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.

In addition, 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.

Magi are often employed as archeologists or adventurers who specialize is recovering lost knowledge, employing a mix of spell and steel to achieve their goals.

Table: The Magus

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
01st2nd3rd4th5th6th
1st+0+2+0+2Arcane pool, spell combat31
2nd+1+3+0+3Spellstrike42
3rd+2+3+1+3Magus arcana43
4th+3+4+1+4Spell recall431
5th+3+4+1+4Bonus feat442
6th+4+5+2+5Magus arcana543
7th+5+5+2+5Knowledge pool, medium armor5431
8th+6/+1+6+2+6Improved spell combat5442
9th+6/+1+6+3+6Magus arcana5543
10th+7/+2+7+3+7Improved spell recall55431
11th+8/+3+7+3+7Bonus feat55442
12th+9/+4+8+4+8Magus arcana55543
13th+9/+4+8+4+8Heavy armor555431
14th+10/+5+9+4+9Greater spell combat555442
15th+11/+6/+1+9+5+9Magus arcana555543
16th+12/+7/+2+10+5+10Counterstrike5555431
17th+12/+7/+2+10+5+10Bonus feat5555442
18th+13/+8/+3+11+6+11Magus arcana5555543
19th+14/+9/+4+11+6+11Greater spell access5555554
20th+15/+10/+5+12+6+12True magus5555555
Hit Die: d8
Class Skills (2 + Int modifier per level): Athletics, Profession, Intimidate, Academics, Arcane Lore, and Handle Animal
Starting Wealth: Rich (4d6 × 10 gp, Average 140 gp)

Class Features

Weapon and Armor Proficiency

A Magus is proficient with Basic weapons plus any two other weapon groups of your choice. They are proficient with light armor but not with any type of shield. A sorcerer can cast sorcerer spells while wearing light armor without incurring the normal arcane spell failure chance. Armor heavier than light interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.

If not using weapon groups, a Magus is proficient with simple and martial weapons.

Spellcasting

A magus casts arcane spells which are 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’ spell is 10 + the spell level + the magus’ Intelligence modifier.

Like other spellcasters, 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: The Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. To prepare spells, he must benefit from a Long Rest and spend 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: The Magus. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbook

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 spells of your choice. For each point of Intelligence bonus the magus has, the spellbook holds one additional 1st-level spell of your choice. At each new magus level, he gains two new 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 magi’s spellbooks to his own.

A magus can also learn spells from a wizard’s spellbook. The spells learned must be on the magus spell list. A wizard can also learn spells from a magus’ spellbook, so long as the spells are on the wizard spell list.

Arcane Pool

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 once per day when the magus prepares his spells.

A magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 Weapon Bonus for 1 minute. For every four levels beyond 1st, the weapon bonus increases by +1, to a maximum of +5 at 17th level. This stacks with any existing weapon bonus. Multiple uses of this ability do not stack with themselves.

At 1st level, a magus can use this weapon bonus to apply an enhancement bonus to attack and damage rolls made with the weapon. This does not stack with any enhancement bonus already possessed by the weapon.

At 5th level, the weapon bonus can be used to add any of the following weapon special abilities at their normal bonus price: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. These special abilities are added to any the weapon already has, but duplicates do not stack.

The enhancement bonus and special abilities 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.

Spell Combat

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

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, modified by the keen weapon property or similar effects); however, the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

This otherwise functions just as casting any touch spell, including being able to hold the charge.

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.

Spell Recall

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

Knowledge Pool

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

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

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.

Improved Spell Recall

At 10th level, the magus’s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a previously prepared and cast spell with spell recall, he only expends a number of points from his arcane pool equal to 1/2 the spell’s level, rounded up (minimum 1).

Furthermore, the magus can recall an expended spell slot and prepare any spell of the same level that he has recorded in his spellbook. This requires a standard action and 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

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

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

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

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

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.

Magus Archetypes

You may choose to use one or more of these archetypes to modify the class features of this class. You may not choose more than one archetype unless they replace or modifiy different class features. See the section on Class Archetypes for full rules.

Table: Magus Archetypes

ArchetypesClass Features Replaced or Modified
SpellcastingArcane PoolSpell CombatSpellstrikeMagus ArcanaSpell RecallBonus FeatsKnowledge PoolMedium ArmorImproved Spell CombatImproved Spell RecallHeavy ArmorGreater Spell CombatCounterstrikeGreater Spell AccessTrue Magus
Armored BattlemageCXCX
GlyphstrikerXXXXXCXXX
HexcrafterCCXX
X = replaced, C = changed, blank = as original class