combat Magus (if one can be made with throwing weapons, or possibly an archetype that lets you use bows), then you can still buff up with Cat's Grace, Protection from Arrows, or something else. It leaves things nicely open.</span></em></p><p><em><span style="color: Red">I checked through the spell list.. limiting to personal and "creature touched" keeps things in a nicely defensive/limited range, and measuring in rounds or longer keeps out the True Strike every round scariness.</span></em></p><p><em></em></p><p><em></em>*Edit* Oh, and reduce his spells per day to non-spontaneous casting (maxing 4 per spell level). Less nova, more of what he needs.</p><p>*2nd Edit* Since the Arcane Strike feat is untyped damage, I dropped it down... too good at +1d6. Also, I forgot his spell list. He <strong>needs</strong> to get early access to some spells (like the Bard does with a bunch of buff and control spells). Perhaps early access to some of the damage and defensive spells (including granting access to some 7th or 8th level spells at 6th level, like polar ray, etc).</p><p>It just seems silly that only one of his spell levels can take advantage of his 20 caster levels (nothing below chain lightning has higher than 15 dice damage for cap).</p><p>__</p><p>Then you could easily add a Magus Arcana addition to give elemental damage options on the Spell Strike ability.</p><p>And even a feat for additional rounds of Arcane Defense usage (or an additional spell?).</p><p></p><p>I feel this would let a 3/4 BAB, 6 spell level class compete against the full BAB combat powerhouses, and the 9th spell level world shakers.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 5335269, member: 58447"] Yeah, I think the two main issues that are impacting playability and "how fun it is to play" are the chances of failing are too high for too long on main features of the class, and everything tied to spell slots burns your resouces faster than any other class (especially since it can burn them for no result). A rogue can sneak attack all day. A Monk gets full BAB when flurrying. You spend a Ki point, or a Bardic Performance round, or a Judgement... [I]you get the effect[/I]. The Magus gets 3 spells to cast at 2nd level (2+bonus). That's three [I]chances[/I] at pulling off his "thing" (Spell Combat). Compare to a bard, for instance, who can (among all his skill benefits, etc), cast the same number of spells per day, but [I]also[/I] do 6 + Cha rounds of his "thing", without having to deal with chances of failure to the point of losing the use. ___ If I were to make changes to the Magus, this is what I"d do: [B]Proficiencies[/B]: The Magus gains Medium armor proficiency, and can cast Magus spells in medium armor without penalty. Grant heavy armor proficiency and casting at 7th level. [COLOR=Red][I]He's getting Heavy armor proficiency eventually. Why make a Magus dependent on light armor and Dex for the first half of his career? It's like this class changes into a completely different concept halfway through leveling.[/I][/COLOR] [B]Spell Strike[/B]: The magus may make a weapon attack with a weapon on hand when casting a touch attack spell, instead of a touch attack or unarmed strike. Also, the magus gains the Arcane Strike feat. When using the feat, he gains a further +1 damage that is increased at 5th level, and every 5 levels. [COLOR=Red][I]It's dependent on the swift action, so you can't use quickened spells with this (and various other things). Tying the bonus damage bonus to Magus levels means you can't dip 1 level to get the full benefit.[/I][/COLOR] [B]Spell Combat[/B]: At 2nd level, the magus can incorporate a flurry of magical gestures with his attacks, allowing him to cast a spell before or after a full attack with a one-handed or lighter weapon. The magus is treated as having a base attack bonus equal to his level when attacking in this manner (for both his weapon as well as any touch or ray attacks from a spell cast), however all attacks for the round are made at -2. [COLOR=Red][I]This gives the needed "push" for extra attacks and slightly higher attack bonus at later levels. The spellcasting is no longer tied to needing Defensive Casting, which means if the magus 5' steps he doesn't need to roll his check for failure. Or if he gets displacement.. or mirror image, etc. So Combat Casting becomes "nice", but no longer "necessary". It also means you can focus on buff spells, not have to devote everything to Int (like most other casting in melee classes). Also, making it "one-handed or lighter weapons" means you can do things lke... unarmed strikes... throwing weapons... firing a crossbow one-handed, etc. A little more flexible in weapon options.[/I][/COLOR][B] Arcane Defense[/B]: At 3rd level, the magus can hold arcane power to fuel a defensive spell at a moment's notice. The magus may memorize a single spell of range personal, or creature touched that has a duration measured in rounds or longer. The magus is the sole recipient of the spell's effects, even if the spell would normally allow more than one target. The magus may use Arcane Defense a number of rounds per day equal to twice his magus level, plus Int modifier. Activating the spell's effect requires a move action, and can be maintained as a free action on subsequent rounds. The magus decides what spell to hold for this ability when memorizing spells, and is treated as a memorized spell for purposes of spells and abilities that can affect or detect them. At 9th level, the magus may memorize two spells for Arcane Defense, and may activate both simultaneously, although he uses two rounds per use in this manner. At 15th level, the magus may memorize a third spell, and may activate all three at once, using an additional round to activate and maintain (3 total). [I][COLOR=Red]The Magus is likely going to be in melee most of the game, so it'd be silly to assume he's not going to need to use resources to buff himself up. If this is assumed, instead of giving a bunch of spell slots he can try and go nova with, give him something that will specifically be used for this purpose. Note that a ranged combat Magus (if one can be made with throwing weapons, or possibly an archetype that lets you use bows), then you can still buff up with Cat's Grace, Protection from Arrows, or something else. It leaves things nicely open. I checked through the spell list.. limiting to personal and "creature touched" keeps things in a nicely defensive/limited range, and measuring in rounds or longer keeps out the True Strike every round scariness.[/COLOR] [/I]*Edit* Oh, and reduce his spells per day to non-spontaneous casting (maxing 4 per spell level). Less nova, more of what he needs. *2nd Edit* Since the Arcane Strike feat is untyped damage, I dropped it down... too good at +1d6. Also, I forgot his spell list. He [B]needs[/B] to get early access to some spells (like the Bard does with a bunch of buff and control spells). Perhaps early access to some of the damage and defensive spells (including granting access to some 7th or 8th level spells at 6th level, like polar ray, etc). It just seems silly that only one of his spell levels can take advantage of his 20 caster levels (nothing below chain lightning has higher than 15 dice damage for cap). __ Then you could easily add a Magus Arcana addition to give elemental damage options on the Spell Strike ability. And even a feat for additional rounds of Arcane Defense usage (or an additional spell?). I feel this would let a 3/4 BAB, 6 spell level class compete against the full BAB combat powerhouses, and the 9th spell level world shakers. [/QUOTE]
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