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Can´t find something like "spell casting speed" in the spell descriptions?
How do i tell how fast i can cast a spell?
I think it spell combat is turned on and you are in melee range he will cast the spell and attack.
I’ve played a magus in real life and playing one here. I love it. What they are best at (in my opinion) is being a melee glass cannon with lots of magic buffs. With shocking grasp being your bread and butter.
Arcane recovery really makes this build shine.
Tips:
-take high Str for melee fights.
- use a rapier or a scimitar. The key here is 18-20 critical. Spell combat allows for spells cast through the sword to be double damaged on critical (normally added damaged does get multiples by critical) so if you cast shocking grasp and crit at level 5 you are dealing 2d6+10d6 damage.
- arcane weapon lets you make your rapier keen. Doubleint your crit range to 15-20. Aka 25% of hits.
- most people don’t know this but touch spells stay charged in your hand until you hit or cast another spell. So even if you miss with shocking grasp it stays around till you hit.
- take 1 of each of the different spells you want to cast. (You only need to double up on the touch spells you cast a lot)
- use arcane recover to recover any spell you want to cast a second time. This effectively lets you have 2-4 times the spell list.
- take combat Casting to make sure you don’t get attacked while casting spells in combat.
- after taking a couple feats taking nothing but extra arcane points. Every extra point is another spell you can cast before resting.
- focus only on touch spells and buff spells (plus I took one copy of web). Magus is all about being a bad ass untouchable fighter who casts magic through their sword. So focus on that!)
-missed a spell? Write it into you spell book with a scroll.
- up your Int for extra spells. Up your DEX for extra defense.
Combat steps lvl 7
1. Cast shield +4 AC
2. Cast mirror image (bunch of copies of your self.
3. Cast blue (20% miss chance on you)
4. Activate arcane weapon with Keen and flaming on. (15-20 critical, +1d6 damage) - worth the 2 points to make it last 1 min/level
5. Move up so you can see the enemy.
6. If there are a lot of them cast web on the ones in the back to slow them down.
7. Combat has started cast Haste on you and your team.
8. First spell attack - cast frigged touch. AND use Arcane accuracy for +4 to hit. Frigged touch might take away their action.
9. Repeat Casting a touch spell and arcane accuracy until they are dead. Again is you miss wait till the spell hits and discharged before casting again. (There’s a magic ring around your wrist when charged)
10. Oh out of spells cuz you use them like crazy? Arcane recovery to get any spell you want back.
Later levels I also cast displacement for a few rounds of 50% miss chance.
It’s all about getting a high critical change with a magic spell going off. That’s the trick. That’s what a magus does. All the buffs and extra spells just keep them alive while they do that!
Hope that helps!
There are guides from the PnP website, at the same site linked above that may tell.
In *General* -- if it's a single target *combat* spell in the Magnus spell list it will probably be able to be used along with an attack.
Other spells - buffs / multi-target/ dispel etc. will probably take a full round. Think of that as mage mode (riskier) and be positioned accordingly.
I only know the answer to this because of the spell discriptions on the pathfinder website!
Google the spell with pathfinder after it and. First answer will tell you the spell description.
This is all from pnp pathfinder and does not translate well to real time comabt but it works like this:
Normally, when you cast a spell, you can move a certain amount and then cast a spell or attack once with a weapon.
If you have to cast a spell as a full round action, you forego the movement part (let's not talk about 5 foot steps).
In game terms, you will notice that some spell take significantly longer to cast. These are your full round actions.
This is bad.
It is what it is. It's fairly straightforward in practice. Hence why I recommended trying it with the companion. If you don't like it, move on.
If I remember right, there's not a lot of spells available to the magus that are full round. None of the combat spells that you most likely will use with spell combat/spell strike (burning hands, shocking grasp) will be full round.
I actually haven't looked to see if there's a way to tell casting time in the game. I've played Pathfinder tabletop for so long that I know what all my favorite spells do.
If you have a proper formation set up and don't run in with him charging, there isn't that much micro-managing except on harder fights that you have to manage most of the party in anyway. If you're not frontline or a ranger, you're probably in that category. As for interrupts I don't notice them any more then the misses from melee. Touch attack DC is high with high Str.
Spell Penteration: How is this calculated?
Concentration: How is this calculated?
Spell Failure Chance: How is this calculated? Descrition say it come´s from items, but i´ve got chars with 20 spell failure on the armor and 0 Spell Failure Chance