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Some barbarians disdain the hides and leather used as armor by most of their kin. Instead they master the heaviest of armors, even those created by more civilized people, to gain greater protection and stability in battle.

The prowess of the magus is not limited to only those learned warriors who carrying around a spellbook. Having more in common with sorcerers, the primagus draws their powers from an older source.

Class Skills

A primagus gains Survival as a class skill, and loses Knowledge (planes) as a class skill.


Level Primagus Spells Per Day
1st 2nd 3rd 4th 5th 6th
1st 1
1st 2
1st 3
1st 3 1
1st 4 2
1st 4 3
1st 4 3 1
1st 4 4 2
1st 5 4 3
1st 5 4 3 1
1st 5 4 4 2
1st 5 5 4 3
1st 5 5 4 3 1
1st 5 5 4 4 2
1st 5 5 5 4 3
1st 5 5 5 4 3 1
1st 5 5 5 4 4 2
1st 5 5 5 5 4 3
1st 5 5 5 5 5 4
1st 5 5 5 5 5 5
Level Primagus Spells Known
0th 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

A primagus casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a primagus must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against primagus spells is 10 + the spell level + the primagus’ Charisma modifier.

Like other spellcasters, a primagus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Charisma score.

The primagus’ selection of spells is extremely limited. A primagus begins play knowing four 0-level spells and two 1st-level spells of the primagus’ choice. At each new primagus level, he gains one or more new spells, as indicated on the table below. (Unlike spells per day, the number of spells a primagus knows is not affected by his Charisma score. The numbers on the table below are fixed.)

Upon reaching 5th level, and at every third primagus level after that (8th, 11th, and so on), a primagus can choose to learn a new spell in place of one he already knows. In effect, the primagus “loses” the old spell in exchange for the new on. If new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level magus spell the primagus can cast. A primagus may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A primagus need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

This ability replaces standard magus spellcasting.


Primagi learn a number of cantrips, or 0- level spells, as noted on the Primagus Spells Known table. These spells are cast like any other spell, but they do not consume any slots and may be used again.

This ability replaces standard magus cantrips.

Arcane Pool (Su)

A primagus’ arcane pool gains points from his Charisma modifier instead of his Intelligence modifier.

This ability modifies the magus arcane pool ability.

Spell Combat (Ex)

At 1st level, a primagus 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, a primagus must either 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, or be wielding a two-handed melee weapon. 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 they know 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 to his attack rolls, up to his Charisma 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 primagus 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.

This ability modifies the standard magus spell combat ability.

Bonus Feats

A primagus cannot select item creation feats as bonus primagus feats.

Metamagic Adept (Ex)

At 7th level, a primagus can apply any one metamagic feat he knows to a spell he’s about to cast without increasing the casting time. He must still expend a higher-level spell slot to cast this spell.

You can use this ability twice per day, plus one additional time per day for every four primagus levels you possess beyond 7th, up to four times per day at 19th level.

This ability replaces knowledge pool.

Rage (Ex)

At 7th level, a primagus gains the ability to rage as a barbarian of one-half their primagus level.

This ability replaces the standard magus medium armor class feature.

Rage Powers: Beginning at 7th level, a primagus can gain rage powers instead of a magus arcana, and can gain the Extra Rage Power feat.

Greater Rage (Ex)

At 13th level, a primagus’ rage ability improves, functioning as the greater rage ability of a barbarian of one-half their primagus level.

This ability replaces the standard magus heavy armor class feature.


Section 15: Copyright Notice

Faces of the Tarnished Souk: Jubal D’tirn, The Fool’s Champion Copyright 2012 Steven D. Russell, Authors Matt Banach and Justin Sluder