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The Genius Guide to the Magister (PFRPG) PDF

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The magister* is a new base class designed for the Pathfinder Roleplaying Game. She is a hybrid spellcaster, combining arcane spells drawn from power within herself and the faith needed to also call upon divine spells. A magister may be a church wizard, a priestess of magic who has studied the arcane arts, or a dynamic spiritualist who sees no difference in the two traditional forms of magic. Magisters may be called bruxa, church mages, ecclesiathurges, ovates, spell lords, thaumaturges, white wizards, or other titles that suit the needs of your campaign.

A magister is considered both an arcane and divine spellcaster (and can count as either for purposes of requirements and prerequisites). The magister is similar to a sorcerer in that she draws spell power from within herself, casting a limited list of spells known with no need for advanced preparation. Unlike a sorcerer, a magister can draw from both arcane and divine spell lists when selecting spells known, allowing magisters to be prepared for a broader range of circumstances. This is important as the magisters focus is spells to the exclusion of nearly everything else, even more so than other spellcasting classes. Depending on the mystic bond a magister makes, she may not have powers beyond her spells, but instead she’ll learn new ways to use the spells she knows to maximum benefit.

*When this class was originally released in early 2010 in a product called The Genius Guide to the Magus, the class was presented the magus. Then, more than a year later, the book Pathfinder Roleplaying Game: Ultimate Magic was released, with an “official” class named the magus—which looked nothing like our class of the same name. Sometimes picking an awesome name means other people will use it too!

To avoid confusion, we’ve decided to rename our magus “the magister.” As we update our backstock of products we’ll make the name change when referencing this class, but you should be aware that process takes time. For anything released in 2013 or later, a reference to the magus means the class from Pathfinder Roleplaying Game: Ultimate Magic, and any reference to the class from this book will use the name “magister.” For books released before that, you’ll need to check context to know if a Super Genius Games book talking about the magus really means a magus—the class from Pathfinder Roleplaying Game: Ultimate Magic—or if it is actually talking about our class, the magister.

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Product Discussion (86)
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It sounds like there's something coming soon. Will there be any changes besides the name change to Magister?

Paizo Employee Modules Overlord

Caedwyr wrote:
It sounds like there's something coming soon. Will there be any changes besides the name change to Magister?

Yes, we'll be updating, including known errata, and adding the bonus material from Adventurer's handbook. If it weren;lt for those details, we'd have it out by now.

However the updated versions will be available free to everyone who has the existing version, so you can still buy our magus now, and get out magister when it's ready. :)


Thanks for the update.


I've noticed that the Magus's Channel Energy feat only allows the Magus to channel positive energy and not positive or negative depending on alignment like the Cleric's channel energy class ability. Is this deliberate, or does the wording of the feat need to be changed to have the intended effect?

Paizo Employee Modules Overlord

Caedwyr wrote:
I've noticed that the Magus's Channel Energy feat only allows the Magus to channel positive energy and not positive or negative depending on alignment like the Cleric's channel energy class ability. Is this deliberate, or does the wording of the feat need to be changed to have the intended effect?

If it was deliberate, it was a bad call on my part. Evil and neutral magi should have negative energy an option. I'll add it to the list of things to fix in the update.


Owen, I love this class ( and I'm on board with the Magister as its name- very cool! ). I did have one question, though...since you can take a Sorcerer Bloodline, why was the option to take an Oracle Mystery dropped? Was it too powerful? I think being able to take a Mystery could be cool too...

Paizo Employee Modules Overlord

Bladesinger wrote:
Owen, I love this class ( and I'm on board with the Magister as its name- very cool! ).

Glad you like it! And yes, we'll be making the name change once I finally get the much-delayed update done...

Bladesinger wrote:
I did have one question, though...since you can take a Sorcerer Bloodline, why was the option to take an Oracle Mystery dropped? Was it too powerful? I think being able to take a Mystery could be cool too...

It isn't a question of power (though I've been looking at that question very carefully). It's the fact that we released the GGT The Magus in March 2010 (nearly 2 years ago), and the Oracle is in the Advanced Player's Guide, which wasn't released until August 2010, five months later.

In fact, this is one of the main reasons the magus/magister update hasn't happened yet -- I've got a lot of potential new material to add.


Pathfinder Adventure Path Subscriber

I would imagine thats a potential issue with alot of products. I certainly appreciate the shift in trends (lead by paizo) to both incorporate old into new and new into old. But I imagine its alot of work. For instance there are now several new unique spell lists (inqusitior, witch, magus, alchemist). So while the magister/magus might not suffer from that, the magic products do (which lists if any the new spells belong on). Or the new ideas, such as if the warmaster ought to have any emphasis on teamwork feats.

I am glad though you are looking at it, and obviously such things will take time. Have only gotten one magus/magister to the table so far as an NPC but it is a class I intend to use again in the future, and I look forward to seeing what you decide to add to it.


Owen K. C. Stephens wrote:
Bladesinger wrote:
Owen, I love this class ( and I'm on board with the Magister as its name- very cool! ).

Glad you like it! And yes, we'll be making the name change once I finally get the much-delayed update done...

Bladesinger wrote:
I did have one question, though...since you can take a Sorcerer Bloodline, why was the option to take an Oracle Mystery dropped? Was it too powerful? I think being able to take a Mystery could be cool too...

It isn't a question of power (though I've been looking at that question very carefully). It's the fact that we released the GGT The Magus in March 2010 (nearly 2 years ago), and the Oracle is in the Advanced Player's Guide, which wasn't released until August 2010, five months later.

In fact, this is one of the main reasons the magus/magister update hasn't happened yet -- I've got a lot of potential new material to add.

Thanks Owen! As always I appreciate the work you guys do! I have an Oracle of Time Mystery Magister in the back of my head and hope I can get to make him someday!


Pathfinder Adventure Path Charter Subscriber

Any news on when the updates to the Magus-nee-Magister will be completed? I'm not complaining, I'm just curious.

Also, when a magister adds a spell from a non-devoted spellcasting class to her spells know, and it's treated "in all ways" as being its original level +2, does that include for effects of other spells that are measured against the spell's level?

In other words, if my magister took heal mount (a 3rd-level paladin spell) as a spell known, it'd be effectively a 5th-level spell. Does that mean that (if cast at range somehow instead of via a touch) it'd work if my mount was in a globe of invulnerability, which stops spells of 4th-level or lower?

Paizo Employee Modules Overlord

Alzrius wrote:
Any news on when the updates to the Magus-nee-Magister will be completed? I'm not complaining, I'm just curious.

It continues to be at the upper end of my priorities... it just hasn't gotten to the top. So no, no update.

Alzrius wrote:
In other words, if my magister took heal mount (a 3rd-level paladin spell) as a spell known, it'd be effectively a 5th-level spell. Does that mean that (if cast at range somehow instead of via a touch) it'd work if my mount was in a globe of invulnerability, which stops spells of 4th-level or lower?

Yes, it would work. A 3rd level spell a magister takes as a 5th level spell counts as a 5th level spell for globe of invulnerability, spell turning, the spell storing special weapon ability, and so on.

Star Voter 2013, Dedicated Voter 2014

So, Owen, if I pick this up now, do I get the update when it comes out?

BTW, it sounds neat and what I saw of it on d20pfsrd was very nice. I've always had on idea for a mult-mage, a spellcaster who wanted to be able to use every type of magic. This looks like my closest option.

Just to mess with you, though...will the update include a psionic option as well? ;)

Paizo Employee Modules Overlord

Spiral_Ninja wrote:
So, Owen, if I pick this up now, do I get the update when it comes out?

Absolutely! That's the same way we handled the Dragonrider update, which was revised, expanded, and had HeroLab files added. Everyone who had bought the old version got the updated version for free. There are two big reasons we do things that way.

The first is a purely pragmatic business decision. We need people to buy our products in order to make enough money to keep doing this (and to have free time to consider revising things after a couple of years of feedback). If patrons are concerned that a better version might come out later and they'd have to spend more money to get it, their incentive is to wait to pick things up. That doesn't help us, and it penalizes customers who pay us earlier rather than later. If, instead, we give out our updates to all patrons free of charge, we're rewarding people who help us the most, and making sure there's never a good reason to wait to buy our stuff.

Second... we're gamers too. I'd hate to buy something, only to find a revised version was released a week later and I don't have it. With print products, that can be inevitable. With PDFs, we can make sure the current "printing" of a product is available to everyone, so we do.

Spiral_Ninja wrote:
Just to mess with you, though...will the update include a psionic option as well? ;)

I honestly haven't decided on that one, and I've come down on both sides on different days. On the one hand, I like the idea of the magus/magister cpontinuing to fulfill its role as "master of all magics," as long as I can continue to keep that balanced and playable. On the other hand, there's part of my that thinks psionics really is different enough I shouldn't try to shoehorn it in.

Anyone else have an opinion on the question?


Pathfinder Adventure Path Charter Subscriber

I've gone both ways on that particular question myself.

I think that part of the problem is that there's something of a flavor text question of how exactly the magister can use different types of magic. Is it re-creating one type as its primary type (e.g. a magister with an arcane casting focus isn't praying for his divine spells; rather, he's recreating such spells using arcane magic), or is he actually utilizing multiple types of magic side-by-side? The text seems to indicate the latter option, but I'm not sure.

That shapes the question of magister psionics, simply because there's a thematic (though not mechanic) difference between utilizing actual psionic powers, and making arcane/divine versions of psionic powers.

There are also mechanical issues. Psionics, for all their resemblance to magic, aren't just spellcasting. There are questions of psionic power points, augmentation, psionic focus, the psionic subtype, that have to be dealt with and taken into account. That's without even getting into things like how there'd need to be a psionic mystic focus class option for the magister, and questions of how the existing mystic focus option in regards to metamagic would work with psionic powers taken.

Ultimately, I think this sort of thing is probably best kept to a sidebar that does present some hard-and-fast mechanical options and a discussion of their impact. Or maybe not, I'm not sure.

But if anyone could figure it all out, it'd be Owen.


Does Mystic Theurge advance both the arcane and divine casting.
To clarifiy could I stack the MT's class advancement with this class in order to get 2 class advancements per level.

Example:If I take one level of MT do I get 2 level of arcane spell casting, and 2 level of divine spell casting.

See this thread for more info if needed.

PS:I don't think this is possible, but your intent as a developer is appreciated.

Paizo Employee Modules Overlord

wraithstrike wrote:

Does Mystic Theurge advance both the arcane and divine casting.

To clarifiy could I stack the MT's class advancement with this class in order to get 2 class advancements per level.

PS:I don't think this is possible, but your intent as a developer is appreciated.

If want you want RAI, then definitely no you can't take one level of Mystic Theurge and add two casting levels to the magister class.

I'd also argue RAW is clear enough on that point that someone would have to be intentionally trying to "get away with something" to claim you should be able to add two spellcasting levels to magister with one level of mt, but that would be starting a debate no one appears to be arguing. :)


Personally I would love it if a psionics option was made, even if only as a side bar on how to. I already made a homebrew version that does just that because I wanted a class that was truly a jack-of-all trades occult user. I even mixed it as a Zauberer type so they can keep learning new spells. Granted I penalized it a bit more, but I just wanted a versatile if not focusedly powerful occult class. I would love to see a polished take on that concept.

Star Voter 2013

OK, maybe I'm missing something...but is there any reason you can't get to level 6 with a Magus (giving access to level 3 divine/arcane and level 2 with whichever one you aren't) then take a single level in another spellcasting class (let's say Cleric) and then take Mystic Theurge, adding the Divine Spellcasting ranks to Cleric and the Arcane ones to Magister...eventually creating someone casting spells as a level 19 Magister/level 11 Cleric (or other chosen class).

I can't see anything in the Mystic Theurge that says this can't happen - you need to be able to cast second level divine and arcane spells. It doesn't say you have to add those levels of spellcasting to the class that lets you qualify. It's pure cheese, but for a single level loss of spells you get 11 extra, even if they are significantly below your character level.

When you do the Magister update, you might wanna add a note that it can only qualify a person for either the Arcane or Divine aspect of Mystic Theurge - not both.

Marathon Voter 2013

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I was really confused until I remember the Magus is going to be renamed Magister at some undisclosed point in time.

And the question came up before, I think, about "double-dipping" the Magister with Mystic Theurge. I believe, and this is going off memory, the answer was the obvious "not the intent, but as written does work".

Paizo Employee Modules Overlord

So, the magus/magister never says your arcane spells count as arcane spells and your divine spells count as divine spells. What is says is that you are considered both arcane and divine (but see below), but your spells are all treated the same way. A magus casting a spell drawn from a cleric list still suffers ASF in medium armor, for example. So clearly, all magus spells are treated as magus spells. So, are those arcane, divine, or both?

For the record, I consider the statement "A magus is considered both an arcane and divine spellcaster (and can count as either for purposes of requirements and prerequisites)." to NOT be the same as "A magus is considered both an arcane and divine spellcaster (and can count as both for purposes of requirements and prerequisites)."

Either indicates a choice. A choice is one or the other. You can make a choice for each prerequisite (being arcane for one prerequisite, and divine for a different one), but it's still a choice each time.

When you are fulfilling a prerequisite with magus levels, it can counts as either arcane or divine. it can't count as both for the same prerequisite. As a result, I don't consider the mystic theurge build proposed above to be supported by RAW.

That said, oddly, I doubt it would break anything.

Star Voter 2013

Thanks for the quick reply. It seemed a somewhat nasty trick. Plus the clarification will no doubt be useful when I get to play a Magister...eventually.

Paizo Employee Webstore Gninja Minion , Star Voter 2013, Star Voter 2014

2 people marked this as a favorite.

Updated to the latest version! All shiny and clean, and now is the magister (instead of the magus).


So, what has changed in the revised version?

Paizo Employee Contributor; Developer, Super Genius Games

Caedwyr wrote:
So, what has changed in the revised version?

Well, first, name change from Magus to Magister.

second, some clarification on questions people have had in play (like "Does a magister 7/wizard 1 qualify for mystic theurge?" And, no it doesn't.)

Third, expansion of options to include things from Adventurer's Handbook.


I had actually accidentally purchased this a while back thinking it was for the Magus for Paizo. It was a pleasant surprise to be something completely different. None of my players wanted to play one during my Age of Wyrms campaign. However, as soon as I get my life back in order and I start a new campaign, I'm going to check in with one of the players and see if they want to play this new fangled version. If not, I'm going to make it a recurring NPC. I'm going to be using quite a few of your stuff to add interesting flavor to NPCs so that the NPCs stand out more.

One of my players enjoyed his wizard last campaign and we didn't have a full divine caster. This may be exactly what we need.

Paizo Employee Contributor; Developer, Super Genius Games

I'm glad you are still a fan despite not getting what you originally expected. (Which is a big reason we changed the name!)

I have used Magisters as "mysterious figures from a far-off land where magic is treated differently" NPCs a few times, so I heartily approve of using any of our stuff to make NPCs stand out. :)


At first glance this seemed to be overpowered by a lot compared to the sorcerer, but then I really looked closer at the cost of losing bloodline spells AND a hefty reduction in spells known. I have since grown fond of it.


Pathfinder Adventure Path Subscriber
Mythic +10 Artifact Toaster wrote:
At first glance this seemed to be overpowered by a lot compared to the sorcerer, but then I really looked closer at the cost of losing bloodline spells AND a hefty reduction in spells known. I have since grown fond of it.

Magister has sort of replaced the sorceror at my table. Not because its more powerful, but just because it (to me at least) better represents what a sorceror ought to be. If your magic is is a natural talent that comes from within you, why on earth are you limited to the same spell list a crotchety wizards who bury their noses in books?

Shadow Lodge Marathon Voter 2013, Marathon Voter 2014

Kolokotroni wrote:
Mythic +10 Artifact Toaster wrote:
At first glance this seemed to be overpowered by a lot compared to the sorcerer, but then I really looked closer at the cost of losing bloodline spells AND a hefty reduction in spells known. I have since grown fond of it.
Magister has sort of replaced the sorceror at my table. Not because its more powerful, but just because it (to me at least) better represents what a sorceror ought to be. If your magic is is a natural talent that comes from within you, why on earth are you limited to the same spell list a crotchety wizards who bury their noses in books?

I always looked at it the other way around - Sorcerers (or more precisely creatures who innately get sorcerer casting, like dragons) are the raw, innate, natural users of those spells, and Wizards are just cribbing off them by copying what they do into their books and duplicating it.

Paizo Employee Contributor; Developer, Super Genius Games

I delight in knowing different game groups can use this to personalize how they see magic and spellcasters working in their campaigns. :)


I was wondering, in the section where the bonus feats for the Magister are listed, it lists a feat named "Extra Spells Known" with an asterisc signaling it is a new spell to be presented on the material. Nevertheless, said feat is nowhere to be found on the feat section of the PDF. Where can I find this missing feat? Or, in the other case, was it a disscarded idea that was left behind as a typo?

Also, I cannot understand too clearly what the restriction on "Extra Spell Slots" exactly means.


First off let me say that as a GM I love this class. I'm going to be tweaking it a bit but thematically this is something I want to offer my players. Spontaneous casters have something that grabbed hold of my interest and has never let go since the concept was introduced with the sorcerer in D&D 3E.

In my campaigns Paizo's magus does not exist so the name of this class will go back to Magus as that is what I feel is more important, and if you want that mix of fighter and wizard I will steer you towards the Archon class in the Adventurer's Handbook instead. Among the changes I am making is making Second Bond available earlier on the condition the player opting for it takes an option for the other type of spell caster. For example if you chose Divine Inspiration the first time around you must choose something like Sorcerer Bloodline for the Second Bond. I also will offer some of the bloodlines contained in Rogue Genius's other magic lines for that Sorcerer Bloodline bond. Like the Skyborne bloodline from air magic. Also as a GM I will flat out give you the bonus spells from bloodline and oracle mystery if you go that route as this is a major spellcasting class so if they have a laundry list of spells at their disposal that's fine. I may even throw situations where those niche spells are handy to have in your bag of tricks. Plus you still don't get anymore spell slots to cast them so it makes the class more versatile.

I am building an NPC/Pre-Gen with these and the spellpoint rules where the character is very focused on wind magic. Thanks to the fine folks at Rogue Genius Games for offering this class. As a GM it just makes my job more fun.


Seemos Yantra wrote:
I was wondering, in the section where the bonus feats for the Magister are listed, it lists a feat named "Extra Spells Known" with an asterisc signaling it is a new spell to be presented on the material.

Sorry, that's a relic of the fact this class was originally released prior to the APG coming out. Extra Spell Slots has been replaced by Expanded Arcana from the APG.

Seemos Yantra wrote:
Also, I cannot understand too clearly what the restriction on "Extra Spell Slots" exactly means.

It means you can't use that feat to have more 3rd level spell slots than 2nd level spell slots.


Kodyax wrote:
Thanks to the fine folks at Rogue Genius Games for offering this class. As a GM it just makes my job more fun.

Thanks for letting us know!

And, you are very welcome.


Owen KC Stephens wrote:
Kodyax wrote:
Thanks to the fine folks at Rogue Genius Games for offering this class. As a GM it just makes my job more fun.

Thanks for letting us know!

And, you are very welcome.

I have not found a book you have done that is not balanced enough that I ban it from the game. A couple of classes contain concepts that make me uneasy for different reasons but everything is well done and a good read. And for the record, the classes I bought I am not very comfortable with allowing are the Witch Hunter for religious reasons (I am Wiccan) and the two time themed classes touch on something I do not often go in for and that is messing around with the time stream, I love Dr. Who but don't want him in games I run.


Owen KC Stephens wrote:
Seemos Yantra wrote:
I was wondering, in the section where the bonus feats for the Magister are listed, it lists a feat named "Extra Spells Known" with an asterisc signaling it is a new spell to be presented on the material.

Sorry, that's a relic of the fact this class was originally released prior to the APG coming out. Extra Spell Slots has been replaced by Expanded Arcana from the APG.

Seemos Yantra wrote:
Also, I cannot understand too clearly what the restriction on "Extra Spell Slots" exactly means.
It means you can't use that feat to have more 3rd level spell slots than 2nd level spell slots.

Oh, thank you so much for clarifying that. Sorry for the delay in answering.

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