A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster. On a related topic, the magus touching his held weapon doesn’t count as “touching anything or anyone” when determining if he discharges the spell. So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell. Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn’t change the normal rules for using touch spells in combat. A tail slap is not associated with a hand, and therefore is not valid for use with spell combat.Ĭan a magus use spellstrike to cast a touch spell, move, and make a melee attack with a weapon to deliver the touch spell, all in the same round? For example, unarmed strikes, claws, and slams are light melee weapons associated with a hand, and therefore are valid for use with spell combat. Yes, so long as the weapon is a light or one-handed melee weapon and is associated with that hand. When using spell combat, can the weapon in my other hand be an unarmed strike or a natural weapon? The earlier ruling did not allow the extra attack from haste when using spell combat. Yes (revised 9/9/13) This is a revised ruling about how haste interacts with effects that are essentially a full attack, even though the creature isn’t specifically using the full attack action (as required by haste). It is not limited to spells of level 1 or higher.ĭoes spell combat count as making a full attack action for the purpose of haste and other effects? The following are the class features of the magus.Ĭan a magus use spell combat with cantrips? The magus’s class skills are Climb ( Str), Craft ( Int), Fly ( Dex), Intimidate ( Cha), Knowledge (arcana) ( Int), Knowledge (dungeoneering) ( Int), Knowledge (planes) ( Int), Profession ( Wis), Ride ( Dex), Spellcraft ( Int), Swim ( Str), and Use Magic Device ( Cha). Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Role: Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. As he grows in power, the magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against. The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal.
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