Spell combat and Spell strike
Posted: Fri Feb 23, 2024 5:52 pm
http://legacy.aonprd.com/coreRuleBook/c ... -in-combat
Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.
Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.
Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn.
Dismiss a Spell: Dismissing an active spell is a standard action that doesn't provoke attacks of opportunity.
https://paizo.com/threads/rzs2nler?A-Gu ... -and-Spell
Part 1: You got the Touch, you got the Power!
The foundation of this guide is Touch spells. This section will deal entirely on how touch spells really work. Without it, Spellstrike will be a confusing mess. You're only cheating yourself if you skip ahead. Of all the problems I've seen people have with the Magus, half of them are due to not really understanding how touch spells work.
We'll start with some relevant rule citations:
1) Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action.[1a] You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target.[1b] You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.
2) Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely.[2a] You can continue to make touch attacks round after round.[2b] If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge.[2c] In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.[2c]
3) Touch Spells and Holding the Charge (Magic Chapter): In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates.
4) “Armed” Unarmed Attacks: Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).
Sparky the Sorcerer spies Clunky the Orc standing ten feet away. He wants to zap him! Sparky casts Shocking Grasp, a spell with a range of Touch. As part of casting this spell, Sparky gets to touch as a free action[1a] and can move before doing so[1b]. He moves up to Clunky, and touches him. He rolls his attack: a d20, and adds 1 because Sparky has 12 Strength. His result is 16, not bad! Clunky's Touch AC is 10, so Sparky has sucessfully touched Clunky, and the spell discharges. Zap!
Lets try this example again with some different results.
Sparky the Sorcerer spies Clunky the Orc standing sixty feet away. He wants to zap him! He casts Shocking Grasp, and moves thirty feet towards Clunky. He is out of reach, so he can't make his free touch attack that was granted by casting the Touch spell[1a] so he Holds the Charge[2a]. Clunky moves up and attacks Sparky, but misses.
Round 2! Sparky still wants to zap the Orc, and is holding the charge[2]. He uses his standard action to make a melee touch attack against Clunky[2b]. Because of the held charge, he is armed, and doesn't provoke an attack of opportunity[4]. He rolls his attack: a d20, and adds 1 because Sparky has 12 Strength. His result is 4, that's terrible! Clunky's Touch AC is 10 so Sparky has missed. Sparky gives up his move action and ends his turn. Clunky attacks Sparky again, but misses.
Round 3! Sparky is tired of this Orc, he uses his special sorcerer Draconic Bloodline power to grow claws as a free action. Now he uses a full-round action to make a full attack. He is still holding the charge, so if one of these attacks hit, it will deal damage as well as delivering the spell[2c]. He rolls his first claw attack: a d20, and adds 1 because Sparky has 12 Strength. His result is 18, terrific! Clunky's AC is 14 so Sparky has hit. (Note: This attack is against Clunky's normal AC, not his Touch AC, because Sparky is making a melee attack, not a touch attack) Sparky deals his claw damage (1d4+1) and also discharges his Shocking Grasp, Zap! If Clunky still lives, Sparky can finish his full-attack with his second claw, which will deal only normal claw damage if it hits. If Clunky is dead, however, Sparky can abandon the rest of his full-attack and take a move action instead, to get away from the stinky orc corpse.
As a side note, Sparky could have done the same thing using his unarmed strike, instead of his claws, though without the Improved Unarmed Strike feat, he would still provoke an attack of opportunity. Even though he's holding the charge on a touch spell, the action would still provoke because Sparky's unarmed strike normally does[2c].
Part 2: Player Two has Joined the Battle!
Melvin the Magus has arrived to show Sparky how it's done. As a Magus, Melvin has access to Shocking Grasp, and can do everything Sparky just did, with the exception of growing claws. Instead of using his Claws, Melvin can use his Unarmed Strike, because he took the Improved Unarmed Strike feat for some reason. So you can repeat everything above with Melvin, just substitute an unarmed strike in place of the claws. (Applying two-weapon fighting penalties where appropriate)
Even though Melvin is a Magus, not a Sorcerer, he still follows all of those rules about Touch Attacks.
However, Melvin can do more than that. He's got Magus Stuff! He's level 1, so he only has Spell Combat, not Spellstrike. Ignore Spellstrike for now. Really, just ignore it, pretend you've never heard of it.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
So we know the following:
Spell Combat is a full-round action. This means the only movement Melvin can make during Spell Combat is a 5' step, and he can do so before, during, or after the action.
One hand wields a weapon, the other hand is empty. Melvin has a Longsword.
When using Spell Combat, Melvin can make his normal full-attack with his weapon, and he can also cast a Magus spell with a casting time of 1 standard action. He can do this in any order, spell then sword, or sword then spell.
So, lets start off easy.
Melvin is surprised by Clunky the Orc! Clunky the orc uses his surprise round to move in next to Melvin. (He doesn't charge because there's a rock in the way) Round 1: Melvin takes a full-round action to use Spell Combat. He starts by casting Shield, and doing so defensively. He makes his concentration check, so now he has a shield bonus to AC. Great. Now he makes his normal full-attack with his weapon. He rolls his attack: a d20, and adds 1 because Melvin has 12 Strength, and he also includes his -2 penalty for using Spell Combat. His result is 13, d'oh. Clunky has an AC of 14, so Melvin has missed. Clunky attacks Melvin, missing, because Clunky sucks.
Round 2: Melvin decides to put the hurt on Clunky. He takes a full-round action to use Spell Combat. He starts by making his regular attack, foolishly believing that it might kill Clunky and save him a spell. Melvin makes his normal full-attack with his weapon. He rolls his attack: a d20, and adds 1 because Melvin has 12 Strength, and he also includes his -2 penalty for using Spell Combat. His result is 16, hooray. Clunky has an AC of 14, so Melvin hits. Melvin deals 1d8+1 damage. Clunky still stands! He laughs, in fact. Ha HA! But Melvin isn't done yet, he still gets to cast a spell because he's using Spell Combat. He casts Shocking Grasp, defensively. Melvin makes his Concentration check. Now, we follow the rules above for Touch Spells. Because Melvin just cast a Touch spell, he gets a free touch attack[1a]. He reaches out and touches Clunky. He rolls his attack: a d20, and adds 1 because Melvin has 12 Strength, and he also includes his -2 penalty for using Spell Combat. His result is 11, that is... acceptable. Clunky's Touch AC is 10 so Melvin lands his touch, and discharges the Shocking Grasp. Zap!
With the death of Clunky, Melvin goes up a level! (DING) In addition to some stat changes and stuff, Melvin gains the ability to use Spellstrike.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
So we know the following:
In order to use Spellstrike, the following conditions must be met - A) Melvin must have cast the spell. B) The spell must have a range of "touch". C) The spell must be on the Magus spell list.
Once A, B, and C have been met, then Spellstrike may apply. If any of those three conditions are not met (such as casting a Cleric spell, or using a wand to cast a Magus spell) then Spellstrike will not work.
So, Melvin decides to cast Shocking Grasp, which is a Touch spell, and on the Magus spell list. Excellent. What now?
Now, Melvin can deliver that spell through any weapon he is wielding as part of a melee attack. He does not have to! He "can" deliver it, meaning it's his choice. He still has all of the options listed above to deal with delivering his spell just like Sparky.
But why be a Magus if you're just going around groping orcs? Bah! Put them to the sword! So, what does Spellstrike actually do?
It lets you deliver that touch spell through a weapon, as part of a melee attack. This means multiple things:
1) You use a weapon, not your touch. Any bonuses you have using that weapon will apply. Magic enhancement bonuses, weapon focus, etc.
2) The attack will be against the opponents normal AC, not his Touch AC. This usually means the opponent will be harder to hit.
3) When you land the attack, you deal weapon damage in addition to discharging the spell.
4) The attack has a critical threat range based on the weapon used. Melvin's longsword threatens a critical hit on a roll of 19–20. If Melvin confirms a critical hit when using Spellstrike, both the weapon damage AND the spell damage will double. (If Melvin was using a Battleaxe instead of a Longsword, the spell damage would still only double, even though the Battleaxe is an x3 weapon)
Sparky walks up, demanding an explanation. "So when can this happen? It says something in there about a free attack! What the heck, dude?"
It's simple. Any time Melvin could normally deliver a touch spell, he has the option of using his sword to do so. This means 1-4 above will apply. The rules for Spellstrike specifically call out being able to use Spellstrike in place of the free attack granted from casting the spell. (Remember point [1a] from the very top?) However, that is not a limitation, that is just point out that, in addition to being able to deliver his normal touch spells with his sword, he ALSO can deliver the FREE touch spell granted by casting it. If the rules did not spell this out, it would not be clear that Melvin is able to swing his sword more than once per round. This point is important, and it's thrown a lot of people off-track.
So, once more, all those times that Sparky could deliver his touch spell? (Free attack from casting, touch attack with held charge, full-attack with held charge and weapons) Melvin can do all of those things, and he ALSO has the option of doing any or all of those things with his sword, instead of his hand or claw or fist. That is what Spellstrike does.
Spellstrike is not an action. It's not a 'free' attack. It's not anything. All it does is let you use your sword instead of your hand.
Simple example time:
Bumpy the Orc appears, and he wants revenge! He stands 30 feet from Melvin, and calls him a sissy. Round 1: Melvin casts Shocking Grasp, which is a touch spell, and on the magus spell list. (A, B, and C fulfilled!). Melvin then moves 30 feet to get adjacent to Bumpy. Now, Melvin has a free attack as a result of casting the spell[1a]. He has two options: He can make a melee touch attack against Bumpy's Touch AC. This is more likely to hit, but all it will do it Zap Bumpy, and it will only critically hit if Melvin rolls a 20. His other option is to use Spellstrike to deliver that touch with his sword. That's what he's going to do! He rolls his attack: a d20, and adds 1 because Melvin has 12 Strength, adds another 1 because he has +1 BAB. His result is 17, quite good. Bumpy has an AC of 14, so Melvin hits. Melvin now deals weapon damage (1d8+1) and discharges Shocking Grasp, Zap!
Now, I know what you're thinking. "That's too easy. I fully understand how touch spells work, and those magus abilities make sense! My noodle is not yet baked!"
Well hold your horses. You have yet to experience the brain-melting horror that is Combining Spell Combat with Spellstrike! Tables have been flipped, Mountain Dew bottles scattered to the four winds, and DMs everywhere have torn out hair by the fistful, by simply trying to figure out how exactly this all works. But not you! No! You have the benefit of a full understanding of Touch Spells. You know how to Hold the Charge. You understand in what cases can someone discharge those touch spells. You even know what Spellstrike does, and that's a heck of an accomplishment. So lets put them all together.
The heavens crack, lighting lines the horizon. Stumpy the Orc teleports in from the Plane of Orcs, intent on destroying Melvin, then taking Sparky as his wife.
It's too bad Melvin beat him on initiative.
Melvin takes a full-round action to use Spell Combat. Remember that Spell Combat grants him a full-attack with his weapon, and also lets him cast a Standard action spell. Melvin chooses to start with his spell. He casts Shocking Grasp, defensively. He makes his concentration check. Now, as part of casting a Touch spell, Melvin gets a free touch attack.[1a] Because he has Spellstrike, he can (and will) choose to deliver that attack with his sword. He rolls this attack: a d20, and adds 1 because Melvin has 12 Strength, adds another 1 because he has BAB+1, and he also includes his -2 penalty for using Spell Combat. His result is 12. Outrage! Stumpy has an AC of 16, so Melvin has missed. If Melvin had managed to hit, he would have dealt weapon damage as well as discharging the Shocking Grasp. But he didn't. Boo. So, that takes care of the free attack granted by casting a Touch spell. But Melvin isn't done yet, this is Spell Combat, so he still gets to make a full-attack with his weapon. And, he hasn't discharged that shocking grasp, yet. Melvin makes his normal full-attack with his weapon. He rolls his attack: a d20, and adds 1 because Melvin has 12 Strength, adds another 1 because he has BAB+1, and he also includes his -2 penalty for using Spell Combat. He rolls a 19, which is a critical threat, and enough to beat Stumpy's AC! Melvin will hit for sure, but first will roll to confirm his critical hit. He rolls again, with the same bonuses and penalties. 17! Melvin has confirmed the critical hit! Melvin rolls his weapon damage twice (1d8+1, and 1d8+1) then rolls his Shocking Grasp damage twice, Zap! Stumpy is no more.
So here's some things we've learned.
Spellstrike does not grant you an extra attack. You still have the exact same number of attacks (d20's rolled) as you would without it.
You may get an extra attack when using Spell Combat over making a regular full-attack, but ONLY if the spell you cast has an attack roll.
When Melvin reaches a BAB of +6 (at level 8 unless he multiclasses) he will get two attacks during a full-attack routine. One at full BAB, and one at BAB-5. (+6/+1) This means that if he uses Spell Combat, he still gets to make his full-attack in addition to casting a spell. And if that spell grants him an attack, then that's three attacks that turn. All of which are at -2 penalty from Spell Combat. Same thing if someone casts Haste.
One final note about my attack roll numbers, and Shocking Grasp. You'll note that Shocking Grasp says you get a +3 bonus on attack rolls if the opponent is wearing metal armor or carrying a metal weapon. The orcs in my examples were all shamefully nude (or wearing leather, if the reader is under 18). While this bonus certainly applies to touch attacks made to deliver Shocking Grasp, check with your DM to find out if he allows it on attacks made with Spellstrike. (Personally, I think that having to hit normal AC vs touch AC, combined with a Magus's generally lower to-hit and damage, makes the +3 not unbalanced with Spellstrike. Your DM may of course rule otherwise.)
Happy Zapping!
Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.
Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.
Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn.
Dismiss a Spell: Dismissing an active spell is a standard action that doesn't provoke attacks of opportunity.
https://paizo.com/threads/rzs2nler?A-Gu ... -and-Spell
Part 1: You got the Touch, you got the Power!
The foundation of this guide is Touch spells. This section will deal entirely on how touch spells really work. Without it, Spellstrike will be a confusing mess. You're only cheating yourself if you skip ahead. Of all the problems I've seen people have with the Magus, half of them are due to not really understanding how touch spells work.
We'll start with some relevant rule citations:
1) Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action.[1a] You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target.[1b] You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.
2) Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely.[2a] You can continue to make touch attacks round after round.[2b] If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge.[2c] In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.[2c]
3) Touch Spells and Holding the Charge (Magic Chapter): In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates.
4) “Armed” Unarmed Attacks: Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).
Sparky the Sorcerer spies Clunky the Orc standing ten feet away. He wants to zap him! Sparky casts Shocking Grasp, a spell with a range of Touch. As part of casting this spell, Sparky gets to touch as a free action[1a] and can move before doing so[1b]. He moves up to Clunky, and touches him. He rolls his attack: a d20, and adds 1 because Sparky has 12 Strength. His result is 16, not bad! Clunky's Touch AC is 10, so Sparky has sucessfully touched Clunky, and the spell discharges. Zap!
Lets try this example again with some different results.
Sparky the Sorcerer spies Clunky the Orc standing sixty feet away. He wants to zap him! He casts Shocking Grasp, and moves thirty feet towards Clunky. He is out of reach, so he can't make his free touch attack that was granted by casting the Touch spell[1a] so he Holds the Charge[2a]. Clunky moves up and attacks Sparky, but misses.
Round 2! Sparky still wants to zap the Orc, and is holding the charge[2]. He uses his standard action to make a melee touch attack against Clunky[2b]. Because of the held charge, he is armed, and doesn't provoke an attack of opportunity[4]. He rolls his attack: a d20, and adds 1 because Sparky has 12 Strength. His result is 4, that's terrible! Clunky's Touch AC is 10 so Sparky has missed. Sparky gives up his move action and ends his turn. Clunky attacks Sparky again, but misses.
Round 3! Sparky is tired of this Orc, he uses his special sorcerer Draconic Bloodline power to grow claws as a free action. Now he uses a full-round action to make a full attack. He is still holding the charge, so if one of these attacks hit, it will deal damage as well as delivering the spell[2c]. He rolls his first claw attack: a d20, and adds 1 because Sparky has 12 Strength. His result is 18, terrific! Clunky's AC is 14 so Sparky has hit. (Note: This attack is against Clunky's normal AC, not his Touch AC, because Sparky is making a melee attack, not a touch attack) Sparky deals his claw damage (1d4+1) and also discharges his Shocking Grasp, Zap! If Clunky still lives, Sparky can finish his full-attack with his second claw, which will deal only normal claw damage if it hits. If Clunky is dead, however, Sparky can abandon the rest of his full-attack and take a move action instead, to get away from the stinky orc corpse.
As a side note, Sparky could have done the same thing using his unarmed strike, instead of his claws, though without the Improved Unarmed Strike feat, he would still provoke an attack of opportunity. Even though he's holding the charge on a touch spell, the action would still provoke because Sparky's unarmed strike normally does[2c].
Part 2: Player Two has Joined the Battle!
Melvin the Magus has arrived to show Sparky how it's done. As a Magus, Melvin has access to Shocking Grasp, and can do everything Sparky just did, with the exception of growing claws. Instead of using his Claws, Melvin can use his Unarmed Strike, because he took the Improved Unarmed Strike feat for some reason. So you can repeat everything above with Melvin, just substitute an unarmed strike in place of the claws. (Applying two-weapon fighting penalties where appropriate)
Even though Melvin is a Magus, not a Sorcerer, he still follows all of those rules about Touch Attacks.
However, Melvin can do more than that. He's got Magus Stuff! He's level 1, so he only has Spell Combat, not Spellstrike. Ignore Spellstrike for now. Really, just ignore it, pretend you've never heard of it.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
So we know the following:
Spell Combat is a full-round action. This means the only movement Melvin can make during Spell Combat is a 5' step, and he can do so before, during, or after the action.
One hand wields a weapon, the other hand is empty. Melvin has a Longsword.
When using Spell Combat, Melvin can make his normal full-attack with his weapon, and he can also cast a Magus spell with a casting time of 1 standard action. He can do this in any order, spell then sword, or sword then spell.
So, lets start off easy.
Melvin is surprised by Clunky the Orc! Clunky the orc uses his surprise round to move in next to Melvin. (He doesn't charge because there's a rock in the way) Round 1: Melvin takes a full-round action to use Spell Combat. He starts by casting Shield, and doing so defensively. He makes his concentration check, so now he has a shield bonus to AC. Great. Now he makes his normal full-attack with his weapon. He rolls his attack: a d20, and adds 1 because Melvin has 12 Strength, and he also includes his -2 penalty for using Spell Combat. His result is 13, d'oh. Clunky has an AC of 14, so Melvin has missed. Clunky attacks Melvin, missing, because Clunky sucks.
Round 2: Melvin decides to put the hurt on Clunky. He takes a full-round action to use Spell Combat. He starts by making his regular attack, foolishly believing that it might kill Clunky and save him a spell. Melvin makes his normal full-attack with his weapon. He rolls his attack: a d20, and adds 1 because Melvin has 12 Strength, and he also includes his -2 penalty for using Spell Combat. His result is 16, hooray. Clunky has an AC of 14, so Melvin hits. Melvin deals 1d8+1 damage. Clunky still stands! He laughs, in fact. Ha HA! But Melvin isn't done yet, he still gets to cast a spell because he's using Spell Combat. He casts Shocking Grasp, defensively. Melvin makes his Concentration check. Now, we follow the rules above for Touch Spells. Because Melvin just cast a Touch spell, he gets a free touch attack[1a]. He reaches out and touches Clunky. He rolls his attack: a d20, and adds 1 because Melvin has 12 Strength, and he also includes his -2 penalty for using Spell Combat. His result is 11, that is... acceptable. Clunky's Touch AC is 10 so Melvin lands his touch, and discharges the Shocking Grasp. Zap!
With the death of Clunky, Melvin goes up a level! (DING) In addition to some stat changes and stuff, Melvin gains the ability to use Spellstrike.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
So we know the following:
In order to use Spellstrike, the following conditions must be met - A) Melvin must have cast the spell. B) The spell must have a range of "touch". C) The spell must be on the Magus spell list.
Once A, B, and C have been met, then Spellstrike may apply. If any of those three conditions are not met (such as casting a Cleric spell, or using a wand to cast a Magus spell) then Spellstrike will not work.
So, Melvin decides to cast Shocking Grasp, which is a Touch spell, and on the Magus spell list. Excellent. What now?
Now, Melvin can deliver that spell through any weapon he is wielding as part of a melee attack. He does not have to! He "can" deliver it, meaning it's his choice. He still has all of the options listed above to deal with delivering his spell just like Sparky.
But why be a Magus if you're just going around groping orcs? Bah! Put them to the sword! So, what does Spellstrike actually do?
It lets you deliver that touch spell through a weapon, as part of a melee attack. This means multiple things:
1) You use a weapon, not your touch. Any bonuses you have using that weapon will apply. Magic enhancement bonuses, weapon focus, etc.
2) The attack will be against the opponents normal AC, not his Touch AC. This usually means the opponent will be harder to hit.
3) When you land the attack, you deal weapon damage in addition to discharging the spell.
4) The attack has a critical threat range based on the weapon used. Melvin's longsword threatens a critical hit on a roll of 19–20. If Melvin confirms a critical hit when using Spellstrike, both the weapon damage AND the spell damage will double. (If Melvin was using a Battleaxe instead of a Longsword, the spell damage would still only double, even though the Battleaxe is an x3 weapon)
Sparky walks up, demanding an explanation. "So when can this happen? It says something in there about a free attack! What the heck, dude?"
It's simple. Any time Melvin could normally deliver a touch spell, he has the option of using his sword to do so. This means 1-4 above will apply. The rules for Spellstrike specifically call out being able to use Spellstrike in place of the free attack granted from casting the spell. (Remember point [1a] from the very top?) However, that is not a limitation, that is just point out that, in addition to being able to deliver his normal touch spells with his sword, he ALSO can deliver the FREE touch spell granted by casting it. If the rules did not spell this out, it would not be clear that Melvin is able to swing his sword more than once per round. This point is important, and it's thrown a lot of people off-track.
So, once more, all those times that Sparky could deliver his touch spell? (Free attack from casting, touch attack with held charge, full-attack with held charge and weapons) Melvin can do all of those things, and he ALSO has the option of doing any or all of those things with his sword, instead of his hand or claw or fist. That is what Spellstrike does.
Spellstrike is not an action. It's not a 'free' attack. It's not anything. All it does is let you use your sword instead of your hand.
Simple example time:
Bumpy the Orc appears, and he wants revenge! He stands 30 feet from Melvin, and calls him a sissy. Round 1: Melvin casts Shocking Grasp, which is a touch spell, and on the magus spell list. (A, B, and C fulfilled!). Melvin then moves 30 feet to get adjacent to Bumpy. Now, Melvin has a free attack as a result of casting the spell[1a]. He has two options: He can make a melee touch attack against Bumpy's Touch AC. This is more likely to hit, but all it will do it Zap Bumpy, and it will only critically hit if Melvin rolls a 20. His other option is to use Spellstrike to deliver that touch with his sword. That's what he's going to do! He rolls his attack: a d20, and adds 1 because Melvin has 12 Strength, adds another 1 because he has +1 BAB. His result is 17, quite good. Bumpy has an AC of 14, so Melvin hits. Melvin now deals weapon damage (1d8+1) and discharges Shocking Grasp, Zap!
Now, I know what you're thinking. "That's too easy. I fully understand how touch spells work, and those magus abilities make sense! My noodle is not yet baked!"
Well hold your horses. You have yet to experience the brain-melting horror that is Combining Spell Combat with Spellstrike! Tables have been flipped, Mountain Dew bottles scattered to the four winds, and DMs everywhere have torn out hair by the fistful, by simply trying to figure out how exactly this all works. But not you! No! You have the benefit of a full understanding of Touch Spells. You know how to Hold the Charge. You understand in what cases can someone discharge those touch spells. You even know what Spellstrike does, and that's a heck of an accomplishment. So lets put them all together.
The heavens crack, lighting lines the horizon. Stumpy the Orc teleports in from the Plane of Orcs, intent on destroying Melvin, then taking Sparky as his wife.
It's too bad Melvin beat him on initiative.
Melvin takes a full-round action to use Spell Combat. Remember that Spell Combat grants him a full-attack with his weapon, and also lets him cast a Standard action spell. Melvin chooses to start with his spell. He casts Shocking Grasp, defensively. He makes his concentration check. Now, as part of casting a Touch spell, Melvin gets a free touch attack.[1a] Because he has Spellstrike, he can (and will) choose to deliver that attack with his sword. He rolls this attack: a d20, and adds 1 because Melvin has 12 Strength, adds another 1 because he has BAB+1, and he also includes his -2 penalty for using Spell Combat. His result is 12. Outrage! Stumpy has an AC of 16, so Melvin has missed. If Melvin had managed to hit, he would have dealt weapon damage as well as discharging the Shocking Grasp. But he didn't. Boo. So, that takes care of the free attack granted by casting a Touch spell. But Melvin isn't done yet, this is Spell Combat, so he still gets to make a full-attack with his weapon. And, he hasn't discharged that shocking grasp, yet. Melvin makes his normal full-attack with his weapon. He rolls his attack: a d20, and adds 1 because Melvin has 12 Strength, adds another 1 because he has BAB+1, and he also includes his -2 penalty for using Spell Combat. He rolls a 19, which is a critical threat, and enough to beat Stumpy's AC! Melvin will hit for sure, but first will roll to confirm his critical hit. He rolls again, with the same bonuses and penalties. 17! Melvin has confirmed the critical hit! Melvin rolls his weapon damage twice (1d8+1, and 1d8+1) then rolls his Shocking Grasp damage twice, Zap! Stumpy is no more.
So here's some things we've learned.
Spellstrike does not grant you an extra attack. You still have the exact same number of attacks (d20's rolled) as you would without it.
You may get an extra attack when using Spell Combat over making a regular full-attack, but ONLY if the spell you cast has an attack roll.
When Melvin reaches a BAB of +6 (at level 8 unless he multiclasses) he will get two attacks during a full-attack routine. One at full BAB, and one at BAB-5. (+6/+1) This means that if he uses Spell Combat, he still gets to make his full-attack in addition to casting a spell. And if that spell grants him an attack, then that's three attacks that turn. All of which are at -2 penalty from Spell Combat. Same thing if someone casts Haste.
One final note about my attack roll numbers, and Shocking Grasp. You'll note that Shocking Grasp says you get a +3 bonus on attack rolls if the opponent is wearing metal armor or carrying a metal weapon. The orcs in my examples were all shamefully nude (or wearing leather, if the reader is under 18). While this bonus certainly applies to touch attacks made to deliver Shocking Grasp, check with your DM to find out if he allows it on attacks made with Spellstrike. (Personally, I think that having to hit normal AC vs touch AC, combined with a Magus's generally lower to-hit and damage, makes the +3 not unbalanced with Spellstrike. Your DM may of course rule otherwise.)
Happy Zapping!