View Full Version : [3.5 PEACH] Magus of Blades - truth is in the cutting

2011-09-07, 06:56 PM

”This is the truth: when you sacrifice your life, you must make fullest use of your weaponry.
It is false not to do so, and to die with a weapon yet undrawn.”

- Miyamoto Musashi, Go Rin No Sho


A magus of blades shares cloud of knives with her familiar.

Magus of blades is a “gish” class, a spellcaster who succeeds through force of arms. Blade magi are skilled with swordplay and know a few martial maneuvers, but are also excellent tactical combatants, able to quickly maneuver themselves, their allies, and even their opponents about the battlefield. A magus of blades also understands that a sword need not be held in the hand to be used as a weapon against an opponent. Blade magi function best when interchanging sword and spell as they confront their foes and support their allies in combat. Magus of blades is the perfect class for the player who wants to strive blade-against-blade with his opponents while benefiting from the tactical options a spellcaster possesses. As “striker”-type characters, blade magi perform particularly well when paired with battlefield controllers and defenders.

Summary: Most martial adepts and arcane spellcasters find their disciplines all-consuming, of such depth and complexity that they are little inclined to venture into other fields. Not so the magus of blades, who finds that the Sublime Way and the study of arcane magic meet and conjoin in the perfect symmetry of the sword. For a magus of blades, neither arcane studies nor meditations on the Sublime Way are distractions from one another – rather, they are melody and harmony, yin and yang, two perfectly matched tools for understanding the way of the sword.

Adventures: The sword is, first and last, a tool for killing. As such, adventuring parties always have use for the skills of a magus of blades, and many blade magi find their place in life through adventuring. In addition to all the usual reasons for adventuring, a magus might take up adventuring as a means to practice and perfect her understanding of the sword, to quest for lost martial or arcane lore, or to acquire a legendary magical blade.

Characteristics: A magus of blades blends martial swordplay with the tactical use of arcane magic. She is a master of the sword, and excels at slaying foes quickly while avoiding harm. She functions equally well in melee or in close-ranged firefights. The magus of blades is a very tactically minded combatant, using her magic to outmaneuver her foes and ensure that she and her allies are always in the right place at the right time. However, she lacks the strong battlefield control capabilities of a dedicated arcane caster.

Alignment: Blade magi are a varied lot and can be of any alignment.

Races: Elves and humans are most commonly blade magi, since they tend to have an interest in both martial study and arcane magic. Dwarves and half-orcs usually prefer to come to grips with their foes more directly. Gnomes and halflings are rarely blade magi, but those who are find that their magical edge helps to capitalize on the strengths and minimize the weaknesses of their small size.

Other Classes: Wizards and fighters alike tend to look at blade magi as something of a curiosity, a creature neither fish nor fowl. However, blade magi work well alongside members of both classes. Paladins and rangers find superficial similarity with a magus of blades, but the magus may have trouble relating to their intense devotion to a cause. Barbarians and rogues have little in common with blade magi, and gain little from working with them. Clerics and druids tend to be more concerned about the faith a magus of blades follows and the deeds she performs than with how she goes about her studies.

Role: A sword is a tool for killing, and a magus of blades is a master of the sword. When opponents need to be killed, quickly and in large numbers, the magus of blades does the job. Adventuring parties also benefit from the tactical spellpower of the magus, which is frequently useful for tasks such as avoiding traps, negotiating obstacles, bypassing barriers, and covering long distances quickly.

Quick Overview of Mechanics:
A magus of blades is a lot like a warblade, but with fewer hit points and slightly fewer maneuvers. It gains arcane casting from a limited, combat-focused list, and prepares spells like a spirit shaman does, casting spontaneously from a limited list of spells known, but able to change the spells known. However, the magus of blades can change her spells known whenever she changes her martial maneuvers, so she has more flexibility (within her extremely limited list) than a spirit shaman does. As she advances in level, the magus of blades learns to add temporary enchantments to her weapons and gains special benefits when casting a spell in the same round that she attacks with a maneuver.

Change Log:
1.0 Original version.
1.01 Added the Spellblade ACF and clarified that the advancements to Sword and Sorcery improve all checks, not only skill checks.
1.02 Simplified the description of Eternal Spell Stance.
1.03 Added a variant Eternal Spell Stance option as an ACF.

Blade magi have the following game statistics.

Abilities: Intelligence is the most important ability for a magus of blades, as it determines how powerful a spell she can cast and how hard her spells are to resist. Strength, Dexterity and Constitution are also useful in combat, but a magus can rely on spells to supplement her physical abilities.

Alignment: Any

Hit Die: d8


{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Armored mage, summon familiar
2nd|+2|+3|+0|+3|Eternal spell stance
3rd|+3|+3|+1|+3|Eldritch blade
4th|+4|+4|+1|+4|Bonus feat
5th|+5|+4|+1|+4|Sword and sorcery +1
6th|+6/+1|+5|+2|+5|Craft magic arms and armor
8th|+8/+3|+6|+2|+6|Bonus feat
10th|+10/+5|+7|+3|+7|Sword and sorcery +2
12th|+12/+7/+2|+8|+4|+8|Bonus feat
15th|+15/+10/+5|+9|+5|+9|Sword and sorcery +3
16th|+16/+11/+6/+1|+10|+5|+10|Bonus feat
18th|+18/+13/+8/+3|+11|+6|+11|Epic Blade
20th|+20/+15/+10/+5|+12|+6|+12|Bonus feat, sword and sorcery +4[/table]|{table=head]0|1|2|3|4|5|6

CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
A magus of blades’ class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (arcana) (Int), Martial Lore (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Tumble (Dex).

Weapon and Armor Proficiency: The magus of blades gains proficiency with all simple and martial melee weapons (including those that can be used as thrown weapons), and with light armor, bucklers, and light shields. She suffers a chance of arcane spell failure when attempting to cast spells while wearing medium or heavy armor or when using a heavy shield.

Spells: A magus of blades casts arcane spells, which are drawn from the magus of blades spell list (below).You can cast any spell you have readied, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time.

To ready or cast a magus of blades spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against your spells is 10 + the spell's level + your Int mod. Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your daily spell allotment is given in the table above. If you attempt to cast spells while wearing medium or heavy armor or a heavy shield, you suffer an arcane spell failure chance.

Like a sorcerer, a magus of blades knows only a small number of spells. However, a magus of blades can change her spells known when she meditates to refresh her spell slots or maneuvers. You can cast any spell you have readied at any time, assuming you still have a spell slot of sufficient level remaining. You can choose when you cast your spells whether to apply any metamagic feats you have to improve them. This increases the casting time of the spell, just as it would for a sorcerer.

A magus of blade’s spellcasting is more limited than a typical spellcaster’s, however. You do not gain bonus spells per day for having a high ability score. You may cast no more than one magus of blades spell per round, even if you would otherwise have enough actions available to cast more than one. Casting a spell with a casting time of 1 immediate action counts as your use of a spell on your next turn.

To ready her spells and refresh her expended spell slots, the magus of blades must spend 5 minutes meditating upon her weapon (you may also ready new maneuvers at this time, if you wish). Spell slots used within the last 8 hours are not refreshed and count against your daily limit. Unlike most spellcasters, you can still ready new spells even if you have not had 8 hours of rest, but in this case none of your expended spell slots are refreshed (you simply change your spells known).

Designer’s Note:
A magus of blades has a pool of both maneuvers known and spells known, and must ready a smaller number of each for use. However, this smaller pool of readied spells and maneuvers can be changed out with 5 minutes of effort. The magus of blades is still restricted to a set number of spells per day, however. This unique method of readying and refreshing spells emphasizes that martial maneuvers and arcane spells are a single, unified school of study for a magus of blades.

The lack of bonus spells from a high ability scores makes the power of a magus of blades more predictable, since it has the same number of spells regardless of the dice roll or point buy method used or the ability score optimization skills of its player. The restriction on one spell per turn serves to enforce the “spell and steel” motif of the class.

Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven.

Once you know a maneuver, you must ready it before you can use it (see below). You cannot use any maneuver twice in one round. Your magus of blades maneuvers are extraordinary abilities unless otherwise noted. You learn additional maneuvers as you advance in level, as shown above. You must meet the maneuver’s prerequisites and have sufficient martial initiator level to learn it.

Upon reaching 4th level, and at every even-numbered level thereafter, you can choose to learn a new maneuver in place of one you already know. You can choose a maneuver of any level you qualify for, even if it is of higher level than the maneuver you are losing.

Designer’s Note:
The restriction against using a maneuver twice in one round is primarily intended to prevent long-chain or infinite combos wherein a player repeatedly uses a maneuver, expends a spell slot to refresh it, activates some ability granting additional actions or an extra turn, and repeats the process.

Maneuvers Readied: You can ready both of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by meditating on your weapon for 5 minutes (you can also ready new spells at this time if you wish). The maneuvers you choose remain readied until you decide to meditate again and change them.

You begin an encounter with all of your readied maneuvers available. When you initiate a maneuver, you expend it for the current encounter.

You can recover some expended maneuvers by spending a swift action and expending a magus of blades spell slot. You recover a number of maneuvers equal to the level of the spell you expend (thus, there’s no point in expending a cantrip in this fashion, since expending a 0-level spell would recover zero of your maneuvers).

Designer’s Note:
This method of refreshing maneuvers provides a use for the low-level spell slots that would otherwise become useless at high levels. Because available spell levels grow explosively with level advancement, a low-level magus of blades will be unable to refresh maneuvers very often in combat, while one of higher level will be able to do so with great frequency.

Stances: You begin playing knowing one 1st-level stance from one of your disciplines. At 5th, 10th, and 15th level, you can choose additional stances. You do not ready or expend your stances; they are always available and you can assume a new stance as a swift action. Your stances are extraordinary unless otherwise noted.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause his spells to fail (if those spells have somatic components). A magus of blades’ dedicated training, however, allows her to avoid arcane spell failure as long as she sticks to light armor and light shields or bucklers.

Familiar: A magus of blades can obtain a familiar just as a sorcerer can, except that she does not lose experience points if the familiar is dismissed or slain, and she need only wait 7 days after such an event before she can attempt to acquire a new one.

Eternal Spell Stance (Su): Upon reaching 2nd level, a magus of blades learns to charge her stances with arcane power. While in a martial stance, you can cast a magus of blades spell with a level no higher than half the level of your current stance to "charge" the stance with the spell you have just cast. For the next 24 hours, your stance is an eternal spell stance, and its normal benefit is replaced with the effect of the charged spell. This is just like applying the Persistent Spell metamagic feat to your spell, except that you must be in the eternal spell stance to gain the spell's benefit.

The spell you infuse into your eternal stance must be a valid target for the Persistent Spell metamagic feat (Complete Arcane p.81). Whenever you assume the eternal spell stance, you may opt to share the charged spell with your familiar, subject to the normal limitations of the Share Spells ability. You may charge and maintain a number of eternal spell stances equal to the number of martial stances you know; charging a stance with a new spell replaces the old spell with the new one. A charged eternal spell stance is a supernatural ability.

Eldritch Blade (Su): A magus of blades of 3rd level or higher learns to charge a melee weapon with magical energy. As a standard action, you touch a melee weapon and expend a magus of blades spell slot. The weapon gains an additional bonus equal to the level of the spell slot expended, which lasts one minute per class level. The bonus can be an enhancement bonus, special abilities that are priced as enhancement bonuses, or a combination of the two. You may select any special abilities from the Dungeon Master’s Guide or the Magic Item Compendium that could be legally applied, so long as the total enhancement-equivalent of all special abilities does not exceed the weapon’s enhancement bonus.

If the weapon was not previously magical, it is a magic weapon for the duration of this effect. If the weapon was already enchanted, the eldritch blade enchantments stack with the weapon’s existing enchantments. You may not increase the weapon’s enhancement bonus above one-third your caster level, or above +5 in any event.

Bonus Feat: At 4th level, and again every four levels thereafter, you gain a bonus feat from the list below, or any metamagic feat. You must meet any prerequisites.

Bonus feat list: Arcane Strike (CW 96), Arcane Thesis (PH2 74), Battle Caster (CArc 75), Blade of Force (CM 40), Bonded Familiar (PH2 75), Celestial Familiar (BoED 41), Combat Familiar (PH2 76), Dimensional Jaunt (CM 41), Dragon Familiar (Dcn 104), Familiar Spellbond, Improved Familiar (CS 78, CW 100, DMG 200), Improved Initiative (PH 96), Improved Unarmed Strike (PH 96), Invisible Needle (CM 44), Lurking Familiar (PH2 80), Martial Stance (ToB 31), Martial Study (ToB 31), Planar Familiar (PlH 41), Point Blank Shot (PH 98), Power Attack (PH 98), Residual Magic (CM 46), Somatic Weaponry (CM 47), Spell-Linked Familiar (PH2 83), Stone Power (ToB 32), Two-Weapon Fighting (PH 102), Weapon Finesse (PH 102), Weapon Focus (any melee weapon) (PH 102), Zen Archery (CW 106).

Sword and Sorcery (Su): A magus of blades has considerable expertise at interchanging spells and sword blows during combat. Upon reaching 5th level, whenever you cast a magus of blades spell and then make an attack with a martial maneuver during the same round, you gain a +1 bonus on any skill check, ability check, or opposed check made as part of the maneuver and its save DC is increased by +1. Whenever you make an attack with a martial maneuver and then cast a magus of blades spell during the same round, you gain a +1 bonus on your caster level for any checks to overcome spell resistance with the spell and the spell’s save DC is increased by +1.

Additionally, once per encounter when applying metamagic to a magus of blades spell that is benefiting from sword and sorcery, you can reduce the spell level adjustment of the metamagic feat by 1 (minimum +0).

When you reach 10th level, and every five levels thereafter, the bonus to the checks, caster level and save DC increase by an additional +1, and you can reduce the cost of a metamagic feat one additional time per encounter (you can apply multiple uses of sword and sorcery to the same metamagic feat if you wish).

Designer’s Note:
Sword and Sorcery serves to boost save DCs for a class that must cope with a combination of multiple attribute dependency and limited access to high-level spells. The free metamagic is also a boon, since otherwise the lack of high-level spell slots greatly limits the ability of blade magi to use most metamagic. However, some players may be tempted to try cheesy tricks such as using martial maneuvers to attack random objects in non-combat situations to qualify for discounted metamagic on their long-duration buff spells. The DM should discourage such behavior – Sword and Sorcery works only when making “real” attacks against “real” opponents.

Craft Magic Arms and Armor: At 6th level, a magus of blades gains Craft Magic Arms and Armor as a bonus feat.

Epic Blade (Su): When magus of blades reach 18th level, her Eldritch Blade ability improves. You can now use Eldritch Blade once per round as a free action, and your weapon’s maximum enhancement bonus is now +10 (you still cannot increase its enhancement bonus to greater than one-third your caster level). A weapon with a +6 or greater enhancement bonus is an epic weapon, and bypasses epic damage reduction.


0th Level: caltrops (SC 42), detect magic (PH 219), detect poison (PH 219), incite (SC 121), inhibit (SC 123), launch bolt (SC 130), launch item (SC 130), master’s touch (SC 139), message (PH 253), read magic (PH 269), shock and awe (SC 189), weapon shift (SC 237).

1st Level: backbiter (SC 23), beastland ferocity (SC 25), benign transposition (SC 27), blade of blood (PH2 103), blades of fire (SC 31), bloodletting (CM 97), blur (PH 206), body blades (SC 35), cloud of knives (PH2 107), critical strike (SC 56), dancing blade (PH2 109), deflect, lesser (PH2 109), distract assailant (SC 69), enlarge person (PH 226), enlarge weapon (CS 97), expeditious retreat, swift (SC 85), feather fall (PH 229), fist of stone (SC 94), golem strike (SC 106), hurl (SC 117), ice dagger (SC 118), invisibility, swift (SC 125), jump (PH 246), low-light vision (SC 134), nerveskitter (SC 146), persistent blade (SC 154), protection from chaos/evil/good/law (PH 266), shield (PH 278), slide (SC 191), snake’s swiftness (SC 193), spider climb (PH 283), stand (PH2 125), stretch weapon (PH2 126), summon weapon (CM 118), true strike (PH 296).

2nd Level: animate weapon (CM 95), augment familiar (SC 17), baleful transposition (SC 23), bear’s endurance (PH 203), blade brothers (PH2 103), bladeweave (SC 31), bristle (SC 40), bull’s strength (PH 207), cat’s grace (PH 208), daggerspell stance (SC 57), darkvision (PH 216), deflect (PH2 109), dimension hop (PH2 110), dimension leap (MoE 95), false life (PH 229), fly, swift (SC 96), fox’s cunning (PH 233), ghost touch armor (SC 102), heroics (SC 113), heroism (PH 240), magic weapon, legion’s (MoE 99), mindless rage (SC 142), mirror image (PH 254), protection from arrows (PH 266), quick march (SC 164), resist energy (PH 272), rhino’s rush (SC 176), ring of blades (SC 177), see invisibility (PH 275), shatter (PH 278), shield other (PH 278), slide, greater (SC 192), snake’s swiftness, mass (SC 193), speak to allies (SC 197), sure strike (PH2 126), tactical precision (SC 218), war cry (SC 236), whirling blade (SC 238), wraithstrike (SC 243).

3rd Level: anticipate teleportation (SC 13), arcane sight (PH 201), blade of pain and fear (SC 30), blade storm (SC 30), blink (PH 206), dimension step (PH2 110), dispel magic (PH 223), displacement (PH 223), dolorous blow (SC 70), enhance familiar (SC 82), fortify familiar (SC 98), good hope (PH 237), halt (PH2 114), haste, swift (SC 110), hunter’s eye (PH2 114), keen edge (PH 246), lion’s charge (SC 133), magic circle against chaos/evil/good/law (PH 249), magic vestment (PH 251), magic weapon, greater (PH 251), protection from energy (PH 266), regroup (PH2 122), reverse arrows (SC 175), scattering trap (PH2 124), spectral weapon (SC 197), steeldance (SC 206), stoneskin (PH 284), storm of needles (CM 118), telepathic bond, lesser (SC 219).

4th Level: arcane eye (PH 200), blade barrier (PH 205), coat of arms (CM 99), dimension door (PH 221), dimensional anchor (PH 221), fell the greatest foe (SC 90), force ward (SC 98), forcewave (SC 98), freedom of movement (PH 233), globe of invulnerability, lesser (PH 236), invisibility, greater (PH 245), ironguard, lesser (SC 125), magic weapon, greater legion’s (MoE 98), mirror image, greater (PH2 120), otiluke’s resilient sphere (PH 258), rain of spines (CM 114), ray deflection (SC 166), resistance, greater (SC 174), ruin delver’s fortune (SC 178), shard storm (SC 187), sword of deception (SC 217), telekinesis (PH 292), tenser’s transformation (PH 294), thunderlance (SC 220), toxic weapon (PH2 126), wingbind (SC 240).

5th Level: animate objects (PH 199), bigby’s interposing hand (PH 204), blink, greater (SC 32), dimension door, greater (SC 64), dimension jumper (CM 102), dimension shuffle (PH2 110), dispel magic, greater (PH 223), enlarge person, greater (SC 82), evacuation rune (CS 98), heroism, greater (PH 240), howling chain (SC 116), ironguard (SC 125), mordenkainen’s sword (PH 256), passwall (PH 259), rary’s telepathic bond (PH 268), sword of darkness (SC 217), teleport (PH 292), transmute mud to rock (PH 295), transmute rock to mud (PH 295), wall of force (PH 298), waves of fatigue (PH 301).

6th Level: adamantine wings (CM 95), anticipate teleportation, greater (SC 13), anti-magic field (PH 200), bigby’s forceful hand (PH 204), black blade of disaster (SC 29), body of war (SC 35), brilliant aura (SC 39), dimension jumper, greater (CM 102), familiar refuge (CM 104), globe of invulnerability (PH 236), imbue familiar with spell ability (SC 120), otiluke’s telekinetic sphere (PH 259), rejection (SC 172), repulsion (PH 271), resistance, superior (SC 174), reverse gravity (PH 273), tactical teleportation (CM 118), teleport, greater (PH 293), teleport object (PH 293), true seeing (PH 296).

2011-09-07, 06:59 PM
Reserved for feats, spells, and alternate class features.


You are more efficient at channeling arcane energy to refresh your martial maneuvers.
Prerequisite: Magus of Blades level 1st
Benefit: When you expend a spell slot to refresh your maneuvers, you refresh a number of maneuvers equal to the spell level + 1.


You learn to cast a spell and use a martial maneuver at the same time.
Level: 5th
Replaces: If you select this alternate class feature, you do not gain the sword and sorcery feature or any of its advancements.
Benefit: Whenever you use one of your martial maneuvers, you may simultaneously cast a magus of blades spell whose casting time is the same as the activation time of the maneuver, producing both effects with the same action. You choose which effect is resolved first. You gain a +1 bonus on any skill check, ability check, or opposed check made as part of the maneuver and a +1 bonus to your caster level for any checks to overcome spell resistance with the spell. Additionally the save DCs of both the maneuver and the spell are increased by +1. You can use this ability once per day for every five levels that you have.

When you reach 10th level, and every five levels thereafter, the bonus to the checks, caster level and save DC increase by an additional +1.

Your eternal spell stance is more powerful than normal.
Level: 2nd
Replaces: If you select this alternate class feature, you do not gain the normal benefits of eternal spell stance. Instead, your eternal spell stance works as described below.
Benefit: At 2nd level, you learn a new stance, the eternal spell stance. When you enter your eternal spell stance, choose one of your readied spells with a personal or fixed range and expend a spell slot appropriate to the spell's level. For as long as you remain in the eternal spell stance, you benefit from that spell's effect regardless of the spell's normally listed duration.

Eternal spell stance is a martial stance with no discipline and level equal to the level of the spell slot used to activate it. It is also a spell-like ability. If your eternal spell stance is countered or dispelled, you immediately exit the stance.

Shadow Lord
2011-09-07, 07:59 PM
Please, for the love of the Dice, no Tables in Tables. It's a pain in the butt to read it like this.

2011-09-07, 08:11 PM
*Opens mouth*

Well. . . There goes my next planned project.

As for honest criticism, I wish there was some kind of mechanic for using spells simultaneously with Strike and Boost maneuvers, but otherwise it looks quite good.

2011-09-08, 11:04 AM
Good suggestion. I have added a Spellblade ACF that swaps Sword and Sorcery for the ability to use a maneuver and spell simultaneously a few times per day (and still claim the bonus to checks, spell penetration, and save DCs).

Keep in mind that while the base class can't cast a spell and use a maneuver at same time, there are 28 spells on the list that can be cast as swift or immediate actions, so it's pretty easy to cast a spell and use a strike in the same turn. Also, if you take one of the feats that allows you to apply metamagic without increasing casting time, quicken spell becomes an option, and benefits from Sword and Sorcery's metamagic cost reduction. You can also take Arcane Thesis as a bonus feat to more easily quicken a favorite spell.

2011-09-08, 12:12 PM
Solid Tier 3. Not ridiculous mechanics, if a touch complicated.

However, the tables make my eyes bleed.

2011-09-08, 12:29 PM
Hmm, I can probably simplify the description for Eternal Spell Stance. Lemme have a go at it.

2011-09-08, 12:46 PM
My only real complaint is the thematic restriction to slashing and piercing weapons. I wanna bust some jerk's head in with a lucky flaming elfbane warhammer :[

2011-09-08, 12:49 PM
Eternal Spell Stance (Su): Upon reaching 2nd level, a magus of blades learns to assume stance of supernatural focus, using her martial discipline to infuse a spell into her very being. As a full-round action, you can cast a magus of blades spell while in one of your martial stances. Your stance becomes an eternal spell stance, “charged” with the spell you have just cast, and the normal effects of the stance are replaced with the spell’s effect. The spell does not have its normal duration – instead, it takes effect whenever you assume your eternal spell stance. The “charge” dissipates, and you regain access to the normal benefits of your stance, whenever you refresh your spell slots (or whenever you dismiss the spell, if it is dismissable).

Only certain spells are eligible to be infused into your eternal spell stance. A spell must meet all of the following criteria:
Spell level must be no greater than half the level of your current martial stance;
Spell’s casting time must be no greater than one full-round action;
Must have a fixed or personal range;
Must be a spell you cast personally (not from a scroll, wand, or other item);
Must not have an instantaneous duration;
Must not be a spell that can be discharged.
A spell cast into an eternal spell stance is cast as normal (including any expensive material components or XP costs), but is considered a supernatural effect after it is cast (meaning that it cannot be dispelled, for example). Whenever you assume the eternal spell stance, you may opt to share the spell with your familiar, subject to the normal limitations of the Share Spells ability. You may “charge” and maintain a number of eternal spell stances equal to the number of martial stances you know.

Unnecessarily complicated, in my opinion. Humbly, I think this should do what I initially assumed it would do when I read it. As such:


Eternal Spell Stance (Ex): At 2nd level, a Magus of Blades masters the art of the Eternal Spell Stance. Whenever he casts a spell with a range of Personal, if he is in a martial stance of any discipline or level, he may spend a swift action to exit that stance and enter the Eternal Spell Stance. His spell, rather than lasting for its normally listed duration lasts for as long as he remains in the Eternal Spell Stance. Exiting the Eternal Spell Stance (to enter a new stance, for example) ends the cast spell immediately regardless of it's normally listed duration.

While the Eternal Spell Stance is itself an extraordinary ability, the cast spell is still a spell and obeys all the normal rules for spells. The Eternal Spell Stance obeys all the normal rules for martial stances, with the exception that the Magus of Blades automatically exits the stance anytime he recovers his spell slots or if the cast spell ends for any reason.


Now, that's still amazing, and likely too powerful for the purposes of dipping with a gish a build, but it's slightly less powerful than the ability you've presented and also less complicated.

EDIT: I'm also working on ways to simplify that even further.

Eternal Spell Stance (Sp): At 2nd level, a Magus of Blades masters the art of the Eternal Spell Stance. This stance follows all the standard rules for martial stances as well as the additional rules given below.

When a Magus of Blades enters the Eternal Spell Stance he chooses a single spell he knows. The chosen spell must have a range of Personal. Then he expends a spell slot of a level equal to that spell's level. For as long as he remains in the Eternal Spell Stance he benefits from that spell's effects regardless of the spell's normally listed duration.

The Eternal Spell Stance is a martial stance with no discipline or level. It is also a spell-like ability, and thus is subject to all rules and effects that apply to spell-like abilities. If the spell's effects would end or if the Eternal Spell Stance would be subject to an effect that would otherwise end a spell-like ability the Magus of Blades automatically exits the stance.

2011-09-08, 01:18 PM
Eternal Spell Stance has been simplified a bit, and I cleaned up the wording on Eldritch Blade as well.

I also removed the restriction against bludgeoning weapons. It seems terribly uncouth to me to meditate on the purity of your club, but some people just gotta bash. :smallbiggrin:

@ Ziegander: I see where you're coming from, and that is a lot simpler. Is there a way we can do that while still allowing the flexibility of multiple eternal spell stances, and the ability to switch from one to another? The dippability doesn't worry me; if we just specify only magus of blades spells can be used, the feature becomes useless for dipping.

2011-09-08, 01:25 PM
@ Ziegander: I see where you're coming from, and that is a lot simpler. Is there a way we can do that while still allowing the flexibility of multiple eternal spell stances, and the ability to switch from one to another?

I doubt it. That was a pretty intrinsic part of my design that you only have one Eternal Spell Stance and that it works just like any other stance you know. So, I can't think of a way to combine our efforts there... It also helps to keep the power of the feature in check to disallow the switching through of multiple spells throughout the day, but that may prove unnecessary.

2011-09-08, 01:37 PM
Method 1: Weaker persistent spells, but multiple options. Flexibility to switch when needed, but never more than one at a time, persisting a spell robs you of the ability to use a higher-level stance.

Method 2: Stronger persistent spell, but only one at a time. Robs you of the ability to use any other stance unless you abandon the persistent spell.

Augh, indecision. Decisive brain appears to be taking a nap.

Edit: Decisive brain never woke up, so I added your version as an ACF. Options galore!

2012-01-24, 10:46 PM
Hope that play testing results don't count as thread necromancy...

If they do, sorry.

Anyway, the results.

The class is quite fluid and works well in combat, I really like the Eldritch Blade and Eternal Spell Stance's. However, I have a problem with the spell list. There are literally no strait up damaging spells like the duskblade has. In fact they are almost all buffs. I have no problem with that, but I DO have a problem with the fact that there are very few metamagics you would want to apply to them because of their duration and effect that the first version of sword and sorcery is almost completely useless because of the lack of useful metamagics.. I think that there should be a very damaging spells that either don't require a separate attack, or that you can channel. Like Vampiric touch. Or anything that effects your enemy negatively. I can't see any spell off the top of my head (I only know the spells up to 4th level because thats all I have used) that require a DC from your opponent.. Which nullifies part of the ability. However the Spellblade feature works very nicely. I'd suggest switching spell or removing sword and sorcery.

I could just be dumb, but those are my experiences. All in all, its a great class.

2012-01-28, 09:04 PM
I consider all my homebrew classes to be continual works in progress. Playtest results are welcome!

You're right that the class has limited direct damage and debuff capabilities. This is intended to make the magus of blades play differently from a traditional blaster mage or duskblade. Your primary method of attack as a blade magus should be your swords - of which you usually have many, both real and conjured.

For metamagic feats used with Sword and Sorcerery, I recommend Extend, Fell Drain, Fell Frighten, Coercive Spell, and Empower. Most of those are from pretty obscure books, so I see what you mean about limited selection. If you don't have Libris Mortis and Drow of the Underdark, your choices are fairly limited.

When time permits, I'lll add a couple of same stat blocks to the entry to illustrate how I build some NPC blade magi. If you have any recommendations for changes to the spell list or an alternate class feature, I'd gladly entertain them.

2012-02-03, 03:54 PM
Since this is still open for questions, I have one. Is the number of spells 'known' (retrieved, whatever) at a given time equal to the number per level per day? If not, where is it listed? I'm probably just missing it, but I can't find it for anything.

Great class by the way, hope I get to play it. The limited maneuvers known really makes you specialize in no more than 2 schools of maneuvers.

2012-02-03, 08:29 PM
I agree with Stack, great class.

2012-02-04, 03:16 PM
ALso, would adaptive style allow you to swap spells as a standard action?

2012-02-04, 03:23 PM
Since this is still open for questions, I have one. Is the number of spells 'known' (retrieved, whatever) at a given time equal to the number per level per day?

Yes. Spells per day and spells retrieved use the same table.

2012-02-26, 10:01 PM
ALso, would adaptive style allow you to swap spells as a standard action?

I missed this question when you posted it earlier. The magus of blades does not qualify for the Adaptive Style feat. However, the new Efficient Recharge feat fulfills a similar purpose.

2012-02-27, 08:42 AM
I presumed they would qualify for adaptive style by virtue of being an initiator. I also presumed that it would only apply to their maneuver selection. Their maneuvers known are limited enough that It probably doesn't matter too much if they can't take it.