Magus

There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against.

Role: Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.

Alignment: Any.

Hit Points: 8 per level

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class skills

The magus receives 1 rank in the following; Acrobatics, Artisan, Awareness, Endurance, Feats of Strength, Intimidate, Knowledge (Arcana, Dungeoneering, and Planes), Ride, Spellcraft, and Use Magic Device.

Skill Ranks per Level: 4 + Int modifier.

Table: Magus
Level BAB Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Arcane pool, cantrips, spell combat 3 1
2nd +1 +3 +0 +3 Spellstrike 4 2
3rd +2 +3 +1 +3 Magus arcana 4 3
4th +3 +4 +1 +4 Spell recall 4 3 1
5th +3 +4 +1 +4 Bonus feat 4 4 2
6th +4 +5 +2 +5 Magus arcana 5 4 3
7th +5 +5 +2 +5 Knowledge pool, medium armor 5 4 3 1
8th +6/+1 +6 +2 +6 Improved spell combat 5 4 4 2
9th +6/+1 +6 +3 +6 Magus arcana 5 5 4 3
10th +7/+2 +7 +3 +7 Fighter training 5 5 4 3 1
11th +8/+3 +7 +3 +7 Bonus feat, improved spell recall 5 5 4 4 2
12th +9/+4 +8 +4 +8 Magus arcana 5 5 5 4 3
13th +9/+4 +8 +4 +8 Heavy armor 5 5 5 4 3 1
14th +10/+5 +9 +4 +9 Greater spell combat 5 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Magus arcana 5 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Counterstrike 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bonus feat 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Magus arcana 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Greater spell access 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True magus, legendary blade 5 5 5 5 5 5 5

Class Features

The following are the class features of the magus.

Weapon and Armor Proficiency

A magus receives proficiency with Simple weapons and any three weapon types of their choice, and receive proficiency with light armor and shields.

Spells

A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes at the same time they regain their stamina pool.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

If their arcane pool is empty they can choose to spend stamina points, but the cost in stamina points is double of what it’d be with arcane pool points.

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.

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.

Magus Arcana

As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

  • A complete list of magus arcana can be found here: Magus Arcana

Altered Arcana

The following are Magus Arcana which are modified to be more useful. These are capable of being used outside of the Reignited rules, and can easily serve as erratas/fixes to prior arcana.

Arcane Cloak (Su): The magus can expend 1 point from his arcane pool to allow him to substitute Spellcraft for Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute.

Arcane Redoubt (Su): So long as the magus has at least 1 point remaining in his arcane pool he adds half of his shield bonus to AC (including any enhancement bonuses on the shield) to his touch AC.

Arcane Redoubt, Greater (Su): So long as the magus has at least 1 point remaining in his arcane pool he adds his total shield bonus (including any enhancement bonuses on the shield) to his touch AC. In addition to this, if he would have to make a reflex saving throw he can choose to spend 2 points from his arcane pool to grant the same bonus to the reflex save he is about to attempt. If he would still have at least 1 point remaining after spending points on the reflex save, he is treated as having improved evasion against the effect he rolled against. You must be 12th level or higher and possess the arcane redoubt magus arcana to take this magus arcana.

Bane Blade (Su): Whenever the magus enhances his weapon using his arcane pool, he adds the bane special ability to the weapon special ability choices he can add through the ability. You must be 6th level or higher to take this magus arcana.

Close Range (Ex): The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but additional touch attacks are tied to his base attack bonus instead of making multiple attack rolls at his highest base attack bonus. These spells can be used with the spellstrike class feature, and if the spell would possess more than one ray it’s instead treated as having multiple touches (as per spells like chill touch).

Concentrate (Ex): If the magus would make a concentration check, regardless of the situation they can choose to use the situation’s DC or the DC for casting defensively. For example if the magus were attempting to cast a spell while grappled they can choose to roll concentration versus the DC of casting defensively (DC 15 + double spell level) instead of against the grapple/pin DC (DC 10 + grappler’s CMB + spell level).

Devoted Blade (Su): Whenever the magus enhances his weapon using his arcane pool, he adds the anarchic, axiomatic, holy, and unholy special abilities to the list of available weapon special abilities. You must be 9th level or higher to take this magus arcana.

Disruptor (Ex): The magus is capable of causing enemy caster’s spells to short out on them in dangerous situations. If a caster fails to cast defensively while within his threatened area, he can spend 1 point from his arcane pool in order to cause the spell’s energies to backfire and strike its master. If the spell which was trying to be cast was a beneficial one, the magus can absorb the spell’s energy to recover a spell slot equal to the spell attempting to be cast (or the magus’ highest spell level currently if the spell level is higher than one the magus could cast). Alternatively, if the spell was an attack or otherwise harmful the magus can instead force the spell’s effect to occur against its caster instead, treating its range and area of effect as only the original caster. If the spell would require an attack roll or CMB check, it is instead converted to a Reflex save for half which the caster must now succeed. You must be 6th level or higher and possess the disruptive feat to take this magus arcana.

Dispelling Strike (Su): The magus can add a unique weapon special ability when spending points from their arcane pool which allows them to dispel with a swing of their sword, treating this weapon special ability as if it were a +2 bonus. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using the magus’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the highest spell level the magus could currently cast. You must be 9th level or higher to take this magus arcana.

Hasted Assault (Su): The magus can expend 1 point from his arcane pool as a swift action to move more quickly. Choose one of the following upon using this ability; increase all movement speeds by 30 feet, gain an additional attack on a full-round attack, or a +1 bonus to attack, dodge bonus to AC, and Reflex saving throws. This benefit lasts for 1 round per magus level. Alternatively if the magus is under the effects of haste and hasted assault at the same time, these effects stack however hasted assault’s duration is halved.

Lingering Pain (Su): So long as the magus has at least 1 point remaining in his arcane pool, casters they damage are considered to be taking continuous damage for the purposes of any concentration checks made by the target until the end of the magus’s next turn. If the caster was hit multiple times in the same turn by the magus, they use the highest amount of damage they’ve taken for the DC.

Pool Strike (Su): The magus can expend 1 point from his arcane pool as a swift action to acquire raw elemental power. He is treated as casting the shocking grasp spell except he can alter the energy damage changing it to fire, cold, acid, or keeping it as electricity. Metamagic feats can be applied to this spell, however instead of casting at a higher caster level each metamagic feat added to the spell instead increases the arcane pool cost of the ability by 1 (to a maximum of costing 4 points from an arcane pool for a spell with three metamagic feats applied to it).

Prescient Attack (Su): The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent’s defenses. The target is denied its Dexterity bonus to AC until the end of the magus’s next turn. You must be 6th level or higher to take this magus arcana.

Prescient Defense (Su): The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, granting him a premonition of the enemy’s intentions. The magus gains a bonus to his AC and on Reflex saves equal to his Intelligence modifier (minimum 1) against attacks until the beginning of his next turn. You must be 9th level or higher to take this magus arcana.

Rod Wielder (Su): The magus adds his Intelligence bonus (minimum 1) on caster level checks made to overcome spell resistance while wielding a rod. This also applies when using a spell contained within a rod or when making a spellstrike attack channeled through a rod.

Spell Destroyer (Su): So long as the magus has at least 1 point in his arcane pool, enemies who fail to cast defensively due to the spellbreaker feat are unable to cast defensively until the end of the magus’ next turn. You must be 9th level or higher, possess the spellbreaker feat, and the disruptor magus arcana to take this magus arcana.

Wand Mastery (Su): Whenever the magus uses a wand, he calculates the DC for any spell it contains using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level. If the spell appears on the magus’ spell list however using the wand is treated as if the magus had cast it himself rather than through a wand, thus any durations increase accordingly (for example, using the magus’ caster level for the duration rather than the minimum caster level for the spell being cast).

 

Spell Recall (Su)

At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

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 combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Knowledge Pool (Su)

At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Medium Armor (Ex)

At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Improved Spell Combat (Ex)

At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Fighter Training (Ex)

Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

In addition to this, the magus adds his intelligence modifier to his stamina pool in addition to constitution.

Improved Spell Recall (Su)

At 11th level, the magus’s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.

Heavy Armor (Ex)

At 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Greater Spell Combat (Ex)

At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.

Counterstrike (Ex)

At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.

Greater Spell Access (Su)

At 19th level, the magus gains access to an expanded spell list. He learns and places 14 spells from the wizard’s spell list into his spellbook as magus spells of their wizard level. He gains two of each of the following wizard spells not on the magus spell list:

0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level.

He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.

True Magus (Su)

At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.

Legendary Blade (Su)

At 20th level, the magus can turn his weapon into a thing of terror and wonder.

When the magus enhances his weapon with his arcane pool, he grants it an additional +2 enhancement bonus (for a total of +7).

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