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First of all, even though I am sure it is a coincidence, I just want to say I am ridiculously pleased that Paizo used the same term for the Magus' specials as I did in my proto-Magus writup (arcana vs arcanum, I was just using the singular, same thing.) :P
Speaking of which, here are a few arcana from that writeup that I still would like to see:
Arcane Push (Su): As a move action, the magus may emit a ring of force from his person, initiating a bull rush against all adjacent creatures. The bull rush follows normal rules for the combat maneuver, except that it uses the magus’ caster level plus Intelligence modifier instead of CMB, the magus does not move with any creature that is pushed, and it does not provoke an attack of opportunity. All creatures pushed in this manner move directly away from the magus. Additionally, as a free action, the magus may expend an available spell slot to add a +3 competence bonus to the check for every level of the expended spell. Feats and abilities that apply to normal bull rush attempts, such as Improved Bull Rush, do not apply to this ability.
Stutter Step (Su): As a swift action, the magus can now teleport short distances as the spell dimension door. He can step up to 10 feet per magus level he possesses per day. This distance may be split up into multiple steps as he wishes, but each step counts as at least 10 feet, even if the distance traveled was less than that. The magus must be at least 6th level before learning this arcanum.
These were my two favorites anyway, and really captured the feel I would like for a character that combines martial prowess with raw arcane power. I also add my vote to the idea of making the medium and heavy armor casting abilities in some way optional/making the arcane armor training percentage based, in the interest of allowing for more archetypes. For the same reason, some way to allow for fighting styles other than one-hander would be nice to see. Neither of these things are crucial, I believe, but there is obviously some call for allowing for ranged magi, unarmed magi, two-hander or two-weapon magi, etc.
Thank you for your consideration.

SmiloDan RPG Superstar 2012 Top 32 |

Magic Critical. Whenever you score a critical hit while using spellstrike or a spell that requires an attack roll, you increase the Save DC by an amount equal to the critical multiplier. You also receive a bonus on caster level checks to overcome spell resistance equal to your weapon's critical multiplier when you score a critical hit while using spellstrike.
Spell Hop. You can sacrifice a prepared spell as an immediate action and teleport 10 feet per spell level. If this is done in reaction to an attack, there is a 50% chance this negates the attack.
Spell Blade. As an immediate action, you sacrifice a prepared spell slot and increase the threat range of your weapon by the level of the sacrificed spell slot.
Magic Toughness. As an immediate action, you sacrifice a prepared spell slot and gain temporary hit points equal to 5 times the level of the sacrificed spell slot for 1 round.
Aura of Peril. As a free action, you sacrifice a prepared spell slot and for a number of rounds equal to your Intelligence bonus, you subject all adjacent opponents to a penalty on their saving throws equal to the level of the sacrificed spell level.
Fearsome Majesty. As a free action, you sacrifice a prepared spell slot and make an Intimidate check to demoralize with a +5 bonus per level of the spell level sacrificed. This affects all opponents within 10 feet of the Magus per level of the sacrificed spell.
Sudden Flight. As an immediate action, you sacrifice a prepared spell slot and gain a fly speed of 60 feet with perfect maneuverability for a number of rounds equal to the level of the sacrificed spell.
Impeding Aura. As a swift action, you sacrifice a prepared spell slot and for a number of rounds equal to your Intelligence bonus, the terrain in a 5 foot radius per sacrificed spell level is considered difficult terrain to your opponents. They also suffer a -5 penalty on Acrobatics checks per level of the sacrificed spell.
Steady Magic. The magus can take 10 on Concentration checks and Use Magic Device skill checks.
Ready Magic. The magus gains an insight bonus to his initiative rolls equal to the highest level spell he has prepared.
Magebane. The magus gains a bonus on caster level checks to dispel magic equal to the highest level spell he has prepared.
Vengeful Spell. Whenever the magus is brought to negative hit points, he can cast any spell he has prepared as an immediate action as long as the spell targets the creature that brought him to negative hit points.
Spellquake. As an immediate action, you sacrifice a prepared spell slot and make a trip attempt against every adjacent opponent, using your caster level + your Intelligence bonus as your CMB. Those you trip take 1d6 points of non-lethal damage per level of the spell slot you sacrificed.
Sundering Spell Shield (Su): A magus with this magus arcana can
sacrifice one of his prepared magus spells as an immediate
action to grant himself a shield bonus to AC equal to the
level of the spell consumed for a number of rounds equal to his Intelligence bonus. If the magus is struck by a weapon, he causes damage to the weapon equal to his caster level + his Intelligence bonus, ignoring an amount of hardness equal to double the level of the sacrificed spell.
Consuming cantrips in this way has no effect. The magus must be 12th level and have the Spell Shield magus arcana before selecting this magus arcana.

DarkFire82 |
It's about 4 am here, the time when I think best. But for some reason, this sticks out in my mind as another possibility:
Make the Bonus Feat into a Magus Arcana, and re-structure as:
01 Cantrips, Spellstrike
02 Spell Combat
03 Magus Arcana
04 Arcane Weapon
05 Magus Arcana
06 Medium Armor
07 Magus Arcana
08 Improved Spell Combat
09 Magus Arcana
10 Fighter Training
11 Magus Arcana
12 Heavy Armor
13 Magus Arcana
14 Greater Spell Combat
15 Magus Arcana
16 Counterstrike
17 Magus Arcana
18 Weapon Bond
19 Magus Arcana
20 True Magus

Richard Leonhart |

altough the magus arcana seems very combat oriented, I have 3 utility suggestions:
1. set the armor check penalty to 0 for 1 min per spell-lvl
2. increase you speed by 10*spell-lvl for 1 minute
3. ignore your armor when determining your speed for 1 hour per spell-lvl
The heavy-armor on a magus seems kind of weird if he is as agile as a dwarf in a mountainplate in it...
Other class-suggestions would be less armor more defensive magic possibilites(like bonded armor). But perhaps that would be too bard-like or something. Perhaps I imagine the class in another way than Paizo-people.

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What about getting bonus spells from outside the Magus Spell List, perhaps based on a school of magic that the Magus selects? So, if you choose Abjuration or Necromancy, for example, you would get to add specific spells from those schools at various levels.
Perhaps allow the Magus to learn spells from the Sorcerer/Wizard list from one particular school that are not on the Magus list?
Also, I'm not sure why Corrosive and Corrosive Burst abilities were left off of Weapon Bond ability. It's got every other elemental damage ability.

Tiktok |

How about:
Parry Blast The Magus can use his weapon to parry a single target ray or magical missile against himself or an adjacent ally by sacrificing an equal level spell, negating the spell completely. (Does not work on area of affect spells, usable [x] times per day?)
Improved Parry Blast After countering a spell with Parry Blast, the Magus' weapon stores a number of charges equal to the spell level countered. The Magus may use up to the number of charges stored to add +1 damage to a melee strike. (or +2 or whatever amount seems reasonable)

Jim Callaghan |

Gain Acrobatics as a class skill whenever you have at least one jump spell prepared.
Gain Stealth as a class skill whenever you have at least one invisibility spell prepared.
(I couldn't find any magus spells to go with Perception, otherwise I'd have suggested that, too.)
Detect magic for Perception? How about daze for Bluff?

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Arcane Push (Su): As a move action, the magus may emit a ring of force from his person, initiating a bull rush against all adjacent creatures. The bull rush follows normal rules for the combat maneuver, except that it uses the magus’ caster level plus Intelligence modifier instead of CMB, the magus does not move with any creature that is pushed, and it does not provoke an attack of opportunity. All creatures pushed in this manner move directly away from the magus. Additionally, as a free action, the magus may expend an available spell slot to add a +3 competence bonus to the check for every level of the expended spell. Feats and abilities that apply to normal bull rush attempts, such as Improved Bull Rush, do not apply to this ability.
Oh man, this reminds me so much of Baldur's Gate: Dark Alliance. Nostalgia.

wraithstrike |

Mathmat wrote:Remember, this guy also gets up to level 6 spells and uses his class level as his caster level; not to mention being able to cast spells AND full attack at the same time, and especially any new touch spells he gets hold of. Full BAB/d10 HD would be very much overpowered on a class that is supposed to be decent at casting and combat, but not as good at either as one of the focused classes. Full melee and casting is a prestige class for a reason.I would VERY MUCH like to see a full BAB and a d10 HD. A 3/4 BAB and d8 seems a bit weak for a melee combatant. Make it like the Archon from Genius. I do like the proficiency with all martial weapons, though. Just like the fighter, paladin, ranger, barbarian, and cavalier. (All fighting classes.) That sort of makes up for the 3/4 and d8, but I'd still like to see some of the things that are planning to be added possibly replaced with the full BAB and d10. IMO a fighting melee class should have this. Just more in tune with the flavor of what that kind of class does. It doesn't take anything away from the Fighter since the Magus is not getting the combat feats, weapon/armor talents, or the armor/shield proficiency.
Please?
Thanks!
I like d10 and full BAB also for the class, and prestige classes are not supposed to better than base classes anymore, unlike in 3.5 so that argument is no longer valid.

Kaiyanwang |

I like d10 and full BAB also for the class, and prestige classes are not supposed to better than base classes anymore, unlike in 3.5 so that argument is no longer valid.
Disagree strongly. full BAB with spells above level 4 equals heading in a dangerous direction. VERY dangerous.

wraithstrike |

wraithstrike wrote:Disagree strongly. full BAB with spells above level 4 equals heading in a dangerous direction. VERY dangerous.
I like d10 and full BAB also for the class, and prestige classes are not supposed to better than base classes anymore, unlike in 3.5 so that argument is no longer valid.
How so?

Kaiyanwang |

Kaiyanwang wrote:How so?wraithstrike wrote:Disagree strongly. full BAB with spells above level 4 equals heading in a dangerous direction. VERY dangerous.
I like d10 and full BAB also for the class, and prestige classes are not supposed to better than base classes anymore, unlike in 3.5 so that argument is no longer valid.
Qualify as soon as pure meleers to combat feats, and being able to cast spells as well. At the risk to make Fighter or Barbarian pointless.

wraithstrike |

wraithstrike wrote:Qualify as soon as pure meleers to combat feats, and being able to cast spells as well. At the risk to make Fighter or Barbarian pointless.Kaiyanwang wrote:How so?wraithstrike wrote:Disagree strongly. full BAB with spells above level 4 equals heading in a dangerous direction. VERY dangerous.
I like d10 and full BAB also for the class, and prestige classes are not supposed to better than base classes anymore, unlike in 3.5 so that argument is no longer valid.
Being able to cast spells is a non argument. Explanation-->What I mean is without specifying what spells will make the class overpowered I can't buy the argument.
What really matters is the spells the class can cast. I am sure he can't outdamage the fighter on a regular basis, nor specialize in more areas than the fighter can while fighting, and if he spends all his feats on fighting it will affect his casting. The issue(not really an issue)is that he will want combat feats, and casting feats, but he will have to choose.I did not defend the barbarian because I really don't care for the class, and despite all the threads on the power of the class, or lack of I really don't see a reason to pick one over a fighter, other than RP'ing reasons, but I can just RP an angry fighter so.....
You may be right, but I will probably use the full BAB version if I get a chance to playtest it.
slightly off-topic: If this class supposed to be a caster that knows how to fight or a fighter that knows how to cast.

xorial |

+1 to the idea of the armor proficiency abilities becoming an magus arcana, removing them from the standard class abilities.
I agree with this. Some will want to structure the character to be like a blade dancer, while others will want the armored caster. Personally, I think it would be better as a light armor caster because of the weapons you are likely to use. With Spell Combat, you will rely on light & one-handed weapons. I don't want to have a Magus in full plate using a rapier. Rapiers are a likely choice, because you may decide you get more mileage from your Dex than your Str with this class.
Now if you make an Arcana that requires Quick Draw so that you are able to use a 2-handed weapon with Spell Combat, then I would be all for at least Med armor.

xorial |

It's about 4 am here, the time when I think best. But for some reason, this sticks out in my mind as another possibility:
Make the Bonus Feat into a Magus Arcana, and re-structure as:
01 Cantrips, Spellstrike
02 Spell Combat
03 Magus Arcana
04 Arcane Weapon
05 Magus Arcana
06 Medium Armor
07 Magus Arcana
08 Improved Spell Combat
09 Magus Arcana
10 Fighter Training
11 Magus Arcana
12 Heavy Armor
13 Magus Arcana
14 Greater Spell Combat
15 Magus Arcana
16 Counterstrike
17 Magus Arcana
18 Weapon Bond
19 Magus Arcana
20 True Magus
I like this idea as well.

voska66 |

One thing I've see with the 3/4 BAB classes is the 0 BAB at first level. This restricts the feats you can take. Like no weapon focus, no power attack at 1st level. Not that this is an issue just point out it's something that happens 3/4 BAB classes.
Now How about class feature that allows allows them to count as +1 BAB for the prerequisites on selecting feats. That would mean they could go weapon focus at first level. Spring attack at 5th level. Vital strike at 7th level. This definitely wouldn't step on the fighters toes but makes them more fighter like than the other 3/4 BAB classes.

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I think the Evoker ability Intense Spells would be perfect for the class as an arcana. The class is already loaded with evocation spells, so this makes a lot of sense to me.
Also, something that allows spell combat with a two handed weapon would be very nice (as mentioned above). Perhaps useable only with touch spells and spellstrike?

Kaiyanwang |

Being able to cast spells is a non argument. Explanation-->What I mean is without specifying what spells will make the class overpowered I can't buy the argument.
Fair point. Can the fighter teleport? Conjure walls? Cast Chain lighting? Defend himslef with buffs like blur and mirror image? Use advanatages to his movement like spider climb?
Your argument is valid. But the Magus spell list is, IMHO, quite strong to give him full BAB in the top of it.
YES the fighter can outdamage him AGAINST A SINGLE OPPONENT. But see how many things can the magus do. The class should be able to be used optimizing the sinergies, not upping everything to the wazoo.
As a side note, barbarian is not an angry fighter. Is more. BUt this is off-topic.

Fax Celestis |

Hold Ray
A magus with this arcana can transform ray spells that appear on the magus spell list into touch spells, thereby allowing him to use them with his Spellstrike class feature. A magus with this arcana also may transform ray spells into touch spells from classes chosen via the Broad Study magus arcana.
Requirement: Magus level 6th

Ashanderai |

altough the magus arcana seems very combat oriented, I have 3 utility suggestions:
1. set the armor check penalty to 0 for 1 min per spell-lvl
2. increase you speed by 10*spell-lvl for 1 minute
3. ignore your armor when determining your speed for 1 hour per spell-lvl
The heavy-armor on a magus seems kind of weird if he is as agile as a dwarf in a mountainplate in it...
Other class-suggestions would be less armor more defensive magic possibilites(like bonded armor). But perhaps that would be too bard-like or something. Perhaps I imagine the class in another way than Paizo-people.
I love these ideas. I want to see a more mobile magus while still having a decent AC and these can accomplish this. I would also add my voice to those about making it possible to have an unarmed fighting magus and one that doesn't wear armor or only light armor and still be an effective class.

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Gain a +2 bonus to Acrobatics whenever you have at least one jump spell prepared.
Gain a +2/+4 for Greater bonus to Stealth whenever you have at least one invisibility spell prepared.
(I couldn't find any magus spells to go with Perception, otherwise I'd have suggested that, too.)
My modification to Epic's suggestion. Actually I think Detect spells would synergise with Perception.

DarkFire82 |
Not sure if this is a board default, but for me this is done in a monospaced font. This may or may not look ugly on your screen if you use a different one.
Soooo many thoughts and ideas for this class...
If both of the Armor adjustments were added as level adjusted Magus Arcana, and applied to the level diagram I had previously posted, there would be an issue of two spaces with nothing in them. After thinking about this for a while, I had this idea:
01 - Cantrips, Spellstrike
02 - Spell Combat
03 - Magus Arcana
04 - Arcane Weapon -- (Should Unarmed Strikes / Nat. Weapons be allowed)
05 - Magus Arcana
06 - Fighter Training -- (It's at half level, so I don't think it'd really bother anything if it's given early.)
07 - Magus Arcana
08 - Improved Spell Combat
09 - Magus Arcana
10 - Armor Training -- (As the fighter Ability, but only get the first iteration.)
11 - Magus Arcana
12 - Weapon Training -- (As the fighter Ability, but only get the first iteration.)
13 - Magus Arcana
14 - Greater Spell Combat
15 - Magus Arcana
16 - Counterstrike
17 - Magus Arcana
18 - Weapon Bond
19 - Magus Arcana
20 - True Magus
Also perhapse granting the "Movement Speed to Medium/Heavy Armor" as another Magus Arcana possibility.
Edit: It looked ugly, so I changed the formatting a bit.

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
Everyone, please read the OP.
Jason asked that this not be used as a discussion thread.
This thread is for magus arcana class ability suggestions only.
For example, if you want to see something closer to a full BAB:
Focused Attack (Ex): A magus with this magus arcana can focus his attention on accurate melee attacks. Whenever he performs a standard action that allows him to make one or more melee attacks, he treats his magus level as his base attack bonus when resolving those attacks (in addition to any base attack bonus gained from other classes).

DarkFire82 |
Since a lot of people seem to mention the BAB, I guess I should throw in my thoughts on it.
As far as I can tell, the main choices for a Magus attacking are as follows:
(1) Touch Spells:
In general, a creature tends to have a worse Touch AC than their normal AC. Due to this fact, the 3/4ths BAB would be more than enough for most touch spells to hit.
(2) Spellstrike:
At the lower levels, a Magus is still better off casting a spell (possibly before combat begins even) and holding the charge. This would potentially negate the -4 penalty of Spell Combat at low levels, and could still be boosted by feats such as Weapon Focus and Arcane Strike.
(3) Spell Combat:
Since casting the spell during that round takes no action (counts as part of the full attack), you still have a swift action to consider. For this Swift Action, you can apply the Arcane Accuracy Magus Arcana to allow you to burn a spell to increase your accuracy. In addition, you also do have the fun little spell of "True Strike" which grants a +20 to your next attack. When cast on the previous round (or even as part of that full attack), you have very little actual miss chance for at least your first attack.
While I have yet to throw the full numbers around, I believe the intent was to not allow the Magus a full 5 Attacks + Spell (4 from full BAB, 1 from Haste feature, spell from Spell Combat) each round. While I will admit that a full BAB would indeed help the Magus, I don't quite think that it's what the Magus needs.
Not wanting to add all of this without a possible suggestion, here is my take:
Change Arcane Accuracy to:
A Magus with this magus arcana can sacrifice one spell slot of first level or above to grant himself an insight bonus to attack rolls equal to 1/4th his Magus level (minimum +1). This bonus lasts for a number of rounds equal to the level of the sacrificed spell.
(I thought about "a number of attacks equal to the level of the sacrificed spell.", but that would bring about the question of stacking: "If I use this ability while I already have an attack stored, what happens?".)

SmiloDan RPG Superstar 2012 Top 32 |

Wraithstrike (Su): The magus can sacrifice a spell slot as a swift action and resolve a number of melee attacks equal to the level of the spell sacrificed as melee touch spells for 1 round.
Strong Caster (Ex): The magus uses his Strength modifier in place of his Intelligence modifier to determine the Save DC of his spells, the highest level spells he can cast, and bonus spells per day.
Unreached Potential (Su): The magus may choose to use a melee touch attack in place of a ranged touch attack when using spells that have a ranged touch attack.
Speedy Spell (Su): The magus can sacrifice a spell slot as a swift action and gain an enhancement bonus to his speed equal to 10 multiplied by the level of the sacrificed spell. This persists for a number of rounds equal to the magus's Intelligence bonus.
Energy Aegis (Su): The magus can sacrifice a spell slot as an immediate action and gain energy resistance 10 per level of the sacrificed spell for 1 round. Each time the magus uses this ability, he chooses one of the following energy types to resist against: acid, cold, electricity, fire, or sonic.
Improved Energy Aegis (Su): The magus can sacrifice a spell slot as an immediate action and gain energy resistance 10 per level of the sacrificed spell for 1 round against acid, cold, electricity, fire, and sonic damage. The magus must be 9th level before selecting this magus arcana. The magus must have the Energy Aegis magus arcana before selecting this magus arcana.
Arcane Skill Focus (Su): The magus can sacrifice a spell slot as a swift action and gain a +3 insight bonus per level of the sacrificed spell on his next skill check.

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
Clever Strike (Ex): When making a melee attack, you may add your Intelligence modifier to your attack roll.
Outmaneuver (Ex): You add your Intelligence modifier to your CMD.
Spell Trigger (Ex): You may use a hand holding a spell-trigger item for somatic components. While holding a spell-trigger item and not using it as a melee weapon, you count as having a free hand for the purpose of the spell combat class feature.

wraithstrike |

Wraithstrike (Su): The magus can sacrifice a spell slot as a swift action and resolve a number of melee attacks equal to the level of the spell sacrificed as melee touch spells for 1 round.
Strong Caster (Ex): The magus uses his Strength modifier in place of his Intelligence modifier to determine the Save DC of his spells, the highest level spells he can cast, and bonus spells per day.
Unreached Potential (Su): The magus may choose to use a melee touch attack in place of a ranged touch attack when using spells that have a ranged touch attack.
Speedy Spell (Su): The magus can sacrifice a spell slot as a swift action and gain an enhancement bonus to his speed equal to 10 multiplied by the level of the sacrificed spell. This persists for a number of rounds equal to the magus's Intelligence bonus.
Energy Aegis (Su): The magus can sacrifice a spell slot as an immediate action and gain energy resistance 10 per level of the sacrificed spell for 1 round. Each time the magus uses this ability, he chooses one of the following energy types to resist against: acid, cold, electricity, fire, or sonic.
Improved Energy Aegis (Su): The magus can sacrifice a spell slot as an immediate action and gain energy resistance 10 per level of the sacrificed spell for 1 round against acid, cold, electricity, fire, and sonic damage. The magus must be 9th level before selecting this magus arcana. The magus must have the Energy Aegis magus arcana before selecting this magus arcana.
Arcane Skill Focus (Su): The magus can sacrifice a spell slot as a swift action and gain a +3 insight bonus per level of the sacrificed spell on his next skill check.
I am a class ability now. :)
In all seriousness I like these ideas, except for the strong spell. I am finding it hard to accept as far as making sense to me. The other I like a lot though. I dont know if the numbers work out, but I like the concepts.
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Mystic Arms
A magus may draw their weapon as part of a move action or charge action. At 4th level, the magus may draw their imbued arcane weapon as a free action. At 7th level, the magus may call their arcane weapon to their hand as a swift action from any unattended location within 30 feet. If the weapon is attended, this requires a disarm check and instead takes a move action.
On this one I wanted something that was mildly useful at 1st level, and bridged one thing a full BAB class would get to do at that level. But that alone wasn't enough for spending your arcana, so it required a little improvement along with leveling.
Mystic Armor
A magus may imbue a set of armor much like they imbue a weapon. The magus gains an additional +1 worth of points to imbue their gear, and at least one +1 must be assigned to their armor. As part of preparing spells, they may allocate any of these points to either their weapon or their armor. As per weapon rules, if at least +1 is assigned to the armor, additional bonuses can be spent to apply conditions such as fortification, spell resistance, etc. A magus can don this imbued armor as part of a move action, as long as the armor is within 30 feet and within sight of the magus at any point during their round. The armor shimmers where it disappears and then magically appears on the magus. The magus must be 6th level for this arcana.
On this one I wanted a way for the magus to do a little something with their armor similar to their weapon. I also liked the idea of a sleeping, unarmed magus surprised, who could charge their assailant, magically calling their weapon and armor to their bodies in that surprise round...

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One more..
Arcane Mitigation
A magus with this magus arcana can sacrifice one of his prepared magus spells as a swift action to negate incoming damage. For the purposes of a single incoming source of damage, the magus can gain +2 DR or energy resistance per level of the sacrificed spell. This defense lasts only for the purpose of that single attack and the arcana must be used before damage is rolled, but after the attack is confirmed. This magus arcana can be used a number of times per day equal to the Intelligence modifier of the magus.
What I liked about some of the APG "arcane" classes - i.e. alchemist and witch, was in a cleric-less party, they could take on some healing duty. This gives the magus a way, if rolled up in a party lacking healing, to bear some of the "healing" load for themself, not by healing, but by consuming less daily healing through DR. It could also be accomplished by granting temporary HP like false life, but that would be a little more powerful since it could "carry over" from attacks.

Pual |

A Magus Arcana that helps with concentration checks, and maybe even an Arcana Tree that eventually eliminates these concentration checks when using Spellstrike & Spell Combat.
Maybe add an Arcana that allows them to increase their effective level for Medium/Heavy Armor class abilities by 1.
Agreed but I thought this should be only for concentration checks resulting from combat

Abraham spalding |

Item Combat: Choose one type of item from the following list: Scroll, wand, staff, or potion. You may use items of the selected time with your spell combat ability instead of casting a spell, if you fail the concentration check you fail to activate the item that round. This Arcana can be choosen multiple times for a different item each time.
Expanded Arcana: Choose a spell off of another arcane caster's spell list and add it to your own.
Close Quarters casting: You gain a +4 bonus on concentration checks made while grappling. This bonus increases by +1 for every 4 magus levels you have beyond 3rd.
Signature spell: works like preferred spell.
Extra spell slot: Grants an extra spell slot (maybe more than one).
Ability study: gain an ability from another intelligence based arcane caster. Your effective level for this ability is your magus level -4. This may not be taken before 6th level, and you can't take an ability before you are 4 + magus level above the original level the power is gained.

Rageling |

Many good ideas... Don't think they'd all work, but a lot of good ideas.
This class really sings to my love of Swords & Sorcery in a way that few others have (PF Eldritch Knight, Jade Phoenix Mage, and Duskblade mainly).
I like in particular one of Abraham Spalding's ideas, with a change;
"Wand Combat" - You may substitute the use of a wand for your spell action when using your Spell Combat class feature. (I think Scroll, Staff and Potion seem a little more awkward - but I think wand is right-on).
As for some of my own...
"Absorb" - As an immediate action, a Magus that has chosen this arcana may sacrifice an available spell to gain 2 (maybe 3?) temporary hit points per level of the spell sacrificed, until the end of their next turn. Cantrips provide no temporary hit points. (My original thought was to allow these temporary hit points to possible stifle injury-based attack effects, such as injury poisons, if they fail to overcome the temporary hit points).
"Reactive Warding" - As an immediate action, a Magus that has chosen this arcana may sacrifice an available spell to grant their armor a temporary ability with a bonus not exceeding the sacrificed spell's level. This ability lasts until the end of their next turn, and may be chosen from the following list: Fortification, Spell Resistance, Ghost Touch, or Invulnerability. Requires 6th level?
I'm sure I have a few other ideas rattling around in my head. Just need some time.

Varthanna |
I would like a Magus Arcana that lets you make a single attack and cast a single spell as a standard action.
Stinging Strike (Ex) The Magus may use a standard action to make a single attack action and cast a spell, per Spell Combat. Normal penalties apply, blah blah blah. Can be used Int mod per day.
Burning Speed (Su) The Magus can sacrifice a spell slot to make two attacks as a standard action.
Anything to give options other than full attacks, and allow for the nimble blade dancer archetype
And as a general item, I'd like to see more Arcanas that are 3+Int mod or just Int mod per day, rather than the 1/day ones... Very unappealing as is.

Fax Celestis |

Second for Varthanna's stinging strike idea. Everyone is for the 3 plus Int modifier times per day idea it seems except me >.> i'd like to just keep with the spell burning mechanic and add some more passive/unlimited uses abilities, I'm pretty happy with the once per day abilities too.
Misread this as "Singing Strike". Maybe a multiclass bard/magus arcana that pops off an Inspire Courage for one round every time you land a Spellstrike?