Spells Prepared Cantrips (lvl1): acid splash, chill touch, daze, electric arc, light, produce flame, ray of frost
1st: (martial caster)
o - true strike
o - true strike
2nd:
o - acid arrow
o - hydraulic push, heightened
3rd:
o - haste
o - hydraulic push, heightened
Spells Known Cantrips (lvl1): acid splash, chill touch, daze, detect magic, electric arc, light, produce flame, ray of frost
1st:
fleet step, hydraulic push, jump, magic missile, ray of enfeeblement, true strike
2nd:
acid arrow, glitterdust, invisibility, see invisibility
3rd:
fireball, haste, invisibility sphere, slow
____________________
SKILLS
2 skills from background
0 skills from feats
3 skills from class
4 skills from intelligence
You studied magic at the prestigious Magaambya academy in Nantambu, learning magical traditions dating back to Old Mage Jatembe and earning a pedigree respected by magical scholars almost everywhere.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You’re trained in your choice of either the Arcana or Nature skill, as well as the Academia Lore skill. You gain the Recognize Spell skill feat.
Class - Magus:
Battle Spells
You learn the magus potency battle spell. Battle spells are magus-specific spells created for combat.They’re a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to study your spellbook.
Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3points. The full rules are on page 300 of the Core Rulebook.
MAGUS POTENCY FOCUS 1
[UNCOMMON] [EVOCATION] [MAGUS]
Cast ◈ somatic
Range touch; Targets you or one weapon you’re wielding
Duration 1 minute
The target gains the benefit of a +1 weapon potency rune, granting a +1 item bonus to attack rolls with the targeted weapon or your unarmed attacks, if you targeted yourself. If cast on a weapon, this spell ends if you cease holding the weapon.
Heightened (3rd) The unarmed attacks or weapons are +1 striking.
Heightened (4th) The unarmed attacks or weapons are +2 striking
Heightened (7th) The unarmed attacks or weapons are +3 greater striking.
Striking Spell
You’ve learned the fundamental magus technique that lets you combine magic and martial attacks together. You gain the Striking Spell metamagic action. From start to finish, using the effects of Striking Spell is a three-step process. First, you use the Striking Spell free action. Second, you Cast a Spell into your body or weapon, using Striking Spell’s metamagical properties. And third, you Strike with that weapon or your unarmed attack and discharge the spell at your target.
STRIKING SPELL [free-action]
[CONCENTRATE] [MAGUS] [METAMAGIC]
Frequency once per round
You drastically alter a spell to combine it with a martial attack. If the next action you use is to Cast a Spell that can target one creature or object, instead of casting it as normal, you place its magic into one melee weapon you’re wielding or into your body to use with an unarmed attack.
If you hit with a melee Strike using the receptacle for the spell, the spell is discharged, affecting only the target you hit. The spell still requires its normal spell attack roll or saving throw, but you don’t increase your multiple attack penalty until after attempting both the discharging Strike and the spell attack roll. If your discharging Strike was a critical success, the degree of success is one better than you rolled for a spell attack roll or one worse than the target rolls for a saving throw. If you don’t expend the stored spell with a Strike before the end of your next turn, it is lost and dissipates harmlessly. The same thing happens if you take the Striking Spell action again or if the weapon is used for a non-melee Strike (such as a thrown weapon Strike). A spell stored with Striking Spell can’t be discharged by anyone but the caster.
Magus Synthesis
Each magus uses Striking Spell to blend magic with their preferred fighting style and weapon. This particular combination of styles is your magus synthesis.
Shooting Star
A typical magus must retain a physical connection to their weapon to discharge a Striking Spell, but you can extend your magic further to use ranged weapons.
You can place a spell in a ranged or thrown weapon when using Striking Spell and discharge the spell if you hit with a ranged Strike. If the weapon uses ammunition, the magic is delivered through that ammunition. The spell has its effect on a hit only if the target is in range of the stored spell. For instance, if you hit with a ranged attack at 30 feet, you could trigger the stored spell if it had a range of 30 feet, but not if it had a range of 15 feet or touch.
Class Feats:
CANTRIP EXPANSION FEAT 2
[MAGUS]
Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day.
BESPELL STRIKES [free] FEAT 4
[MAGUS]
[I[Frequency[/I] once per turn
Requirements Your most recent action was to cast a non‑cantrip spell.
You siphon spell energy into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast. You can choose to put the spell energy into your body instead of a weapon, conferring the damage on your unarmed attacks.
• Abjuration force damage
• Conjuration or Transmutation same type as the weapon
• Divination, Enchantment, or Illusion mental damage
• Evocation a type the spell dealt, or force damage if the spell didn’t deal damage
• Necromancy negative damage
[B]MARTIAL CASTER[b] FEAT 6
[MAGUS]
Prerequisites ability to cast 3rd-level magus spells
You’ve strengthened your spellcasting to power you in combat. You gain two 1st-level spell slots, but you can prepare only certain spells in them: fleet step, jump, mage armor, magic weapon, and true strike. Automatically add these spells to your spellbook.
When you can cast 4th-level magus spells, the extra slots increase to 2nd level and you add the spells resist energy, spider climb, and water breathing. When you can cast 5th-level magus spells, the extra slots increase to 3rd level and you add the spells feet to fins and haste. When you can cast 6th-level magus spells, the extra slots increase to 4th level and you add the spells fly and freedom of movement.