Home >Magic >Spells by Class >

Magus


Spell Level 0 | 1 | 2 | 3 | 4 | 5 | 6

An “F” or “M” appearing in the Comp. column denotes a focus or material component not normally included in a spell component pouch.

Order of Presentation: The spells (or formulae) are listed in alphabetical order by name, except when a spell’s name begins with “lesser,” “greater,” or “mass,” in which case it is alphabetized under the second word of the spell name.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a specific number of Hit Dice of creatures.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. The word “level” in the short spell descriptions that follow always refers to caster level.

Creatures and Characters: “Creature” and “character” are used synonymously in the short descriptions.

0-Level Magus Spells (Cantrips)
Spell Name Comp. Description Source
Acid Splash   Orb deals 1d3 acid damage. PRG:CRB
Arcane Mark   Inscribes a personal rune on an object or creature (visible or invisible). PRG:CRB
Dancing Lights   Creates torches or other lights. PRG:CRB
Daze   A single humanoid creature with 4 HD or less loses its next action. PRG:CRB
Detect Magic   Detects spells and magic items within 60 ft. PRG:CRB
Disrupt Undead   Deals 1d6 damage to one undead. PRG:CRB
Flare   Dazzles one creature (–1 on attack rolls). PRG:CRB
Ghost Sound   Figment sounds. PRG:CRB
Light   Object shines like a torch. PRG:CRB
Mage Hand   5-pound telekinesis. PRG:CRB
Open/Close   Opens or closes small or light things. PRG:CRB
Prestidigitation   Performs minor tricks. PRG:CRB
Ray of Frost   Ray deals 1d3 cold damage. PRG:CRB
Read Magic   Read scrolls and spellbooks. PRG:CRB
Spark   Ignites flammable objects. PRG:APG

Back to Top

1st-Level Magus Spells
Spell Name Comp. Description Source
Adjuring Step   You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell. PRG:UC
Auditory Hallucination   Create a phantasm with auditory effects. PRG:UI
Bed of Iron   This spell makes even the clunkiest armor feel soft as silk to the wearer. KoIS
Blade Lash   Use your weapon like a whip to trip an opponent. PRG:ACG
Blade Tutor’s Spirit   Attack penalties you choose to suffer are reduced. PPC:MTT
Blend   Gain a bonus to Stealth and make checks without cover or concealment. Elf only. PRG:ARG
Blood Money   Use your blood as material component for casting spells. RoRLAE
Blurred Movement   As blur, but only while you are moving. PRG:ACG
Burning Hands   1d4/level fire damage (max 5d4). PRG:CRB
Call Weapon   Telekinetically summon a weapon from an ally’s possession. PCS:ISM
Celestial Healing   You anoint a wounded creature with the blood of a good outsider. PPC:AA
Chill Touch   One touch/level deals 1d6 damage and possibly 1 Str damage. PRG:CRB
Clarion Call   Affected creature gains the ability to create a sound like the blast of a mighty horn or trumpet and can speak easily over great distances, lowering the DC of any check to hear what is said by –15. KoIS
Color Spray   Knocks unconscious, blinds, and/or stuns weak creatures. PRG:CRB
Corrosive Touch   Touch attack deals 1d4 acid/level. PRG:CRB
Dancing Darkness   You create either up to four spheres of darkness that each reduce the illumination level by one step within a 20-foot-radius, or one dimly lit, vaguely humanoid shape. Each sphere of dancing darkness must stay within a 10-foot-radius area of one another but can otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. PPC:BoS
Darting Duplicate   You create an illusory duplicate of yourself that opponents might waste an attack of opportunity on. PPC:MTT
Desperate Weapon   Create an improvised weapon. PRG:UI
Disguise Weapon   Changes one weapon’s appearance. PRG:ACG
Emblazon Crest   This spell ensures the subject touched is always able to display her proper crest and coat of arms. KoIS
Enlarge Person   Humanoid creature doubles in size. PRG:CRB
Expeditious Retreat   Your base speed increases by 30 ft. PRG:CRB
Feather Fall   Objects or creatures fall slowly. PRG:CRB
Flare Burst   As flare, but affects all creatures in 10 ft. PRG:APG
Floating Disk   Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level. PRG:CRB
Frostbite   Target takes cold damage and is fatigued. PRG:CRB
Glue Seal   Makes one 5-ft. square or one object sticky. PRG:ACG
Grease   Makes 10-ft. square or one object slippery. PRG:CRB
Guardian Armor   Teleport armor you are wearing off of you and onto an ally within range. PPC:AMH
Hidden Diplomacy   Attempt a Intimidate check to make a target act friendly toward you but not remember why after the spell ends. PPC:SpyHB
Hydraulic Push   Wave of water bull rushes an enemy. PRG:APG
Illusion of Calm   You appear to be standing still, even when you take some actions. PRG:UC
Infernal Healing   You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. ISWG
Ironbeard   Target gains a beard of cold iron that increases AC and can be used to attack enemies. PRG:ARG
Jump   Subject gets bonus on Acrobatics checks. PRG:CRB
Jury-Rig   Removes the broken condition from the targeted object. PRG:UC
Keep Watch   This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects. KoIS
Linebreaker   Gain +20 foot bonus to speed when charging and a +2 bonus to bull rush or overrun. PRG:ARG
Line in the Sand   Increase your attacks of opportunity per round. PRG:ACG
Lock Gaze   Compels the target to look only at you for the duration of the spell. PRG:UC
Long Arm   Your arms lengthen, giving you extra reach. PRG:ACG
Longshot   Grants a +10-foot bonus to the range increment for any ranged weapon fired. PRG:UC
Magic Missile   1d4+1 damage; +1 missile per two levels above 1st (max 5). PRG:CRB
Magic Weapon   Weapon gains +1 bonus. PRG:CRB
Mirror Strike   You may strike multiple opponents with a single attack. PRG:UC
Monkey Fish   Gain a climb speed and a swim speed of 10 ft. for a time. PRG:ACG
Mount   Summons riding horse for 2 hours/level. PRG:CRB
Mudball   Range touch attack that cause the target to be blinded. PRG:ARG
Negative Reaction   Targeted creature may not positively influence anyone. PRG:UC
Obscuring Mist   Fog surrounds you. PRG:CRB
Phantom Blood   Gain temporary hp if Con loss would knock you out or kill you. PRG:ACG
Poisoned Egg   You transform the contents of a normal egg into a single dose of small centipede poison (injury; save DC 11; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save). PCS:ISG
Ray of Enfeeblement   Ray causes 1d6 Str penalty + 1 per 2 levels. PRG:CRB
Recharge Innate Magic   Regain one use of all 0 and 1st-level spell-like abilities of a racial trait. PRG:ARG
Reduce Person   Humanoid creature halves in size. PRG:CRB
Reinforce Armaments   Temporarily mitigates the fragile quality in targeted weapon or armor. PRG:UC
Returning Weapon   Grants a weapon the returning special weapon quality. PRG:UC
Secluded Grimoire   Send a spellbook into a random but safe location on the Ethereal Plane, where it remains indefinitely. You can retrieve it later by concentrating as a standard action, causing it to reappear in your hands. PPC:MaTT
Shield   Invisible disc gives +4 to AC, blocks magic missiles PRG:CRB
Shocking Grasp   Touch delivers 1d6/level electricity damage (max 5d6). PRG:CRB
Shock Shield   A shield of force protects you until you dismiss it in an explosion of electricity. PRG:UC
Silent Image   Creates minor illusion of your design. PRG:CRB
Snowball   Ranged touch delivers 1d6/level cold damage (max 5d6) and might stagger a foe. PPC:PotN
Stone Fist   Your unarmed strikes are lethal. PRG:APG
Stone Throwing   The subject gains the rock throwing and rock catching abilities usable with solid, inflexible objects with hardness of at least 5. PPC:GHH
Sunder Breaker   The next weapon that sunders an item belonging to the target takes damage. PRG:ACG
Sundering Shards   Sundered item explodes, dealing 1d6 damage to adjacent creatures. PRG:ACG
Swift Girding   Targets instantly don the armor you point to. KoIS
Thunderstomp   Trip one creature within range. PRG:ACG
True Strike   +20 on your next attack roll. PRG:CRB
Unerring Weapon   Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. PRG:UC
Unseen Servant   Invisible force obeys your commands. PRG:CRB
Vanish   As invisibility for 1 round/level (5 max). PRG:APG
Wave Shield   Water blunts one incoming attack or fire effect. PRG:ACG
Weaponwand F Place a wand inside your weapon to wield it along with the weapon PCS:ISM
Warding Weapon F The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity. PRG:UC

Back to Top

2nd-Level Magus Spells
Spell Name Comp. Description Source
Ablative Barrier F Surrounds the target with layers of force. PRG:UC
Acid Arrow   Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. PRG:CRB
Aggressive Thundercloud   Flying storm cloud deals 3d6 electricity damage. PRG:ACG
Alter Self   Assume form of a Small or Medium humanoid. PRG:CRB
Animal Aspect   You gain some of the beneficial qualities of an animal. PRG:UC
Arcane Disruption   This spell makes it difficult for the subject to cast arcane spells, use spell-like abilities, and use some abilities granted by arcane spellcasting classes. PPC:ACO
Aristocrat’s Nightmare   Temporarily curse a creature so its touch lessens the value of coins it touches. PPC:MaTT
Armor Lock   Upon pointing at an armored foe, you cause all of the joints of the target’s armor to stiffen as otherworldly chains wrap around the target. KoIS
Bear’s Endurance   Subject gains +4 to Con for 1 min./level. PRG:CRB
Bestow Weapon Proficiency   Grants a creature proficiency in a single weapon for short period of time. PRG:UC
Bladed Dash   Move up to 30 feet in a straight line, attacking once at any time during the movement. PCS:ISM
Blood Blaze   Aura that makes injured creatures spray burning blood. PRG:ARG
Blood Transcription   Learn a spell from the target’s blood. PRG:UM
Blur   Attacks miss subject 20% of the time. PRG:CRB
Brow Gasher   Slashing weapon deals bleed damage to an opponent’s head. PRG:UC
Bull’s Strength   Subject gains +4 to Str for 1 min./level. PRG:CRB
Burning Gaze   Inflict 1d6 fire damage to creature by looking at it. PRG:APG
Cat’s Grace   Subject gains +4 to Dex for 1 min./level. PRG:CRB
Darkness   20-ft. radius of supernatural shadow. PRG:CRB
Defensive Shock   Electricity damages your attackers. PRG:UM
Detect Magic, Greater   As detect magic, but learn more information. PRG:UI
Effortless Armor   Armor you wear no longer slows your speed. PRG:UC
Elemental Touch   Gain energy damage touch attack. PRG:APG
Escaping Ward   Move 5 feet away from a larger attacking creature as an immediate action. PRG:ARG
Euphoric Cloud M Fog obscures vision and fascinates living creatures. PRG:ACG
Extreme Flexibility   Gain a bonus to AC, on Escape Artist checks, and when grappling. PRG:ACG
Fiery Runes   You charge a weapon with a magic rune of fire. PPC:MTT
Fire Breath   Exhale a cone of flame at will. PRG:APG
Flaming Sphere   Rolling ball of fire deals 3d6 fire damage. PRG:CRB
Flickering Lights   Create an area of inconsistent lighting. PRG:HA
Fog Cloud   Fog obscures vision. PRG:CRB
Force Anchor   Ranged touch attack deals a target 1d4 points of force damage per 2 caster levels (max 5d4) and becomes lodged in the target limiting it’s movement. PPC:USH
Force Sword   You create a longsword of pure force sized appropriately for you that you can wield or give to another creature. PPC:AA
Frigid Touch   Target takes cold damage and is staggered. PRG:UM
Glitterdust   Blinds creatures, outlines invisible creatures. PRG:CRB
Groundswell   Enable target to raise the ground he’s standing on five feet, which negates flanking bonuses. PRG:ARG
Gust of Wind   Blows away or knocks down smaller creatures. PRG:CRB
Gusting Sphere   Ball of wind can bull rush creatures inflicting 1d6 nonlethal damage. PRG:ARG
Hidden Blades   Render a target weapon or up to 50 pieces of ammo invisible, granting the wielder a bonus on Sleight of Hand checks made to conceal the weapon or ammunition and to Bluff checks to feint with the weapon or ammo. PPC:MaTT
Hollow Blades   Target creature’s melee and natural attacks deal damage as if it were one size category smaller. PCS:GHH
Ice Slick   You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice. PRG:MC
Imbue with Elemental Might   As imbue with spell ability except it transfers the use of elemental assault ability. PRG:ARG
Instant Weapon   You create a masterwork melee weapon sized appropriately for you from opaque force. As a force effect, it can strike and damage incorporeal creatures. PPC:MTT
Invisibility   Subject is invisible for 1 min./level or until it attacks. PRG:CRB
Levitate   Subject moves up and down at your direction. PRG:CRB
Minor Image   As silent image, plus some sound. PRG:CRB
Mirror Image   Creates decoy duplicates of you (1d4 + 1 per three levels, max 8). PRG:CRB
Molten Orb   Molten metal splash weapon deals 2d6 fire damage plus ongoing damage. PRG:ACG
Mount, Communal   As mount, but you may divide the duration among creatures touched. PRG:UC
Pilfering Hand   You may seize an object or manipulate it from afar. PRG:UC
Pyrotechnics   Turns fire into blinding light or choking smoke. PRG:CRB
Quick Change   Use change shape as a swift action and surprise foes. PRG:HA
Raven’s Flight   You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn. PPC:HotW
Reloading Hands   Loads a single shot into your weapon every round. PRG:UC
Reinforce Armaments, Communal   As reinforce armaments, but you may divide the duration among objects touched. PRG:UC
Returning weapon. Communal   As returning weapon, but you may divide the duration among weapons touched. PRG:UC
River Whip   Create a whip of water that you wield as a weapon. PRG:ACG
Savage Maw   Gain a bite attack. PRG:ARG
Scorching Ray   Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). PRG:CRB
Shatter   Sonic vibration damages objects or crystalline creatures. PRG:CRB
Shield of Shards   This defensive spell must be cast on a shield you are currently wielding, and fractures the shield into two shards. You lose the shield bonus to AC but you can direct the shards to attack adjacent opponents. PPC:AMH
Shifted Steps   Make a target sound as if elsewhere. PRG:UI
Sonic Scream   Create a cone of damaging sound at will. PRG:ACG
Spider Climb   Grants ability to walk on walls and ceilings. PRG:CRB
Splinter Spell Resistance   You create an aura around the target weapon that weakens a foe’s spell resistance with each successful attack. PPC:AA
Stone Call   2d6 damage to all creatures in area. PRG:APG
Stone Discus   Flying discus deals bludgeoning or slashing damage. PRG:ACG
Tactical Acumen   You gain an additional +1 on attack rolls or to AC due to battlefield positioning. PRG:UC
Telekinetic Assembly F Assembles a siege engine using 1 fewer worker for every two caster levels. PRG:UC
Telekinetic Volley   Up to one touched object per level weighing up to 5 lbs. each levitates in your space and you can attack with them. PPC:RTT
Time Shudder   Nearby creatures are affected by haste or slow each round. PRG:ACG
Twisted Space   Targeted creature’s attacks target a random square instead of the intended target. PRG:UC
Umbral Weapon   1/rnd wielder of target touched melee weapon can reroll a failed attack roll. If reroll hits, the attacked creature suffers 1d8 cold damage, plus 1 per 2 caster levels (maximum 1d8+10). PPC:MTT
Visualization of the Body M You focus your mind on one aspect of your body, aligning the energies within your body to enhance that element. PPC:DA
Web   Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. PRG:CRB
Winged Sword   Target weapon grows small feathered wings and acts as if it had the throwing weapon special ability. PPC:AA

Back to Top

3rd-Level Magus Spells
Spell Name Comp. Description Source
Air Breathing   The transmuted creatures can breathe air freely. PRG:MC
Air Geyser   Blast of air deals 2d6 bludgeoning damage and knocks opponent upward. PRG:ACG
Animal Aspect, Greater   As animal aspect, but you gain two animal qualities. PRG:UC
Aqueous Orb   Creates rolling sphere of water. PRG:APG
Arcane Sight   Magical auras become visible to you. PRG:CRB
Audiovisual Hallucination   Create a phantasm with auditory and visual effects. PRG:UI
Beast Shape I   You take the form and some of the powers of a Small or Medium animal. PRG:CRB
Blade Snare   This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted. PCS:ISG
Blink   You randomly vanish and reappear for 1 round/level. PRG:CRB
Bloody Arrows   When you deal piercing or slashing damage with a ranged weapon the victim also takes bleed damage. PPC:RTT
Burst of Speed   You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are. PRG:UC
Cloak of Winds   Creates screen of strong wind around you. PRG:APG
Conjuration Foil   Interfere with nearby teleportation effects. PRG:UI
Conjure Carriage   Create a fine carriage. PRG:UI
Daylight   60-ft. radius of bright light. PRG:CRB
Dispel Magic   Cancels one magical spell or effect. PRG:CRB
Displacement   Attacks miss subject 50% of the time. PRG:CRB
Elemental Aura   Creates an aura of energy around you. PRG:APG
Find Fault   You instantly learn many of the target’s weaknesses. PPC:AA
Fire Trail   Trail of flame that follows your movements and deal 1d6+1 per CL (max +10). PRG:ARG
Fireball   1d6 damage per level, 20-ft. radius. PRG:CRB
Firestream   2d6 points of fire damage in a 20-ft. line, that can change each round. PRG:ARG
Flame Arrow   Arrows deal +1d6 fire damage. PRG:CRB
Fly   Subject flies at speed of 60 ft. PRG:CRB
Force Hook Charge   Hook of force drags you to the target. PRG:UM
Force Punch   Target takes 1d4 force damage per level and is pushed away. PRG:UM
Gaseous Form   Subject becomes insubstantial and can fly slowly. PRG:CRB
Gloomblind Bolts   Ranged touch attack that deals 4d6 negative energy, 1 bolt +1/four levels (max 3). PRG:ARG
Guardian Monument, Lesser   An unattended, non-magical object you touch emanates a shimmering aura that protects humans in the area. Humans gain DR 2/magic while in the area. If the object is touched or moves the effect is suppressed but resumes if the object is put back or when no longer touched. If the touched object is a monument to human achievement, the area increases to a 60-foot radius. PPC:AA
Haste   One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. PRG:CRB
Heart of the Metal M Enable weapons to overcome DR like adamantine, cold iron, or silver. PRG:ACG
Heckle   You shift the target’s attitude one category toward hostile regarding you and everyone within 30 feet of it at the time the spell is cast. PPC:AA
Hydraulic Torrent   Creates torrent of water that bull rushes any creature in its path. PRG:APG
Keen Edge   Doubles normal weapon’s threat range. PRG:CRB
Lightning Bolt   Electricity deals 1d6/level damage. PRG:CRB
Locate Weakness   You roll damage twice when you roll damage for a critical hit and take the best damage. PRG:UC
Magic Weapon, Greater   Weapon gains +1 bonus/four levels (max +5). PRG:CRB
Major Image   As silent image, plus sound, smell and thermal effects. PRG:CRB
Monstrous Physique I   Take the form and some of the powers of a Small or Medium monstrous humanoid. PRG:UM
Motes of Dusk And Dawn   When you cast this spell, you create up to four motes that shed light or darkness in a 20-foot-radius, increasing or decreasing the illumination level by up to two categories. You decide whether each individual mote sheds light or darkness when the spell is cast. PPC:BoS
Nauseating Trail   Creature leaves a trail of stinking cloud squares. PRG:ACG
Perfect Placement   Affected creatures gain tactical knowledge and maximize their efficiency on the field of battle. PPC:AA
Phantom Steed   Magic horse appears for 1 hour/level. PRG:CRB
Prehensile Pilfer   Use tail to make a dirty trick or steal combat maneuver as a swift action when making full-attack action. PRG:ARG
Psychic Leech   The target experiences feelings of ennui and lethargy, becoming fatigued for the spell’s duration. While the target is fatigued and is within the spell’s range, you gain a +2 enhancement bonus to Strength and Dexterity. PPC:OO
Ray of Exhaustion   Ray makes subject exhausted. PRG:CRB
Resilient Reservoir   Redirect damage from melee attacks and touch spells into bonus to a skill check, attack roll, damage roll or combat maneuver. PRG:ARG
Scales of Deflection   Brilliant draconic iconography matching your draconic heritage. PPC:LoD
Shining Cord M Form connection with a creature within 30 feet, gain bonuses vs. that creature, deal 1d6/level force damage if they move away. PCS:ISM
Silver Darts   Cone of silver darts deals 1d6 piercing damage/level, less against armored targets. PRG:ACG
Siphon Might   You drain the might of the target and transfer that power to another creature. PPC:GHH
Sleet Storm   Hampers vision and movement. PRG:CRB
Slow   One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls. PRG:CRB
Spellsword   You can hide a rod or staff in an extradimensional space within a target weapon. PPC:AA
Spotlight   You create a mobile area of bright light centered on one target while simultaneously suppressing other light sources surrounding it. PPC:BoS
Steal Size   Reduce one humanoid’s size by one size category (if it is larger than you) and you grow one size category. PCS:GHH
Stinking Cloud   Nauseating vapors, 1 round/level. PRG:CRB
Storm Step   You are able to transport yourself a short distance by taking the form of a furious, sizzling bolt of elemental electricity. BoE
Sundered Serpent Coil   As black tentacles, except it creates a Large decapitated snake, which erupts from the ground and grapples a creature you specify within its 5-foot reach. As a standard action, you can command the snake to release its grappled target and direct it to attack a different creature. PRG:MC
Thunderstomp, Greater   Trip multiple creatures within range. PRG:ACG
Trial of Fire and Acid   The target creature is covered in burning acid that deals 1d6 points of acid damage and 1d6 points of fire damage each round. PRG:MC
Undead Anatomy I   Take the form and some of the powers of a Small or Medium undead. PRG:UM
Urban Step   Step into one doorway and out another. PRG:UI
Vampiric Touch   Touch deals 1d6 damage per two levels; caster gains damage as temporary hp. PRG:CRB
Versatile Weapon   Weapon bypasses some DR. PRG:APG
Wall of Split Illumination   An immobile curtain of illumination springs into existence. PPC:BoS
Water Breathing   Subjects can breathe underwater. PRG:CRB
Waves of Blood   A cone of blood pushes creatures, sickens them, and makes the ground slick. PRG:HA
Wind Wall   Deflects arrows, smaller creatures, and gases. PRG:CRB

Back to Top

4th-Level Magus Spells
Spell Name Comp. Description Source
Adjustable Polymorph   As alter self, but you can change the shape as a swift action. PRG:ACG
Aggressive Thundercloud, Greater   Flying storm cloud deals 6d6 electricity damage. PRG:ACG
Arcana Theft   Targeted dispel transfers an effect to you. PRG:UM
Ball Lightning   Flying balls of lightning deal 3d6 electricity damage each. PRG:APG
Beast Shape II   You take the form and some of the powers of a Tiny or Large animal. PRG:CRB
Black Tentacles   Tentacles grapple all creatures within a 20-ft. spread. PRG:CRB
Caustic Blood   Acidic blood spurts from your body when you take piercing or slashing damage. PCS:ISG
Celestial Healing, Greater   As celestial healing, except the target gains fast healing 4 and the target radiates the aura of a good cleric. PPC:AA
Complex Hallucination   Create a phantasm with effects for all senses. PRG:UI
Controlled Fireball   As fireball, but secretly deals less damage to your allies. PRG:UI
Detonate M Inflicts 1d8/level energy damage to all creatures within 15 ft. PRG:APG
Dimension Door   Teleports you a short distance. PRG:CRB
Dragon’s Breath   Gives you a dragon’s breath weapon. PRG:APG
Elemental Body I   Turns you into a Small elemental. PRG:CRB
Enlarge Person, Mass   1 humanoid creature/level doubles in size. PRG:CRB
Fire Shield   Creatures attacking you take fire damage; you’re protected from heat or cold. PRG:CRB
Firefall   Causes fire to burst up, dealing 2d6 fire damage. PRG:APG
Flaming Sphere, Greater   Rolling ball of fire deals 6d6 fire damage and ignites targets. PRG:ACG
Flash Forward   At end of charge, alter time and return to your original position before you charged. PPC:MaTT
Forceful Strike   Deal 1d4/level force with weapon and possibly bull rush enemy. PCS:ISM
Ice Storm   Hail deals 5d6 damage in cylinder 40 ft. across. PRG:CRB
Illusion of Treachery   Make it seem like another is also responsible for your attacks. PRG:UI
Infernal Healing, Greater   As infernal healing, except the target gains fast healing 4 and the target detects as an evil cleric. ISWG
Instant Fake   Provide a short-term replica of an object. PRG:UI
Invisibility, Greater   As invisibility, but subject can attack and stay invisible. PRG:CRB
Masochistic Shadow   You animate the target’s shadow with semi-living energies drawn from the Shadow Plane, instilling a maddening hunger for its owner’s life energy within it. PPC:BoS
Monstrous Physique II   Take the form and some of the powers of a Tiny or Large monstrous humanoid. PRG:UM
Paragon Surge   Gain +2 enhancement bonus to Dex and Int and gain one feat for which you meet the prerequisites. PRG:ARG
Pellet Blast M Creates an explosion of conjured metal pellets. PRG:UC
Phantasmal Killer   Fearsome illusion kills subject or deals 3d6 damage. PRG:CRB
Pyrotechnic Eruption   Erupting flames burn a target several times. PRG:HA
Quieting Weapons   Weapons make no sound and quiet their victims. PRG:UI
Reduce Person, Mass   As reduce person, but affects 1 humanoid creature/level. PRG:CRB
Revenant Armor   When the wearer of a suit of armor warded by revenant armor is brought below 0 hp or becomes unconscious in combat, the armor animates allowing the unconscious wearer to move about under the constructs control. PPC:AMH
Rigor Mortis   Painfully swell a target’s joints. PRG:HA
River of Wind   A stream of wind causes nonlethal damage and can knock down or push creatures. PRG:APG
Rubberskin   Bludgeoning and falling damage you take is converted into nonlethal damage. PPC:MTT
Runic Overload   Cause magical runes to explode. PCS:GHH
Shield of Dawn   Creatures that strike you take 1d6 +1/level fire damage. ISWG
Shout   Deafens all within cone and deals 5d6 sonic damage. PRG:CRB
Solid Fog   Blocks vision and slows movement. PRG:CRB
Stoneskin M Grants DR 10/adamantine. PRG:CRB
Temporary Graft F Graft a body part onto yourself to gain one of several benefits. PRG:HA
Vermin Shape I   Take the form and some of the powers of a Small or Medium vermin. PRG:UM
Wall of Fire   Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level. PRG:CRB
Wall of Ice   Ice plane creates wall or hemisphere creates dome. PRG:CRB
Wall of Sound   Sonic wall deflects and damages creatures. PRG:UM
Wreath of Blades F Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity. PRG:UC

Back to Top

5th-Level Magus Spells
Spell Name Comp. Description Source
Acidic Spray M 1d6/level acid damage plus 1 round of acid. PRG:UM
Augmenting Wall   You create a wall of faintly shimmering elemental energy. PPC:RTT
Baleful Polymorph   Turns subject into harmless animal. PRG:CRB
Banishing Blade   You imbue a weapon with the ability to bull rush a creature. PPC:AA
Beast Shape III   You take the form of a Diminutive or Huge animal, or Small or Medium magical beast. PRG:CRB
Bladed Dash, Greater   As bladed dash, except you may attack each enemy you pass during the dash. PCS:ISM
Blood Boil   Raise temperature of target creature’s blood (or other similar body fluid) over 3 rounds causing first fatigue, then Constitution damage, then hp damage. PPC:MM
Cloudkill   Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage. PRG:CRB
Cone of Cold   1d6/level cold damage. PRG:CRB
Conjure Deadfall   You conjure a large metal cube covered in sharp spikes. DHB
Corrosive Consumption   Acidic patch damages an opponent. PRG:UM
Dimensional Blade   For one round attacks made with a held melee weapon are melee touch attacks that ignore all armor. Bludgeoning weapons deal half damage and are treated as slashing weapons. PPC:MTT
Elemental Body II   Turns you into a Medium elemental. PRG:CRB
Fire Snake   Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level. PRG:APG
Geyser   Creates a geyser of boiling water. PRG:APG
Glimpse of Truth   Gain true seeing for 1 round. PRG:UI
Impart Mind M Temporarily make a magic item intelligent. PCS:ISM
Interposing Hand   Hand provides cover against 1 opponent. PRG:CRB
Mask From Divination   You lock a mask on the target’s face, after which it adheres tightly to the target for the spell’s duration and cannot be removed by physical force. PPC:AA
Monstrous Physique III   Take the form and some of the powers of a Diminutive or Huge monstrous humanoid. PRG:UM
Overland Flight   You fly at a speed of 40 ft. and can hustle over long distances. PRG:CRB
Scripted Hallucination   As complex hallucination, but without concentration. PRG:UI
Soulswitch   You place your soul into the body of your familiar, and your familiar’s soul is placed in your body. PPC:FF
Symbol of Striking M As symbol of death, but fills a 5-foot square. PRG:UC
Telekinesis   Moves object, attacks creature, or hurls object or creature. PRG:CRB
Teleport   Instantly transports you as far as 100 miles per level. PRG:CRB
Transplant Visage   You add or remove a creature’s face to or from your own. PCS:ISG
Undead Anatomy II   Take the form and some of the powers of a Tiny or Large undead. PRG:UM
Vampiric Shadow Shield   As fire shield, except attackers take negative energy damage and attacks heal you. PRG:ACG
Vermin Shape II   As vermin shape I, but Tiny or Large. PRG:UM
Wall of Force   Wall is immune to damage. PRG:CRB
Wall of Stone   Creates a stone wall that can be shaped. PRG:CRB
Ward Shield   With a touch, you enchant a shield and enable it to protect its wielder from hostile spells. KoIS

Back to Top

6th-Level Magus Spells
Spell Name Comp. Description Source
Acid Fog   Fog deals acid damage. PRG:CRB
Bear’s Endurance, Mass   As bear’s endurance, affects one subject/level. PRG:CRB
Beast Shape IV   You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast. PRG:CRB
Bull’s Strength, Mass   As bull’s strength, affects 1 subject per level. PRG:CRB
Cat’s Grace, Mass   As cat’s grace, affects 1 subject/level. PRG:CRB
Chains of Fire F 1d6/level damage and 1 secondary bolt/level. PRG:ARG
Chain Lightning   1d6/level damage and 1 secondary bolt/level. PRG:CRB
Contagious Flame   Scorching rays cause 4d6 fire damage, then move on to new targets. PRG:APG
Cruel Jaunt   Sense creatures suffering from fear, then teleport close to them. PRG:HA
Decapitate F Turn a critical hit into a decapitation. PRG:HA
Defending Sword   As mage’s sword except as noted. PPC:AA
Disintegrate   Reduces one creature or object to dust. PRG:CRB
Dispel Magic, Greater   As dispel magic, but with multiple targets. PRG:CRB
Elemental Body III   Turns you into a Large elemental. PRG:CRB
Emblem of Greed   You transform one masterwork or magical melee weapon into a +1 flaming glaive. PPC:AA
Flesh to Stone   Turns subject creature into statue. PRG:CRB
Forceful Hand   Hand pushes creatures away. PRG:CRB
Form of the Alien Dragon I   You become a Medium esoteric or outer dragon. PPC:LoD
Form of the Dragon I   Turns you into a Medium dragon. PRG:CRB
Freezing Sphere   Freezes water or deals cold damage. PRG:CRB
Illusion of Treachery, Greater   Make it seem like another is responsible for your attacks while concealing your own actions. PRG:UI
Magnetic Field   You create a spherical magnetic field that surrounds you to a range of 30 feet and follows you for the duration of the spell. PPC:PotR
Mislead   Turns you invisible and creates illusory double. PRG:CRB
Monstrous Physique IV   As monstrous physique III, with more abilities. PRG:UM
Sirocco   Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. PRG:APG
Stone to Flesh   Restores petrified creature. PRG:CRB
Transformation M You gain combat bonuses. PRG:CRB
Treacherous Teleport   As teleport, except you choose some creatures to suffer a mishap or go elsewhere. PRG:UI
Triggered Hallucination   As scripted hallucination, but it only appears when triggered. PRG:UI
True Seeing M Lets you see all things as they really are. PRG:CRB
Umbral Strike   You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment). PPC:BoS
Undead Anatomy III   Take the form and some of the powers of a Diminutive or Huge undead. PRG:UM
Walk through Space   You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity. PRG:UC
Wall of Iron M 30 hp/four levels; can topple onto foes. PRG:CRB

Back to Top