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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.

 

Alignment: Any

Hit Die: d8

Class Skills: The Magus's class skills are Athletics (Str), Craft (Int), Fly (Dex), Influence (Cha), Knowledge (arcane) (Int), Knowledge (dungeoneering) (Int), Knowledge (martial) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points per Level: 4 + Int modifier.

Table: The Magus

Magus.jpg

CLASS FEATURES

The following are the class features of the magus:


Weapon and Armor Proficiency:
A magus is proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

 

Casting:
The magus may combine spheres and talents to create magical effects. The magus is considered a Mid-Caster and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

 

Spell Pool:
The magus gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Intelligence modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

 

Blended Training (Ex):
A magus gains a combat or magic talent every time he gains a class level, according to Table: The Magus. He uses Intelligence as his practitioner modifier.

Martial Path:

At 1st level, a magus devotes himself to studying a blend of martial and arcane combat and selects one of the following paths to specialize in. This path grants him powers at 1st level, 3rd level, and every 6 levels thereafter. Once chosen, this path cannot be changed.

  • Path of the Deadeye: At 1st level, the magus can wield any ranged weapon that he is proficient with without interfering with his spellcasting. Additionally, he can use two-handed ranged weapons with his spell combat class feature, and gains Rapid Reload as a bonus feat.
      At 3rd level, when the magus uses a sphere ability with a range of close or longer using spell combat that does not normally require an attack roll, he can choose to deliver it using his wielded ranged weapon. This sphere effect is placed upon a single piece of ammunition (or the weapon itself, if used with a thrown weapon). When the ammunition is fired, the ability’s area is centered where the ammunition lands, even if the effect could normally be centered only on the caster. This ability allows the magus to use his ranged weapons range rather than the sphere ability’s range. The ammunition must be fired during the round that the casting is completed. If this attack misses by 5 or more it is off target, striking in a square 1d6 x 5 feet away in a random direction, otherwise it lands in the targets square on a miss of 4 or less.
      At 9th level, a magus can fire a salvo of magical projectiles as a full-round action, targeting a number of enemies equal to his Intelligence modifier within the first range increment of his ranged weapon. This attack only uses a single piece of ammunition, however if this ammunition is magical its effects only apply to a single creature of the magus’ choice, determined before the attack is rolled. He rolls one attack at his highest attack bonus and applies it to the AC of each target. In addition, reloading a ranged weapon using Rapid Reload now reduces the time it takes to reload the weapon by an additional step.
      At 15th level, the magus’ ranged weapon attacks seek their targets with impossible accuracy, ignoring his target’s cover (but not total cover) and concealment (but not total concealment), and the effects of wind (both magical and mundane). If the magus fires his weapon into a square of a creature he can’t see, or attacks a creature that has total concealment from another source (such as the displacement spell), the miss chance for doing so is reduced to 20%. In addition, once per round when the magus misses his target with a ranged weapon attack, he can roll that attack again against a different target. This target must be within a number of feet from the initial target equal to the range increment of the weapon that was used to make the initial attack. The magus must be able to see this second target.

  • Path of the Duelist: At 1st level, when the magus is wielding a light or a finesse weapon in one hand while his other hand is free, he may use the higher of his Intelligence or Strength modifiers to determine his bonus to weapon damage rolls.
      At 3rd level, when wielding a one handed weapon in one hand while his other hand is free, the magus can use spell combat defensively, foregoing his weapon attacks to create a wall of blurred steel with his weapon. He does not provoke opportunity attacks when he uses a sphere ability as part of this action (even if it makes a ranged attack), and gains a 50% miss chance as if he had total concealment for 1 round. Unlike actual total concealment, this ability does not prevent enemies from targeting the magus normally. Opponents who cannot see the magus ignore the concealment granted by both of this effect.
      At 9th level, whenever a creature within the magus’ reach misses him with an attack due to the concealment granted by defensive spell combat, he can spend an attack of opportunity to deal his weapon’s damage to the foe, as if he hit it with an attack. He does not need to make an attack roll when dealing this damage, and this damage cannot critically hit.
      At 15th level, whenever a magus begins his turn being threatened by only one creature he gains a 50% miss chance as if he had total concealment from that creature until the start of his next turn, and he treats this concealment as if it was granted by defensive spell combat ability. Unlike actual total concealment, this ability does not prevent enemies from targeting the magus normally.

  • Path of the Pugilist: At 1st level, the magus gains Unarmed Combatant as a bonus feat. When the magus uses his spell combat ability or makes a full attack, he can make an additional unarmed strike at a -2 penalty. This unarmed strike can be made even if his spell combat does not allow him to make his full allotment of attacks. This ability cannot be used in conjunction with the Two-Weapon Fighting feat.
      At 3rd level, when the magus uses a sphere ability with a range of “touch” using spell combat, he can deliver this spell using an unarmed strike he makes as part of spell combat. Instead of the free melee touch attack normally allowed to deliver the sphere ability, he can make one free unarmed strike (at his highest base attack bonus) as part of casting this sphere ability. If this unarmed strike is a critical hit, the sphere ability is also a critical hit, using his unarmed strike's critical damage multiplier.
      At 9th level, whenever the magus is damaged by a melee a melee attack made by a creature within reach of his unarmed strike, he can make an unarmed strike against that creature as an immediate action. In addition, he gains the Stunning Fist feat (even if he does not meet its prerequisites), treating his magus level as his monk level for the purposes of determining the number of times he may use it each day, and uses his Intelligence to determine its DC.
      At 15th level, when the magus uses his spell combat to deliver a sphere effect with an unarmed strike, his unarmed strike deals an additional 3d6 damage. This damage is the same type as the unarmed strike and is not multiplied on a critical hit. In addition, when he uses his 3rd-level ability to make an additional unarmed strike, he can choose to instead make two unarmed strikes at a -4 penalty.

  • Path of the Speardancer: At 1st level, the magus can wield any two-handed melee weapon that he is proficient with without interfering with his spellcasting. Additionally, he can use two-handed melee weapons with his spell combat class feature. When the magus uses spell combat with a weapon with the reach property, he can attack adjacent foes by taking an additional -2 penalty on the attack roll made as part of spell combat.
        At 3rd level, when the magus uses a sphere ability with a range of “touch” as part of his spell combat, he can treat his reach for the purposes of making that touch attack as equal to the reach of his wielded weapon.
        At 9th level, the magus gains Whirlwind Attack as a bonus feat, even if he does not meet the feat's prerequisites. If he already has this feat, he gains another bonus combat feat of his choice. When the magus uses spell combat as a full-round action, rather than making his normal attacks he can instead choose to attack each opponent within his reach, as if he was using the Whirlwind Attack feat. These attacks still suffer from all the penalties that would normally apply to attacks made during spell combat.
        At 15th level, the magus increases the reach of his weapons with the reach property by 5 ft. The magus no longer takes a penalty to his attack rolls against adjacent foes while using spell combat with a reach weapon.

Armaments of the Magi:

At 1st level, the magus gains Arcane Strike as a bonus feat, and he may activate his Arcane Strike as a free action at the beginning of each turn. At 3rd level, the magus gains Riving Strike as a bonus feat. When he uses his Arcane Strike ability with Vital Strike, Improved Vital Strike, or Greater Vital Strike, the bonus on damage rolls for Arcane Strike is multiplied by the number of times (two, three, or four) he rolls damage dice for one of those feats. This ability does not stack with other abilities or feats that multiply the damage of Arcane Strike dealt as part of an attack action.

Arcane Potential (Su):

At 1st level, a magus learns to harness residual energy from his magic, called potential, and can use this stored energy to bolster his abilities in a variety of ways. A magus starts the day with no potential, but can gain potential in the following ways (a magus cannot gain potential from each of these more than once per round and a magus must be in combat to gain potential):

  • Channelled Potential: Whenever the magus uses a sphere ability, he gains one point of potential.

  • Lingering Potential: Whenever the magus begins his turn under the effects of a sphere ability he cast, he gains one point of potential. This effect must be one that affects him directly, not his weapons or equipment.

  • Suffered Potential: Whenever the magus takes damage from a spell, sphere effect, or spell-like ability, or rolls a saving throw against a harmful spell, sphere effect, or spell-like ability, he gains two points of potential.

His potential goes up or down throughout the day, but usually cannot go higher than his Intelligence modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. At 3rd level and every three levels afterward, his maximum potential increases by 1. If a magus spends 1 minute or longer outside of combat, he loses all potential he possesses.

Potential Techniques (Su):

A magus can spend potential to imbue his body and weapons with incredible power. Each potential technique can only be used once per round. If an ability does not have an associated action listed, using it is a free action which can be done during anyone’s turn. At 1st level, the magus has access to the following potential techniques:

  • Arcane Deflection: As an immediate action when an attack is rolled against the magus or an adjacent ally, the magus can create a miniature projection of force granting himself or his ally a +1 circumstance bonus to AC against the attack for each point of potential spent on this ability. This technique is used after an attack is rolled, but before damage is dealt, allowing it to negate an attack if this technique would cause the attack to miss.

  • Dimensional Jaunt: As part of a move, withdraw, or charge action the magus can step through space, allowing him to move up to 10 feet per 2 potential spent on this technique to a location he can see. This teleportation can be done at any point during the movement. If this ability is used during a charge, the magus can teleport and then choose the target of his charge.

  • Focused Concentration: As a swift action, the magus can spend one point of potential to select a single creature he can see and gain a +4 bonus to concentration checks against that creature until the beginning of his next turn. This applies to concentration checks as a result of being injured by that creature, affected by its spells, being grappled by that creature, and for casting defensive in that creature’s threatened area.

  • Magician’s Assault: For each point of potential the magus spends on this technique, he gains a +1 circumstance bonus to attack and damage rolls made with weapon attacks until the beginning of his next turn.

  • Surging Strike: The magus can spend 2 points of potential to cause his Arcane Strike to surge with power. His arcane strike deals an additional 1d4 damage of the same type it would normally deal until the beginning of his next turn. This damage increases by 1d4 per 5 class levels he possesses. These additional dice are multiplied as part of Vital Strike using the armaments of the magi ability, but are not multiplied by critical hits.


Spell Combat (Ex):

At 2nd 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, 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 sphere ability with a casting time of 1 standard action or less (any attack roll made as part of this spell also takes this penalty). If he casts this 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, any spell points used are lost, but the attacks still take the penalty. A magus can choose to cast the sphere ability first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell ability between weapon attacks. Rather than casting a new sphere effect every round, a sphere magus may use spell combat to maintain a sphere effect with a duration of ‘concentration’.

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.

A list of all the magus arcana can be found HERE.

 

Arcane Potency:
At 4th level, a magus adds half his class level to his spell point total.

 

Bonus Feats:

At 5th level, and every six levels thereafter, a magus gains a bonus combat, item creation, or metamagic feat he meets the prerequisites for or an additional combat or magic talent.

 

Expanded Techniques (Su):

At 7th level, whenever the magus rests to regain spell points, he may choose one base combat or magic sphere, or one combat or magic talent, he does not possess and add it to the spheres and talents he has access to that day. The magus loses this bonus talent the next time he rests to regain spell points, and may choose another talent to take in its place (including taking the same talent again).

Defensive Training:

At 7th level, the magus gains a +2 dodge bonus to his AC and CMD. At 13th level, this bonus increases to +4. These bonuses to AC apply even against touch attacks or when the magus is flat-footed. He loses these bonuses when he is immobilized or helpless, or when he carries a medium or heavy load.

Expanded Potential Techniques (Ex):

At 8th level, the magus’ ability to spend their potential expands, granting them additional techniques with which to use their potential. The magus gains the following potential techniques:

  • Arcane Redoubt: The magus can spend three points of potential to create a briefly-lived wall of force interposed between himself, or an adjacent ally, and an enemy of his choice. This wall is one inch thick, 5-ft wide, and 5-ft tall. This wall provides the magus, or his ally, with cover from that enemy until the beginning of the magus’ next turn, granting them a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent’s attack misses them by 4 or less, the attack strikes the wall instead. The wall has hardness 10 and 5 hit points per level of the magus. If destroyed, the wall crumbles away into nothingness. Spells and effects that damage an area deal damage to the wall.

  • Modulated Range: As part of using a sphere ability, the magus can spend two points of potential to increase or decrease its range by one step. If a sphere ability requires a ranged touch attack and has its range reduced to touch, it now requires a melee touch. If a sphere ability requires a melee touch attack and has its range increased to close, it now requires a ranged touch attack.

  • Rapid Spell Combat: The magus can spend two points of potential to perform his spell combat as a standard action, casting a single sphere ability and making a only a single attack with his weapon. This ability is treated as spell combat for all purposes (including spell combat’s penalty to attack rolls), is treated as an attack action, and may benefit from Vital Strike, as well as other feats and abilities that affect an attack action.

  • Shifting Position: As a swift action, the magus can spend three points of potential to cause his position to shift rapidly between nearby spaces. Until the beginning of his next turn, the magus can treat himself as being in any space adjacent to him when he casts spells, or makes an attack. He is treated as being in the chosen space for all purposes during that action, and then immediately returns to his original space after the action is resolved.

  • Sorcerous Guard: For each point of potential the magus spends on this technique, he gains a +1 circumstance bonus to his Touch AC and saving throws against spells, sphere effects, and spell-like abilities until the beginning of his next turn.


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.

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 or a sphere ability defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.

Masterful Techniques (Su):

At 19th level, whenever the mystic uses his Expanded Techniques class feature, he may choose two talents or base spheres to gain instead of one.

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 defensively. Whenever the magus uses spell combat and his sphere ability targets the same creature as his melee attacks, he can choose to either increase the DC to resist the sphere ability 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.

ARCHETYPES

The following archetypes are available to the magus

KENSAI

NATURE-BONDED MAGUS

PRODIGY

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