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Eldritch Sage

Most maguses split their studies between martial combat and spellcasting. The eldritch sage ditches the sword but remains a student of two philosophies. In one hand he wields magic of his own making and in the other hand he wields a wand.

The eldritch sage is an archetype of the magus class.

Bonus Feats

At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as item creation or metamagic feats. He must meet the prerequisites for these feats as normal.

Spellcasting

An eldritch sage is proficient with all simple weapons. He is not proficient with any type of armor or shield. Armor interferes with the magus‘s gestures, which can cause his spells with somatic components to fail (see Arcane Spells and Armor).

Enhanced Spellcasting

An eldritch sage’s number of spells per day for each spell level is one higher than normal.

Arcane Pool

At 1st level, the eldritch sage gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and spells. This arcane pool has a number of points equal to his magus level + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, an eldritch sage can expend 1 point from his arcane pool as a swift action to increase the DCs for spells he casts or magic items he activates that round by 1.

At 10th level, he can expend 3 points to increase the DC by 2.

At 20th level, he can expend 5 points to increase the DC by 3.

Magic Combat (Ex)

At 1st level, an eldritch sage learns to cast spells and use a magic item at the same time. 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 wand, rod, or staff in the other hand. As a full-round action, he can use the magic item and cast any spell from the magus spell list with a casting time of 1 standard action. However, he takes a -4 on concentration checks and a -2 to AC. An eldritch sage can choose to either cast a spell first or after activating the magic item.

Dual Spellcasting (Su)

At 2nd level, an eldritch sage can cast two spells at once. As a full-round action, he may cast two spells that are both at least one level lower than the highest level spell he can cast. Both of these spells must have a casting time of a standard action or shorter. The magus must have a hand free per spell that he casts with a somatic component, i.e., one hand free for one spell and two hands free for two spells.

Magic Item Recall

At 7th level, as swift action the magus can recall any single spell cast from a magic item that he has activated that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The magic item gains an extra charge as if it had never been used. This ability cannot be used on depleted magic items.

This ability replaces medium armor, heavy armor, greater spell combat, and counterstrike.

True Sage (Su)

At 20th level, the magus becomes a master of spell use. He may use the highest spells he can cast while using dual spellcasting. In addition, he uses his caster level and casting stat when determining the effects of wands, staves, and rods. Finally, he may use magic item recall on depleted magic items.
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Advanced Archetypes II © 2014, Flaming Crab Games; Authors: Tanner Wahlin, C.J. Withers, and Alex Abel