At 8th level, a Magus can prepare 5 cantrips, 4 first-level spells, 4 second-level spells, and 2 third-level spells. They also receive bonus spells per day based on their intelligence. At 1st level, they can prepare one 1st-level spell and five cantrips each morning from the spells in their spellbook. Prepared spells remain available until they are cast or prepared for use.
A magus must choose and prepare his spells ahead of time, with an Intelligence score equal to at least 10 + the spell level. They can learn and place 14 spells from the wizard’s spell list into their spellbook as magus spells of their wizard level. They gain two of each of the following wizard spells not on the magus spell list: 0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. A first-level magus has three orisons and one first-level spell per day, and if they have 18 intelligence, they get one extra first-level spell.
A magus can prepare up to two spells in fifteen spell slots. They can choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spells. They cannot prepare any spell not recorded in their spellbook except for read magic, which all magi can prepare from memory.
The number of spells prepared is called your spell slots. As you gain a level, you add two more arcane spells to your spellbook. From PF1, the Magus had a 4th level class feature called Spell Recall, which allowed them to regain spell slots they have cast at the cost of expending points.
In summary, a Magus can prepare various spells, including cantrips, first-level spells, second-level spells, and third-level spells, depending on their intelligence. They must choose and prepare their spells ahead of time, with an Intelligence score equal to at least 10 + the spell level.
📹 Pathfinder 2e Magus in 7 Minutes or Less
Magi always seemed pretty popular. I didn’t really appreciate why until I made this video- actually they’re pretty neat!
Is there a limit on how many spells you can prepare?
Wizards are capable of preparing up to six spells, with the potential for an increase in this number as they progress in level. With each level, wizards are able to learn two additional spells. It is a fundamental tenet of the theory of spell preparation that wizards always have a greater number of spells in their spell books than they are able to prepare. It should be noted that JavaScript may be disabled or blocked by an extension, and that your browser does not support cookies.
How many spells can Bards cast?
As a bard, you use magic from esoteric knowledge to cast occult-themed spells using the Cast a Spell activity. Your spells can be musical, limericks, dance, pantomiming, or accompanied by a musical instrument. You can cast up to two 1st-rank spells daily, which you learn through the spell repertoire class feature. The number of spells you can cast is called your spell slots. As you increase in level, your number of spells per day increases and the highest rank of spells you can cast.
Some spells require you to attempt a spell attack or have enemies roll against your spell DC. Your Charisma modifiers and spell DCs use your Charisma modifier, which can be calculated in Spell Attack Rolls.
How many spells can a level 10 wizard have?
As a wizard, you can add two spells of your choice to your spellbook for free each time you gain a wizard level. These spells must be of a level for which you have spell slots, as shown on the Wizard table. You may find other spells during your adventures. Additionally, you can regain some magical energy by studying your spellbook. Once a day, you can choose expended spell slots to recover, with a combined level equal to or less than half your wizard level. For instance, a 4th-level wizard can recover up to two levels worth of spell slots.
How many spells can you cast in a single turn?
The casting of a bonus action spell, irrespective of its level, precludes the player from casting another spell on their turn, with the exception of a cantrip. This signifies that neither action nor reaction spells can be cast during a player’s turn, and that only one reaction can be obtained within a round.
Can you cast 2 spells in your turn?
The rule stipulates that a bonus action must be utilized on one’s turn for the purpose of casting a spell. It is not permissible to cast another spell during the same turn, except in the case of a cantrip with a casting time of 1 action. In the event that JavaScript is disabled or blocked by an extension, or if the browser in question does not support cookies, the aforementioned rule will nevertheless remain applicable.
How many spells does a Magus know Pathfinder?
At 19th level, the magus gains access to an expanded spell list, learning and placing 14 spells from the wizard’s spell list into their spellbook. They also gain two of each of the following wizard spells not on the magus spell list: 0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. They can ignore the somatic component of these spells, casting them without the normal chance of spell failure. At 20th level, the magus becomes a master of spells and combat, using their spell combat ability without a concentration check.
They can increase the DC to resist the spell by +2, grant themselves a +2 circumstance bonus on checks to overcome spell resistance, or grant themselves a +2 circumstance bonus on all attack rolls made against the target during their turn.
How many spells can you prepare in Pathfinder?
A cleric in Pathfinder 1E is capable of preparing spells of all nine levels at the 20th level. This includes four 0th level spells and one 1st level spell at the 1st level, exclusive of the one domain slot allotted per level and bonus spells.
How many spells do bards prepare?
Bards are a specific type of wizard who do not engage in the preparation or daily learning of spells, in contrast to the practices of Clerics and Druids. At the initial level, bards learn a fixed number of spells, four in this case, rather than preparing them from a list as wizards do.
How many spells can you cast per turn Pathfinder?
The rule governing bonus action spellcasting restricts the casting of single action cantrips on turns initiated by a bonus action spell. Nevertheless, the rule allows for the casting of multiple spells in a single turn, enabling the execution of two action spells and a reaction spell. This is feasible unless JavaScript is deactivated or obstructed by an extension, or if the browser does not support cookies.
How many spells can you have ready?
The number of spells that can be prepared is contingent upon the level of the caster and the spellcasting modifier, such as intelligence. A wizard at level 7, for instance, has the capacity to prepare 11 spells.
How many spells can a bard cast per day Pathfinder?
A 10th-level bard has the capacity to cast 13 spells on a daily basis, whereas a sorcerer, despite having access to 16 spells, is only able to utilize 15 of them.
📹 MAGUS CLASS GUIDE (Part 2) – Pathfinder 2e
Let’s talk Magus Feats in part 2 of the class guide! They’ve got some very unique ones and some very typical ones. They truly are …
I messed up a few things here! (Thank you comments for pointing them out!) 1. Your spellstrike is recharged after using ANY conflux spell that costs at least 1 action, so Force Fang is MUCH better than I originally though! 2. Cascading Ray’s Spell Attack is at the same bonus as the spellstrike that caused it, making this feat freaking insanely powerful.
There is one thing I absolutely love thematically in the Magus’ mechanics, it’s the end result of Arcane Cascade. When it’s active, by combining your martial prowess (weapon specialization) and magical abilities (casting a spell to enter the cascade) your damage on strikes with a weapon become superior to a Fighter (legendary weapon specialization). You become equal to a specialist by merging your two different skills into something greater. And I love that. To explain: a fighter at level 20 with greater weapon specialization and legendary proficiency in a weapon gets a flat +8 on every strike. A magus of the same level, being only Master, gets +6 from specialization. But with the stance on, you get a flat +3 (that can be of the weapon’s damage type) for a +9 on each strike. It’s small, but I just love this detail.
Distracting Spellstrike is “meh”, but not really because of what you said. Remember Laughing Shadow gets more damage when you attack a flat-footed enemy, so it’s a nice damage and accuracy boost and adds another action to the already action efficient Spellstrike. The problem is it depends on your Deception and, as a magus, you’re not gonna have a lot of boosts to spare for CHA, as you’ll need STR/DEX to fight, some INT for your spells and CON to survive.
The quickened action can’t be used to Spellstrike, because Spellstrike is an activity. Hasted Assault requires you to use the action to Strike (basic action), it does not allow you to use an activity that contains a Strike. More info in: Subordinate Actions, Core Rulebook 462 — On another note, you can Dispelling Strike with your no lethal fists and just knock out those poor NPCs
“I don’t know how you stop players like this without crazy high level npcs.” So, this can always be a problem at tables, but I find the answer is you don’t in game. It is very much an out of game thing. “Hey, we don’t really run that type of game here, sure you can get away with it, but the person did see your face, or saw you there so it is going to hurt the parties reputation. Also even if you get away with it, you will certainly be throwing the balance of the game off.”
I’m honestly a little disappointed they didn’t do more with scrolls for magus. Something like letting you attach scrolls to multiple weapons if they have the thrown property, or letting you use scrolls when using one handed weapons for spellstrike. Just something to use scrolls in some fashion, like they did with thaumaturge and talisman’s. I just love scrolls as an idea and wanted something more
I’m certain someone else has thought of this or brought this up already, but: Lunging Spellstrike, Expansive Spellstrike and Whirlwind Spellstrike. With a 10th level spell, your pick really… you spin your staff around in a 55-foot radius and attack every enemy therein. Then, from somewhere in that massive area, say wherever the BBEG may be standing among this horde of enemies, there is a smaller but still incredibly intense explosion of energy. Twisting Tree Bunker Buster/Nuke Magus will absolutely be my next high level PC.
Just a note, I think you misread the Cascading Ray Feat. It says “Make a spell attack roll against the new target’s AC, AT THE SAME MULTIPLE ATTACK PENALTY AS THE STRIKE.” So it does not increase your MAP. I’m fairly confident that Paizo worded the requirement the way they did to be more lenient so the Cascading Ray functions identically to the Arcane Cascade stance.
After having played level 10-12 as a sparkling targe magus, i believe there may a great gain from force fang. The sparkling targe conflux spell shielding strike is quite awkward as a magus. Using it after you spellstrike you get to raise shield and attack at a -10 penalty, which is not much better than just raising shield (Aside from the fact that you recharge spellstrike). If you use it in a round where your spellstrike is down and you have all 3 actions, you have the choice of recharging spell strike with shielding strike, and then doing spellstrike at -5, which is worse than just recharging and doing spellstrike. An other alternative is Arcane Countermeasure – which is very situational, and only works against spell effects – even at level 10-12 encounters, there are a surprisingly few encounters where that makes a difference – and we just fought a litch. In that encounter i resisted 0 damage from arcane countermeasure. Another alternative is runic impression, but since it does not stack with runes, and you are already able to target weaknesses efficiently, and since runic impression does not affect golem weaknesses, it seems a worse option for magus than Arcane Countermeasure. As a result i believe i may change my level 8 feat choice from arcane countermeasure to force fang, when i get the opportunity. Building the sparkling targe character less tanky than i do, you could choose it at level 2, and have access to spells swipe at level 8 or something similar. But for me, gaining the sentinel dedication at level 2 is key to being the main damage soaker – while still pushing out massive damage with spellstrike.
For the purposes of Striker’s Scroll, I just double checked a Talisman takes 10 minutes to affix, unless you have the crafting skill feat Rapid Affixture, which makes it take 1 Minute instead, or a Three Action Activity if you’re Legendary in Crafting so if you really wanted to do that either you(or an ally with both prerequisites of the skill feat and legendary in crafting) could spend their entire turn affixing a scroll to your weapon in combat.
two thing… the map after spellstrike is -10 (it count as two attacs)…. second cascading ray is say ” Make the spell attack rool against the new target’s AC, at the same multiple attack penalty as the Strike” that mean 1 of 2 thing.. a) you ray go out with 0 pentalty cuz your strike on the spellstrke has no penalty (if was your first activity of the round) or b) they put redundat text to emphasize the -10 attack penalty…. I more incline to beleave that is the option a… but I could be wrong
Makes me kinda upset that how none of the pf2e content creators aknowledge shocking grasp as a valid spellstrike option, it used to be the best spellstrike option in 1e, and it still is in 2e. Unfortunately no matter whose articles I check everyone talks about either cantrips or non attack spells with extensive spellstrike feat, with some mentioning scorching rays every now and then. It is not very clear if you get the +1 circumstance bonus to hit with your weapon vs someone with metal armor but you still get a lot of damage (spell level +1/d12) and persistent damage on top if the target has metal armor. A few more notes to add: -Its already been mentioned a lot in the comments but Force Fang does recharge. -When you get to level 15, runic impression adds the greater elemental runes as options, these runes lets you ignore elemental resistance to that element for damage you deal with your weapon, so unless your target is immune to the energy you chose, you can just bypass all of the resistance for that particular element with it and deal full damage with the spell you added to the mix. This could be nasty with a spell that could deal persistent damage. -As per RAW, Dimensional Assault requires you to teleport to a targets reach so it is not possible to abuse it the way you described unless you are bringing a creater with yourself to target, familiar might work though -Also Laughing Shadow gains additional damage vs Flat-Footed enemies while in Arcane Cascade, so Distracting Spellstrike is a good tool to enable you to do that with a free feint.
Now that I’m thinking about it, Nonat kinda has a point about the quickened condition. Can you use that additional action alongside any of your normal actions to take 2-action or 3-action activities that meet that action’s requirements? Spellstrike is a prime example, as it says you make a Strike as part of it (though it also says you Cast a Spell, so kinda wonky). An easier example is Fighter’s Sudden Charge. If you are effected by Haste, can you use Sudden Charge by supplementing that additional action? If so, quickened is POTENT in the right hands.
So Force Fang is just Magic Missile?! Magic Missile is the same in PF as it is in D&D right?! I should probably know this by now! The answer is yes but mostly no! Magic Missile gives you one more missile while Fang just gives you more damage, meaning the spells are only the same if for some reason you don’t hit more than one person with Magic Missile.
30:59 – 31:08 You forgot to mention that the necromancy school part of Sustaining Steel also states you can change the damage type from Arcane Cascade to positive if you wish. And will not mindblown it can come in handy when dealing with undead/negative healing creatures that it also mentions. But yeah like i said last time the magus has bin refined sinds the playtest and I really like the playstyle variety of the magus’s Hybrid Studies and there feats. Inexorable Iron being the two handed weapon magus with some focus on aoe damage & self-healing (besides Capture Magic I think Expansive Spellstrike work well going into Arcane Cascade and follwing up with Devastating Spellstrike next turn to add to the aoe damage or feats like Cascade Countermeasure for more tankiness), Laughing Shadow being a unarmored one handed (kinda like Sword Saint in kingmaker) or unarmed magus that also focuses on mobility & stealth, Sparkling Targe being a sword and board or (sinds: Shield Bash, Shield Boss and Shield Spikes are melee attacks) a shieldstrike magus that focuses on defense/damage mitigation, Starlit Span of course being the spell archer but can be a weapon throwning (or a guns with guns and gears) magus with some focus on visibility and finally Twisting Tree being a staff wieling magus and will diverse magic dus has some focuses on attacking multiple enemies (especially with Lunging Spellstrike that is giving me Ruyi Jingu Bang vibes).
Arcane Fists is not a requirement to play a fist magus. It is a trap option. It’s one of the most lackluster feats in Pathfinder in the class it’s in. You don’t get a level 1 class feat slot since you cast spells, so this is competing with all the level 1 and 2 options. What do you get from it? – 1d4 from the unarmed strike everyone gets is boosted to 1d6. Which mathematically is an increase in average damage of 1 per weapon die. – The ability to not take a penalty for making the attack lethal. Which you can get with a gauntlet or the Guns & Gears knuckle dusters or black powder knuckle dusters. Your fist being non-lethal also will only rarely make a difference anyway, especially if you spellstrike. – Magical, which you will have for sure regardless through potency runes before it matters if you are fist focused. – A critical specialization that scales off Class DC, which you don’t have or progress in and if they errata it to off Spell DC will still scale poorly and lock you into INT builds to get it. So this doesn’t matter. It will never land unless you use some option that replaces or enhances the crit effect of your brawling attacks. So in summary you spend a hotly contested feat slot to get +1 average damage per weapon die. You are far better served getting a boosted unarmed strike from heritage (many of which don’t have the nonlethal trait) or archetype. In the grand scheme of things there is no reason to take this unless you are a martial of another class that wants fists and spells and doesn’t unlock brawling crit specialization perpetually (for example a rogue only gets crit spec on flat-footed targets).
The Magus is basically like the Fighter with Power Attack (a weak build at mid- and high-level play), but less accurate and dependent on spending resources that are difficult to get back (Spellstrike) to be as effective as said Fighter for 1 round per use. The Magus is so weak it borders on uselessness. I’ve seen people play them, and they contribute next to nothing in most fights.
Another thing, in regards to Striker’s Scroll: RAW, I don’t believe there is actually nothing stopping you from Casting a Spell from a Scroll as part of a Spellstrike, as there isn’t actually anything in Spellstrike or the Magus Class that says the Spell must come from your Spell List. That said, I doubt that is RAI and the action economy necessary to achieve this is a little taxing. For starters, in order to Cast as Spell from a Scroll, you have to have the Scroll in hand. Assuming you aren’t already holding the Scroll, that means you’ll have to spend an Action to Draw the Scroll before Casting it. Now, again, nothing says you can’t use the Cast a Spell from a Scroll as part of the activity used to Spellstrike; but, in order to do so, the Spell being Cast still needs to be one on your Spell List, per the rules for Casting Spells from a Scroll. This isnt really that big a deal for a Magus, since they have Spellbooks, allowing them to theoretically know as many Spells as they want. However, this would still make it a little counterintuitive in most cases, unless it is a Spell that is either A. not a Cantrip and you’ve already Cast it for the day, and want to Cast it again; or B. it is a Spell on your Spell List that you didn’t actually prepare during your Daily Preparations in order to Cast using a Spell Slot. It this case, it almost seems like more trouble that simply casting a Cantrip as part of your Spellstrike. Going back to Striker’s Scroll: the benefit here is forgoing the Action needed to Draw the particular Scroll in question in order to utilize it.
Noticed you’ve already corrected the Force Fang mistake. Was gonna say, the recharge was THE reason to take Force Fang, since it provides an additional Conflux Spell to work into your tactics at level one. It’s the only other Conflux Spell you can get at level 1. So, I’d say it is basically vital to most Magus builds. I hope to see more 1st level Conflux Spells in the future. We’ll, more Conflux Spells period. Lol