Favored Class: Magus (HP lvl 1-7)
Arcane Pool: 7
Max weapon ability: +3
May add
dancing, flame (burst), frost (burst), keen, shock (burst), speed, vorpal
Spell Combat: may "wield" a spell with off-hand if using light or 1-handed weapon, at -2
Spellstrike: may deliver touch spell through weapon; attack w/weapon as part of spellcasting action. Use weapon's critical, spell does X2 on crit
Pool Strike (Su): 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, Clinging (Su): 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.
Spell Recall: Recall a spell cast. Spend Arcane Pool points equal to spell's level
Empowered Magic: 1/day cast 1 spell Empowered. does not increase spell level or casting time
Knowledge Pool: May spend up to Int bonus in arcane pool points. For each point spent, may prepare a spell from Magus spell list that is not in spellbook. If not cast by the next time spell prep happens, spell is lost. These spells are subject to recalling with Spell Recall ability.