Classes/Magus

Class Details:
Hit Die: d10

Type: Hybrid

Skill Ranks Per Level: 2 + Int modifier.

Class Features
The following are class features of the Magus.

Weapon and Armor Proficiency
Magus are proficient with all simple weapons and simple armor. If this is the character’s first level in a class he gains proficiency in all martial weapons and martial armor.

Casting
A magus may combine spells and talents to create magical effects, and uses Intelligence or Charisma as his Casting Ability Modifier.

If this is the character’s first level in a casting class he gains a single discipline feat he qualifies for, may choose his casting type (See Casting Types on the Magic page), and may increase the casting time of a spell by 2 steps to ignore the spell failure caused by casting in light armor; if the magus possesses the armored caster feat he may instead use this ability to ignore the spell failure caused by casting in heavy armor.

Magus’s Training
A magus may choose a single strength, dexterity, or constitution based skill, they gain an additional bonus rank in this chosen skill for each level in magus.

Mystic Pool
A magus learns to push their natural energies to create both the magical and extraordinary. This pool contains a number of points equal to his levels in magus. A mystic pool may be used as a stamina or a spell point pool, though it does not stack with either when determining the size of either pool. Similar to a stamina and spell point pool, a mystic pool restores itself after a long rest.

At 3rd level and every 3 levels thereafter the mystic pool’s size increases by an additional 1. If he obtains a mystic pool from another class or source he may combine the pools and their levels to determine the total capacity of the mystic pool. If this is the character’s first level in a class their mystic pool’s capacity increases by an additional 2.

Classes with a mystic pool count as both Martial and Casting classes for the purposes of determining MPB and SPB, and if this is their first level in a martial or magic class.

Implements
A magus may choose a staff, amulet, or spellbook as his implement. In addition, the magus may create a magical bond with a masterwork quality weapon as an implement in a ritual that takes 1 hour and consumes exotic spell reagents costing 100 gp per SPB. The magus may have only one bonded weapon at a time, and only the most recently anointed weapon functions as the magus’ implement.

Magic Talents
A magus gains 1 magic talent at every time he gains 1 BCB from his magus level, each magic talent may be used to learn a new talent or new spell the magus qualifies for. In addition, he gains a bonus spell (but not talent) for every 6 BCB he gains from this class.

Spellblade Focus Initiate (Su)
At 1st level, a magus gains the spellstrike meta universal talent as a bonus magic talent.

In addition the magus learns to further hone their capabilities in combat, electing to embrace a single style of combat. The magus selects a single Spellblade Focus. If this is the magus’s first level in a martial class he gains the associated stance as a bonus feat, and if this is the magus’s first level in a casting class he gains associated affinity as a bonus talent.

For a complete listing of spellblade focus, see List - Spellblade Focus.

Mystic Combat (Su)
At 2nd level, a magus may activate any spell which normally requires a standard action to cast as a move action, but may only target himself with any spell cast in this manner. When casting in this way the magus does not provoke attacks of opportunity for casting. The magus may use this ability once per day for each level of magus he possesses.

Arcane Pool (Su)
At 2nd level the magus gains access to an additional pool of power known as an arcane pool. An arcane pool allows the magus to fuel a number of abilities they possess as well as enhance their weapon. This arcane pool has a number of points equal to 1 + his casting ability modifier (minimum 3) and refreshes once per day when the magus regains his mystic pool for the day. A magus may spend 1 point from his Mystic Pool to regain 3 points of his arcane pool.

A magus may spend 1 point from his arcane pool as a swift action to grant himself a +10 enhancement bonus to movement speed and a +2 dodge bonus to AC against attacks of opportunity for 1 round per magus level. At 5th level and every 4 levels thereafter the bonus to movement speed improves by an additional 5 and the dodge bonus improves by 1.

Magus Arcana
At 2nd level and every 3 levels thereafter the magus gains access to a special ability known as an arcana.

For a complete listing of magus arcana, see Table - Magus Arcana.

Basic Spellblade Focus (Su)
At 3rd level the magus gains the benefits of the listed basic training of their spellblade focus.

Improved Blade Magic (Su)
At 4th level the magus learns to weave his spells even more fluidly into his attacks. He gains advanced spellstrike as a bonus feat. If the magus already has advanced spellstrike or later gains advanced spellstrike again he may instead treat this attack as an attack action rather than a focused attack action.

Spellblade Magics (Su)
At 6th level and every 6 levels thereafter the magus may select a single bonus talent listed as part of his Spellblade Focus and gains it. The magus does not need to meet the prerequisites of this spell or talent except for the level requirement listed on the Spellblade Focus if specified. If the magus lacks the specific spell needed for that talent, the magus may still gain that talent, but may not use it until he has the requisite spell to apply it to.

Improved Spellblade Focus (Su)
At 7th level the magus gains the benefits of the improved training from the Spellblade Focus he selected at 3rd level.

Greater Blade Magic (Su)
At 9th level when the magus may begin a spellstrike as a focused attack action, or attack action if he has advanced spellstrike twice, rather than a standard action. This allows the magus to use his spellstrike in conjunction with attack action feats and abilities that require their own action to initiate, such as using spellstrike at the end of a charge. The magus is still considered to be casting the spell as part of this ability at the point that the attack action is initiated; and if the spellcast is interrupted in some way the remainder of the action is interrupted as well (such as the attack and the remaining movement of the whirlwind strike feat).

Spellblade Arcana (Su)
At 10th level the magus gains access to a powerful type of arcana known as a spellblade arcana. The magus may select a single spellblade arcana from the spellblade focus he selected at 3rd level. At every 5 levels after 10th the magus against access to one additional Spellblade Arcana.

Master Blade Magic (Su)
At 11th level the magus gains quicken spell as a bonus magic talent if he did not already possess it. The magus may use quicken spell to make an attack with spellstrike as a swift action. When using spellstrike with quicken spell the attack is not treated as an attack action.

Advanced Spellblade Focus (Su)
At 13th level the magus gains the benefit of advanced training from the Spellblade Focus he selected at 3rd level.

Greater Pool (Su)
At 16th level the magus’s focus and might grows, granting him more power throughout the day. The magus may add half of his casting ability modifier (rounded down, minimum 1) to the capacity of his Mystic Pool. In addition the magus’s Arcane Pool improves from 1+casting ability modifier to 1+ 1.5x casting ability modifier (rounded down, minimum 5)

Master Spellblade Focus (Su)
At 17th level the magus gains the benefit of master training from the Spellblade Focus he selected at 3rd level.

Grand Blade Magic (Su)
At 19th level the magus automatically passes all concentration checks to avoid losing a spell from damage or ongoing damage for any spell used with spellstrike. The magus is still subject to all other concentration checks such as from weather conditions.

Mythic Spellblade Focus (Su)
At 20th level the magus gains the benefits of the Mythic Training from the Spellblade Focus he selected at 3rd level.

Arcane Fencer
Associated Stance: Duelist Stance

Associated Affinity: Water Affinity

Basic Training: When in duelist stance, the magus gains a +1 competence bonus to AC. This bonus improves by 1 at 5th level and every 5 levels thereafter. The magus loses this bonus until the start of his next turn if he wields or makes an attack with an off-hand weapon.

Improved Training: When in duelist stance, and magus takes the full attack action, he may replace his first attack with a spellstrike; when used in this way the magus may never treat the attack from his spellstrike as an attack action. The magus may not make an attack with an off-hand weapon when using this ability.

Advanced Training: When in duelist stance, and wielding nothing in their off hand, the magus may spend 1 point from their arcane pool as a swift action to add their magus level to all their weapon damage rolls for 1 minute. This effect ends if the magus ends their duelist stance, or makes an attack with a weapon in their off hand.

Master Training: When in duelist stance, when the magus makes a full attack and does not make an attack with his off-hand he gains 5% spell resistance. This bonus improves by 5% at 5th level and every 5 levels thereafter.

Mythic Training: When in duelist stance, the magus gains a stacking +1 competence bonus to attack rolls and save attack rolls for each successful attack he makes against a single target against that target; this bonus lasts until the start of their next turn. The magus loses this bonus if he wields or makes an attack with a weapon in his off-hand.

In addition when making a full attack and making no attacks with his off-hand, the magus may give up his last iterative attack to cast one spell of a standard action or less for no additional action. Any attack roll or save attack the spell makes receives the iterative’s penalty to hit; this penalty is reduced by an additional amount equal to the competence bonus granted by this ability.

Bonus Talents: Elemental Weapon, Elemental Blast, Improved Elemental Blast, Wave Shield, Elemental Shell

Spellblade Arcana: Listed below are the spellblade arcana available to the arcane fencer.


 * Dimensional Thrust (Magus 10th): The magus may spend 1 point from his arcane pool free action as part of making an attack roll to treat himself as having flanking against a target for the purposes of the attack and any damage that occurs from that attack.
 * Arcane Lunge (Magus 10th): The magus may spend 1 point from his arcane pool as a swift action to treat all attacks he makes as having a 5 foot longer reach until the start of his next turn. When using this ability all slashing or bludgeoning damage his weapons deal is converted to piercing damage. This reach improves by an additional 5 feet at 15th level and every 5 levels thereafter.
 * Arcane Pierce (Magus 15th): The magus may spend 1 point from his arcane pool as a swift action to treat any DR and Resist a creature possesses as 1 lower for every 5 levels of magus he possesses. These benefits last until the start of his next turn.

Arcane Knight
Associated Stance: Defensive Stance

Associated Affinity: Earth Affinity

Basic Training: The magus gains Armored Caster a second time as a bonus feat. If the magus already possesses this feat or gains it later he may add half his armor bonus to his touch AC and CMD; this ability stacks with similar abilities such as the nimble property of armor; this bonus only applies while the magus is in defense stance.

Improved Training: While in defensive stance, the magus may use his mystic combat ability as part of taking a total defense action. In addition the magus gains two additional uses of mystic combat per day.

Advanced Training: When in defensive stance, the magus gains 5% spell resistance for every 4 magus levels he possesses when he takes the total defense action. If the magus takes a full-round action to total defense this spell resistance is doubled.

Master Training: While in defensive stance, if the magus is struck by an attack after taking the total defense action he may spend 1 point from his mystic pool to cast a single spell with spellstrike against the creature who struck the magus as an immediate action. The magus may only use this ability against creatures within his reach.

Mythic Training: The magus learns to extend the benefits of his mystic combat to his allies. The magus may target one adjacent ally instead of himself as the target of a mystic combat spell he is attempting to cast. In addition, each time the magus uses his mystic combat ability he gains a +2 dodge bonus to his AC until the start of his next turn.

Bonus Talents: Elemental Blast, Improved Elemental Blast, Elemental Shell, Conjure Wall

Spellblade Arcana: Listed below are the spellblade arcana available to the arcane knight.


 * Arcane Rebuff (Magus 10th): The magus may spend 1 point from his arcane pool as an immediate action when any ally within 30 feet, other than the magus, is damaged by an attack. The magus may reduce the damage by an amount equal to his magus level.
 * Arcane Guardian (Magus 10th): When adjacent to another ally the magus may spend 1 point from his arcane pool as a reaction to redirect an attack targeting an adjacent ally to himself. When doing so the magus may treat his armor’s AC bonus as 1 higher for every 5 magus levels he possesses for the purposes of determining how much damage he may redirect to his armor.
 * Arcane Fortress (Magus 15th): The magus may spend 1 point from his mystic pool as a standard action. For 1 minute per magus level whenever an ally within 30 feet of the magus takes damage the magus may redirect a number of points of damage equal to his Armor’s AC bonus to himself as a reaction. The magus may redirect this damage to his armor as normal. The magus may not use this ability against the same attack he redirected with Arcane Guardian.

Arcane Brutality
Associated Stance: Power Stance

Associated Affinity: Fire Affinity

Basic Training: When wielding a two-handed weapon the magus may add the damage bonus from power stance to any spell cast using spellstrike even if the spell would not normally deal damage.

Improved Training: When in power stance and attempting a combat maneuver with a two handed weapon, the magus may spend 1 point from his arcane pool as part of the combat maneuver to count his BAB from his magus levels as equal to his magus level for the purposes of determining his CMB for that combat maneuver.

Advanced Training: When in power stance and wielding a two handed weapon the magus ignores a number of points of elemental damage reduction from elemental resist equal to his damage bonus from power stance (this includes the increase from wielding a weapon in two hands)

Master Training: The magus gains spell critical as a bonus magus arcana if he does not have it already. If the magus already has spell critical or gains it later; when the magus scores a critical hit with the weapon through a spellstrike the spell is also a critical hit, using the weapon's critical multiplier (to a maximum of a x3 critical multiplier). The magus only gains these benefits when in power stance and using a two handed weapon to perform the spellstrike.

Mythic Training: When in power stance and wielding a two-handed weapon the magus may attempt a sunder combat maneuver against a creature using spellstrike, as if targeting a creature’s natural armor (even if they do not possess natural armor). If he succeeds the creature gains vulnerability to the elemental affinity of the spell used with the spellstrike, and the creature’s spell resistance is reduced by 20%. This penalty lasts until the creature is healed or recovers hit points naturally (such as through rest).

Bonus Talents: Elemental Weapon, Elemental Blast, Improved Elemental Blast, Alter Self

Spellblade Arcana: Listed below are the spellblade arcana available to the arcane brutality.


 * Brutal Explosion (Magus 10th): The magus may spend 1 point from his arcane pool when making an attack to cause creatures adjacent to the target, excluding the magus, to take damage equal to the weapon damage of the weapon used in the attack. This decision must be made before the attack roll is made, and if the magus’s attack misses the effect does not occur and the arcane pool points are still spent.
 * Brutal Aura (Magus 10th): The magus may spend 1 point from his arcane pool as a swift action to treat all weapons wielded as one size category larger for the purposes of the damage they deal. In addition the magus treats the reach of any melee weapon he is wielding as 5 feet longer than normal. These effects increase by an additional 1 size category of damage, and 5 feet of reach at 15th level and every 5 levels thereafter. This effect lasts until the start of the magus’s next turn.
 * Brutal Eruption (Magus 15th): The magus may spend 1 point from his mystic pool to use spellstrike with a spell that targets an area. When doing so the magus treats himself as the targeted square of the spell. The magus may choose to exclude himself from the effects of the spell. Instead of an attack roll creatures are subject to a reflex save attack (using his normal save attack for a spell); success causes creatures within the area to take damage as if hit by the magus’s weapon, failure instead deals half. In addition creatures are subject to the effects of the spell on a success, though if the spell calls for a fortitude or will saving throw they must make additional saves against the same save attack of this ability. If the spell calls for a reflex use the results of the save attack to determine results instead of the creature rolling reflex again.

Shield Magus
Associated Stance: Defensive Stance

Associated Affinity: Electric Affinity

Basic Training:  When in defensive stance, and wielding a shield, the magus reduces the penalties for fighting defensively by half when making an attack with his shield through a spellstrike. The magus takes penalties as normal for fighting defensively when attacking with a weapon that isn’t a shield, or with an attack not through a spellstrike.

Improved Training: As a standard action the magus may spend 1 point from his arcane pool to imbue his shield with a single spell, spending any spell points or other resources as part of casting at this time. Once imbued the spell remains imbued in the shield for 10 minutes per magus level. When a creature attempts to hit the magus with a melee attack and misses, or the magus successfully hits the creature with the shield, he may as an immediate action expend the spell imbued within his shield casting and targeting the creature. The spell is treated as if it had successfully hit if it requires a touch attack. Once the spell has been cast from the shield the shield is no longer imbued.

This may only be used with spells that target a single creature for their effect. If the spell calls for a saving throw you must still make a save attack as normal to determine the effect of the spell. Spells imbued with this ability may not be modified with meta talents. Only one spell may be imbued in a shield at a time.

Advanced Training: While a spell is imbued in the magus’s shield he magus gains a +3 deflection bonus to his AC. In addition the magus gains Resist 2 against the element matching the affinity talent of the imbued spell. These bonuses improve by an additional 1 at 15th level and every 5 levels thereafter.

Master Training: The magus may have up to two spells imbued in his shield at one time, though he may only expend one at a time as an immediate action. While imbued the magus’s shield grants the resistance bonus from his Advanced training against the elements of all affinity talents imbued in his shield.

Mythic Training: The magus may now expend the spell imbued within his shield against any creature who misses him with a melee or ranged attack. In addition anytime a creature misses the magus with an attack the creature takes 1d6 damage of a single element of the magus’s choice matching the affinity talent of any spell imbued within his shield; this damage only occurs if the magus choses to not expend the imbued spell as an immediate action.

Bonus Talents: Elemental Blast, Improved Elemental Blast, Elemental Shell, Phalanx

Spellblade Arcana: Listed below are the spellblade arcana available to the shield magus.


 * Shield Ward (Magus 10th): When the magus’s shield is imbued and he takes a full defense action as a full-round action the magus may spend 1 point from his arcane pool to cause his shield to emit a barrier until the start of his next turn. While this barrier is active all squares adjacent to the magus are treated as difficult terrain, in addition allies may treat these squares as obstacles for the purposes of determining cover from ranged attacks.
 * Shield Absorb (Magus 10th): When targeted by a spell the magus may spend 1 point from his mystic pool as an immediate action to attempt to absorb it into a wielded shield. The magus attempts a dispel attempt (1d20+ your SPB) against the spell (against the caster 1d20+ the caster’s SPB). If your check is higher the effect is dispelled and is absorbed into the magus’s shield, causing it to be imbued with the spell. If the magus already has a spell within his shield he may choose to harmlessly discharge the spell to allow the new spell to take its place.
 * Mystic Absorb (Magus 10th): The magus may use his mystic combat to imbue his shield with a spell as a move action, but may only imbue spells that he normally would be able to cast with mystic combat.  When the magus uses this ability he may no longer target the creature when expending the spell, instead the magus may expend the spell to cast the spell imbued within on himself.
 * Counter Shield (Magus 15th): The magus may spend 1 point from his arcane pool as a reaction each time he is struck by a melee attack; the magus may make a single attack at his highest base attack bonus against the creature who triggered this ability.

Whirling Dervish
Associated Stance: Whirlwind Stance

Associated Affinity: Wind Affinity

Basic Training: While in whirlwind stance, and wielding a weapon with the balanced keyword in each hand, the magus may treat the weapon in his offhand as a light weapon for the purposes of determining the penalties from two weapon fighting.

Improved Training: While in whirlwind stance, the magus can increase the casting time of a spell using spellstrike to a full-round. If using spellstrike as a full round and is wielding a weapon with the balanced keyword in each hand, the magus may make one additional attack at his highest base attack bonus with the weapon wielded in his off hand. The magus takes the normal penalties for two weapon fighting with his main and off hand attacks when using this ability.

Advanced Training: While in whirlwind stance, the magus is treated as if he had moved more than 5 feet, for the purposes of whirlwind stance or any feat with whirlwind stance as a prerequisite, anytime he makes an attack with both his main and off hand weapon in the same turn.

Master Training: The magus gains spell resistance equal to his concealment chance from whirlwind stance if he is currently benefiting from it. Effects that allow a creature to bypass or reroll against this concealment allow the creature to also bypass or reroll against this spell resistance.

Mythic Training: While in whirlwind stance, the magus may forgo the attack made with his offhand when using his improved training from whirling dervish to instead cast an additional spell with spellstrike. The magus must use his offhand weapon with this spellstrike, making this attack at his highest base attack bonus. When using this ability the magus treats his BCB as 3 lower for the purpose of determining the effects of each spellstrike. The magus may not treat this offhand spellstrike as an attack action.

Bonus Talents: Elemental Weapon, Elemental Blast, Improved Elemental Blast, Air Geyser

Spellblade Arcana: Listed below are the spellblade arcana available to the whirling dervish.


 * Dimensional Dervish (Magus 10th): As a full-round action the magus may spend 1 point from his mystic pool to make a full attack while teleporting. The magus may designate one foe within 5 feet per magus level, teleporting adjacent that foe and making his first attack of a full attack action. The magus then may continue his full attack on the same creature, or designate another creature within 30 feet of the first to teleport to and make an additional attack. The magus may make as many attacks as normally allowed by a full attack action and teleport an equal number of times.
 * Arcane Dervish (Magus 10th): As a swift action the magus may spend 1 point from his arcane pool to treat himself as having the two-weapon fighting and improved two weapon fighting feats until the start of his next turn. The magus may choose to spend 2 points from his arcane pool to instead use this ability as a free action.
 * Elemental Whirl (Magus 15th): The magus may spend 1 point from his mystic pool to use spellstrike with a spell that targets an area. When doing so the magus treats himself as the targeted square of the spell. The magus may choose to exclude himself from the effects of the spell. Instead of an attack roll creatures are subject to a reflex save attack (using his normal save attack for a spell) success causes creatures within the area to take damage as if hit by the magus’s weapon, failure instead deals half. In addition creatures are subject to the effects of the spell on a success, though if the spell calls for a fortitude or will saving throw they must make additional saves against the same save attack of this ability. If the spell calls for a reflex use the results of the save attack to determine results instead of the creature rolling reflex again.