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Magus Arcana

As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. 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.   Magus Arcana
Table: Magus Arcana Examples and Descriptions
Magus ArcanaPrerequisitesBenefitsSource
Accurate Strike (Ex)Magus 9Use your arcane pool to make your melee attacks as touch attacksPZO1118
Aquatic Agility (Su)Magus 6Use your arcane pool to gain the ability to breathe waterBotM
Arcane Accuracy (Su)Use your arcane pool to grant an insight bonus to attack rollsPZO1117
Arcane Cloak (Su)Use your arcane pool to give a bonus to your Stealth and Bluff checksPZO1118
Arcane Dealer (Su)Magus 6Gain the Deadly Dealer feat, even if you do not meet the prerequisitesHH
Arcane Deed (Ex)Flamboyant arcanaGain a swashbuckler deed. The deed must be able to be used by a swashbuckler of your magus level. You can use that deed by spending points from your arcane pool as the panache points required for that deed.PZO1129
Arcane Edge (Su)Magus 9Use your arcane pool to do bleed damagePZO1118
Arcane Redoubt (Su)Use your arcane pool to give yourself a bonus to your touch ACPZO1118
Arcane Redoubt, Greater (Su)Magus 12, arcane redoubtUse your arcane pool to increase your AC and evade attacksPZO1118
Arcane Scent (Ex)Use your arcane pool to sniff out other spellcastersBotM
Bane Blade (Su)Magus 15Use your arcane pool to give your weapon the bane effectPZO1118
Book-bound (Su)While wielding spellbook in off-hand, you can take an immediate action to gain a bonus on a concentration checks within the next round.PZO9488
Broad Study (Ex)Magus 6, levels in another spellcasting classYou can use your spellstrike and spell combat abilities with spells from another class spell listPZO1117
Circle of Order (Su)Magus 9Spend arcane pool points to fortify defense against chaotic attacks.PZO9488
Close Range (Ex)You can use ranged touch attacks as melee touch attacksPZO1117
Concentrate (Ex)You can reroll a concentration checkPZO1117
Critical Strike (Su)Magus 12When you score a critical hit use a swift action to cast a touch attack spellPZO1117
Dark Shifter (Su)Magus 6Expend arcane pool points to change the target of an ongoing spell effect with the darkness descriptor.RTT
Devoted Blade (Su)Magus 12Use your arcane pool to add anarchic, axiomatic, holy, or unholy to your weaponPZO1118
Dispelling Strike (Su)Magus 9Use your arcane pool to cast a dispel magic when you hitPZO1117
Disruptive (Ex)Magus 6Gain Disruptive as a bonus featPZO1118
Distant Spellstrike (Su)Magus 12, ranged spellstrikeThe range of any spell the magus delivers through a ranged weapon attack increases to the maximum range of the weapon if that is greater than the spell’s range.PPC:HotS
Divinatory Strike (Su)Learn about a foe you’ve scored a critical hit againstMM
Enduring Blade (Su)Magus 6Increase the duration of your arcane pool weapon enchantsPZO1118
Empowered Magic (Su)Magus 6Cast one spell per day with the Empower Spell featPZO1117
Familiar (Ex)Gain a familiarPZO1117
Flamboyant Arcana (Ex)Gain the derring-do and opportune parry and riposte swashbuckler deeds.PZO1129
Ghost Blade (Su)Magus 9You can also enchant your weapon with brilliant energy and ghost touchPZO1118
Hasted Assault (Su)Magus 9Cast haste on yourself using your arcane poolPZO1117
Intuitive Protection (Sp)Magus 3When a conjuration (summoning) spell is cast by an opponent and you successfully identify the spell with a Spellcraft check, you can spend 1 arcane pool point as an immediate action to cast protection from chaos/evil/good/law (chosen when using this ability) on yourself; lasting a number of rounds equal to your magus level.PPC:MSH
Ki Arcana (Ex)Magus 6, levels in a class that grants a ki poolYou may use points from your arcana pool and ki pool interchangeablyMM
Lingering Pain (Su)Make it harder for foes you hurt to cast a spellPZO1118
Maneuver Mastery (Ex)Use your magus level instead of your BAB when performing one combat maneuverPZO1117
Maximized Magic (Su)Magus 12Cast one spell per day with the Maximize Spell featPZO1117
Natural Spell Combat (Ex)Make use of your natural attacks with spell combatBotM
Planar Hunter (Su)Magus 9Whenever you enhance your weapon using your arcane pool, you can spend 1 additional arcane pool point to add the planar special ability to the weapon, or 2 additional points to add the phase locking special ability.PPC:MSH
Pool RayExpend arcane pool points to infuse a ranged weapon with elemental power.RTT
Pool Strike (Su)Make a melee touch attack that deals elemental damagePZO1117
Pool Strike, Arcing (Su)Magus 12, pool strikeIf your melee attack hits, the pool strike elemental damage can jump to other nearby enemiesPZO1118
Pool Strike, Clinging (Su)Magus 9, pool strikeDo damage over time with your pool strikePZO1118
Pool Strike, Thunderous (Su)Magus 6, pool strikeDeal sonic damage with your pool strikePZO1118
Prescient Attack (Su)Magus 6Use your arcane pool to deny your opponents their Dexterity bonusPZO1118
Prescient Defense (Su)Magus 9Use your arcane pool to increase your reflexesPZO1118
Quickened Magic (Su)Magus 15Cast one spell per day with the Quicken Spell featPZO1117
Rakshasa’s Fortune (Su)Magus 9Whenever you cast a spell of the polymorph subschool on yourself, draw a card from a harrow deck as a free actionHH
Ranger TrapMagus 10You learn a ranger trap.RTT
Reach MagicCast 1 spell/day as if modified by Reach Spell but doesn’t increase the spell’s casting time or level.RTT
Reach Spellstrike (Su)Magus 9, ranged spellstrikeThe magus can deliver spells with a range of touch with ranged spellstrike up to a maximum range of close (25 feet + 5 feet per 2 caster levels).PPC:HotS
Reflection (Su)Magus 15Reflect a spell back at its casterPZO1117
Rod Mastery (Su)Use your Intelligence modifier instead of the minimum modifier for the DC when using a rodPZO1118
Rod Wielder (Su)Use your Intelligence when using a rod to overcome SRPZO1118
Scroll Mastery (Su)Magus 6You may expend 1 pt from your arcana pool to calculate DC for a spell on a scroll using your Int modifierMM
Silent Magic (Su)Cast one spell per day with the Silent Spell featPZO1117
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 list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast.PZO1117
Spell Shield (Su)Grant yourself a shield bonus to your ACPZO1117
Spell Trickery (Ex)Magus 12When you use the Dirty Trick combat maneuver, cast an illusion or enchantment spell as a swift actionBotM
Spell-Scars (Ex)Scribe scar-based tattoos on yourself that you can cast from as scrollsBotM
Spellbreaker (Ex)Magus 9Gain Spellbreaker as a bonus feat.PZO1118
Still Magic (Su)Cast one spell per day with the Still Spell featPZO1117
Throwing MagusWhen you enhance your weapon using your arcane pool, you can spend 1 additional arcane pool point to add the returning and throwing abilities.RTT
Vision-Clouding StrikeMagus 9, fetchlingExpend 1 or more arcane pool points as a swift action to empower weapon with shadowy energy.PPC:AoE
Wand Mastery (Su)Use your Intelligence modifier instead of the minimum modifier needed to cast a spell that level for the DC when using a wandPZO1117
Wand Wielder (Su)Use a wand or staff instead of casting a spell when using spell combatPZO1117
Wave Step (Sp)Magus 6Spend arcane pool points to water walk.PZO9488
 

Magus Arcana

Accurate Strike (Ex)
Prerequisite(s): Magus 9
Benefit(s): The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks.  
Aquatic Agility (Su)
Prerequisite(s): Magus 6
Benefit(s): As an immediate action, the magus can spend 1 point from his arcane pool to gain the benefits of water breathing for 1 round per level. During this time, he can ignore the effects of rough water and underwater combat on his attacks and movement.  
Arcane Accuracy (Su)
Benefit(s): 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)
Benefit(s): The magus can expend 1 point from his arcane pool to add his Intelligence bonus to Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute.  
Arcane Dealer (Su)
Prerequisite(s): Magus 6
Benefit(s): The magus gains the Deadly Dealer feat, even if he does not meet the prerequisites.   He can use his arcane pool to grant a deck of cards an enhancement bonus as though it were a ranged weapon with 54 pieces of ammunition. The magus must use either Arcane Strike or his arcane pool to enhance the cards in order to use them as weapons.  
Arcane Deed (Ex)
Prerequisite(s): Flamboyant arcana
Benefit(s): When a magus takes this arcana, he can pick any one deed from the swashbuckler class feature as long as that deed can be used by a swashbuckler of his magus level. The magus can use that deed by using points from his arcane pool as the panache points required for that deed. Even if he gains a panache pool through another means, the magus is not considered to have at least 1 point in his panache pool for the purpose of deeds selected with arcane deed, and his effective swashbuckler level for determining such a deed’s effect is 0.   A magus can take this arcana multiple times, each time gaining a new deed.  
Arcane Edge (Su)
Prerequisite(s): Magus 9
Benefit(s): 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)
Benefit(s): 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(s): Magus 12, arcane redoubt magus arcana
Benefit(s): 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.  
Arcane Scent (Ex)
Benefit(s): The magus can sniff out other spellcasters. By spending 1 point from his arcane pool, the magus gains the scent special quality for 1 hour per magus level. This scent can only detect creatures capable of casting spells or using spell-like abilities. Additionally, while this effect persists, the magus can attempt a Spellcraft check as a move action to determine the highest level spell a detected creature is capable of casting (DC = 10 + the creature’s caster level). The magus can only attempt this Spellcraft check once per creature per 24 hours.  
Bane Blade (Su)
Prerequisite(s): Magus 15
Benefit(s): 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.  
Book-Bound (Su)
Benefit(s): As long as he wields his spellbook in his off hand, the magus can take an immediate action to gain a +4 bonus on a concentration check he attempts within the next round. This bonus stacks with other bonuses, including the bonus from the concentrate arcana. The magus can use this ability three times per day.  
Broad Study (Ex)
Prerequisite(s): Magus 6, levels in another spellcasting class
Benefit(s): 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.  
Circle of Order (Su)
Prerequisite(s): Magus 9
Benefit(s): As a swift action, the magus can spend 1 point from his arcane pool to fortify his defenses against chaotic attacks. This grants him a dodge bonus to his AC equal to half his magus level (maximum +10 at 20th level) against chaotic-aligned attacks and effects and outsiders with the chaotic subtype until the beginning of his next turn. (For example, the magus would gain the dodge bonus against attacks from an anarchic weapon or a glabrezu’s pincers.)  
Close Range (Ex)
Benefit(s): 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)
Benefit(s): 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(s): Magus 12
Benefit(s): 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.  
Dark Shifter (Su)
Prerequisite(s): Magus 6
Benefit(s): The magus can expend 1 point from his arcane pool as a move action to change the target of an ongoing spell effect with the darkness descriptor.   The new target must be within the spell’s original range, and uses the magus’s level as the effective caster level for the purpose of determining the maximum distance the effect can be moved from the magus. If the spell effect the magus is moving originated from another creature, the magus must succeed at a caster level check to reposition the effect (DC = 11 + the effect’s caster level). Failure wastes the magus’s move action, but doesn’t expend the point from his arcane pool.  
Devoted Blade (Su)
Prerequisite(s): Magus 12
Benefit(s): 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(s): Magus 9
Benefit(s): 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(s): Magus 6
Benefit(s): The magus gains Disruptive as a bonus feat.  
Distant Spellstrike (Su)
Prerequisite(s): Magus 12, ranged spellstrike
Benefit(s): The range of any spell the magus delivers through a ranged weapon attack increases to the maximum range of the weapon if that is greater than the spell’s range.  
Divinatory Strike (Su)
Benefit(s): Whenever the magus scores a critical hit against an opponent with a melee attack, he can gain preternatural insight into his foe’s strengths and weaknesses as though he had rolled a natural 20 on a Knowledge check to identify the creature struck. Any bonuses or penalties the magus normally applies to such a Knowledge check are applied to this ability, including his Intelligence modifier, ranks in the requisite Knowledge skill, and other applicable modifiers. Depending on the final calculated outcome of this ability and the CR of the creature struck, the magus may still be unable to glean information about his enemy. This ability works even if the magus has already attempted a Knowledge check to identify the creature.  
Enduring Blade (Su)
Prerequisite(s): Magus 6
Benefit(s): 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.  
Empowered Magic (Su)
Prerequisite(s): Magus 6
Benefit(s): 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.  
Familiar (Ex)
Benefit(s): The magus gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.  
Flamboyant Arcana (Ex)
Benefit(s): A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler’s list of deeds.   The magus can spend only points from his arcane pool (not panache points) to use these deeds and any other deeds he gains from the deed arcana. He can’t use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points.   Effects that add to, reduce the cost of, or otherwise affect panache or grit don’t affect the arcane pool of a magus with this arcana.   Derring-Do (Ex): At 1st level, a magus can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).   Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the magus, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The magus makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The magus must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the magus can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.  
Ghost Blade (Su)
Prerequisite(s): Magus 9
Benefit(s): 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(s): Magus 9
Benefit(s): 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.  
Intuitive Protection (Sp)
Prerequisite(s): Magus 3
Benefit(s): When a conjuration (summoning) spell is cast by an opponent and the magus successfully identifies the spell with a Spellcraft check, he can spend 1 point form his arcane pool as an immediate action to cast protection from chaos/evil/good/law (chosen when using this ability) on himself; this lasts a number of rounds equal to his magus level.   At 7th level, he can instead cast magic circle against chaos/evil/good/law when using this ability.  
Ki Arcana (Ex)
Prerequisite(s): Magus 6, must also have levels in a class that grants a ki pool
Benefit(s): The magus may use points from his arcana pool and ki points from a ki pool granted by another class interchangeably.  
Lingering Pain (Su)
Benefit(s): 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)
Benefit(s): The magus has mastered one combat maneuver. 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(s): Magus 12
Benefit(s): 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.  
Natural Spell Combat (Ex)
Benefit(s): The magus can use his spell combat class feature with a natural attack of his choice. If he does, he gains a +2 bonus on concentration checks. If the natural attack is made with an appendage that would normally hold a weapon (such as a claw attack), the magus cannot wield a weapon in that appendage while making natural attacks with it. If the natural attack is a bite or other attack that does not require a free appendage to make, the magus can use the natural attack in addition to all of the attacks he could make with his melee weapon, if he has one.   A magus can select this arcana more than once. The bonus on concentration checks does not stack. Each time he selects this arcana, he selects another natural weapon. For example, a magus could select this arcana twice, choosing claw attacks and bite attacks. This would allow him to use a full-round action to make all of his claw attacks with his free hand and all of his bite attacks in addition to casting a spell. This arcana otherwise functions exactly like the spell combat class feature.  
Planar Hunter (Su)
Prerequisite(s): Magus 9
Benefit(s): Whenever the magus enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the planar special ability to his weapon, or 2 additional points to add the phase locking special ability.  
Pool Ray
Benefit(s): The magus can expend 1 point from his arcane pool as a standard action to infuse a ranged weapon with elemental power. As a free action while making an attack roll with the infused ranged weapon, after the attack roll has been made but before the results are revealed by the GM, the magus can release the charge and cause his attack to deal 1d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). If he misses with this attack, the charge is lost and the effect is wasted. If the magus has the ranged spellstrike class feature (such as through the myrmidarch archetype), he can use this ability with ranged spellstrike to treat it as its own ranged touch attack. At 6th level and every 3 levels thereafter, the amount of damage dealt by this attack increases by 1d6.  
Pool Strike (Su)
Benefit(s): The magus can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can 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(s): Magus 12, pool strike magus arcana
Benefit(s): 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(s): Magus 9, pool strike magus arcana
Benefit(s): 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(s): Magus 6, pool strike magus arcana
Benefit(s): 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(s): Magus 6
Benefit(s): 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 denied its Dexterity bonus against the magus’s attacks until the end of the magus’s next turn.  
Prescient Defense (Su)
Prerequisite(s): Magus 9
Benefit(s): 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(s): Magus 15
Benefit(s): 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.  
Rakshasa’s Fortune (Su)
Prerequisite(s): Magus 9
Benefit(s): Whenever the magus casts a spell of the polymorph subschool on himself, he can draw a card from a complete harrow deck he owns as a free action.   If the card’s alignment and the magus’s alignment are a true match, the spell’s duration is doubled and the magus can select two additional monster abilities granted by the polymorph spell (such as scent or grab for beast shape II), even if the form assumed by the magus doesn’t normally grant that ability. On a partial match, the magus can select an additional ability granted by the polymorph spell, even if the form assumed by the magus doesn’t normally grant that ability. On an opposite match, the duration of the spell is halved and the magus must forgo one of the abilities granted by his form.  
Ranger Trap
Prerequisite(s): Magus 10
Benefit(s): The magus learns a ranger trap.  
Reach Magic
Benefit(s): The magus can cast one spell per day as if it were modified by the Reach Spell feat. This doesn’t increase the spell’s casting time or level.  
Reach Spellstrike (Su)
Prerequisite(s): Magus 9, ranged spellstrike
Benefit(s): The magus can deliver spells with a range of touch with ranged spellstrike up to a maximum range of close (25 feet + 5 feet per 2 caster levels).  
Reflection (Su)
Prerequisite(s): Magus 15
Benefit(s): 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)
Benefit(s): 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)
Benefit(s): 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.  
Scroll Mastery (Su)
Prerequisite(s): Magus 6
Benefit(s): Whenever the magus uses a scroll, he may expend 1 point from his arcane pool to allow him to calculate the DC for any spell contained on the scroll using his Intelligence modifier, instead of the minimum modifier needed cast a spell of that level.  
Silent Magic (Su)
Benefit(s): 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)
Benefit(s): 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 list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, 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)
Benefit(s): 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.  
Spell Trickery (Ex)
Prerequisite(s): Magus 12
Benefit(s): When the magus successfully performs a dirty trick combat maneuver, he can cast an illusion or enchantment spell he has prepared with a casting time of 1 standard action or less as a swift action.   The magus can use this ability once per day.  
Spell-Scars (Ex)
Benefit(s): The magus can use special scar-based tattoos called spell-scars on his skin to cast or prepare spells, much like scrolls. He can cast a spell from a spell-scar exactly like casting from a scroll; the ink and scars vanish when the spell is cast. The magus can also prepare spells from his spell-scars without expending them, similar to a wizard using the Spell Mastery feat.   The magus does not need to be able to see his spell-scar to use it. A magus has room on his skin for 18 total spell levels of spell-scars, which he can create using the rules for scribing scrolls (although they do not require the Scribe Scroll feat).  
Spellbreaker (Ex)
Prerequisite(s): Magus 9
Benefit(s): The magus gains Spellbreaker as a bonus feat.  
Still Magic (Su)
Benefit(s): 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.  
Vision-Clouding Strike
Benefit(s): The magus can expend 1 or more points from his arcane pool as a swift action to empower his weapon with shadowy energy that dissipates within 1 minute. A creature struck with the weapon must succeed at a Will save (DC = 1/2 the magus’s level + his Intelligence modifier) or treat the magus as being in an area of dim light for 1d4 rounds, plus 1 additional round for each arcane pool point expended. True seeing penetrates this effect, but darkvision and similar darkness-penetrating effects do not.  
Wand Mastery
Benefit(s): 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)
Benefit(s): The magus can activate a wand or staff in place of casting a spell when using spell combat.  
Wave Step (Su)
Prerequisite(s): Magus 6
Benefit(s): As a swift action, a magus can spend 1 point from his arcane pool and gain the effects of a water walk spell for 10 minutes per magus level. If he expends 2 points from his arcane pool, he can affect a total number of touched creatures equal to his magus level.  

Section 15: Copyright Notice

Pathfinder Roleplaying Game: Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

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