Saul Vancaskerkin

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Last night I ran the sample adventure in the back of the playtest, and here are some of my thoughts and reactions. This will contain spoilers, so let the reader be warned.

First, a few words on character generation. I had four players from my local gaming circle generate 6th level characters (as per the playtest) on a 15 point buy and standard wealth by level (16,000 gold). These are all players that I trust, and I asked them to distribute their gold across items that would make sense for them to have if they had actually played their character from level one. It is my experience that characters built in a vacuum can be better equipped and more easily min-maxed than naturally built characters, and I tried to prevent this as much as possible in character generation for this playtest. I allowed players to draw from any of the base material for the playtest (core, ultimate magic, ultimate combat, etc.). The party consisted of a rogue focused on feints and tricking opponents for sneak attacks, an inquisitor with a mix of combat buffs, healing, and a crossbow, a barbarian with beast totem and animal fury rage abilities, and a shining knight charging paladin with a lance. The rogue and barbarian both had outflank, and the inquisitor may have had it as well. I do not believe that any character was particularly min-maxed to be strong in a specific area, but I'll post their stats once I get my hands on them so that they can be looked over.

Unless otherwise noted, I did not place any terrain on the map that could affect combat, as the playtest did not specifically mention anything or their relative placements. This may have been an oversight on my part, but I wanted to stay as close to the module as written that I could.

In the first encounter, the agile dire wolf was able to tackle the barbarian to the ground on a charge, doing a fair bit of damage over its two turns. The fact that it went twice before some players got to go at all threw some of them for a loop. Two wolves went after the inquisitor, who was separated from most of the group, and one may have landed a blow due to a particularly good roll. One snake went after the rogue, who dodged the attack, and a snake and the remaining wolf attacked the mounted paladin, doing no damage. The paladin charged the wolf, taking out a large chunk of its health (lances), and later the barbarian would rage and neutralize it despite being prone beneath the big wolf. After this point I fast forwarded to the PC's victory, since the remaining animals had minuscule chances of actually damaging the PC's, would die to one attack, and any damage would be resolved without spending many resources. In other words, there was no longer any threat. Again, this may have been an oversight, but I don't think that it affected the playtest in the least.

The second encounter was largely just reading from the book and upgrading characters. The paladin went Marshal, the inquisitor hierophant, the barbarian dual pathed into guardian and champion, and the rogue went into either trickster or champion. The rogue and inquisitor put most of their mythic resources into having a deeper pool of mythic power points, possibly to the point of min-maxing. I don't recall exactly what the paladin or barbarian took, but I'll have that information later.

The third encounter at the tree's stump was one sided. Because of the PC's mythic initiative and poor initiative rolls for the treant and bears (coming to 5 and 2 respectively), the PC's were able to take down the treant before it even got to act. One of the bears also took a solid hit before going. One bear got three hits on the barbarian, and the other missed the the rogue on a charge. Both quickly died in the second round of combat. The basket of items left by Erastil also approximately doubled the parties wealth, with the bracers going to the paladin, the cloak to the rogue, the bow to the barbarian, and the symbol to the inquisitor. Each also claimed one nectar of the gods.

The fourth encounter at the ravine was the most interesting, as a challenge was presented to some of the players. The barbarian jumped the ravine with a 53 acrobatics (I forget where all the math came from, but this is a player that I very much trust, so I do not find the numbers to be suspect), and shrugged off the lightning bolt I threw at him for reaching the halfway point with a guardian ability. The rest of the party had a tougher time crossing the ravine. The rogue fell off mid way, the paladin attempted to climb down the near side and fell, and the inquisitor would have fallen off had he not had the 1d6 he could add for a mythic power point. He also took some damage from the lightning. They then lowered a rope from the other side, which the paladin and rogue climbed up. The paladins horse was unsummoned and resummoned to get it across the ravine.

The fifth and final encounter lasted exactly one round. For this fight I declared that the bones on the ground made the terrain difficult, despite no word of this in the module. This was mainly to prevent the lance paladin from charging it to death, but this ended up not mattering terribly much. Because of the cloak and his mythic attack, the rogue was able to sneak up on the hydra and deliver a number of attacks before it was able to act. And because the hydra was unable to easily perceive him, it charged the paladin (I ruled that its size enabled it to charge over the difficult terrain), which triggered an attack of opportunity. The hydra then landed two of seven attacks on the paladin for about 19 damage. This is all the hydra did. The barbarian landed three or four attacks (mythic attack moved him in range and hit, and full attacks thereafter), one of which crit. We also used Paizo's crit cards deck, which did dazed the hydra. This came to about 60 damage total after DR (mythic power attack is nasty). The rest of the encounter was more or less just the party unloading on the hydra and using mythic initiative to go twice. Even without the dazed condition, the outcome would likely have been the same.

Personal thoughts:
Mythic initiative is a HUGE bonus. By enabling the characters to go first against most enemies and then again, possibly before the enemy has gone yet, you essentially introduce the "action economy wins" and "rocket tag" aspects that I've often heard associated with higher level play. In the encounters that I ran, anything that could have potentially hurt the PC's was eliminated before it got passed being flat-footed (the treant comes to mind). I think that this could be generalized to most encounters given the current rules set.
I have to wonder if the playtest was designed to at all challenge a group of level6/mythic 3 characters. The "boss" hydra encounter took a CR6 monster, and increased the CR to 9 by adding three mythic ranks or an equivalent template. However, if you apply this same sort of logic to the PCs, this would be an average (APL+0) encounter, which most parties would steamroll. And this is exactly what happened. In fact, we were discussing the final encounter after the fact, and determined that the barbarian could have soloed the entire fight with little chance of failure.

I like the concept and most of the things included in the mythic playtest, especially since it lets characters do some pretty cool things. But either mythic characters need to be reduced in power, or the next playtest (if there is one) needs more challenging opposition.


After seeing lots of attempts at gish classes, most notably Paizo's Magus that's currently in playtest Super Genious Games' Vanguard, I thought that would try my own hand at throwing a sword and sorcery class together. Trouble is, I'm fairly new to table top role playing games in general and even greener when it comes to homebrew content, so I was hoping that the community could review what I've got so far and give me a few pointers along the way.

The vast majority of the following is directly ripped from either the most recent version of Paizo's Magus or Super Genious's Vanguard, so the wording of individual abilities, for the most part, should not be an issue. I'm mostly concerned about the arrangement and combinations of abilities, as well as "Path of the Magus" class feature and some arcanas (the things that I actually thought of.

Without further ado, the magus (yeah, my naming is super original):

HD: d8
BAB: 3/4
Spells per day: As Magus/Vanguard
Class Skills: Appraise (Int), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str)
Skill Ranks per level: 4 + Int

1: Martial Specialization, Spell Combat, Arcane Link
2: Magus Arcana
3: Weapon Channel (Touch)
4: Magus Arcana
5: Spell Block, Bonus Feat
6: Magus Arcana
7: Improved Spell Combat
8: Magus Arcana
9: Weapon Channel (Save Spell)
10: Magus Arcana
11: Spell Sunder, Bonus Feat
12: Greater Magus Arcana
13: Weapon channel (Full Attack)
14: Magus Arcana
15: Greater Spell COmbat
16: Greater Magus Arcana
17: Counter Strike, Bonus Feat
18: Greater Magus Arcana
19: Spell grapple
20: True Magus

Class Features:
Weapon and Armor Proficiency:

Spoiler:
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. A magus can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the
spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells:

Spoiler:
A magus casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a magus must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus‘s spell is 10 + the spell level + the Magus’s Charisma modifier. Like other spellcasters, a magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is shown on “Table 1: The Magus.” In addition, he receives bonus spells per day if he has a high Charisma score. The magus’s selection of spells is limited. A magus begins play knowing four 0-levelspells and two 1st-level spells of his choice. At each new magus level, he gains one or more new spells known, as indicated on “Table 2: Magus Spells Known.” (Unlike spells per day, the number of spells a magus knows is not affected by his Charisma score. The numbers on Table 2 are fixed.) Upon reaching 5th level, and at every third magus level after that (8th, 11th, and so on), a magus can choose to learn a new spell in place of one he already knows. In effect, the magus “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged and it must be at least one level lower than the highest-level spell the magus can cast. A magus may swap only a single spell at a given level and must choose whether or not to swap the spell at the same time that he gains new spells known for that level. A magus need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips:

Spoiler:
Magi learn a number of cantrips (or 0-level spells) as noted on “Table 1: Magus Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Path of the Magus:

Spoiler:
The only commonality between Magi is their ability to blend arcane magic with martial prowess; beyond that, they vary greatly in personality, modus operandi, and how they combine the two schools of combat into their own deadly style.
At first level, a Magus chooses one of the following paths of the Magus. This choice cannot be changed at any later levels. A Magus gains a good save, additional class skills, spells, and an additional class feature from this choice. These spells are learned in addition to the spells the Magus would learn normally, and are learned as soon as they can be cast.

Shade: Shade Magi are thieves, spies, and assassins who use magic and specialized training in order to complete their missions, many of which involve flitting stealthily through the shadows.
Good Saves: Reflex, Will
Additional class skills: Stealth (Dex), Sleight of Hand (Dex), Bluff (Cha).
Bonus Spells: 1st – Vanish; 2nd – Wracking touch; 3rd – Servant Horde; 4th – Bestow Curse; 5th – Nights Caress; 6th – Shadow Walk
A Shade Magus gains the ability to sneak attack opponents as a rogue, with a number of sneak attack die equal to the highest spell level the magus can cast. For example, a 10th level shade magus can cast 4th level spells, and does 4d6 sneak attack damage when applicable.

Valiant: Valiant Magi are knights committed to upholding honor and protecting those in need through sword and sorcery. As paragons of law and justice, they focus their energies on protecting their allies and keeping their foes at bay.
Good Saves: Fortitude, Will
Additional Class Skills: Diplomacy (Cha), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int)
Bonus Spells: 1st – Shield bearer; 2nd – Blur; 3rd – Mage Armor, Greater; 4th – Forcewave; 5th – Draconic Might; 6th – Resistance, Superior
A Valiant Magus can qualify for fighter only feats, using half its Magus level as its effective fighter level. These stack with levels in fighter for the purpose of qualifying for feats.

Juggernaut: When approached with obstacles in their path, some choose to find another way around, while others try to calmly negotiate a way around it. Juggernauts pound their obstacle into oblivion with arcane ferocity. Brutish, intimidating, and to the point, juggernauts destroy all in front of them with reckless abandon.
Good saves: Fortitude, Will
Additional Class Skills: Intimidate (Cha), Survival (Wis), Knowledge (Geography) (Int)
Bonus Spells: 1st – Critical Strike; 2nd – Body of the Sun; 3rd – Giants Wrath; 4th – Voice of the Dragon; 5th – Fireburst, Greater; 6th – Flames of Purity
A Juggernaut Magus can rage as a barbarian for a number of rounds per day equal to its magus level plus its charisma score (minimum 1). This does not qualify the magus for the Extra rage or Extra rage power feats.

Arcane Link:

Spoiler:
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Charisma modifier. The pool refreshes once each day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. This ability counts as the Arcane Strike feat for meeting any prerequisites. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, f laming, f laming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table 15–9 of the Core Rulebook). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat:

Spoiler:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Charisma bonus, and add the same amount as a circumstance bonus to his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. The magus must have one hand free to use this ability, even if the spell being cast does not contain somatic components.

Magus Arcana:

Spoiler:
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 2nd level, a magus gains one magus arcana. He gains an additional magus arcana for every two levels of magus attained after 2nd level. A magus cannot select a magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus’s spell list unless otherwise noted.

Arcane Accuracy (Su): A magus with this magus arcane can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn.

Bravery: A magus with this arcana gains Bravery, as the fighter class feature. Only a Valiant Magus can select this arcana.

Broad Study (Ex): A magus with this magus arcane must select one other class that grants the ability to cast spells. 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. The magus must be at least 6th level before selecting this arcana.

Close Range (Ex): A magus with this magus arcana can deliver ranged touch attack spells as melee touch attack spells. These spells must have only one target. These spells can be used with the Weapon Channel class feature.

Concentrate (Ex): A magus with this magus arcana 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 it is determined if the roll is a success. The magus must take the second roll, even if it is worse. The magus can use this ability once per day.

Empowered Magic (Su): A magus with this magus arcane 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. The magus must be at least 6th level before selecting this magus arcana.

Familiar (Ex): A magus with this magus arcana 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.

Hasted Assault (Su): A magus with this magus arcane 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 Charisma bonus. That magus must be at least 9th level before selecting this magus arcana.

Heavy Armor: A magus with this magus arcana gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A magus must already have the Medium Armor magus arcana to select this arcana. Only a Valiant Magus can select this arcana.

Maneuver Mastery (Ex): A magus with this magus arcana has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is attempting the selected maneuver, he treats his magus level as his base attack bonus (in addition to any base attack bonus gained from other classes). 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.

Medium Armor: A magus with this arcana gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A shade magus cannot select this arcana.

Penetrating Bond: When a Magus with this arcana uses its Arcane Pool ability to enhance a weapon, any enhancement bonus to attack rolls on that weapon is also added to all caster level checks he makes to overcome a creature’s spell resistance. This bonus stacks with the Spell Penetration and Greater Spell Penetration feats. A Magus must be at least 6th level to select this arcana.

Pool Strike (Su): A magus with this magus arcana can expend 1 point from his arcane pool to charge his hand with elemental power as a standard action. He can make a melee touch attack as a free action as part of activating this ability. If the attack hits, it releases the charge and deals 1d6 points of energy damage of a type of his choosing, either acid, cold, electricity, or fire. 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 3rd level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Rage Power: A magus with this arcana can select one power from the barbarians list of rage powers. Only a Juggernaut Magus can select this talent.

Rogue Talent: A magus with this arcane can select one talent from the rogue talent list. Only a Shade Magus can select this talent.

Silent Magic (Su): A magus with this magus arcana 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): 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 list of magus spells known. 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. A magus can select this magus arcana more than once.

Spell Grace (Su): A magus with this magus arcane can expend a point from his arcane pool as an immediate action to grant himself a bonus to his saves equal to his charisma bonus until the end of his next turn.

Spell Shield (Su): A magus with this magus arcana can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his charisma bonus until the end of his next turn.

Still Magic (Su): A magus with this magus arcana 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.

Wand Mastery (Su): Whenever a magus with this magus arcana uses a wand, he calculates the DC for any spell it contains using his Charisma modifier, instead of the minimum modifier needed to cast a spell of that level.

Wand Wielder (Su): A magus with this magus arcana can activate a wand or staff in place of casting a spell when using spell combat.


Weapon Channel (Su):
Spoiler:
As a standard action, a magus of 3rd level or higher can cast a spell with a range of touch and deliver it through an attack with his bonded weapon. Touch spells channeled in this way must have a casting time of one standard action or less. If the magus hits with his bonded weapon, he does damage normally and then the touch spell is resolved. If the vanguard’s attack misses, the spell is lost. Channeling touch spells in this way does not provoke an attack of opportunity. As with any touch spell, a channeled spell deals double damage on a successful critical hit. A channeled spell may not be enhanced or otherwise altered by metamagic feats.
At 9th level, a vanguard may make a concentration check as if casting defensively (DC 15 + double the spell’s level) in order to avoid losing the spell if the attack misses. The magus can make other attacks (using other weapons) and take other actions without using the touch spell, but if he casts another spell or stops wielding his bonded weapon, the channeled spell is lost.
At 13th level, a magus can use his weapon channel ability as part of a full attack action. The spell affects every target the weapon hits during the round and then concludes at the end of that round. In addition, spells the magus channels are no longer lost if the attack misses.

Spell Block (Su):

Spoiler:
Beginning at 5th level, as a reaction a magus can attempt to block certain spells with his arcane bond weapon. As an immediate action a magus can attempt to block certain spells with his arcane bond weapon as if he was using dispel magic as a counterspell (see the dispel magic spell description). Only spells that directly target the magus can be blocked in this way. The magus must make a dispel check (1d20 + caster level) with a DC equal to 11 + the caster level of the spell being blocked. If the check fails, the spell effects are resolved as normal against the magus. If the check is successful, the spell has no effect on the magus, although it could still affect others if they were also targets of the spell. The magus may use this ability a number of times per day equal to 3 + his Charisma modifier.

Bonus Feats:

Spoiler:
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Improved Spell Combat (Ex):

Spoiler:
At 7th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Greater Magus Arcana:

Spoiler:
At 10th level, and every two levels thereafter, a magus can choose one of the following greater magus arcanas in place of a normal magus arcana.

Additional Rage Power: A magus that selects this arcana may select an additional rage power from the barbarian rage power list. Only a Juggernaut Magus can select this arcana.

Advanced Rogue Talent: A magus that selects this arcana may select a rogue talent or an advanced rogue talent from the rogue lists of the same name. Only a shade magus can select this arcana.

Critical Strike (Su): Whenever a magus with this magus arcana 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 against the target of the critical hit as a free action. The magus can use this ability once per day. The magus must be at least 12th level before selecting this arcana.

Fighter Training (Ex): A magus that selects this arcane gains weapon train 1 and armor training 1, as the fighter class features. Only a Valiant Magus can select this arcana.

Greater Penetrating Bond: This arcane functions as the Penetrating Bond magus arcane, except that the magus gains an additional +2 bonus to penetrating spell resistance. A magus must have the Penetrating Bond arcana to select this arcana.

Maximized Magic (Su): A magus with this magus arcane 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. The magus must be at least 12th level before selecting this magus arcana.

Quickened Magic (Su): A magus with this magus arcane 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. The magus must be at least 15th level before selecting this magus arcana.

Reflection (Su): A magus with this magus arcana can sacrifice 1 or more points from his arcane pool as an immediate action to ref lect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or less 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. The magus must be at least 15th level before selecting this magus arcana.

Spell Sunder (Su):

Spoiler:
At 11th level, a magus can attempt to dispell spell effects with his arcane bonded weapon. As a standard action the magus attacks one target with his bonded weapon. If the attack succeeds, the weapon deals normal damage and the magus must make a dispel check (1d20 + caster level). This acts as the targeted dispel use of dispel magic. This counts as a use of the magus’s spell block ability.

Greater Spell Combat (Ex):

Spoiler:
At 15th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, the bonus to his concentration check equals double the amount of the attack penalty taken.

Counterstrike (Ex):

Spoiler:
At 17th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.

Spell Grapple (Su):

Spoiler:
At 19th level, when a magus successfully uses his spell block ability, he stores the blocked spell in his bonded weapon. As a full round action, the magus can release the stored spell, making all decisions necessary to cast it and using his own caster level and ability scores. The magus can only store a single spell in his bonded weapon at a time, and any stored spell is lost when the magus sleeps (or if he is knocked unconscious).

True Magus:

Spoiler:
At 20th level, a magus can use its weapon channel ability in conjunction with its spell combat ability, allowing the magus to channel a spell through each attack with its weapon, and then cast a spell using its off hand.
In addition, when a magus scores a critical hit with a spell, that spell slot is not used up. If the spell is used in iterative attacks using channel spell, the spell is only saved if the first attack scores a critical hit.

Thanks in advance for taking the time to look things over and critique what I have so far.