Magus Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Magus Class. Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. Each Class has its own set of spells with some over-lapping through different classes. Common Classes with spell paths include the Sorcerer, Shaman, Cleric, Wizard, Oracle, and Witch classes. Spells are also sorted into different schools. These are sorted into Other school categories include Abjuration, Conjuration, Illusion, Divination, Enchantment, Evocation, Transmutation and Necromancy Spells.
Magus Spells
Cantrips
Level 1
Snowball
Conjuration
Vanish
Illusion
Color Spray
Illusion
Shocking Grasp
Evocation
Magic Weapon
Transmutation
Reduce Person
Transmutation
Stone Fist
Transmutation
Ray of Enfeeblement
Necromancy
Enlarge Person
Transmutation
Level 2
Scorching Ray
Evocation
Bull's Strength
Transmutation
Glitterdust
Conjuration
Effortless Armor
Transmutation
Level 3
Vampiric Touch
Necromancy
Greater Magic Weapon
Transmutation
Haste
Transmutation
Lightning Bolt
Evocation
Level 4
Level 5
Level 6
Stone to Flesh
Transmutation
Dispel Magic, Greater
Abjuration
Dragonkind I
Transmutation
Cat's Grace, Mass
Transmutation
Bull's Strength, Mass
Transmutation
Acid Fog
Conjuration
Bear's Endurance, Mass
Transmutation
Hellfire Ray
Evocation
Beast Shape IV
Transmutation
Transformation
Transmutation
Sirocco
Evocation
Elemental Body III
Transmutation
Walk Through Space
Conjuration
Magus Spells in Pathfinder: Wrath of the Righteous
Quick Search of All Magus Spells
Spell |
School |
Description |
Level |
Acid Splash | Conjuration | You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1–3 (1d3) points of acid damage. | 0 |
Daze | Enchantment | This spell clouds the minds of a humanoid creature with 4 of fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. | 0 |
Disrupt Undead | Necromancy | You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. | 0 |
Flare | Evocation | This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare. | 0 |
Light | Evocation | This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. | 0 |
Ray of Frost | Evocation | A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage. | 0 |
Touch of Fatigue | Necromancy | You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires. |
0 |
Dismiss Spell | Abjuration | After the battle, you can dismiss area spell effect at will. You must be out of combat and within 100-feet range of the spell's effect. Dismissing a spell is a standard action that does not spend spell slots and does not provoke attacks of opportunity. |
0 |
Snowball | Conjuration | You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack | 1 |
Vanish | Illusion | The touched creature becomes invisible for a short time. | 1 |
Color Spray | Illusion | A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them prone. Each creature within the cone is affected according to its HD. | 1 |
Shocking Grasp | Evocation | Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). | 1 |
Magic Weapon | Transmutation | Magic weapon gives a a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement binus does not stack with a masterwork weapon's +1 bonus on attack rolls. | 1 |
Shield | Abjuration | Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. | 1 |
Corrosive Touch | Conjuration | Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4) | 1 |
Expeditious Retreat | Transmutation | This spell increases your base speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. | 1 |
Magic Missile | Evocation | A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. | 1 |
Burning Hands | Evocation | Any creature in the area of the flames takes 1d4 points of fire damage per caster level (Maximum 5d4). | 1 |
True Strike | Divination | You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. | 1 |
Flare Burst | Evocation | This spell functions as , except it affects all creatures in a 10-foot-radius burst from the target point. | 1 |
Grease | Conjuration | A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast and every round after that must make a successful Reflex save or fall prone. | 1 |
Reduce Person | Transmutation | This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. | 1 |
Stone Fist | Transmutation | This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small) | 1 |
Ray of Enfeeblement | Necromancy | A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. | 1 |
Enlarge Person | Transmutation | This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. | 1 |
Animal Aspect | Transmutation | You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. | 2 |
Stone Call | Conjuration | 2d6 bludgeoning damage to all targets. Area becomes difficult terrain. | 2 |
Molten Orb | Evocation | A direct hit deals 2d7 points of fire damage. Every creature within 5 feet if where the ball hits takes1d6 points of fire damage from the splash (Reflex half). Each of these creatures takes an additional 1d7 points of fire damage each round for the next 1d3 rounds. | 2 |
Acid Arrow | Conjuration | The arrow deals 2d4 points of acid damage with no splash damage. | 2 |
Scorching Ray | Evocation | Fire up to 3 rays of 4d6 fire damage (1 +1 every 3 LVLs beyond 3rd, up to 11th LVL). Each ray requires ranged touch to hit. | 2 |
Bull's Strength | Transmutation | Grants a +4 enhancement to strength. | 2 |
Glitterdust | Evocation | A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Any creature covered by the dust takes a -40 penalty on Stealth. |
2 |
Effortless Armor | Transmutation | Armor you wear no longer reduces your speed. You also reduce the armor's armor check penalty by 1 + 1 per five caster levels (maximum 5). | 2 |
Bear's Endurance | Transmutation | Grants a +4 enhancement to constitution | 2 |
Blur | Illusion | Grants a 20% miss chance. | 2 |
Mirror Image | Illusion | Create 1d4 +1 per 3 levels images (up to 8). Attack has a random chance to hit your or your images. An image is destroyed by hit, by near miss (when attack misses by 5 or less) or by a touch spell. Other spells affect you normally. | 2 |
Web | Transmutation | Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. Creatures caught within a web become grappled by the sticky fibers. | 2 |
Invisibility | Illusion | Grants target total concealment and a +20 bonus to stealth checks. Ends when the target makes an attack. | 2 |
Frigid Touch | Evocation | Your melee touch attack deals 4d6 points of cold damage and causes the target tobe staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead. | 2 |
Cat's Grace | Transmutation | Grants a +4 enhancement to dexterity | 2 |
Vampiric Touch | Necromancy | You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum `0s6). You gain temporary hit points equal to the damage you deal. The temporary hit points disappear 1 hour later. | 3 |
Greater Magic Weapon | Transmutation | This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic. | 3 |
Haste | Transmutation | Targets get extra attack at full BAB, +1 attack rolls, +1 AC(dodge), +1 relf save, +30 speed (enhancement bonus, up to twice normal speed). Haste dispels slow | 3 |
Lightning Bolt | Evocation | You release a powerful stroke of electrical energy that deals 1d6 points of electricity damager per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. | 3 |
Displacement | Illusion | Grants total concealment (50% miss chance) | 3 |
Force Punch | Evocation | Your successful melee touch attack deals 1d4 points of force damage per level maximum (10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. | 3 |
Slow | Transmutation | Targets are staggered, get -1 attack rolls, AC and reflex saves, move at half speed | 3 |
Stinking Cloud | Conjuration | Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. | 3 |
Blink | Transmutation | Physical attacks against you have a 50% miss chance and the Blind Fight feat doesn't help opponents, since you're ethereal and not merely invisible. | 3 |
Fireball | Evocation | A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. A successful Reflex save halves this damage. | 3 |
Beast Shape I | Transmutation | Become medium wolf. +2 STR size bonus, +2 AC (natural armor), +20 speed, 1d6 bite attack, Tripping bite (auto attempt trip on successful bite) | 3 |
Dispel Magic | Abjuration | You can use dispel magic to end one ongoing spell that has been cast on a creature or one area effect from a spell in the selected point. | 3 |
Ray of Exhaustion | Necromancy | A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. | 3 |
Animal Aspect, Greater | Transmutation | This spell functions like animal aspect, except you gain one aspect that adds effects to the aspects that animal aspect grants. | 3 |
Controlled Fireball | Evocation | Like fireball except that it deals minimum damage to allies. | 4 |
Dragon's Breath | Evocation | You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell's effect and energy type depend on the type of dragon. | 4 |
Beast Shape II | Transmutation | You become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack. | 4 |
Shout | Evocation | You emit an ear-splitting yell that stuns and damages creatures in its path. Any creature within the area is stunned for 1 round and takes 5d6 points of sonic damage. A successful save negates the stun and reduces the damage by half. | 4 |
Shield of Dawn | Evocation | Any creature that strikes yo uwith a melee attack deals normal damage, but also takes 1d6 points of fire damage +1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. | 4 |
Ice Storm | Evocation | Great magical hailstones pound down upon casting this splll, dealing sd6 points of bludgeoning damage and 2d6 pointa od cold adamge to every creature in the area. This damage only occurs once, when spell is cast. | 4 |
Dimension Door | Conjuration | You instantly transfer yourself from your current location to any other spot within range. You may also bring with you all friendly creatures within a 10-foot radius around you. | 4 |
Stoneskin | Abjuration | The subject gains DR 10/adamantine. The first 10 points of damage is ignored, though an adamantine weapon overcomes the reduction. Prevents a total of 10 points of damage per caster level (maximum 150 points). | 4 |
Phantasmal Killer | Illusion | You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. | 4 |
Reduce Person, Mass | Transmutation | This spell causes instant diminution of all allied humanoid creatures, halving their height, length, and width and dividing their weight by 8. This decrease changes the creatures' size category to the next smaller one. | 4 |
Elemental Body I | Transmutation | When you cast this spell, you can assume the form of a small air elemental, small earth elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. | 4 |
Enlarge Person, Mass | Transmutation | This spell causes instant growth of all allied humanoid creatures in 15 feet, doubling their height and multiplying their weight by 8. This increase changes the creature's size category to the next larger one. | 4 |
Greater Invisibility | Illusion | This spell functions like invisibility, except that it doesn't end if the subject attacks. | 4 |
Acidic Spray | Conjuration | A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half). | 5 |
Elemental Body II | Transmutation | When you cast this spell, you can assume the form of a medium air elemental, medium earth elemental, medium fire elemental, or medium water elemental. | 5 |
Cone of Cold | Evocation | Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6). | 5 |
Fire Snake | Evocation | You create a 50-foot-long line of flames. The fire snake affects all enemies in the line, avoiding allies. Creatures in the path of the fire snake take 1d6 points of fire damage per caster level (maximum 15d6). | 5 |
Vampiric Shadow Shield | Necromancy | This spell wreathes you in shadowy energy and damages those that make melee attacks against you. | 5 |
Baleful Polymorph | Transmutation | As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save. | 5 |
Beast Shape III | Transmutation | You become a large bear. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also have two 1d6 claw attacks, one 1d6 bite attack, and the rend ability. | 5 |
Cloudkill | Conjuration | This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. | 5 |
Stone to Flesh | Transmutation | This spell restores a petrified creature to its normal state, restoring its life. | 6 |
Dispel Magic, Greater | Abjuration | This functions as dispel magic, except that it affects everything within a 20-foot-radius burst or it can dispel multiple spells, starting with the highest level spells and proceed to lower level spells. | 6 |
Dragonkind I | Transmutation | You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. Your movement speed is increased by 10 feet. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). | 6 |
Cat's Grace, Mass | Transmutation | This spell functions like Cat's Grace, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Bull's Strength, Mass | Transmutation | This spell functions like Bull's Strength, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Umbral Strike | Necromancy | You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment). | 6 |
Disintegrate | Transmutation | Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. | 6 |
True Seeing | Divination | You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally. | 6 |
Chain Lightning | Evocation | 1d6/level damage and 1 secondary bolt/level. | 6 |
Acid Fog | Conjuration | Acid fog creates a billowing mass of misty vapors like the solid fog spell. In addition to slowing down creatures and obscuring sight, this spell’s vapors are highly acidic. | 6 |
Bear's Endurance, Mass | Transmutation | This spell functions like Bear's Endurance, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Hellfire Ray | Evocation | A blast of hellfire blazes from your hands. You can fire one ray, plus on additional ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). | 6 |
Beast Shape IV | Transmutation | You become a Large smilodon, a Large shambling mound or a Large wyvern. | 6 |
Transformation | Transmutation | You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks). | 6 |
Sirocco | Evocation | Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. | 6 |
Elemental Body III | Transmutation | When you cast this spell, you can assume the form of a large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. | 6 |
Walk through Space | Conjuration | When under the effects of this spell, you can teleport up to 30 feet as a move action. | 6 |