As they gain levels, a
Magus learns arcane secrets tailored to their 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.
Accurate Strike ()
Prerequisites: Magus 9
Benefit: The
Magus can expend 2 points from their arcane pool as a
Swift Action to resolve all of their melee weapon attacks until the end of their turn as melee touch attacks.
Aquatic Agility (Su)
Prerequisites: Magus 6
Benefit: As an
Immediate Action, the
Magus can spend 1 point from their arcane pool to gain the benefits of
Water Breathing for 1 round per level. During this time, they can ignore the effects of rough water and underwater combat on their attacks and movement.
Arcane Accuracy (Su)
Benefit: The
Magus can expend 1 point from their arcane pool as a
Swift Action to grant themselves an
Insight Bonus equal to their
Intelligence bonus on all attack rolls until the end of their turn.
Arcane Cloak (Su)
Benefit: The
Magus can expend 1 point from their arcane pool to add their
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)
Prerequisites: Magus 6
Benefit: The
Magus gains the
Deadly Dealer feat, even if they do not meet the prerequisites.
They can use their 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 their arcane pool to enhance the cards in order to use them as weapons.
Arcane Deed ()
Prerequisites: Flamboyant arcana
Benefit: When a
Magus takes this arcana, they can pick any one deed from the
Swashbuckler class feature as long as that deed can be used by a
Swashbuckler of their
Magus level. The
Magus can use that deed by using points from their arcane pool as the panache points required for that deed. Even if they gain a panache pool through another means, the
Magus is not considered to have at least 1 point in their panache pool for the purpose of deeds selected with arcane deed, and their 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)
Prerequisites: Magus 9
Benefit: The
Magus can expend 1 point from their 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 their
Intelligence modifier (minimum 0).
Arcane Redoubt (Su)
Benefit: As a
Swift Action, the
Magus can expend 1 point from their arcane pool to treat their
Shield Bonus to AC (including any
Enhancement Bonus) as a bonus to touch AC until the beginning of their next turn.
Arcane Redoubt, Greater (Su)
Prerequisites: Magus 12, arcane redoubt
Magus arcana
Benefit: Whenever the
Magus uses their arcane redoubt
Magus arcana, they may spend an additional point from their arcane pool in order to apply their
Shield Bonus to AC (including any
Enhancement Bonus) as a bonus on Reflex saves until the beginning of their next turn. If they are targeted with an effect requiring a
Reflex Save while using this power, they may spend 2 points from their arcane pool as an
Immediate Action to grant themselves
Evasion, or 4 points to grant themselves improved
Evasion.
Arcane Scent ()
Benefit: The
Magus can sniff out other spellcasters. By spending 1 point from their 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)
Prerequisites: Magus 15
Benefit: Whenever the
Magus enhances their weapon using their arcane pool, they may spend 1 additional point from their arcane pool to add the bane special ability to the weapon.
Book-Bound (Su)
Benefit: As long as they wield their spellbook in their off hand, the
Magus can take an
Immediate Action to gain a +4 bonus on a
Concentration check they attempt 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 ()
Prerequisites: Magus 6, levels in another spellcasting class
Benefit: The
Magus selects another one of their spellcasting classes. The
Magus can use their spellstrike and spell combat abilities while casting or using spells from the spell list of that class. This does not allow them 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)
Prerequisites: Magus 9
Benefit: As a
Swift Action, the
Magus can spend 1 point from their arcane pool to fortify their defenses against chaotic attacks. This grants them a
Dodge Bonus to their AC equal to half their
Magus level (maximum +10 at 20th level) against chaotic-aligned attacks and effects and
Outsiders with the
Chaotic Subtype until the beginning of their next turn. (For example, the
Magus would gain the
Dodge Bonus against attacks from an anarchic weapon or a
Glabrezu’s pincers.)
Close Range ()
Benefit: The
Magus can deliver ray spells that feature a ranged
Touch Attack as melee touch spells. They can use a ranged
Touch Attack spell that targets more than one creature (such as scorching ray), but they make 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 ()
Benefit: The
Magus can reroll any
Concentration check they have just made with a +4 bonus. They 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)
Prerequisites: Magus 12
Benefit: Whenever the
Magus scores a critical hit with a melee weapon, they 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)
Prerequisites: Magus 6
Benefit: The
Magus can expend 1 point from their 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 their arcane pool.
Devoted Blade (Su)
Prerequisites: Magus 12
Benefit: Whenever the
Magus enhances their weapon using their arcane pool, they may spend 1 additional point from their 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 their own
Alignment.
Dispelling Strike (Su)
Prerequisites: Magus 9
Benefit: The
Magus can spend 1 or more points from their arcane pool as a
Swift Action to imbue their 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 ()
Prerequisites: Magus 6
Benefit: The
Magus gains
Disruptive as a bonus feat.
Distant Spellstrike (Su)
Prerequisites: Magus 12, ranged spellstrike
Benefit: 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: Whenever the
Magus scores a critical hit against an opponent with a
Melee Attack, they can gain preternatural insight into their foe’s strengths and weaknesses as though they 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 their
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 their enemy. This ability works even if the
Magus has already attempted a
Knowledge check to identify the creature.
Empowered Magic (Su)
Prerequisites: Magus 6
Benefit: 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)
Prerequisites: Magus 6
Benefit: Whenever the
Magus enchants their weapon using their arcane pool, they may spend 1 additional point from their arcane pool to increase the duration to 1 minute per
Magus level.
Familiar ()
Benefit: The
Magus gains a
Familiar, using their
Magus level as their effective
Wizard level. This
Familiar follows the rules for familiars presented in the arcane bond
Wizard class feature.
Flamboyant Arcana ()
Benefit: 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 their arcane pool (not panache points) to use these deeds and any other deeds they gain from the deed arcana. They can’t use points from their arcane pool to use deeds from other classes or those gained by
Feats, nor can they regain points to their 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 (): At 1st level, a Magus can spend 1 point form their arcane pool when they make an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. They can do this after they make the check but before the result is revealed. If the result of the d6 roll is a natural 6, they roll another 1d6 and adds it to the check. They can continue to do this as long as they roll natural 6s, up to a number of times equal to their Dexterity modifier (minimum 1).
- Opportune Parry and Riposte (): At 1st level, when an opponent makes a Melee Attack against the Magus, they can spend 1 point form their arcane pool and expend a use of an Attack of Opportunity to attempt to parry that attack. The Magus makes an attack roll as if they 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 their 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 they have at least 1 point in their arcane pool, the Magus can as an Immediate Action make an attack against the creature whose attack they parried, provided that creature is within thier reach.
Ghost Blade (Su)
Prerequisites: Magus 9
Benefit: Whenever the
Magus enchants their weapon using their arcane pool, they may spend 1 additional point from their arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options.
Hasted Assault (Su)
Prerequisites: Magus 9
Benefit: The
Magus can expend 1 point from their 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)
Prerequisites: Magus 3
Benefit: When a
Conjuration (summoning) spell is cast by an opponent and the
Magus successfully identifies the spell with a
Spellcraft check, they can spend 1 point form their arcane pool as an
Immediate Action to cast
Protection From Chaos/
Evil/
Good/
Law (chosen when using this ability) on themselves; this lasts a number of rounds equal to their
Magus level.
At 7th level, they can instead cast
Magic Circle against Chaos/
Evil/
Good/
Law when using this ability.
Ki Arcana ()
Prerequisites: Magus 6, must also have levels in a class that grants a ki pool
Benefit: The
Magus may use points from their arcana pool and ki points from a ki pool granted by another class interchangeably.
Lingering Pain (Su)
Benefit: The
Magus can expend 1 point from their 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 ()
Benefit: The
Magus has mastered one combat maneuver. They select one maneuver when selecting this arcana. Whenever they are attempting the selected maneuver, they use their
Magus level in place of their 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 they select this arcana, they select another combat maneuver.
Maximized Magic (Su)
Prerequisites: Magus 12
Benefit: 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 ()
Benefit: The
Magus can use their spell combat class feature with a natural attack of their choice. If they do, they gain 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 they could make with their melee weapon, if they have one.
Special: A
Magus can select this arcana more than once. The bonus on
Concentration checks does not stack. Each time they select this arcana, they select another
Natural Weapon. For example, a
Magus could select this arcana twice, choosing claw attacks and bite attacks. This would allow them to use a
Full-Round Action to make all of their claw attacks with their free hand and all of their bite attacks in addition to casting a spell. This arcana otherwise functions exactly like the spell combat class feature.
Planar Hunter (Su)
Prerequisites: Magus 9
Benefit: Whenever the
Magus enhances their weapon using their arcane pool, they can spend 1 additional point from their arcane pool to add the planar special ability to their weapon, or 2 additional points to add the phase locking special ability.
Pool Ray (Su)
Benefit: The
Magus can expend 1 point from their 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 their attack to deal 1d6 points of energy damage (acid, cold, electricity, or fire, chosen when they spend the arcane pool point to activate this ability). If they miss 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), they 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: The
Magus can expend 1 point from their arcane pool as a
Standard Action to charge their free hand with energy. They 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 they spend the arcane pool point to activate this ability). They can use this ability with the spellstrike class feature. If they miss with this attack, they 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)
Prerequisites: Magus 12, pool strike
Magus arcana
Benefit: The
Magus can expend 1 additional point from their arcane pool when using the pool strike arcana. If their attack hits, the
Magus can target a number of enemies within 15 feet equal to their
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)
Prerequisites: Magus 9, pool strike
Magus arcana
Benefit: The
Magus can expend 1 additional point from their arcane pool when making a pool strike. A single target of their 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)
Prerequisites: Magus 6, pool strike
Magus arcana
Benefit: The
Magus can expend 1 additional point from their arcane pool when making a pool strike. Their pool strike deals sonic damage and deafens a single target for 1 round (DC 10 + 1/2
Magus level +
Intelligence modifier).
Prescient Attack (Su)
Prerequisites: Magus 6
Benefit: The
Magus can expend 1 point from their arcane pool as an
Immediate Action after hitting a target with a weapon attack, allowing them to anticipate their 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)
Prerequisites: Magus 9
Benefit: The
Magus can expend 1 point from their arcane pool as an
Immediate Action after hitting a target with a weapon attack, granting them a premonition of their enemy’s intentions. The
Magus gains a bonus to their AC and on Reflex saves equal to their
Intelligence modifier (minimum 0) against attacks by that opponent until the beginning of their next turn.
Quickened Magic (Su)
Prerequisites: Magus 15
Benefit: 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.
Ranger Trap (Su)
Prerequisites: Magus 10
Benefit: The
Magus learns a ranger trap.
Reach Magic (Su)
Benefit: 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)
Prerequisites: Magus 9, ranged spellstrike
Benefit: 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)
Prerequisites: Magus 15
Benefit: The
Magus can sacrifice 1 or more points from their 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: Whenever the
Magus uses a rod, they calculate the DC for any spell it contains using their
Intelligence modifier (minimum 0) instead of the minimum modifier needed to cast a spell of that level.
Rod Wielder (Su)
Benefit: The
Magus adds their
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)
Prerequisites: Magus 6
Benefit: Whenever the
Magus uses a scroll, they may expend 1 point from their arcane pool to allow them to calculate the DC for any spell contained on the scroll using their
Intelligence modifier, instead of the minimum modifier needed cast a spell of that level.
Silent Magic (Su)
Benefit: 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 ()
Benefit: When a
Magus selects this arcana, they must select one spell from the
Wizard Spell List that is of a
Magus Spell Level they can cast. They add this spell to their spellbook and list of
Magus spells known as a
Magus spell of its
Wizard Spell Level. They 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 they can cast.
Special: A
Magus can select this
Magus arcana more than once.
Spell Shield (Su)
Benefit: The
Magus can expend a point from their arcane pool as an
Immediate Action to grant themselves a
Shield Bonus to AC equal to their
Intelligence bonus until the end of their next turn.
Spell Trickery ()
Prerequisites: Magus 12
Benefit: When the
Magus successfully performs a
Dirty Trick combat maneuver, they can cast an illusion or enchantment spell they have 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 ()
Benefit: The
Magus can use special scar-based tattoos called spell-scars on their skin to cast or prepare spells, much like
Scrolls. They 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 their spell-scars without expending them, similar to a
Wizard using the
Spell Mastery feat.
The
Magus does not need to be able to see their spell-scar to use it. A
Magus has room on their skin for 18 total spell levels of spell-scars, which they can create using the rules for scribing
Scrolls (although they do not require the
Scribe Scroll feat).
Spellbreaker ()
Prerequisites: Magus 9
Benefit: The
Magus gains
Spellbreaker as a bonus feat.
Still Magic (Su)
Benefit: 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.
Benefit: Whenever the
Magus enhances their weapon using their arcane pool, they can spend 1 additional point from their arcane pool to add the returning and throwing abilities to the list of available weapon special abilities.
When the
Magus throws a weapon enhanced by their arcane pool and hits a foe, they regain 1 arcane pool point. The
Magus can regain a number of arcane pool points per day equal to their
Intelligence modifier in this way. If they throw their held weapon and draw another in the same round, they can enhance the newly drawn weapon with their arcane pool as a
Free Action instead of a
Swift Action.
Vision-Clouding Strike (Su)
Prerequisites: Magus 9,
Fetchling
Benefit: The
Magus can expend 1 or more points from their arcane pool as a
Swift Action to empower their 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 + their
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 (Su)
Benefit: Whenever the
Magus uses a wand, they calculate the DC for any spell it contains using their
Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.
Wand Wielder (Su)
Benefit: The
Magus can activate a wand or staff in place of casting a spell when using spell combat.
Wave Step (Sp)
Prerequisites: Magus 6
As a
Swift Action, a
Magus can spend 1 point from their arcane pool and gain the effects of a
Water Walk spell for 10 minutes per
Magus level. If they expend 2 points from their arcane pool, they can affect a total number of touched creatures equal to their
Magus level.
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