Magus Rebuild


Round 1: Magus

RPG Superstar 2012 Top 32

MAGUS

BAB: +¾
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Climb, Craft, Fly, Intimidate, Knowledge arcane, Knowledge dungeoneering, Knowledge planes, Profession, Ride, Spellcraft, Swim, Use Magic Device.

Skill Points per Level: 2 + Intelligence modifier

The Magus is proficient with all Simple and Martial weapons. The Magus is proficient in Light Armor, but not shields. The magus can cast spells from the magus spell list while wearing light armor with no chance of arcane spell failure.

Spells. Magi prepare and cast spells using the spells per day table for magi. Magi can cast their arcane spells while wearing light armor.

LEVEL ABILITY

1. Arcane Might, Arcane Pool, Arcane Reserve Power, Cantrips, Spellstrike
2. Magus Arcana
3. Spell Combat
4. Arcane Weapon, Magus Arcana
5. Bonus Feat
6. Magus Arcana
7. Medium Armor
8. Fighter Training, Magus Arcana
9. Improved Spell Combat
10. Magus Arcana
11. Bonus Feat
12. Counterstrike, Magus Arcana
13. Heavy Armor
14. Magus Arcana
15. Greater Spell Combat
16. Greater Arcana, Magus Arcana
17. Bonus Feat
18. Magus Arcana
19. Weapon Call
20. Magus Arcana, True Magus

Arcane Might (Ex): The magus may use his caster level in place of his base attack bonus when qualifying for feats.

Arcane Pool (Su): The magus has a pool of arcane power with a number of points equal to ½ the magus’s level + his Intelligence modifier (minimum 1). The points may be spent to power Magus Arcana abilities or to cast a prepared spell without using up the prepared spell’s slot. To cast a spell, the magus spends a number of points equal to the spell’s level.

Arcane Reserve Power (Su): As long as the magus maintains at least 1 point in his Arcane Pool, he benefits from his Arcane Reserve Power. At 1st level, the magus chooses one of the following Arcane Reserve Powers; once the choice is made, it can never be changed. However, the magus may select additional Arcane Reserve Powers as a Magus Arcana. Arcane Reserve Powers that require a minimum spell level for a specific school, sub-school, or descriptor do not rely on a minimum number of arcane points to be available. The Save DC of an Arcane Reserve Power of the magus is equal to 10 + ½ the magus level + the Intelligence modifier of the magus.

Arcane Reserve Powers:

Arcane Acrobat. The magus gains a bonus to Acrobatics and Escape Artist skill checks equal to the highest level spell he can cast.

Arcane Amphibian. As long as the magus has a water spell of 3rd level or higher prepared, he gains the ability to breathe air and water as a constant supernatural ability.

Arcane Animator. As long as the magus has a necromancy spell of 2nd level or higher prepared, he can spend a full round action and animate a number of undead servants equal to ½ the highest level necromancy spell he can cast. These undead servants are either skeletons or zombies with a number of hit dice equal to ½ the magus’s caster level. They remain animated and under the control of the magus until the highest level necromancy spell is reduced or the magus animates replacement undead servants.

Arcane Arrow. As long as the magus has an air spell of 3rd level or higher available to cast, he can spend an immediate action and slightly alter the course of a single projectile weapon that is already in flight. He cannot change the target of the projectile, but he can apply a bonus or penalty equal to the attack roll equal to his Intelligence bonus. The magus and the target of the projectile can be no further apart than 10 feet per level of the highest level air spell he can cast.

Arcane Athlete. The magus gains a bonus to Climb and Swim skill checks equal to the highest level spell he can cast.

Arcane Backlash. As long as the magus has an abjuration spell of 5th level or higher available to cast, he can make another creature’s spellcasting harmful to itself. As a standard action, the magus can make a touch attack that infuses a creature with baneful magic for a number of rounds equal to the highest level abjuration spell he can cast; a successful Will save reduces this to 1 round. For the duration of the effect, each time the target completes the casting of a spell, it takes an amount of damage equal to the level of the abjuration spell that determined the effect’s duration. Since this damage occurs after the completion of the casting of the spell, this doesn’t count as damage caused during the casting of the spell.

Arcane Bolt. As long as the magus has an electricity spell of 3rd level or higher available to cast, he can fire a 20 foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest level electricity spell he can cast. A successful Reflex save halves this damage.

Arcane Bullet. As long as the magus has a force spell of 1st level or higher available to cast, he can take a standard action to make a ranged attack (not ranged touch attack) that causes 1d4 points of force damage per level of the highest level force spell the magus currently has prepared. The range for this attack is 10 feet per level of the highest level force spell the magus currently has prepared. Because this is a force effect, it can affect incorporeal creatures normally.

Arcane Celerity. The magus gains a bonus to his Speed equal to 5 times the highest level spell he can cast.

Arcane Charm. As long as the magus has an enchantment (charm) spell of 2nd level or higher available to be cast, he can spend a swift action prior to making a Diplomacy skill check, and gain a +5 bonus to per level of the highest level enchantment (charm) spell he has available to cast to the next Diplomacy check he makes.

Arcane Concentration. The magus gains a bonus on Concentration checks equal to the highest level spell he can cast.

Arcane Critical. The magus gains a bonus on attack rolls to confirm critical hits equal to the highest level spell he can cast.

Arcane Curse. As long as the magus has a necromancy spell of 2nd level or higher available to be cast, he can make a touch attack as a standard action that places a penalty on the target’s attack rolls, skill checks, and saving throws equal to the highest level necromancy spell the magus has available to cast. This penalty has a persists for a number of rounds equal to the Intelligence bonus of the magus; a successful Will Save reduces this duration to 1 round.

Arcane Disruption. As long as the magus has an abjuration spell of 3rd level or higher available to be cast, he can interrupt another character’s spell casting with a tiny burst of magic. As an immediate action, he can force a character within 30 feet currently casting a spell to make a Concentration check with a DC of 15 + the highest level abjuration spell he can cast, or the spell’s Save DC and Caster Level are reduced by an amount equal to the Intelligence bonus of the magus.

Arcane Distraction. As long as the magus has an enchantment spell of 3rd level or higher available to cast, he can target a creature within 30 feet. If that creature fails a Will Save, it takes a -2 penalty on attack rolls and Reflex Saving Throws for a number of rounds equal to the highest level enchantment spell the magus has available to cast.

Arcane Durability. The magus gains DR/magic equal to the highest level spell he can cast.

Arcane Edge. As long as the magus has an evocation spell of 2nd level or higher available to cast, he can spend a swift action and imbue a single melee weapon with arcane energy that causes an additional 1d6 points of arcane energy per level of the highest level evocation level spells the magus has available to cast. This effect has a duration of 1 round.

Arcane Elemental. As long as the magus has a conjuration (summoning) spell of 2nd level or higher available to cast, he can summon a Small elemental (air, earth, fire, or water, as chosen by the magus) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell. The elemental persists for 24 hours, until it is slain or dismissed, or a second elemental is summoned using this ability. If the magus ends his turn more than 30 feet away from his elemental, it disappears. When the magus has a 4th level conjuration (summoning) spell available, he can summon a Medium elemental. When the magus has a 6th level conjuration (summoning) spell available, he can summon a Large elemental.

Arcane Endurance. The magus gains a bonus equal to the highest level spell he can cast on Swim checks made to resist non-lethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid non-lethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks to avoid non-lethal damage from starvation or thirst; Fortitude saves made to avoid non-lethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Arcane Flight. As long as the magus has an air spell of 5th level or higher available to cast, he can fly 30 feet with perfect maneuverability as a move action. He must begin and end his turn on a solid support or fall.

Arcane Force. As long as the magus has a force spell of 3rd level or higher available to cast, the magus can cover his melee weapon or a single piece of ammunition with a thin layer of force as a swift action. For 1 round, the magus causes additional force damage equal to the highest level force spell the magus is able to cast and can affect incorporeal creatures as normal.

Arcane Fortune. The magus may make a number of luck re-rolls per day equal to the highest level spell he can cast.

Arcane Frost. As long as the magus has a cold spell of 2nd level or higher available to cast, he can project a 15 foot cone-shaped burst of cold as a standard action. This burst causes 1d6 points of cold damage per level of the highest level cold spell the magus has available to cast. A successful Reflex save halves this damage.

Arcane Gauntlet. As long as the magus has a conjuration (creation) spell of 2nd level or higher available to cast, he can conjure an invisible hand of force as a swift action. This hand has a duration of 1 round per level of the highest level conjuration (creation) spell the magus has available to cast. It has a range of 10 feet per level of the highest level conjuration (creation) spell the magus has and a Strength score and Dexterity score equal to the caster level of the magus. The magus can use a move action to direct the invisible hand of force.

Arcane Grace. The magus gains a bonus on all Saving Throws equal to the highest level spell he can cast.

Arcane Guile. The magus gains a bonus to Bluff and Disguise skill checks equal to the highest level spell he can cast.

Arcane Hauler. The magus adds double the highest spell level he can cast to his Strength score for the purposes of determining the amount he can carry and for encumbrance.

Arcane Heart. The magus may add his Intelligence modifier in place of his Constitution modifier to his hit points and Fortitude saving throws.

Arcane Hindrance. As long as the magus has an earth spell of at least 2nd level or higher prepared, he can take a standard action and for reduce the speed of a land bound creature’s speed by 5 feet per level of the highest level earth spell the magus has prepared, to a minimum of 5 feet. This reduces the creature’s land speed, burrowing speed, and climb speed. This effect persists for a number of rounds equal to the magus’s Intelligence bonus (minimum 1 round). A successful Fortitude save negates the effect; flying and swimming creatures are immune to this effect.

Arcane Hurricane. As long as the magus has an air spell of at least 2nd level or higher level available to cast, he can attempt to knock a creature within 30 feet back with a blast of air. This requires a standard action and the magus makes a Bull Rush attempt using a CMB equal to the magus’s caster level plus his Intelligence bonus. If successful, the target is pushed back 5 feet per level of the highest level air spell the magus currently has prepared.

Arcane Illumination. As long as the magus has a light spell of at least 2nd level or higher available to be cast, he can use a swift action to grant himself the ability to see normally in any condition of illumination (shadowy illumination, darkness, or magical shadow or darkness) for 1 round. The range of this vision is 10 feet per level of the highest level light spell you can cast.

Arcane Instincts. The magus adds his Intelligence bonus to his initiative rolls and Perception skill checks.

Arcane Ichor As long as the magus has an acid spell of at least 2nd level or higher prepared, he can he can throw an orb of acid as a ranged touch attack with a range of 5 feet per spell level of the highest level acid spell he has prepared. This attack does 1d6 points of acid damage per level of the highest level acid spell the magus has prepared.

Arcane Jaunt. As long as the magus has a conjuration (teleportation) spell of 4th level or higher available to cast, the magus can teleport himself and any objects carried to a location he can see within 5 feet per level of the highest level conjuration (teleportation) spell he can cast as a standard action. He cannot teleport any other creatures, except for his familiar, if any.

Arcane Knight. The magus reduces the armor check penalties for any armor he wears by an amount equal
to the highest level spell he can cast.

Arcane Knowledge. The magus gains a bonus to all Knowledge skill checks equal to the highest level spell
he can cast.

Arcane Lunge. As long as the magus has a transmutation (polymorph) spell of 2nd level or higher available to be cast, the magus can spend a swift action and increase his reach by 5 feet multiplied by ½ the highest level transmutation (polymorph) spell the magus has available to be cast.

Arcane Maneuvers. The magus gains a bonus on his CMB and CMD equal to the highest level spell he can
cast.

Arcane Mask. As long as the magus has an illusion (glamer) spell of 3rd level or higher available to cast, he can take a full round action and use disguise sell for up to 1 minute per level of the highest level glamer spell he can cast.

Arcane Mastery. The magus gains a bonus on Spellcraft and Use Magic Device equal to the highest level spell he can cast.

Arcane Menace. The magus gains a bonus to Intimidate skill checks equal to double the highest level spell he can cast.

Arcane Meteor. As long as the magus has a fire spell of 2nd level or higher available to cast, he can spend a standard action to create a 5 foot radius burst of fire up to 30 feet away. This burst of fire causes 1d6 points of fire damage per level of the highest level fire spell the magus has prepared. A successful Reflex Save halves the damage.

Arcane Miasma. As long as the magus has a water spell of 4th level or higher available to cast, he can spend a standard action and transform the air in a creature’s lungs into water, making it difficult for the creature to breathe. The subject must be within 30 feet of the magus. The target becomes exhausted for 1 round unless it makes a successful Fortitude save, in which case it is merely fatigued for 1 round. Creatures that can breathe water or do not need to breathe are immune to this effect.

Arcane Necrosis. As long as the magus has a necromancy spell of 3rd level or higher available to cast, he can make a melee touch attack that sickens his opponent for a number of rounds equal to the highest level necromancy spell he can cast. A successful Fortitude save reduces the duration to 1 round.

Arcane Negotiator. The magus gains a bonus on Diplomacy and Sense Motive skill checks equal to the highest level spell he can cast.

Arcane Opportunist. The magus gains a bonus on attack of opportunity attack rolls equal to the highest level spell he can cast.

Arcane Penetration. The magus gains a bonus on caster level checks to overcome spell resistance equal to the highest level spell he can cast.

Arcane Pocket. The magus gains access to a non-dimensional storage space that can hold up to 10 times the highest level spell he can cast squared pounds of non-living equipment. (10 pounds for 1st level spells, 40 pounds for 2nd level spells, 90 pounds for 3rd level spells, 160 pounds for 4th level spells, 250 pounds for 5th level spells, 360 pounds for 6th level spells) Depositing or withdrawing an item from this non-dimensional storage space is a swift action.

Arcane Potency. The magus gains a bonus equal to ½ the highest spell he can cast to the Save DC of his spells (minimum +1).

Arcane Precision. The magus causes additional precision-based damage against flanked or flat-footed opponents equal to 1d6 per spell level he can cast.

Arcane Puissance. The magus may add his Intelligence modifier in place of his Strength modifier on melee attack and damage rolls.

Arcane Reach. As long as the magus has a conjuration (summoning) spell of 3rd level or higher available to cast, he can transport small items directly to his hand as a standard action. He must have line of sight to the object to be transported, and it must be unattended. The object must be within 5 feet of per level of the highest level summoning spell he can cast, and the item can weigh up to 1 pound per caster level of the magus.

Arcane Reflexes. The magus gains a bonus on Reflex Saves equal to double the highest level spell he can cast.

Arcane Resilience. When the magus is below half his normal hit point total, he gains fast healing at a rate equal to the highest level spell he can cast.

Arcane Resistance. Choose one of the following energy types: acid, cold, electricity, fire, or sonic. The magus gains energy resistance against the selected energy type equal to 5 times the highest level spell he can cast. This Arcane Reserve Power may be selected multiple times; their effects do not stack. Each time it is selected, it applies to a different energy type.

Arcane Senses. As long as the magus has a divination spell of 2nd level or higher available to cast, he gains blindsense with a range of 5 feet per level of the highest level divination spell he can cast.

Arcane Shadow. As long as the magus has a darkness spell of 2nd level or higher available to cast, he can obscure the vision of a creature within 30 feet as a standard action. If the subject fails a Will Save, it treats all other creatures and objects as if they have concealment and suffers a -5 penalty on Perception skill checks for 1 round.

Arcane Shapeshift. As long as the magus has a transmutation (polymorph) spell of 4th level or higher available to cast, he can spend a swift action to gain one of the following abilities for a number of rounds equal to the highest level polymorph spell he can cast.
Might: +2 to melee damage rolls
Mobility: +2 to Acrobatics, Climb, and Swim skill checks.
Savagery: 2 primary claw attacks for 1d6 points of damage (1d4 if Small).
Speed: +5 feet bonus to his speed.
Vigor: Temporary hit points equal to his Hit Dice.

Arcane Shield. The magus gains a shield bonus to AC equal to the highest level spell he can cast.

Arcane Stalker. The magus gains a bonus equal to the highest level spell he can cast on Stealth and Survival skill checks.

Arcane Strength. The magus gains a bonus on Strength checks equal to twice the highest level spell he can cast. This does not apply to Strength based skill checks.

Arcane Strike. The magus gains Arcane Strike as a bonus feat.

Arcane Thunder. As long as the magus has a 3rd level sonic spell available to cast, he can make a melee touch attack that causes 1d6 points of sonic damage per level of the highest level sonic spell the magus has prepared. In addition, the target of this Magus Arcana must make a Fortitude save or be deafened for 1 round.

Arcane Toughness. The magus gains temporary hit points equal to 5 times the highest level spell he can cast.

Arcane Trapfinder. The magus gains trapfinding and a bonus on Disable Device skill checks equal to the highest level spell he can cast.

Arcane Traveler. The magus gains a bonus to his Fly and Ride skill checks equal to the highest level spell he can cast. He grants his mount (if any) a bonus to its speed equal to 5 times the highest level spell he can cast. The magus gains a bonus to his Fly speed (if any) equal to 5 times the highest level spell he has..

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 1–1 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellstrike (Su): Whenever a magus casts a spell with a range of touch from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. If successful, this attack deals its normal damage as well as the effects of the spell. This ability does not grant the magus a free melee attack—such attacks must be made normally. Alternatively, a magus can make a free touch attack with his free hand instead of delivering the spell through his weapon, as normal.

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

Magus Arcana:
Dispelling Strike. A magus with this magus arcana can spend an arcane point as a swift action to imbue his weapon with a special aura. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using the magus’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the highest level spell the magus can cast (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the aura dissipates, even if the dispel attempt is unsuccessful.

Magic Acrobat. The magus spends an arcane point as a swift action and for 1 round gains a bonus to Acrobatics and Escape Artist skill checks equal to 5 times the highest level spell he can cast.

Magic Athlete. The magus spends an arcane point as a swift action and for 1 round gains a bonus to Climb and Swim skill checks equal to 5 times the highest level spell he can cast.

Magic Celerity. The magus spends an arcane point as a swift action and for 1 round gains a bonus to his Speed equal to 20 times the highest level spell he can cast.

Magic Concentration. The magus spends an arcane point as a swift action and for 1 round gains a bonus on Concentration checks equal to 5 times the highest level spell he can cast.

Magic Critical. Whenever a magus with this magus arcana scores a critical hit with a melee weapon, he may spend an arcane point and cast a spell with a range of touch as a swift action, then make a touch attack against the target of the critical hit as a free action.

Magic Durability. The magus spends an arcane point as an immediate action and for 1 round gains DR/magic equal to 5 times the highest level spell he can cast.

Magic Empowering. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Empower Spell metamagic feat without increasing the spell’s level.

Magic Endurance. The magus spends an arcane point as an immediate action and for a number of hours equal to the highest level spell he can cast gains DR equal to his level against non-lethal damage.

Magic Enlarging. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Enlarge Spell metamagic feat without increasing the spell’s level

Magic Extending. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Extend Spell metamagic feat without increasing the spell’s level.

Magic Familiar. A magus with this magus arcana gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.

Magic Flight. The magus spends an arcane point as an immediate action and for 1 round gain a flight speed equal to 20 times the highest level spell he can cast.

Magic Fortune. The magus spends an arcane point as an immediate action and may make a luck re-roll with a bonus equal to the highest level spell he can cast.

Magic Grace. The magus spends an arcane point as an immediate action gains a bonus on all Saving Throws for 1 round equal to double the highest level spell he can cast.

Magic Guile. The magus spends an arcane point as a swift action and for 1 round gains a bonus to Bluff and Disguise skill checks equal to 5 times the highest level spell he can cast.

Magic Haste. The magus spends an arcane point as a swift action and for a number of rounds equal to the highest level spell he can cast, the magus gains the benefit of a haste spell.

Magic Heart. The magus spends an arcane point as an immediate action prior to making a Fortitude or Will Saving Throw, and if successful, does not suffer any negative effects, even if a successful save normally has a partial effect.

Magic Knight. The magus spends an arcane point as an immediate action and for a number of rounds equal to his Intelligence bonus gains an enhancement bonus to his armor bonus to AC equal to the highest level spell he can cast.

Magic Knowledge. The magus spends an arcane point as a swift action and for 1 round gains a bonus to all Knowledge skill checks equal to 5 times the highest level spell he can cast.

Magic Maneuvers. The magus spends an arcane point as an immediate action and for 1 round gains a bonus on his CMB and CMD equal to 5 times the highest level spell he can cast.

Magic Mastery. The magus spends an arcane point as an immediate action and for 1 round gains a bonus on Spellcraft and Use Magic Device skill checks equal to 5 times the highest level spell he can cast.

Magic Maximizing. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Maximize Spell metamagic feat without increasing the spell’s level.

Magic Menace. The magus spends an arcane point as a swift action and for a number of rounds equal to his Intelligence bonus causes all adjacent opponents to suffer a penalty on Saving Throws equal to double the highest level spell he can cast.

Magic Opportunist. The magus spends an arcane point as an immediate action and for a number of rounds equal to his Intelligence bonus gain the ability to make an additional number of attacks of opportunity each round equal to the highest level spell he can cast.

Magic Pocket. The magus can spend an arcane point as a full round action and enter a non-dimensional space for up to a number of hours equal to double the highest level spell he can cast. The magus plus all his gear, up to a heavy load, can enter this space. The magus cannot take any other living creatures into this space, except for a familiar.

Magic Potency. The magus spends an arcane point as a swift action and for 1 round gains a bonus equal to the highest spell he can cast to the Save DC of his spells

Magic Precision. The magus spends an arcane point as a swift action and for 1 round causes additional precision-based damage on all attacks equal to 1d6 per spell level he can cast.

Magic Protection. The magus spends an arcane point as an immediate action and for 1 round gains spell resistance equal to 10 + the magus’s class level.

Magic Puissance. The magus spends an arcane point as a swift action and for 1 round gains a number of combat feats equal to the highest level spell he can cast. He must meet all the requirements of the selected feats.

Magic Quickening. The magus spends an arcane point as a free action and can cast a spell as if affected with the Quicken Spell metamagic feat without increasing the spell level.

Magic Reflection. The magus spends an arcane point as an immediate action to reflect a spell that is targeting him back to its caster, as if using spell turning.

Magic Reflexes. The magus spends an arcane point as an immediate action and benefit from Evasion.

Magic Reserve. The magus gains an additional Arcane Reserve Power. This Magus Arcana may be selected multiple times, gaining an additional Arcana Reserve Power each time it is selected. The magus’s Arcane Pool must contain a number of Arcane Points equal to the number of Arcane Reserve Powers the magus has, or the magus loses access to the most recent Arcane Reserve Power(s) gained.

Magic Resilience. The magus spends an arcane point as a swift action for a number of rounds equal to his Intelligence bonus gain fast healing equal to double the highest level spell he can cast.

Magic Resistance. The magus spends an arcane point as an immediate action and for 1 round gains energy resistance 10 times the highest spell level he can cast against one of the following energy types: acid, cold, electricity, fire, or sonic.

Magic Senses. The magus spends an arcane point as a swift action and for 1 round can see invisible. At 10th level, this improves to true seeing.

Magic Shield. The magus spends an arcane point as an immediate action and for 1 round gains a shield bonus to AC equal to double the highest level spell he can cast.

Magic Silencing. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Silence Spell metamagic feat without increasing the spell’s level

Magic Skills. The magus spends an arcane point as a swift action and gain a bonus on a single skill check equal to 3 times the highest level spell the magus can cast.

Magic Stalker. The magus spends an arcane point as a swift action and gains greater invisibility for a number of rounds equal to the highest level spell you can cast.
Magic Stilling. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Still Spell metamagic feat without increasing the spell’s level

Magic Strength. The magus spends an arcane point as a swift action and for a number of rounds equal to his Intelligence bonus gains a bonus to his Strength score equal to twice the highest level spell he can cast.

Magic Strike. The magus spends an arcane point as a swift action and for 1 round resolves all melee attacks as touch attacks.

Magic Toughness. The magus spends an arcane point as an immediate action and for 1 round gains temporary hit points equal to 20 times the highest level spell he can cast.

Magic Traveler. The magus spends an arcane point as an immediate action and teleports a distance equal to 10 times the highest level spell he can cast. If this is done in response to an attack, there is a 50% chance the magus avoids the attack.

Magic Widening. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Widen Spell metamagic feat without increasing the spell’s level.

Supernatural Spell. The magus spends an arcane point as a swift action as part of casting a spell and converts the spell into a supernatural effect. This supernatural spell does not provoke attacks of opportunity, does not require any components, does not require any concentration checks, and is not subjected to spell resistance. The saving throw for the supernatural spell is 10 + ½ the magus’s level + the magus’s Intelligence modifier.

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.

Spell Combat (Ex): At 3rd level, a magus learns to cast spells and wield his weapons effectively at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –4 penalty. He can also cast any spell with a casting time of 1 standard action from the magus spell list. He must cast this spell defensively, and he takes a –2 penalty on the concentration check. If the check fails, the spell is wasted, but the attacks still suffer the –4 penalty. A magus can choose to cast the spell first or make the weapon attacks first, but he cannot cast the spell between weapon attacks if he has more than one attack. Casting a spell in this manner does not provoke an attack of opportunity. The magus must have one hand free to use this ability, even if the spell being cast does not contain somatic components.

Arcane Weapon (as Magus)

Bonus Feat (as Magus)

Medium Armor (as Magus)

Fighter Training (as Magus)

Improved Spell Combat (as Magus)

Counterstrike (as Magus)

Heavy Armor (as Magus)

Greater Spell Combat (as Magus)

Greater Arcana (Sp): At 16th level, As a full round action, the magus can cast 2 spells at the same time, provided the casting times of both spells is 1 standard action or less. The magus must have both hands free to do this, even if the spells do not normally require somatic components. This costs a number of arcane points equal to the sum of the spell levels cast.

Weapon Call (as Magus)

True Magus (Su): At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.

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Additional Magus Arcana

Arcane Skill Focus (Su): The magus can spend an arcane point as a swift action and gain an insight bonus on his next skill check equal to 3 times the highest level spell he can cast.

Arcane Touch (Su): The magus can spend 1 point from his Arcane Pool as a swift action and resolve all melee attacks as melee touch attacks for 1 round.

Cunning Arcanomachy (Ex): The magus may use his Intelligence modifier in place of his Strength modifier for the purposes of making melee attack rolls and damage rolls.

Disrupting Strike (Su): As a swift action, the Magus can declare a melee attack will be a Disrupting Strike. The Magus spends an arcane point, and if his melee attack is successful, disrupts the target's use of magic for a number of rounds equal to half of the highest level spell the magus can cast (minimum 1 round). A disrupted target cannot cast any spell, or use any spell-like ability or supernatural ability for the duration of the disruption.

Energy Aegis (Su): The magus can spend an arcane point as an immediate action and gain energy resistance 10 times the highest level spell he can cast 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.

Fearsome Majesty. The magus can spend an arcane point as a swift action and make an Intimidate check to demoralize with a bonus equal to 5 times the highest level spell the magus can cast. This affects all opponents within a number of feet equal to 10 times the highest level spell the magus can cast.

Feats of Magic (Su): The magus can spend an arcane point as a swift action and for 1 round gain the benefits of a number of combat feats equal to the highest spell level he can cast. The magus must meet all the requirements of the selected feats.
For example, the magus could sacrifice a 3rd level spell as a swift action and gain the benefits of Dodge, Mobility, and Spring Attack for 1 round.

Greater Spell of the Grand Magus: The magus chooses one 7th, 8th, or 9th level spell from the sorcerer/wizard list. He can cast that spell once per day. The magus must be at least 20th level, have an Intelligence score of at least 19, and the Spell of the Grand Magus and the Improved Spell of the Grand Magus to select this Magus Arcana.

Impeding Aura. The magus can spend an arcane point as a swift action, and for a number of rounds equal to his Intelligence bonus, opponents consider the terrain in a radius equal to 5 times the level of the highest level he can spend difficult terrain and suffer a penalty on Acrobatics checks equal to 5 times the level of the highest level spell he can cast.

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 12th level before selecting this magus arcana. The magus must have the Energy Aegis magus arcana before selecting this magus arcana.

Improved Spell of the Grand Magus: The magus chooses one 7th or 8th level spell from the sorcerer/wizard list. He can cast that spell once per day. The magus must be at least 18th level, have an Intelligence score of at least 18, and the Spell of the Grand Magus to select this Magus Arcana.

Magebane. The magus gains a bonus on caster level checks to dispel magic equal to the highest level spell he has prepared.

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.

Potent Spellstrike (Su): The magus adds his class level to the damage rolled when using spellstrike.

Ready Magic. The magus gains an insight bonus to his initiative rolls equal to the highest level spell he has prepared.

Speedy Spell (Su): The magus can spend an arcane point as a swift action and gain an enhancement bonus to his speed equal to 10 multiplied by the highest level spell he can cast. This persists for a number of rounds equal to the magus's Intelligence bonus.

Spell Blade. The magus can spend an arcane point as an immediate action, and increase the threat range of your weapon by an amount equal to the highest level spell the magus is able to cast.

Spell of the Grand Magus: The magus chooses one 7th level spell from the sorcerer/wizard list. He can cast that spell once per day. The magus must be at least 16th level and have an Intelligence score of at least 17 to select this Magus Arcana.

Spellquake. The magus can spend an arcane point as an immediate action and make a trip attempt against every adjacent opponent, using his caster level + his Intelligence bonus as his CMB. Those the magus tripped take a number of d6 in non-lethal damage equal to the highest level spell he can cast.

Spellreaver. When the magus scores a critical hit against a spell caster, he can spend an arcane point as an immediate action and remove a prepared spell slot or spontaneous spell slot from his opponent. This spell slot can be of a level up to the highest level the magus can cast. The magus can choose to cast the spell himself, or use it to cast one of his own prepared spells, up to the level of the spell stolen, without using up that spell slot. The magus can contain a number of spell levels equal to his class level at one time

Steady Magic. The magus can take 10 on Concentration checks and Use Magic Device skill checks.

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.

Sudden Displacement. The magus can spend an arcane point as an immediate action and gain a 50% miss chance for a number of rounds equal to the level of the highest level spell he can cast.

Sudden Flight. The magus can spend an arcane point as an immediate action, and gain a fly speed of 60 feet with perfect maneuverability for a number of rounds equal to the level of the highest level spell he can cast.

Sundering Spell Shield (Su): A magus with this magus arcana can spend an arcane point as an immediate action to grant himself a shield bonus to AC equal to the highest level spell he can cast 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; if this destroys the weapon, the magus takes no damage. 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 arcane.

Supernatural Spell (Su): By spending an arcane point, the Magus can declare that a spell he is casting is a supernatural spell. This converts the spell into a supernatural ability. Casting the spell does not provoke attacks of opportunity, does not require concentration checks, does not have any components, and is not subjected to spell resistance. The Save DC of the supernatural spell is 10 + 1/2 the magus's level + the magus's Intelligence modifier.

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. This allows the magus to use ranged touch spells with his Spell Strike ability.

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.

RPG Superstar 2012 Top 32

In my OP, I added a whole bunch of Reserve Feat-like Magus Arcana. Well, actually, I added Reserve Feat-like Arcane Reserve Powers, and included a Magus Arcana that allows the magus to take multiple Arcane Reserve Powers.

I think the limited number of spell slots combined with a myriad reserve powers will make for some interesting resource management challenges.

Dark Archive

I'm interested in what you have going here. There might be some balance issues. Also, there's no reserve bonus for Bluff but two for Diplomacy. Might be good to broaden that a bit.

I'll think some more on this.

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.

Auras:

Aura (Su). At 1st level, the Magician learns 1 aura. At 2nd level, and every two levels thereafter, the Magician gains 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 gains an Ultimate Aura in addition to selecting an Aura, Improved Aura, or Greater Aura. An Aura is a magical effect that targets all creatures adjacent to or touching the Magician. A Magician can activate an aura as a swift action and deactivate it as a free action. Unless otherwise stated, a Magician can only have a single Aura activated at one time. The Save DC of an Aura is 10 + ½ the Magician’s level + his Intelligence modifier.

Auras.

Aura of Sadness. Creatures adjacent to the Magician suffer -2 to Attack Rolls, Saving Throws, and Skill Checks.

Aura of Shadows. 20% miss chance to target the Magician and the Magician gains a bonus equal to his level on Stealth checks.

Aura of Shifting Stones. Adjacent squares are considered difficult terrain and the Magician benefits from flawless stride.

Improved Auras.

Aura of the Sun. Adjacent creatures take 2d6 points of fire damage each round. The Magician’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 Magician’s weapons deal +1d6 points of cold damage, and he gains cold resistance 20.

Aura of Creeping Growths. Adjacent creatures are entangled and the Magician gains woodland stride.

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 Magician’s weapons deal +1d6 points of acid damage and the Magician gains acid resistance 30.

Aura of Repulsion. Adjacent creatures are subjected to a bull rush with a CMB equal to the Magician’s level + his Intelligence modifier. The Magician gains a deflection bonus to his AC equal to his Charisma bonus (minimum +1).

Aura of True Night. The Magician is totally obscured by magical darkness, granting him total concealment. The Magician gains the ability to see through magical and non-magical darkness.

Ultimate Auras.

Aura of the Shattered Diamond. Any weapon striking the Magician takes damage equal to his class level + his Intelligence bonus that bypasses any hardness of 20 or less. If this destroys the weapon, the Magician takes no damage. Creatures adjacent to the Magician 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. The Magician benefits from the Improved Blink spell.

Aura of the Vampire. All adjacent creatures gain a negative level each round. The Magician gains 5 hit points for each negative level bestowed. Temporary hit points above his maximum disappear after 1 hour.

Dark Archive

That might be too many options, as well as possibly overbalancing the class. I was worried about the number of options currently available to the class before you even mentioned auras.

The auras would seem better suited to another class. I've been thinking about a class that mimics some of the abilities of the Warded Man from the book of the same name. Wards that worked like the above abilities would be cool for that.

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.

RPG Superstar 2012 Top 32

YuenglingDragon wrote:

That might be too many options, as well as possibly overbalancing the class. I was worried about the number of options currently available to the class before you even mentioned auras.

The auras would seem better suited to another class. I've been thinking about a class that mimics some of the abilities of the Warded Man from the book of the same name. Wards that worked like the above abilities would be cool for that.

What's the Book of the Warded Man?

Dark Archive

[url]http://www.amazon.com/Warded-Man-Peter-V-Brett/dp/0345503805[/url]

Really good. Cheaper on the Kindle/Nook. You can get apps for both of those on Droids and probably iPhones which is awesome.

RPG Superstar 2012 Top 32

Aura Feats.

Aura Focus
Choose a magus aura you can project. The effects of that aura are more difficult to resist.
Benefit: Add +2 to the Difficulty Class for all saving throws from the magus aura you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new magus aura.

Clinging Aura
The effects of your aura affect creatures even after they leave the area of effect of your aura.
Requirements: Ability to use magus auras.
Benefit: When a target of your aura effect leaves the area of effect of your aura, it is subjected to the effect of your aura for 1 additional round.

Double Aura
You can project two auras at once.
Requirements: Magus level 9
Benefit: You can project 2 auras at the same time. Each requires its own swift action to activate. The level of both auras must be at least 1 less than the highest level aura you can project.
Normal: You can only project 1 magus aura at a time.

Extra Aura
You know an additional magus aura.
Requirements: Ability to use magus auras.
Benefit: Select an additional magus aura for which you qualify. You add this aura to the number of auras you know and can project.
Special: You can select this feat multiple times. Its effects do not stack. Each time you take this feat, select a new aura.

Greater Aura Focus
Choose a magus aura to which you have already applied the Aura Focus feat. The effects of this aura are very hard to resist.
Benefit: Add +2 to the Difficulty Class for all saving throws against the effects of the aura you select. This bonus stacks with the bonus from Aura Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new aura to which you already have applied the Aura Focus feat.

Lingering Aura
Your aura remains behind when you leave an area.
Requirements: ability to project magus auras.
Benefit: Whenever you spend at least a full round without moving from a space, when you do leave that space, the effects of your aura linger in that area, and the squares that are adjacent to that space, for 1 round.
Normal: Your aura only affects your space and the spaces adjacent to you.

Negate Aura
You are able to negate the effects of the aura of an opposing magus.
Requirement: ability to project magus auras.
Benefit: If you or your aura overlaps a portion of the aura of another magus, you may choose to spend a swift action and project the same aura as the other magus, if it is one that you can project. When you do this, you may choose to negate the portion of the aura of the opposing magus that you and your aura overlap.

Quicken Aura
You can project an aura even faster than normal
Requirements: Intelligence 13+, Ability to project magus auras.
Benefit: A number of times per day equal to your Intelligence bonus, you can activate a magus aura as a free action.
Normal: Activating an aura is a swift action.

Safe Aura
Your aura contains safe areas that do not affect adjacent allies.
Requirement: Intelligence 13+, Ability to project magus auras.
Benefit: As a free action, you may designate a number of allies up to your Intelligence bonus and have them become unaffected by your magus aura for 1 round.

Shape Aura
You can project your aura as a cone that originates from you.
Requirement: Ability to project a magus aura.
Benefit: When you project an aura, you may choose for it to be shaped as a 15 foot long cone originating from you.
Normal: Your aura fills the space you occupy and all five foot squares adjacent to you.
Special: If you have the Widen Aura feat, the size of the cone you project is 30 feet long.

Trailing Aura
You leave a path of aura effect behind you.
Requirement: Ability to project a magus aura.
Benefit: While already projecting a magus aura, you can spend a swift action and for 1 round, fill every square you move through with the effects of your magus aura.

Triple Aura
You can project three auras at once.
Requirements: Magus level 15, Double Aura.
Benefit: You can project 3 auras at the same time. Each requires its own swift action to activate. The level of all three auras must be at least 1 less than the highest level aura you can project.
Normal: You can only project 1 magus aura at a time.

Widen Aura
Your magus aura affects a larger area than normal.
Requirement: Ability to project magus auras.
Benefit: Your magus aura affects all creatures within 10 feet of you.
Normal: Your magus aura affects all creatures adjacent to you.


Would Auras be apart of Magus Arcana, or are they a separate class feature? Having reserve arcanas, arcanas based upon the arcana pool, and auras all going on at the same time seems to be a little much, as awesome as it would be.

That said, this is far and away my favorite version of the Magus that I've seen so far. Major kudos for sharing this with the rest of us.

RPG Superstar 2012 Top 32

Thanks. I think they can all be magus arcana. Or the magus can choose either auras, boosts, or reserve powers as part of his arcana, plus, of course, the weird stuff, like wand combat, sudden metamagic, etc. etc.


I saw very good ideas for magus arcana here, but I guess they all must grant different powers and abilities than spells, cause the magus already has this, just for the spells he can cast. Some of this arcanas posted here are desnecessary, like one that grants similar effects of the displacement spell.

Silver Crusade

YuenglingDragon wrote:

[url]http://www.amazon.com/Warded-Man-Peter-V-Brett/dp/0345503805[/url]

Really good. Cheaper on the Kindle/Nook. You can get apps for both of those on Droids and probably iPhones which is awesome.

Like the rebuilt, the arua would be good opinion rules (hexes) for the witch class (warlock for male witch), and/or the a hexblade class.

NICE work!!!!!!!!!!!!!

RPG Superstar 2012 Top 32

Thanks!

It would be neat to swap out the hexes of a witch or bonus feats of a fighter for the auras.

RPG Superstar 2012 Top 32

A couple additional auras:

Improved Aura:

Aura of Mist. Adjacent creatures treat all other creatures and objects as if they have full concealment. The magus assumes gaseous form.

Greater Aura:

Aura of the Kraken. Adjacent creatures are targeted with a grapple attempt with a CMB equal to the caster level of the magus plus the Intelligence bonus of the magus. Targets of the grapple attempt remain targets of grapple attempts of a number of rounds equal to the Intelligence bonus of the magus for as long as they remain within that square. Targets that become pinned take bludgeoning damage equal to 2d6 + the Intelligence bonus of the magus. The magus gains a freedom of movement effect.

RPG Superstar 2012 Top 32

Just a thought:

Replace Greater Arcana with Greater Spellstrike

Greater Spellstrike (Ex): As a full round action, you can cast a spell with a range of touch and target as many opponents as you have attacks with the effect of that spell.

Then move Greater Arcana to 20th level and/or incorporate it into the True Magus ability: Cast 2 spells with a casting time of 1 standard action or less as a full round action (3 if you use Quicken spell!).

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