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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Now with even more awesome.

4/5

So, I’m something of a super Genius Games fanboy. The reason for this was the Magister, back when I accidently downloaded it assuming it was something to do with the Magus, but I soon fell in love with the idea. I’ve always been fond of the Mysitc Theurge prestige class, and this takes the idea of a divine and arcane caster and runs with it.

Now the class has been updated, and it makes me feel all fluffy and gooey inside. Really, this is more about the extras the class now contains with it's official change to Magister, and how it affects the class. Although I'll go over the class basics for the hell of it.

The first thing I’d like to point out is that the updated version has not changed any of the fundamentals of the class. If you have the old version and made a character, you’d be able to make the exact same character using this version - the whole difference is that there are now even more options.

So, how does the Magister work? You are a full none level, spontaneous caster with access to divine and arcane magic. Although you can wear light armour and still cast your arcane spells your weapons selection is even more limited than the wizard - you don’t even get the heavy crossbow option he does!

Next, the Magister choose one of the spell lists of another class that also has full caster levels - witch, wizard/sorcerer, oracle/cleric and druid are the obvious candidates here, although you can go peek at other third party lists if you wish. Which one you choose is important, as you must take half your spells from that list. You can choose the other half from any other spell list, but if they’re not the same type as your primary spell list (arcane or divine) they count as being one level higher, and if they’re from a six or four level caster list they count as even more. On the plus side, you always use the spell in whichever form is most beneficial to you.

Next, is your Mystic Bond. The original three were Divine Heritage (essentially a Cleric Domain...without the bonus spells) Sorcerous Bloodline (a Sorcerer Bloodline...without the bonus spells) or a Metamagic Pool (You gain a certain number of points to apply to Metamagic feats, negating one level it would raise a slot by for each point spent) and are all still present and correct.

The new mystic bonds represent some of the other spellcasters - Arcane Pool gives you some of the Magus’ Arcane Pool tricks, without access to spellstrike and the like. Arcane Specilization gives you a Wizard School powers, but without the bonus spells. Divine Inspiration gives you an Oracle’s Mystery class skills, and allows you to make Revelations as bonus feats. Martial Bond removes one spell slot and spell known from each level, but you gain a Cleric’s base attack bonus and save progressions. And Patron gives you a witches familiar.

It should be noted that if a class feature, such as the Sorcerous Bloodline, would give you bonus spells known you don’t get them automatically, but they are added to your spells known.

You also get a series of Mystic Talents and Advanced Mystic talents, which can do a variety of tricks such as keeping one person safe in an area of effect spell’s blast to granting a second Mystic Bond (in the advanced section, obviously).

You also gain access to some feats that represent other spellcasting abilities, although it always requires you be fifth level, and the version you get is obviously weaker than the standard version (such as the Magister’s Eidolon, which counts as your magister level -2 and permanently lose 2 attacks and 4 evolution points).

So...you can make a Magister do a little something from most spellcasting classes. But it does come at a cost. You will never have as many spells known as other classes unless your burn feats to get them, and unlike other classes you require both wisdom (the level of spell you can cast is affected by this) and charisma (from which you get bonus spells slots and spell DC) which, needless to say, makes getting points for anything other than spellcasting somewhat awkward in points buy character creation.

I probably made it clear at the top, but I love the Magister. Between the way it limits your spell selection (you can potentially take any spell in the game, but you don’t have the spells known for many, and spells from outside your main list can be tough to justify) and the fact you need two stats to be effective, it balances out the potential problems nicely.

My only complaint is some of the new Mystic Bonds are simply not equal. The Patron and Divine Inspiration bonds give you very little compared to the Sorcerer Bloodline or Metamagic Pool. It might have been an idea to give those two an automatic Hex/Revelation at the same time you gain a bonus feat to give them some oomph, and allowed the use of bonus feats to boost the number of Hexes/Revelations known. It’s a shame, as both the witch and the oracle are two of my favorite classes.

All told, it’s a solid class that won’t break a game. It simply doesn’t have the spells available to be a truly lethal battlefield controller or healer. But it’s great for a party lacking other spellcasters, and even better in a party with both a healer and arcane caster, providing back up for both. I know some people were of the opinion that it was a better Sorcerer, especially give you could take a Bloodline and it's a spontaneous caster, but again, those lost spells known and the need for the two stats make it weaker enough to make up for the huge potential array of spells you can grab. It doesn't matter if you can potentially cast Cure Serious Wounds if you have no room for it.

If you’ve ever wanted to play a divine and arcane caster, but the Mystic Theurge isn’t for you, pick this up. It’s well worth it.


Finally a good 3rd party company

4/5

this is actually a lot better than i would have expected from a 3rd party.
Just read Magus, and its actually pretty damn good. Turns out supergenius is actually putting good work and thought into their products. I only have one concern about 1 magus ability (they get some spells a level higher which raised the dc, effectively heightening them without the feat, but it is a trade off). Now lets hope more companies can follow your guy's example of how to do 3rd party right. I am impressed. Please keep up the good work.

This is a great alternative to the standard casters, with out being a lot of over powered cheese. If you want to play characters that blur the line between arcane and divine this is the class for you.


Divine/Arcane caster

4/5

This product is 10 pages long with 1 page for OGL.

d6, 4 skills, low BaB, very few weapons and light armor. They can wear light armor and cast all spells with no failure chance. The Magus cast spells like a Sorc, they learn a certain number of spells. First they choose a primary spell list Cleric, Druid or Sorc/Wiz list. At least half of their spells known must be part of that list, the rest can be from any spell list.

1 page with 5 new feats and 1 page with advice on how to use a Magus in your world.

Closing thoughts, if you like combined divine/arcane casters then i think you will like this. This is one of the better and likely best balanced one I have seen. My one big worry is that it in a way kinda replaces the Sorcerer. Since one of the class options allows the Magus to get a Sorc Bloodline with most but not all the benefits of the bloodline. I would need to see it in play to be sure but after a read it is a minor worry, I don't think it would. For the price it is a good buy for those looking for a divine/arcane caster or something new and different.


Pretty Slick

5/5

Great for a small party in need of a healer, or a caster who doesnt like bein in a box. I really need a GM so I can play this class.


Its good at doing what it is suppose to do . . .

3/5

I picked this up because I am actually becoming quite a fan of the Genius Guides, especially the classes. In many cases, they serve as better versions of 3.5 ideas, well integrated into Pathfinder RPG rules.

These guys carry on the tradition of doing a pretty good job of feeling like they are working within the Pathfinder RPG rules, although they are a little complicated compared to most of the official classes that have come out.

I'm not sure this is a "must have" class niche for the game, and this is coming from a guy that spent a lot of 3rd edition as a player running Mystic Theurges. I guess the divine/arcane spellcaster, to me, almost feels more satisfying to pull off when you have to work at it.

Don't let the above fool you though. This isn't a bad class. Its really an interesting idea, and if you don't mind the slightly more complicated mechanics to juggle the concept, there is nothing game breaking about either the power level or even the "fluff" of the class.

I guess, given that I'm used to having to work a bit harder to make the concept work, and the fact that the Mystic Theurge is part of the Core rules, this one still feels like a "its well designed, but I'm not compelled to use it" class.

Obviously what you want out of your spellcasters in your campaigns is going to influence your opinions on this, and if I ever ran a smaller group with someone wanting to have divine and arcane access from the beginning, I do "trust" this class enough that I'd consider letting someone run one.

I'm just not excited enough to "promote" the class to someone that isn't already looking for something like it.


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

Scarab Sages

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?

Scarab Sages

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...

Scarab Sages

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 Starfinder Roleplaying Game 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!


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path 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?

Scarab Sages

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.


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? ;)

Scarab Sages

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?


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path 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.

Scarab Sages

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.


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.


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".

Scarab Sages

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.


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.

Webstore Gninja Minion

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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?

Scarab Sages 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.

Scarab Sages 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 Starfinder Roleplaying Game 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?


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.

Scarab Sages 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.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

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.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
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.


can we use magister's second bond ability more than once to add a third or a forth mystic bond?

Dark Archive

jumpydady wrote:
can we use magister's second bond ability more than once to add a third or a forth mystic bond?

Negative. Unless specified otherwise, an advanced or regular mystic talent may only be selected once.

However, if you are the GM and feel like changing this for your game, you are well within your rights to do so, so long as the players are aware of this as well.


There is, however, the Second Bond feat, also by Genius Games, which also works with the Magister's Mystic Bond. As far as I can see there's no reason the Class Ability and Feat won't stack...but I'm reasonably sure they aren't supposed to.


thank you garret :D since there is nothing stating against it, its legal i guess XD, oh bye the way noticed that the magister channel energy can only channel positive energy, so i guess evil magister cant take this feat to channel negative energy?


I take it you're using the PFSRD version? I suggest you buy the PDF, when you can, as the online version is pretty badly out of date in places. The new version of the feat is as follows;

Magister’s Channel Energy wrote:


Your ties to divine energy have granted you the ability to channel energy.

Prerequisite: Magister 5, 9 or more spells known from the cleric/oracle spell list.
Benefit: You gain the supernatural ability to channel energy, as the cleric class feature. You channel positive energy if good aligned,
negative energy if evil-aligned, and may choose which to channel when you select this feat if neutrally-aligned. Your effective cleric level for channeling energy is your magister level –4.


true, normally I use the pfsrd for the 3rd party content... since most of my friends find them either OP or underpowered labeling them unsuable :P, anyway thanks for the help, gonna buy these editors since the super genious classes seem very fun :D


I love the products from Super Genius (They're now called Rogue Genius Games now, by the way) and have used several of their classes, mostly as NPCs or adversaries for my players.


A magister can take the Second Bond advanced mystic talent once (and only once) to gain a second mystic bond, which works at the magister's full class level.

That can also take the Second Bond feat to gain a second "second bond," but note that as stated by the feat, this bond will be at magister class level -3.


oh no problem the npc im making is basicaly a drow noble with mix of cleric and sorc... since cleric is too chucky and sorc is too weak for close combat and cant use armor, basicaly her first bond is martial, her second bound is shadow bloodline and her second bond feat is metamagic pool, so i can choose metamytic in advance talent, her prefered spell will be quickened silent shadow walk, she will basically be spaming that spell to teleport around, she will also has magister channel energy to use in her whip attack...

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