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=== Spheres of Power === In [[Spheres of Power]], Spheres of Might and Champions of the Spheres, Magus gained some interesting archetypes, including the obligatory Spheres Magus to convert its casting to a Mid-Caster with standard 3/4 talent progression. Spell Recall is also shifted into 3/2 arcane points to 1 spell point conversion, while Knowledge Pool turns into a floating magic talent. One archetype, Arcane Weaponeer, instead shifts Magus into being a High Caster with "talents every even level" progression. Additionally, they gain arcane pool for their armor, the ability to give themselves a "Magic Talent Flexibility", the ability to pseudo-pounce with Spell Combat, the Stalwart feature from the [[Mageknight|Mageknight class]], enhancing their weapon, armor and shield all in one action, unhindered Metamagic and lastly, dualcasting Sphere abilities. An important thing to note is that this archetype's version of Spell Combat doesn't require a free hand, meaning [[AWESOME|you could carry a shield, dual wield or use a two handed weapon and still benefit from it]] Another, Runic Knight, designed explicitly for Spheres of Might and therefore required its Spheres of Power compatibility to be through Transparency rules, gained access to the usual Combat Training of a Practitioner with a delayed Spell Combat, but gained some new rules to assist it, such as the Mystic Order that give it Combat Spheres and Advanced Spellstrike, [[awesome|which allows it to be used as an attack action, allowing for it to be used with Spheres of Might attack actions.]] Lastly, Mystic, abandons Spell Combat completely for Internal Casting; to use self-Magic Sphere abilities as move actions, whilst maintaining the Advanced Spellstrike of Runic Knight. Additionally, it gains a form of Blended Training that is obtained at every odd level, gained a floating combat/magic talent, similar to Spheres Magus and a dodge bonus. The problem is that much of the "balanced" nature of Magus starts to be shifted on its head in Spheres, due to its reliance on Spellstrike. See, unlike the magic talent versions of Spellstrike, the real deal has the ability to not only use the weapon's crit threat range, but also crit ''correctly'', meaning the full damage of an ability is multiplied. When discussing Destructive Blast and similar, this becomes more apparent as a problem, especially when considering the archetypes with Advanced Spellstrike, Vital Strike and worse yet, Mythic Vital Strike (which multiplies everything able to be multiplied by a crit when Vital Striking). Suddenly, a Magus is able to brutalize nearly everything else in the game with immense amounts of damage, and all it takes is at least one tier of Mythic and 9 levels.
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