Spell Dancer

Magus Archetype

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Base Attack Bonus
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HP per level
5/ Level
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Max level of Spells
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Caster ability
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

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


"The strong emphasis on wizards within elven culture influences how even non-wizard elves see themselves. Many elven magi do not consider themselves masters of a blend of martial and magical talents, but rather a sub-category of wizards who study the effect of physical movement and techniques upon spellcasting ability. They believe their ability to cast spells while fighting is an outgrowth of the concept of the “spell dance,” which itself is just another kind of wizardry."


Spell Dancer Information


Spell Dancer Progression


Base Attack Bonus






Level 1  0 +2 0  +2 CantripsMagus ProficienciesArcane PoolSpell CombatDetect Magic, Spell Dance 3/1
Level 2  +1 +3 0 +3 Spellstrike 4/2
Level 3  +2 +3 +1 +3 Magus Arcana 4/3
Level 4  +3 +4 +1 +4 Spell Recall 4/3/1
Level 5  +3 +4 +1 +4 Bonus Magus Feat, Arcane Movement 4/4/2
Level 6  +4 +5 +2 +5 Magus Arcana 5/4/3
Level 7  +5 +5 +2 +5 Dance of Avoidance 5/4/3/1
Level 8  +6/+1 +6 +2 +6 Improved Spell Combat 5/4/4/2
Level 9  +6/+1  +6 +3 +6 Magus Arcana 5/5/4/3
Level 10  +7/+2 +7 +3 +7 Fighter Training 5/5/4/3/1
Level 11  +8/+3 +7 +3 +7 Bonus Magus Feat, Improved Spell Recall 5/5/4/4/2
Level 12  +9/+4 +8 +4 +8 Magus Arcana 5/5/5/4/3
Level 13   +10/+5 +9 +4 +9 Greater Dance of Avoidance 5/5/5/4/3/1
Level 14  +10/+5 +9 +4 +9 Greater Spell Combat 5/5/5/4/4/2
Level 15   +11/+6/+1 +9 +5 +9 Magus Arcana 5/5/5/5/4/3
Level 16   +12/+7/+2  +10 +5 +10 Counterstrike 5/5/5/5/4/3/1
Level 17   +12/+7/+2 +10 +5 +10 Bonus Magus Feat 5/5/5/5/4/4/2
Level 18   +13/+8/+3 +11 +6 +11 Magus Arcana 5/5/5/5/5/4/3
Level 19   +14/+9/+4 +11 +6 +11 Greater Spell Access 5/5/5/5/5/5/4
Level 20  +15/+10/+5 +12 +6 +12 True Magus 5/5/5/5/5/5/5


Spell Dancer 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. 

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.


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


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.

Spell Dance

At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to AC against attacks of opportunity for I minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity. At 5th level, once per spell dance as a swift action, the spell dancer may use blur or haste on himself as a swift action. These abilities last for I round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1 d4 rounds.


Arcane Movement

At 5th level, whenever a spell dancer casts a magus spell, he gains a competence bonus on Mobility and Stealth skill checks equal to the spell's level until the beginning Of his next turn.

Dance of Avoidance

At 7th level, while wearing light armor or no armor, a spell dancer gains a +2 insight bonus to AC.

Greater Dance of Avoidance

At 13th level, while wearing light armor or no armor, a spell dancer's insight bonus to AC increases to +4.

Magus Bonus Feat

Possible Selections:
Armor Proficiency (Heavy Armor)
Armor Proficiency (Heavy Armor)
Martial Weapon Proficiency
Armor Proficiency (Medium Armor)
Shield Proficiecny


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.


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.


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.

Spell Recall

At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and Cast that day by expending a number Of points from his arcane pool equal to the spell's level (minimum 1). The spell is  repared again, just as if it had not been cast.


Improved Spell Recall

At 1 Ith level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1)



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