Accurate Strike (Ex)
Prerequisite: Magus 9
The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks as melee touch attacks until the end of his turn.
Arcane Accuracy (Su)
The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
Arcane Cloak (Su)
Arcane Edge (Su)
Prerequisite: Magus 9
The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to his Intelligence modifier (minimum 0).
Arcane Redoubt (Su)
As a swift action, the magus can expend 1 point from his arcane pool to treat his shield bonus to AC (including any enhancement bonus) as a bonus to touch AC until the beginning of his next turn.
Arcane Redoubt, Greater (Su)
Prerequisite: Magus 12, Arcane Redoubt magus arcana
Whenever the magus uses his arcane redoubt magus arcana, he may spend an additional point from his arcane pool in order to apply his shield bonus to AC (including any enhancement bonus) as a bonus on Reflex saves until the beginning of his next turn. If he is targeted with an effect requiring a Reflex save while using this power, he may spend 2 points from his arcane pool as an immediate action to grant himself evasion, or 4 points to grant himself improved evasion.
Bane Blade (Su)
Prerequisite: Magus 15
Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the Bane special ability to the weapon.
Broad Study (Ex)
Prerequisite: Magus 6, levels in another spellcasting class
The magus selects another one of his spellcasting classes. The magus can use his spellstrike and spell combat abilities while casting or using spells from the spell list of that class. This does not allow him to cast arcane spells from that class’s spell list without suffering the normal chances of arcane spell failure, unless the spell lacks somatic components.
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 he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.
Concentrate (Ex)
The magus can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made but before the roll’s outcome is determined. The magus must take the second roll, even if it is worse. The magus can use this ability once per day.
Critical Strike (Su)
Prerequisite: Magus 12
Whenever the magus scores a critical hit with a melee weapon, he may cast a spell with a range of touch as a swift action, then make a touch attack with that spell against the target of the critical hit as a free action. The magus can use this ability once per day.
Devoted Blade (Su)
Prerequisite: Magus 12
Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add either the Anarchic, Axiomatic, Holy, or Unholy special ability to the list of available options. A magus may only add one of these abilities if it matches his own alignment.
Dispelling Strike (Su)
Prerequisite: Magus 9
The magus can spend 1 or more points from his arcane pool as a swift action to imbue his weapon with a special power. 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 number of arcane pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
Disruptive (Ex)
Prerequisite: Magus 6
The magus gains Disruptive as a bonus feat, even if he doesn’t meet the prerequisites.
Empowered Magic (Su)
Prerequisite: Magus 6
The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell.
Enduring Blade (Su)
Prerequisite: Magus 6
Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to increase the duration to 1 minute per magus level.
Familiar (Ex)
The magus gains Obtain Familiar as a bonus feat, even if he doesn’t meet the prerequisites.
Ghost Blade (Su)
Prerequisite: Magus 9
Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the Brilliant Energy and Ghost Touch special abilities to the list of available options.
Hasted Assault (Su)
Prerequisite: Magus 9
The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus’s Intelligence bonus.
Lingering Pain (Su)
The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack. All damage from that attack (including damage from a spell cast using the spellstrike ability) is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the magus’s next turn.
Maneuver Mastery (Ex)
The magus has mastered one combat maneuver (bull rush, disarm, and so forth). He selects one maneuver when selecting this arcana. Whenever he is attempting the selected maneuver, he uses his magus level in place of his base attack bonus (in addition to any base attack bonus gained from other classes).
Special: A magus can select this magus arcana more than once. Its effects do not stack. Each time he selects this arcana, he selects another combat maneuver.
Maximized Magic (Su)
Prerequisite: Magus 12
The magus can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the spell.
Pool Strike (Su)
The magus can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can then make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability).
He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates.
At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.
Pool Strike, Arcing (Su)
Prerequisite: Magus 12, Pool Strike magus arcana
The magus can expend 1 additional point from his arcane pool when using the pool strike arcana. If his attack hits, the magus can target a number of enemies within 15 feet equal to his Intelligence modifier (minimum 0) with a ranged touch attack as a free action. Those struck take the same energy damage as the primary target of the pool strike, including increased damage on a critical hit.
Pool Strike, Clinging (Su)
Prerequisite: Magus 9, Pool Strike magus arcana
The magus can expend 1 additional point from his arcane pool when making a pool strike. A single target of his pool strike takes energy damage as normal from the pool strike and also takes half this amount of damage at the beginning of its turn on the following round.
Pool Strike, Thunderous (Su)
Prerequisite: Magus 6, Pool Strike magus arcana
The magus can expend 1 additional point from his arcane pool when making a pool strike. His pool strike deals sonic damage and deafens a single target for 1 round (DC 10 + 1/2 magus level + Intelligence modifier).
Prescient Attack (Su)
Prerequisite: Magus 6
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 flat-footed against the magus’s attacks until the end of the magus’s next turn.
Prescient Defense (Su)
Prerequisite: Magus 9
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 his enemy’s intentions. The magus gains a bonus to his AC and on Reflex saves equal to his Intelligence modifier (minimum 0) against attacks by that opponent until the beginning of his next turn.
Quickened Magic (Su)
Prerequisite: Magus 15
The magus can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the level of the spell.
Reflection (Su)
Prerequisite: Magus 15
The magus can sacrifice 1 or more points from his arcane pool as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or lower than the number of points expended. If insufficient points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent.
Rod Mastery (Su)
Whenever the magus uses a rod, he calculates the DC for any spell it contains using his Intelligence modifier (minimum 0) instead of the minimum modifier needed to cast a spell of that level.
Rod Wielder (Su)
The magus adds his Intelligence bonus (minimum 0) on caster level checks made to overcome spell resistance when using a spell contained within a rod or when making a spellstrike attack channeled through a rod.
Silent Magic (Su)
The magus can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell.
Spell Blending (Ex)
When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and can prepare and cast it as a magus spell of its wizard spell level.
He can instead select two spells to add with this arcana, but both must be at least one level lower than the highest-level magus spell he can cast.
Special: A magus can select this magus arcana more than once.
Spell Shield (Su)
The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.
Spellbreaker (Ex)
Prerequisite: Magus 9
The magus gains Spellbreaker as a bonus feat, even if he doesn’t meet the prerequisites.
Still Magic (Su)
The magus can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell.
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.
Wand Wielder (Su)