
Matrixryu |

Here's an something that I've always thought any character that combines melee and magic should be able to do: teleport and attack in the same round. Right now I think only the monk's Abundant Step allows this (since it only takes a move action) and it would be nice to see other classes get it as well.
Dimension Step:
A magus with this magus arcana can use this ability to teleport up to 20 feet per magus level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but this requires a standard action rather and you must expend an equal amount of distance for each additional creature brought with you. A magus must be at least level 12 before selecting this magus arcana.
Edit: This might be overpowered if the magus uses this to teleport and cast spells in the same round, so maybe he should only be allowed to make a regular attack in the same round as using Dimension step?

SmiloDan RPG Superstar 2012 Top 32 |

I'm also wondering if there should be more Reserve Feat-like Magus Arcana?
That would be a great solution for a lot of the weaknesses of the class, like its limited spell casting, low Save DCs, etc. If the reserve feats give out SUPERNATURAL abilities, the Save DCs can scale with character level, and since they would pretty much be usable at will, but with weaker effects than spells, it would give the Magus something interesting to do every round.
For example, one might be Fiery Burst, which creates a 10 foot radius of fire that causes 1d6 points of damage per spell level of the highest level fire spell the magus has prepared and available to cast. So, a 7th level magus with fireball, scorching ray, and burning hands prepared could do 3d6 points of damage a round, or decide to "go nova" and cast fireball. This would reduce the damage of the fiery burst to 2d6 a round, since the highest level fire spell is now scorching ray.
Or, if we want to keep the Magus more melee-oriented, maybe Fiery Burst adds 1d6 points of damage to his melee weapon per spell level of the highest level fire spell he has prepared. It might be +3d6 fire damage at 7th level, but remember, the rogue does +4d6 damage on sneak attacks at 7th level.
Stuff like that. The Reserve Feat-like Magus Arcanas could be used to boost damage, AC, attack rolls, mobility, etc. etc.

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I don't understand why the Magus doesn't have the spell Vampiric Touch in his spell list. The idea behind the class is to use damaging spells in attacks with the classes weapon. As it stands the spell list only has Shocking Grasp and Elemental Touch as spells you can add with a weapon attack. The lack of spells for the Magus to attack with his weapon is found wanting.
More damaging touch attack spells are needed at higher levels. Perhaps new spells for the Magus that are higher than the second spell level will be more attractive.
The Magus Arcana that the Magus chooses could be twice a day or three times a day. Rods have three times a day and all you have to do is hold them. Magus Arcana has to be earned by gaining levels in the class so choosing a Magus Arcana that is more than once per day is more attractive.
Someone said that the Magus is a glorified Rogue with out sneak attack. I don't think this is so unless he means that the Magus is out of spells and doesn't have Arcane Weapon. The Magus is close to this in that the class will have a hard time hitting harder than an 18 AC. The class is designed that you don't have a high strength and you don't have a base attack of a fighter. The Magus Arcana, Arcane Accuracy will use up the few spells that a Magus uses and needs to last in four to five encounters per day. Perhaps Arcane Accuracy could be like the feat Arcane Strike in that you gain as a swift action a +1 to hit and damage rolls plus another +1 per five levels. You might add that it stacks with Arcane Strike.

Synapse |

SmiloDan wrote:There should be a Magus Arcana that lets the magus use ranged touch attacks as melee touch attacks.Wouldn't that open up scorching ray for Spellstrike?
Might be a tad much...for 4th level anything, just my 2 cp.
How so? Not being able from striking a ray doesn't stop them from casting the ray in melee anyway. Except for the expanded threat range, there's no benefit from using spellstrike once the combat starts.

Captain Sir Hexen Ineptus |

Jason! Please oh please, give us a natural weapon or unarmed strike option for the Magus. Remember Claws of the Beast, or Amulet of Natural weaponry items from the Savage Species book? Maybe if you provide this as an option for the bonded item that would fix things. I have a dragon born duskblade that used claws as his primary weapon, so if you could spread the versatility of weapon types being used that would be great.
Another idea- magic bonded armor. I always thought this rout would be cool, but few seem to go that way. Perhaps to make room for more cool stuff you could change the armor casting to a single set of armor with they have bonded to that simply takes time to gain that bond.
P.S. Please though, don't make this yet another feat. Claws themselves probably already cost a feat, and a level to get in Pathfinder as it is.

Synapse |

Natural Magic: You can use Spellstrike and Spell Combat using natural weapons. You can use Arcane Bond to enhance your natural weapons.
Natural weapons already function like what spell strike grants: An alternative post-casting delivery that trades the easier ac for more damage potential. In fact, if spell strike was worded "You can use manufactured weapons just like you can use natural weapons to deliver touch spells", it's function and mechanic would be unchanged.
Natural weapons are also considered light weapons, so the second part is also covered. Your arcana would only really open the bond to natural weapons.-----
In retrospect, arcane weapon doesn't specify that you must pick a manufactured weapon. Or does "melee weapon" equate "manufactured melee weapon"?

Kryzbyn |

Kryzbyn wrote:How so? Not being able from striking a ray doesn't stop them from casting the ray in melee anyway. Except for the expanded threat range, there's no benefit from using spellstrike once the combat starts.SmiloDan wrote:There should be a Magus Arcana that lets the magus use ranged touch attacks as melee touch attacks.Wouldn't that open up scorching ray for Spellstrike?
Might be a tad much...for 4th level anything, just my 2 cp.
Well, basicly you'd get to avoid the spell combat penalties, and still do scorching ray + melee damage, and possibly get a higher crit range with the sword you were using vs. a flat 20 x2 (if that's how Jason decides to do it). You'd basicly be able to take an arcana that let you bypass the restriction to the class' signature ability...and at lower levels why would you ever use spell combat if you could do this?

Synapse |

Synapse wrote:Well, basicly you'd get to avoid the spell combat penalties, and still do scorching ray + melee damage, and possibly get a higher crit range with the sword you were using vs. a flat 20 x2 (if that's how Jason decides to do it). You'd basicly be able to take an arcana that let you bypass the restriction to the class' signature ability...and at lower levels why would you ever use spell combat if you could do this?Kryzbyn wrote:How so? Not being able from striking a ray doesn't stop them from casting the ray in melee anyway. Except for the expanded threat range, there's no benefit from using spellstrike once the combat starts.SmiloDan wrote:There should be a Magus Arcana that lets the magus use ranged touch attacks as melee touch attacks.Wouldn't that open up scorching ray for Spellstrike?
Might be a tad much...for 4th level anything, just my 2 cp.
Spellstrike doesn't give you any action economy. If you cast with it, you still have to produce the attack to use it. Thus you are either using swift/spellcombat spells or you are casting on one round and attacking on the other.

Kryzbyn |

Kryzbyn wrote:Synapse wrote:Well, basicly you'd get to avoid the spell combat penalties, and still do scorching ray + melee damage, and possibly get a higher crit range with the sword you were using vs. a flat 20 x2 (if that's how Jason decides to do it). You'd basicly be able to take an arcana that let you bypass the restriction to the class' signature ability...and at lower levels why would you ever use spell combat if you could do this?Kryzbyn wrote:How so? Not being able from striking a ray doesn't stop them from casting the ray in melee anyway. Except for the expanded threat range, there's no benefit from using spellstrike once the combat starts.SmiloDan wrote:There should be a Magus Arcana that lets the magus use ranged touch attacks as melee touch attacks.Wouldn't that open up scorching ray for Spellstrike?
Might be a tad much...for 4th level anything, just my 2 cp.Spellstrike doesn't give you any action economy. If you cast with it, you still have to produce the attack to use it. Thus you are either using swift/spellcombat spells or you are casting on one round and attacking on the other.
Ahh, no cast n deliver with Spellstrike, gotcha.

Cutter1967 |
On Magus Arcana
All Metamagic feats no level limits but must meet Prerequisites.
The number of times perday should go up by 1 every time you get new Magus Arcana (Ie;6/day,5/day,4/day,3/day,2/day,1day at 20th level).
Remember that a Maximize shocking grasp at 4th level is 1/day and 24pt. you still have to hit with only a +3.
On armor
Keep armor pro's as is not in Magus Arcana,give all armor at the start.
give -5% to Arcane Spell Failure every other level or every third level.do this to replace concentrate checks to cast spells
This would keep the with in the current rules and make GM's less likeley to say NO to to Playing the Magus.

Ardenup |
Not sure about you guys but I'd like to see arcana's which let you function as a 'mage hunter/killer'
Something like:
Arcane Vengence- preq: arcane strike.
You create a damaging resonence when you strike spellcasters. Double the extra damage from your arcane strike ability vs any creature capable of spellcasting or that has SLA's.
and
Provoking Aura- you can create an aura around you to 20ft range. This Aura can be used for a number of rounds equal to your level, these rounds do not need to be consecutive. Creatures casting spells in this aura provoke AOO from you. You can attack them as normal or if the creature is outside your threatend melee range you may instead cast a ray spell at the creture in place of the normal AOO. You make only cast one such spell per round even if this ability grants you more AOO's. Any extra AOO's you get from other targets (from you having the combat reflexes feat) must be regular attacks.

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As a fan of the warmage from 3.5 compete arcane I can offer a few ideas.
1.Wand combat: this could fit into various niches in the magus setup. one way is to have wands work with spell combat. This could be improved by a magus arcana that lets you stab the guy you are fighting with the wand like the wandstrike feat from compete arcane.
2.As a lot of the Magus arcana are one shots each it means that long battles will sap a magus' only advantages quickly. Inset have some of them be determined by our int modifier.
3.Casting on the fly. A magus should be a master of combat and be ready for any situation, but if the adventure takes him under water well using that burning hands he prepared just went out the door.Being able to cast a spell that fits the situation should be the hallmark of this class.
4.No need for heavy armor. I know having an option to have heavy armor seems like a good idea but if a guy is still alive at 13 using nothing but light and medium it means he has a good dex or his DM has bad rolls. Ether way changing armor 2 times can be quite a waste of gold. There could be a lot of other things that could be given at this level.
5.Cleaving spell strike. This is just an idea that I hand that may or may not be a broken. The way it works is if you kill a guy while using spell strike you can hit another guy in range with the same bonus/spell.

SmiloDan RPG Superstar 2012 Top 32 |

As a fan of the warmage from 3.5 compete arcane I can offer a few ideas.
1.Wand combat: this could fit into various niches in the magus setup. one way is to have wands work with spell combat. This could be improved by a magus arcana that lets you stab the guy you are fighting with the wand like the wandstrike feat from compete arcane.
Wand Combat. The magus learns to use wands and wield his weapons effectively at the same time. This functions much like two-weapon fighting, but the offhand weapon is a wand. To use this ability, the magus must have a wand in one hand, 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 –4 penalty. At 9th level, the penalty to attack rolls is reduced to -2. At 15th level the penalty to attack rolls is negated. He can also activate his wand using any spell with a casting time of 1 standard action from the magus spell list. This uses up 2 charges from the wand. A magus can choose to activate the wand first or make the weapon attacks first, but he cannot activate the wand between weapon attacks if he has more than one attack.

Roman |

Here are some of my Magus Arcana ideas, though some of these could, if desired, also be made into normal class abilities instead of Magus Arcana:
Arcane Resilience (Su):
A magus with this magus arcana can sacrifice one of his prepared magus spells as an immediate action to grant himself a bonus to damage reduction equal to the level levle of the spell consumed until the end of his next turn. Consuming cantrips in this way has no effect. The magus must be at least 6th level before selecting this arcana.
Bonded Weapon (Object) (Su):
A magus with this magus arcana gains a bonded object, using his magus level as his effective wizard level. This bonded object follows the rules for bonded objects presented in the arcane bond wizard class feature. The magus must choose a weapon as his bonded object.
{Note: The last sentence makes it more restrictive than the wizard version, but it fits with the flavor. Still, it necessarily doesn't need to be there.}
Projected Combat (Su):
A magus with this magus arcana can sacrifice one of his prepared magus spells as a swift action to extend his reach by 5ft. The duration of the effect is equal to the level of the sacrificed spell. Consuming cantrips in this way has no effect.

Captain Sir Hexen Ineptus |

Natural Magic: You can use Spellstrike and Spell Combat using natural weapons. You can use Arcane Bond to enhance your natural weapons.
The class is going to be feat starved as it is. Would be nice if this was an innate ability of these effects for the class. Not just for my specialist idea, but for NPCs and the like.

SmiloDan RPG Superstar 2012 Top 32 |

Arcane Fortification. You can spend an arcane point as an immediate action and have a chance of negating the extra damage from a critical hit or sneak attack equal to 25% multiplied by 1/2 the highest level spell you are capable of casting. For example, you gain 25% protection if you can cast 2nd level spells, 50% protection if you can cast 4th level spells, and a 75% protection if you can cast 6th level spells.

Roman |

Here are some more of my Magus Arcana ideas:
Spell Recovery (Su):
A magus with this magus arcana can recover one of the prepared magus spells he has expended. The spell becomes usable again, as if it had not yet been cast. The magus can use this ability once per day.
Spell Maneuver (Su):
A magus with this magus arcana can sacrifice one of his prepared magus spells as a swift action to grant himself a bonus to all combat maneuvers equal to the level of the spell consumed until the end of his turn. Consuming cantrips in this way has no effect.
Spell of Opportunity (Su):
Whenever the magus could take an attack of opportunity, he can choose to cast a spell instead. The spell must target the creature that provoked the attack of opportunity. The magus must be at least 9th level before selecting this arcana.
Lesser Spell-Like Ability (Sp):
A magus with this magus arcana designates one spell of 1st level that he can already cast as his spell-like ability. He can utilize this spell-like ability 3 times per day. The magus must be at least 6th level before selecting this arcana.
Spell-Like Ability (Sp):
A magus with this magus arcana designates one spell of 2nd level that he can already cast as his spell-like ability. He can utilize this spell-like ability 3 times per day. The magus must be at least 9th level before selecting this arcana.
Greater Spell-Like Ability (Sp):
A magus with this magus arcana designates one spell of 3rd level that he can already cast as his spell-like ability. He can utilize this spell-like ability 3 times per day. The magus must be at least 12th level before selecting this arcana.
Concentrated Strike (Ex):
A magus with this magus arcana can make a concentration check instead of a bluff check to feint in combat. A successful feint denies the opponent his dexterity bonus against the next attack by the magus, as described under the bluff skill.
Distracting Strike (Ex):
A magus with this magus arcana striking a caster adds double the damage caused by his attack to the concentration DC to prevent the disruption of spells.
Studious Strike (Ex):
A magus with this magus arcana can add 1d6 to his damage every time he takes a standard action to attack. The magus must be at least 9th level to take this arcana.

Bryan Moe |

I am really liking the proposal to make the various feats (armor training, etc) into Magus Arcana and increase their frequency to every odd level.
How about Disruptive and Spellbreaker as Magus Arcana. Since it would be difficult for the Magus to qualify for them otherwise.
How about some version of this ability from Campaign Setting:
Arcane Duelist (Su): Wizards with this ability are specially trained to push their spells when needed to gain the upper hand. When pushing a spell, the wizard can choose one of the three following effects: increase a spell’s DC by +1, add +2 to the level check to overcome spell resistance, or add a +2 morale bonus on attack rolls made with the spell. A wizard can use this ability a number of times per day equal to his Intelligence bonus. Using this ability is a swift action.
Here are some of my Magus Arcana ideas:
Improved Counterspell - As the feat
Reactive Counterspell - Once per round as a swift action, you can counterspell an opponent's spell even if you have not readied an action to do so. This counterspell action takes the place of your next turn (full round action). You can't use this feat when you are flat-footed.
Spontaneous Counterspell - Ability to covert spell slots for the use in counterspelling (doesn’t need to be same school).
Counterspell Combat - Ability to combine counterspelling with Spell Combat.

biggerbear |
Ok so at our gaming table we play tested the class for abt 1 week and then went in and revamped it and here is what we did and so far the class is not only playable, enjoyable, not over powered and compliments the party.
we kept the attack bonuses and saves as is they worked pretty well and were a good balance.
How ever we gave them bonus feats 1 at first and every 5 lvl so there at 1/5/10/15/20 this makes them a lil more capable so there not so restricted in the number of feats they can choose and the diversity they can choose from allows them to benefit a lil more.
we took out the maneuver mastery (cuz its kinda gay)
we expanded the spell list to include range touch spells
and made these useable with there spellstrike ability
went threw and gave them more touch spells. at a bare minimum for the love of all thats holy and sacred give them vamp touch.
other spells we added to their list are.
0th
Disrupt undead
1st lvl
vanish, chill touch,ray of enfeebablement, touch of gracelessness,
2nd
Ghoul touch, foxs cunning, pro from arrows, touch of idiocy
3rd
Vamp touch
for spell strike what we did was they cast and attack in the same action
thus when using the spell strike ability they may channel there spell threw there weapon rather then as a touch spell all in the same round.
they way i take the ability as is they had to cast the spell on round one and then on round 2 they could attack.
this means that for their main combat ability there gonna be attacking every other round and this was just not feasible
we added a few magus arcana abilities
Combat tactics: with this arcana you may now use your Int to hit instead of your str
and the last thing we played around with is the Arcane weapon ability
when you look at this ability you only get a total of +5 abilities at 20th lvl.
with the low ab and the negatives they get for their spell combat they need more TO HIT
so we altered this to help out in that area and increased this ability to +10 rather then +5
and then altered when they obtain those abilities
instead of 4th lvl they gain this at 3rd lvl
and gain a +1 every 3 lvls 3/6/9/12/15/18 (+6 total here)
and in order to get the final +4 to the weapon they have to pick up the magus arcana abilitise we created for them.
and thats improved arcane weapon (choosing this grants your weapon +2 enhancement bonus) at 15th lvl
and Greater Arcane weapon and this gives them another +2)at 18th lvl

SmiloDan RPG Superstar 2012 Top 32 |

How many options are too many options? I was looking at a version of the magus I was working on before the official one came out, and it was based on projecting auras that affected adjacent opponents. I think that fills a very "magician-tank-like" role. I only have a few designed, but they would make decent Magus Arcanas, possibly.
Aura (Su). At 1st level, the Magus learns 1 aura. At 2nd level, and every two levels thereafter, the Magus learns an additional aura. At 8th level, he can begin selecting Improved Auras. At 14th level, he can begin selecting Greater Auras. At 20th level, he learns an Ultimate Aura. An Aura is a magical effect that targets all creatures adjacent to or touching the Magus. A Magus can activate an aura as a free action and deactivate it as a free action. Unless otherwise stated, a Magus can only have a single Aura activated at one time. The Save DC of an Aura is 10 + ½ the Magus’s level + his Intelligence modifier.
Auras.
Aura of Sadness. -2 to Attack Rolls, Saving Throws, and Skill Checks.
Aura of Shadows. 20% miss chance to target the Magus and the Magus gains a bonus equal to his level on Stealth checks.
Aura of Shifting Stones. Adjacent squares are considered difficult terrain and the Magus benefits from flawless stride.
Improved Auras.
Aura of the Sun. Adjacent creatures take 2d6 points of fire damage each round. The Magus’s weapons deal +1d6 points of fire damage, and he gains fire resistance 20.
Aura of Ice and Snow. Adjacent creatures take 1d6 points of cold damage and must make a Reflex Save or fall prone. The Magus’s weapons deal +1d6 points of cold damage, and he gains cold resistance 20.
Aura of Creeping Growths. Adjacent creatures are entangled.
Greater Auras.
Aura of Corruption. Adjacent creatures take 2d6 points of acid damage each round and must make a Fortitude save or become nauseated for 1 round (sickened on a successful save). The Magus’s weapons deal +1d6 points of acid damage and the Magus gains acid resistance 30.
Aura of Repulsion. Adjacent creatures are subjected to a bull rush with a CMB equal to the Magus’s level + his Intelligence modifier. The Magus gains a deflection bonus to his AC equal to his Intelligence bonus.
Aura of True Night. The Magus is totally obscured by magical darkness, granting him total concealment. The Magus gains the ability to see through magical and non-magical darkness.
Ultimate Auras.
Aura of the Diamond. Any weapon striking the Magus takes damage equal to his class level + his Intelligence bonus that bypasses any hardness of 20 or less. If this destroys the weapon, the Magus takes no damage. Creatures adjacent to the Magus take 5d6 points of damage from spinning blades of force (Reflex for half).
Aura of Scattered Foes. All adjacent creatures are teleported 20 feet away and must make a Reflex save or become prone.
Aura of the Vampire. All adjacent creatures gain a negative level each round. The Magus gains 5 hit points for each negative level bestowed. Temporary hit points above his maximum disappear after 1 hour.

SmiloDan RPG Superstar 2012 Top 32 |

Auras.
Aura of Fear. Adjacent creatures must make a Will Save or become shaken for a number of rounds equal to the Intelligence bonus of the Magus. The magus gains a +2 bonus on Saving Throws versus fear.
Aura of Illumination. Adjacent creatures are covered in glittering motes of light that reveal invisible creatures and force adjacent creatures to make a Will Save or become blind for 1 round. This aura also dispels darkness spells as if it were light spell with a level equal to ½ the level of the magus.
Aura of Sadness. -2 to Attack Rolls, Saving Throws, and Skill Checks.
Aura of Shadows. 20% miss chance to target the Magus and the Magus gains a bonus equal to his level on Stealth checks.
Aura of Shifting Stones. Adjacent squares are considered difficult terrain and the Magus benefits from flawless stride.
Aura of Vengeance. Adjacent creatures that successfully hit the magus in melee take 1d6 points of damage. The magus gains DR 1/-.
Aura of Vermin. Adjacent creatures take 1d6 points of damage. The magus gains a +2 bonus on saving throws versus poison.
Improved Auras.
Aura of the Sun. Adjacent creatures take 2d6 points of fire damage each round and must make a Will Save or become blind for 1 round; if they succeed, they are dazzled for 1 round. The Magus’s weapons deal +1d6 points of fire damage, and he gains fire resistance 20.
Aura of Ice and Snow. Adjacent creatures take 2d6 points of cold damage each round and must make a Reflex Save or fall prone. The Magus’s weapons deal +1d6 points of cold damage, and he gains cold resistance 20.
Aura of Agony. Adjacent creatures take half the damage the magus suffers. The magus takes half damage from all attacks as long as at least one creature is within the range of his aura.
Aura of Babble. Adjacent creatures cannot communicate, speak intelligently, or cast spells with verbal components. They cannot be affected by language-dependent effects. The magus gains tongues.
Aura of Creeping Growths. Adjacent creatures are entangled. The magus gains woodland stride.
Aura of Confusion. Adjacent creatures become confused for a number of rounds equal to the Intelligence bonus of the magus; a successful Will Save reduces this to 1 round. The magus is immune to confusion and insanity.
Aura of Drowning. Adjacent creatures must make a DC 10 Constitution check, +1 per previous round adjacent to the magus, or begin to drown. The magus can breathe air and water.
Aura of Fright. Adjacent creatures become frightened for a number of rounds equal to the Intelligence bonus of the magus if they fail a Will Save. The magus becomes immune to fear.
Aura of Plague. Adjacent creatures must make a Fortitude Save or become nauseated 1 round. If they are successful, they are sickened for 1 round. The magus gains immunity to disease, and the nauseated and sickened conditions.
Aura of Silence. The magus and adjacent creatures are silenced. The magus is immune to deafness.
Aura of Storms. Adjacent creatures take 2d6 points of electricity damage each round and must make a Fortitude Save or become exhausted for 1 minute; if they succeed, they are fatigued for 1 round. The magus’s weapons deal +1d6 points of electricity damage and he gains electricity resistance 20.
Greater Auras.
Aura of Abjuring. Adjacent creatures are subjected to a targeted dispel magic effect. The magus gains spell resistance equal to 12 + his character level.
Aura of Corruption. Adjacent creatures take 3d6 points of acid damage each round and must make a Fortitude save or become nauseated for 1 round (sickened on a successful save). The Magus’s weapons deal +1d6 points of acid damage and the Magus gains acid resistance 30.
Aura of Death. Adjacent creatures gain a negative level for 1 round. The magus becomes immune to negative energy and recovers hit points from negative energy as if he was undead. The magus is not harmed by positive energy.
Aura of Dreams. Adjacent creatures must make a Will Save or fall asleep for a number of hours equal to the Intelligence bonus of the magus; they also suffer from the effects of a nightmare spell. Creatures that succeed on their Will Save become exhausted until they rest. The magus gains the ability to see invisible.
Aura of Lunacy. Adjacent creatures become confused and rage for a number of rounds equal to the Intelligence bonus of the magus; any polymorph effects are also immediately dispelled. The magus gains DR 10/silver.
Aura of Momentum. Adjacent creatures become slowed. The magus is hasted.
Aura of Panic. Adjacent creatures become panicked for a number of rounds equal to the Intelligence bonus of the magus if they fail a Will Save; otherwise they become shaken for 1 round. The magus becomes immune to fear.
Aura of Repulsion. Adjacent creatures are subjected to a bull rush with a CMB equal to the Magus’s level + his Wisdom modifier. The Magus gains a deflection bonus to his AC equal to his Intelligence bonus.
Aura of Thunder. Adjacent creatures take 3d6 points of sonic damage each round must make a Fortitude Save or become stunned for 1 round (deafened for 1 round on a successful save). The magus’s weapons cause an additional 1d6 points of sonic damage and the magus gains sonic resistance 30.
Aura of True Night. The Magus is totally obscured by magical darkness, granting him total concealment. The Magus gains the ability to see through magical and non-magical darkness.
Ultimate Auras.
Aura of the Diamond. Any weapon striking the Magus takes damage equal to his class level + his Wisdom bonus that bypasses any hardness of 20 or less. If this destroys the weapon, the Magus takes no damage. Creatures adjacent to the Magus take 5d6 points of damage from spinning blades of force (Reflex for half).
Aura of the Medusa. Adjacent creatures must make a Fortitude Save or become petrified; those that succeed take 1d6 points of Dexterity drain; those whose Dexterity drops to 0 also become petrified. The magus becomes immune to petrification and gains DR 15/adamantine and a natural armor bonus equal to his Intelligence bonus.
Aura of the Rainbow. Adjacent creatures take 2d6 points each of acid, cold, electricity, fire, and sonic damage each round, for a total of 10d6 points of damage. The magus’s weapons deal an extra 1d6 points each of acid, cold, electricity, fire, and sonic damage each round, for total of 5d6. The magus is immune to acid, cold, electricity, fire, and sonic energy damage.
Aura of Scattered Foes. All adjacent creatures are teleported 20 feet away and must make a Reflex save or become prone. The magus benefits from an improved blink effect.
Aura of the Unseen. All adjacent creatures must make a Will Save or become blind. The magus benefits from greater invisibility.
Aura of the Vampire. All adjacent creatures gain a negative level each round. The Magus gains 5 hit points for each negative level bestowed. Temporary hit points above his maximum disappear after 1 hour.

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
Love the armour proficiency as Arcana suggestion with new arcana at odd levels.
As the person who first suggested this idea, I'd like to change my suggestion slightly based on my playtest. Grant magus arcana every even level, with other class abilities bumped forward one level as necessary to make room.

SmiloDan RPG Superstar 2012 Top 32 |

Arcane Physique. As long as the magus has a transmutation spell of at least 2nd level available to cast, he can make a swift action and gain an enhancement bonus to either Strength, Dexterity, or Constitution equal to the highest level transmutation spell he has available to cast. This enhancement bonus persists until he takes another swift action to apply it to a different physical ability score.
Arcane Mentality. As long as the magus has a transmutation spell of at least 2nd level available to cast, he can make a swift action and gain an enhancement bonus to either Intelligence, Wisdom, or Charisma equal to the highest level transmutation spell he has available to cast. This enhancement bonus persists until he takes another swift action to apply it to a different mental ability score.

Bryan Moe |

Bryan Moe wrote:I am really liking the proposal to make the various feats (armor training, etc) into Magus Arcana and increase their frequency to every odd level.
IMHO, regardles of the armor, we need MOAR mage arcana.
And something to encourage not only 1H weapons.
Yes. I would like to see something that expands the Magus’ weapon choices.
As far as “armor” goes… how about something like this?
Arcane Shield: When you select this Magus Arcana you gain a +1 defection bonus to your AC. Additionally, you can choose to spend a spell slot during daily preparation to bolster this ability; you gain a +1 bonus equal to the spell level of the slot used. Only one spell slot can be used in this manner per day. 0-level spells have no effect on this ability.
Actually, I would like to see a few more Magus Arcana abilities that cost a spell slot at preparation but give some sort of daily bonus.
Or I guess you could do some sort of spell reserve thing…
Arcane Shield: When you select this Magus Arcana you gain a +1 defection bonus to your AC equal to the highest level spell you have memorized.
Hmmm. I’ll have to think about it. Anyone with some thoughts?

Bryan Moe |

Electric Monk wrote:Love the armour proficiency as Arcana suggestion with new arcana at odd levels.As the person who first suggested this idea, I'd like to change my suggestion slightly based on my playtest. Grant magus arcana every even level, with other class abilities bumped forward one level as necessary to make room.
Great playtest. Awesome insight and suggestions. Good work!

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Like other spell casters, a Magus should have a power from first level that does half damage Plus a d6. Arcane Blast, done three times per day plus the Intelligence modifier of the Magus. This is to be used along with Spellstrike. You cast defensively at 15 plus Half your level to get this spell like ability done in combat and attack your foe with the weapon you are using plus the damage of the Arcane Blast. Which is d6 plus half the level of the Magus. The highest you have to cast defensively is 24.
Magus Arcana powers such as Concentrate, Critical Strike, Empowered Magic, Maximized Magic, Silent Magic, and Still Magic, can have the ability to be cast twice a day at nine ranks of spellcraft, three times a day at 15 ranks of spellcraft.
Arcane Accuracy may have a plus one to hit and another plus one to hit per six ranks in spellcraft to all attacks that round. This stacks with the Arcane Strike feat. It is a swift action to use which also activates the Arcane Strike feat.

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Looking at Magus, and then back to its spiritual predecessor, the Warmage, I see several things that could be done.
Firstly...
Arcane Strike: You gain the Arcane Strike feat. In Addition you may activate this feat as an immediate action instead of a swift action.
Secondly comes the feel of the class. I've always seen hybrids like this as casters that use melee to augment their spells. Given that... I have always thought something. When you deliver a spell with a melee attack... and the attack is successful... shouldn't your opponent's ability to resist the spell be reduced? After all the spell is going off INSIDE them as opposed to having to go though their hide, which is where a lot of magical nasties gain their resistance to spells.
And one of the major issues with the Magus class is there is no incentive to use spell strike. So I came up with this.
Spellslash: Whenever you deliver a spell with spellstrike and deal damage to the enemy (IE you penetrate their DR and successfully deal HP damage with the weapon's damage alone) that enemies spell resistance is reduced by 5 for the spell delivered with the spellstrike.
This means that spell strike has a purpose... it gives the player a means to penetrate spell resistance.
Also. Whenever a Magus makes a spellstrike...the weapon should be considered magic for that round. There's a spell going though the weapon after all.
I'd even be ok with the weapon being considered to have an enhancement bonus equal to the level of the spell delivered for the purposes of penetrating DR. So if you smack someone with a 5th level spell with spellstrike... your weapon acts as a +5 (IE Adamantine) for the purposes of penetrating metallic DR.

Synapse |

I question mostly the actual usefulness of your ideas.
Arcane Strike: You gain the Arcane Strike feat. In Addition you may activate this feat as an immediate action instead of a swift action.
Immediate action's only advantage over swift action is using it outside your turn... which for a bonus damage to your weapons is pretty much only used if you get an AoO. Thus there's little real gain in that.
Spellslash: Whenever you deliver a spell with spellstrike and deal damage to the enemy (IE you penetrate their DR and successfully deal HP damage with the weapon's damage alone) that enemies spell resistance is reduced by 5 for the spell delivered with the spellstrike.
This is the good stuff. It'll probably be easier to understand "You get a X bonus to your caster level check to overcome spell resistance when you hit with a melee weapon in the same round".
Also. Whenever a Magus makes a spellstrike...the weapon should be considered magic for that round. There's a spell going though the weapon after all.
Considering the weapons can be bonded (and expectedly magical) from level 4 onwards, this only benefits characters of levels 1-4 fighting against dr/magic enemies (is there such enemy for that cr?) and the occasional "oops no you don't get your shiny weapon for this one" situations. That said, it'll see more use in the table than immediate arcane strike.
I'd even be ok with the weapon being considered to have an enhancement bonus equal to the level of the spell delivered for the purposes of penetrating DR. So if you smack someone with a 5th level spell with spellstrike... your weapon acts as a +5 (IE Adamantine) for the purposes of penetrating metallic DR.
This is a continuation of the previous one. You'll usually only be +1 ahead of the actual bond on the weapon...which is not going to be useful if the weapon bonded was magical to start with.

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I question mostly the actual usefulness of your ideas.
Eradarus wrote:
Arcane Strike: You gain the Arcane Strike feat. In Addition you may activate this feat as an immediate action instead of a swift action.
Immediate action's only advantage over swift action is using it outside your turn... which for a bonus damage to your weapons is pretty much only used if you get an AoO. Thus there's little real gain in that.
Eradarus wrote:Spellslash: Whenever you deliver a spell with spellstrike and deal damage to the enemy (IE you penetrate their DR and successfully deal HP damage with the weapon's damage alone) that enemies spell resistance is reduced by 5 for the spell delivered with the spellstrike.
This is the good stuff. It'll probably be easier to understand "You get a X bonus to your caster level check to overcome spell resistance when you hit with a melee weapon in the same round".
Eradarus wrote:Also. Whenever a Magus makes a spellstrike...the weapon should be considered magic for that round. There's a spell going though the weapon after all.
Considering the weapons can be bonded (and expectedly magical) from level 4 onwards, this only benefits characters of levels 1-4 fighting against dr/magic enemies (is there such enemy for that cr?) and the occasional "oops no you don't get your shiny weapon for this one" situations. That said, it'll see more use in the table than immediate arcane strike.
Eradarus wrote:I'd even be ok with the weapon being considered to have an enhancement bonus equal to the level of the spell delivered for the purposes of penetrating DR. So if you smack someone with a 5th level spell with spellstrike... your weapon acts as a +5 (IE Adamantine) for the purposes of penetrating metallic DR.This is a continuation of the previous one. You'll usually only be +1 ahead of the actual bond on the weapon...which is not going to be useful if the weapon bonded was magical to start with.
Correct on all counts. Bit tired from work here.
The idea with arcane strike was to actually give you a chance to use it in between all the other snazzy tricks a Magus has. So how about this.
Arcane Strike: You gain the Arcane Strike feat. In addition you may sacrifice a spell as a swift action to active this feat for 1 minute per level of spell sacrificed.
That way you throw a spell at it (Which is generally how the Arcane Strike feat works, just on a larger scale) and the feat turns on for a set period, allowing you to wail away for eventually a very long time, and still get the benefit of the feat.

SmiloDan RPG Superstar 2012 Top 32 |

Exotic Spell Selection. The magus may choose a number of spells from a different spell list equal to his Intelligence bonus. These spells are now on the spell list of the magus, and he may prepare them at the same level they are on the other spell list.
If that is too powerful, we can change it to 1 spell, or 1/2 his Intelligence bonus.
This is designed to give the magus some versatility in his spell selection, such as the inflict spells, flame blade, spiritual weapon, silence, blade barrier, etc.

Torinath |

These would replace Spell Shield and Arcane Accuracy.
Arcane Adaptations: Only one Arcane Adaptation can be active at a time. Cantrips cannot be sacrificed to activate an Arcane Adaptation.
Arcane Adaptation, Brawn: As an immediate action, a Magus can sacrifice a prepared Magus spell to grant himself an Arcane bonus to strength equal to his intelligence modifier (not to exceed his Magus level/2 minimum 1) for a number of rounds equal to the level of the spell sacrificed.
Arcane Adaptation, Agility: As an immediate action, a Magus can sacrifice a prepared Magus spell to grant himself an Arcane bonus to dexterity equal to his intelligence modifier (not to exceed his Magus level/2 minimum 1) for a number of rounds equal to the level of the spell sacrificed.
Arcane Adaptation, Stamina: As an immediate action, a Magus can sacrifice a prepared Magus spell to grant himself an Arcane bonus to constitution equal to his intelligence modifier (not to exceed his Magus level/2 minimum 1) for a number of rounds equal to the level of the spell sacrificed.

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In my playtests we came up with a few Arcanas:
Necromantic proficiency:
add chill touch, ghoul touch, vampiric touch, contagion, waves of fatigue, eyebite. to the magus spell list. the DC for these spells increases by 1.
Necromantic Mastery:
3+int times per day the magus is allowed to cast Vampiric touch when he hits an enemy with his weapon as a swift action, this does not use up a spell slot. Additionally, the 1st time per day that the magus goes below 0 hit points he may cast Vampiric touch on each enemy within touch range. This uses up 2 spell slots equal to his highest available level. He must have Spell Focus(necromancy) to get this Arcana; The magus must be level 12 to chose this arcana, and may not chose or have chosen any of the following: Abjurant Champion, Master Medic, Grand Illusionist, or One with his Weapon.
Abjurant proficiency:
add Protection from Chaos/Evil/Good/Law, Resist Energy, Protection from Energy, Globe of Invulnerability Lesser, Dismissal, Globe of Invulnerability. These spells are cast at +2 caster level;
Abjurant Champion:
At the begining of each round pick an energy type, you Take 10 damage less from that energy type. Once per day, you may cast as a swift action, a spell that acts like Resist energy(acid, sonic, fire, cold, electricity) and Globe of invulnerability, lesser. This spells lasts for 3+int rounds. He must have Spell Focus(Abjuration) to get this Arcana; The magus must be level 12 to chose this arcana, and may not chose or have chosen any of the following: Necromantic Mastery, Master Medic, Grand Illusionist, or One with his Weapon.
Combat Medic:
add cure (1st level -> 6th level versions ( mass not heal for 6th)) to the magus spell list: he may cast these on himself 3 times per day as swift actions.
Master Medic:
2/day the magus may cast heal as a swift action. When he casts heal he may cast Lesser Restoration on himself. He must have Spell Focus(Conjuration) to get this Arcana; The magus must be level 12 to chose this arcana, and may not chose or have chosen any of the following: Necromantic Mastery, Abjurant Champion, Grand Illusionist, or One with his Weapon.
Illusionary Apprentice:
add Illusion spells (I don't remember which) to the magus spell list: these spells have +1 to the save dc.
Grand Illusionist:
3+int per day the magus may cast invisibility as a swift action, these uses do not use spell slots: additionally his Illusion spells last 50% longer, this does stack with extend spell; He must have Spell Focus(Illusion) to get this Arcana; The magus must be level 12 to chose this arcana, and may not chose or have chosen any of the following: Necromantic Mastery, Abjurant Champion, Master Medic, or One with his Weapon.
One with his Weapon:
The Magus is considered to have the following feats with his weapon: Greater Weapon Focus, Weapon Specialization; he is also considered to be a fighter 4 levels higher than normal, this may not allow his "fighter level" to be greator than his hit dice; if his Weapon is a light weapon he is also considered to have Weapon Finesse while using that weapon and may use this to qualify for other feats, but they only apply while he is using that weapon; He must have Weapon Focus and Dazzling Display feats with his weapon of choice. The magus must be level 12 to chose this arcana, and may not chose or have chosen any of the following: Necromantic Mastery, Abjurant Champion, Master Medic, or Gran Illusionist.
All of the +1 DCs stack with spell focus;
we also toyed with making some that require level 18 and the one below it... but we were only doing a play test of levels 4(good enough), 6(better), 8 (yay), 11 (really good), and 14(hells yes)

ThatEvilGuy |

I'm not sure if this has been mentioned yet but something akin to the Somatic Weaponry feat back in 3.5 which would allow the Magus to use spell combat with a two-handed weapon, two-weapons, whatever. That would fix that particular problem that alot of players have with being forced to use a one-handed weapon while using spell combat plus it would remove the need to have a bunch of "arcane combat style" rules thrown into the ability to cater to that group.

slayer_of_gellcor |

Arcane Strike:
As the feat.
Improved Arcane Strike:
Magus adds his Intelligence modifier to the damage granted by Arcane Strike.
Bladewind:
Once per day, a Magus can throw his weapon in a 60 ft. line, making an attack with his weapon against all opponents within the line. After these attacks are made, the weapon returns to the Magus' hand.
Spellfire:
A Magus can tap into the magical energies of his spells, converting a spell into a ranged touch attack dealing 1d4 per spell level.
Spell Misfortune:
A Magus can sacrifice a spell as a free action before casting a spell. Doing so imposes a penalty to a single target on the saving throw equal to the level of the spell.
Arcane Mobility:
Once a day, when a Magus would take a normal 5 foot step, he can instead move a number of squares equal to his Intelligence modifier.
Those are my thoughts.

redliska |

Not new ideas exactly but I think Arcane Accuracy and Spell Shield would work better if they lasted for a number of rounds equal to the spell sacrificed and provided a static bonus possibly plus 4. Also if you gave a selection of armor bonuses for Spell Shield it would be more effective say natural, deflection, and shield.

Banizal |

Every time I look at this class i think about 2 things from 3.5:
-->the Spellsword's "Channel Spell" ability
-->the Spellwarp Sniper's "Spellwarp" ability
Regardless of whether its an Arcana or not, Id love to see something along the lines of this worked into the class:
Spellwarped Spellstrike: a Magus learns how to better harness his arcane powers in conjunction with his bonded weapon. When using Spellstrike, a Magus can warp a spell from the Magus Spell List to that of a Touch spell. Any spell with an area effect that is warped in this way loses its area effect, but is fully effective against the creature targeted by the Spellstrike.
***I would put this as a class feature, rather than an Arcana***

Tryn |

Spellwarped Spellstrike: a Magus learns how to better harness his arcane powers in conjunction with his bonded weapon. When using Spellstrike, a Magus can warp a spell from the Magus Spell List to that of a Touch spell. Any spell with an area effect that is warped in this way loses its area effect, but is fully effective against the creature targeted by the Spellstrike.
***I would put this as a class feature, rather than an Arcana***
Nice Idea.
Also a "expanded knowledge" aracan would be nice.