Magus

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Fortitude
High
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Will
High
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Reflex
Low
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Base Attack Bonus
Average
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HP per level
+5 (d8)
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Skill Points
+2
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Max level of Spells
6
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Caster ability
Intelligence
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

Magus is a class in Pathfinder: Wrath of the Righteous. Magus combines both magic and weapons while in combat. They use spells with focus on enhancing weapons and armor.

 

"Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection."

  

Magus Information

Stats

  • Alignment Requirement: Any
  • Hit Die: +5
  • Skill Points per Level: 2
  • Level 1 Base Attack Bonus: +0

Skills

Difficulty

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Magus Features

 

Spellcasting

  • The Magus prepares and casts spells drawn from the Magus spell list.
  • The Magus can scribe additional spells into their spellbook like a Wizard.
  • The Magus is an arcane spellcaster, and is subject to a chance to have their spells fail when wearing armor. However, Magi can cast Magus spells while wearing light armor without incurring this penalty.
  • The Magus uses their Intelligence score to determine their bonus spell slots and spell save DCs.

 

Magus Video Guide

 

 
 
 
 
 
 
 
 
 

 

 

Magus Archetypes

Eldritch Scion

 Bonus: Gain a Sorcerer Bloodline, use Charisma for spellcasting, cast spells spontaneously.

 Penalty: No longer prepare spells, Cannot learn spells from scrolls, Lose Spell Recall, No metamagic with Spell Combat

Sword Saint

 Bonus: Access to any type of weapon from the get go, apply weapon damage multiplier to spells, apply Intelligence bonus to AC.

 Penalty: Have to choose a single weapon type, fewer spells per day, unable to wear armor.

 

Hexcrafter

 Bonus: Hex Arcana, Spells (Hexcrafter), Hex Magus, Major Hexes, Grand Hex

 Penalty: Less Magus Arcana, No Spell Recall, 

Armored Battlemage

 Bonus: Armor Training, Arcane Armor

 Penalty: No Arcane Weapon, Spell Combat

Arcane Rider

 Bonus: Animal Companion, Arcane Mount

 Penalty: No Spell Recall, No Arcane Medium/Heavy Armor

 

Spell Dancer

 Bonus: Spell Dance

 Penalty: Less Bonus Magus Feat, No Arcane Medium/Heavy Armor, Race restriction: Elf

Bladebound

 Bonus: Black Blade and related abilities.

 Penalty: Less Magus Arcana, Less Magus Bonus Feat

 

 

 

Magus Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Spells per day

1st 2nd 3rd 4th 5th 6th
Level 1  +0 +2 +0  +2 CantripsMagus ProficienciesArcane PoolSpell Combat 1  - - -  -  -
Level 2  +1 +3 +0 +3 Spellstrike 2  -  - -  -  -
Level 3  +2 +3 +1 +3 Magus Arcana 3  -  - -  -  -
Level 4  +3 +4 +1 +4 Spell Recall 3  1  - -  -  -
Level 5  +3 +4 +1 +4 Arcane Weapon (+2), Magus Bonus Feat 4  2  - -  -  -
Level 6  +4 +5 +2 +5 Magus Arcana 4  3  - -  -  -
Level 7  +5 +5 +2 +5 Arcane Medium Armor 4  3  1 -  -  -
Level 8  +6/+1 +6 +2 +6 Improved Spell Combat 4  4  2 -  -  -
Level 9  +6/+1  +6 +3 +6 Arcane Weapon (+3)Magus Arcana 5  4  3 -  -  -
Level 10  +7/+2 +7 +3 +7 Fighter Training 5  4  3 1  -  -
Level 11  +8/+3 +7 +3 +7 Improved Spell Recall, Magus Bonus Feat 5  4  4  2  -  -
Level 12  +9/+4 +8 +4 +8 Magus Arcana 5  5  4  3  -  -
Level 13   +10/+5 +9 +4 +9 Arcane Weapon (+4)Arcane Heavy Armor 5  5  4  3  1  -
Level 14  +10/+5 +9 +4 +9 Greater Spell Combat 5  5  4  4  2  -
Level 15   +11/+6/+1 +9 +5 +9 Magus Arcana 5  5  5  4  3 -
Level 16   +12/+7/+2  +10 +5 +10 Counterstrike 5  5  5  4  3  1
Level 17   +12/+7/+2 +10 +5 +10 Arcane Weapon (+5), Magus Bonus Feat 5  5  5  4  4  2
Level 18   +13/+8/+3 +11 +6 +11 Magus Arcana 5  5  5  5  4  3
Level 19   +14/+9/+4 +11 +6 +11 Greater Spell Access 5  5  5  5  5  4
Level 20  +15/+10/+5 +12 +6 +12 True Magus 5  5  5  5  5  5

 

Magus Abilities

 

 

Magus Proficiencies

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

Cantrips

Magi can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again

Arcane Pool

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend I point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses Of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane.

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 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once.

 

 

True Magus

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, he can choose to either increase the DC to resist his spells 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.

Arcane Weapon (+2)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for I minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Arcane Weapon (+3)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for I minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Arcane Weapon (+4)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for I minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

 

Arcane Weapon (+5)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for I minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).

Improved Spell Combat

At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration

Greater Spell Combat

At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus from Improved Spell Combat increases to +4.

 

Greater Spell Access

At 19th level, the magus gains access to an expanded spell list. He learns 6 spells of any levels from 1st to 6th from the wizard's spell list and places them into his spellbook as magus spells of their wizard level

Magus Bonus Feat

The magus can select a bonus feat from either the fighter bonus feat list or the wizard bonus feat list.

Arcane Medium Armor

At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure.

Fighter Training

Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

 

Arcane Heavy Armor

At 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure

Spellstrike

At 2nd level, 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. 
Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. 
This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Counterstrike

At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete.

 

 Magus Arcana

Name Description Prereqs
Arcane Accuracy Use your arcane pool to grant an insight bonus to attack rolls n/a
Bane Blade Use your arcane pool to give your weapon the bane effect Magus 15
Devoted Blade Use your arcane pool to add anarchic, axiomatic, holy, or unholy to your weapon Magus 12
Dimension Strike Use your arcane pool to make your melee attacks as touch attacks Magus 15
Enduring Blade Increase the duration of your arcane pool weapon enchants Magus 6
Ghost Blade You can also enchant your weapon with brilliant energy and ghost touch Magus 9
Hasted Assault Cast haste on yourself using your arcane pool Magus 9
Maximized Magic Cast one spell per day with the Maximize Spell feat Magus 12
Prescient Attack Use your arcane pool to deny your opponents their Dexterity bonus Magus 6
Quickened Magic Cast one spell per day with the Quicken Spell feat Magus 15
Reach Magic Cast 1 spell/day as if modified by Reach Spell but doesn’t increase the spell’s casting time or level. n/a
Reflection Reflect a spell back at its caster Magus 15
Silent Magic Cast one spell per day with the Silent Spell feat n/a
Spell Shield Grant yourself a shield bonus to your AC n/a
Still Magic Cast one spell per day with the Still Spell feat n/a
Wand Mastery Use your Intelligence modifier instead of the minimum modifier needed to cast a spell that level for the DC when using a wand n/a
Wand Wielder Use a wand or staff instead of casting a spell when using spell combat n/a
Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard

 




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