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INDEX

MAGUS HYBRID STUDIES PAGES 1-7


DIAMETRIC FUSION 1-2
FLINGING FIGMENTS 2-3
HORIZON SPELLSHELL 3-4
SCOURGING LASH 4-5
AUTHORS THOUSAND-TOUCH ARCANA 5-6
Derry Luttrell WROUGHT WARPLATING 6-7
Host of Dice Will Roll (The Queerest Pathfinder NEW HYBRID STUDY FEATS PAGES 7-8
Podcast on the Planet), author of Safe Haven: A
Weird West Tale (A PF2 and 5e Wild West module NEW MAGUS FEATS PAGES 9-12
and setting) and a bunch of other things. LEVEL 1 9

Tony Saunders LEVEL 2 9


LEVEL 4 10
Author for Classes+, Legendary Games, and various
other projects. Hoping this project lives up to the LEVEL 6 10
expectations of Fam+ who've been so good to us. LEVEL 8 10-11
Without my daughter Scarlet and my wife Kate, I LEVEL 10 11
would be lost. LEVEL 12 11
ARTWORK LEVEL 14 11
Derry Luttrell LEVEL 16 12
Shawn Pommier (page background)
LEVEL 18 12
FORMATTING & LAYOUT LEVEL 20 12
Derry Luttrell & Tony Saunders ARCANE CONSERVATIONS PAGES 13-16

DEDICATIONS BLADEBOUND 13-14

This book goes out to Dave, Ritz & Luna. Thanks for JAUNTY VISAGE 14-15
making the last 5 years awesome. Keep it rollin'! MARIONETTE MASTERY 15
SLIDECASTING 16
FOUNDRY SPELL IGNITION 16
Coming soon!
ESSENCE MYSTIC CLASS ARCHETYPE PAGE 17-20
PATHBUILDER2E SUGGESTED ERRATA PAGES 21
Coming soon!
Josh White OGL PAGES 22-23

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Magus+
Who can say whether the might of the sword or the power of magic is stronger? But then there are
those who choose not to decide. ‘Spell Sword’, ‘Arcanista’, ‘Eldritch Warrior’, various names by which
the magus are called, varying as wildly as their fusions of magic and martial prowess. Each magus
has labored to perfect their combinations by exemplifying their studies for prudent and ruthless
efficiency. Why answer the question of which is greater, when you can simply be the answer.
Magus Hybrid Studies If you used Expansive Spellstrike for the required Spellstrike, you
The fighter swings a sword with exceptional accuracy, do not apply the effects of the triggering Spellstrike until after
and a wizard studies their books with practiced this Strike and you determine its effects based on this Strike’s
result.
diligence, but these are ultimately half-measures for
battle by way of the magus. Simply knowing how to Conflux Spell dual-pattern strike
swing a sword or cast a spell is child’s play. Learning to Studious Spell (7th) magnetic attraction
forge the two together into an unstoppable force is the Studious Spell (11th) temporal twin
true exemplification of the pinnacle of each. As water is Studious Spell (13th) mirror’s misfortune
formed by its container, so to is magic formed by its
vessel. This marriage of power is one by which magus DUAL-PATTERN STRIKE FOCUS 1
stake their own lives. The following are a set of hybrid UNCOMMON EVOCATION FLOURISH MAGUS
studies that seek to provide new vessels for your magic. Cast � verbal; Requirements You are wielding both your
diametric weapons.
DIAMETRIC FUSION Duration 1 minute
You swing your weapons, one after the other, creating an arcane
sigil that lingers with your strokes. Make two Strikes against a
You have learned to bind magic between two weapons, single target, one with each of the required weapons. If both your
creating a dyad of arcane energy that unifies them into a Strikes hit, you brand the target with an arcane sigil, giving them
magical union. This union forges a bond between your a weakness of 2 to one of the following damage types: acid,
cold, electricity, fire, force, mental, negative, poison, or positive.
weapons, as you have done so with might and magic. Apply your multiple attack penalty to each Strike normally.
During your daily preparations, choose two one-handed
Heightened (+2) The weakness increases by 1.
melee weapons in which you are trained to be your
diametric weapons. When you are wielding these
weapons, they gain the twin trait and are treated as the
same weapon type for the purposes of the twin trait. If
the two weapons you chose already had the twin trait
and were the same weapon type, increase the damage
from the twin trait by 1 per weapon damage die.
While you are in Arcane Cascade, weapons
you wield with the twin trait increase their
damage against enemies you previously
attacked this turn by 1, by 2 if you have
weapon specialization, or by 3 if you
have greater weapon specialization.
The damage from your twin trait is of
the same type as your Arcane Cascade
while you are in Arcane Cascade.
You gain the Residual Spellstrike reaction.
RESIDUAL SPELLSTRIKE �
FORTUNE MAGUS
Trigger You got a failure on the Strike of your
Spellstrike with one of your diametric weapons
and your Strike did not have the fortune trait.
Requirements You are wielding your other diametric
weapon.
You retain the magical energy by having it surge through
your body to your other weapon. Make a Strike with
your other diametric weapon, but the attack is at a
–5 multiple attack penalty (or –4 if the weapon is
agile) instead of its normal penalty. If this Strike
hits, you apply the effects of the required Spellstrike
to your Strike.

1
DIAMETRIC PAIRING � FEAT 4 to create copies of your weapon.
MAGUS During your daily preparations, choose a single weapon
Prerequisites Arcane Cascade, diametric fusion hybrid study in your possession with which you are trained that has
Requirements You are in Arcane Cascade and on your last the thrown trait as your bonded weapon. You can
action you critically succeeded at a Strike with one of your conjure a figment of the bonded weapon as part of
diametric weapons while wielding your other diametric
weapon. making a ranged Strike and these figments last until the
You have learned to fuse your weapons into a singular fighting Strike is completed. When you use Spellstrike, you can
style, often apply a specific name to this fusion such as dance of make ranged Strikes with your figments, as long as the
the sun and moon, crash of thunder and lighting, or something target is within the first range increment. You can
even more eclectic. You unleash diametric energy from your
other weapon and the target of the required Strike takes 1d4 deliver the spell even if its range is shorter than the
damage per two levels you possess of the same damage type as range increment of your ranged attack. The figment
your Arcane Cascade on a basic save determined below. Targets weapon gains all of the fundamental and property runes
that fail their save also suffer the effects of your other diametric
weapon’s critical specialization. The save for the damage and of your bonded weapon when you use it to make ranged
critical specialization effect is against your spell DC with a save Strikes. You must have a hand free or be wielding your
type that matches the weapon’s critical specialization or a Reflex bonded weapon to make Strikes with your figments.
save if there was no save. The target rolls once to determine the
effects of the damage and the critical specialization. When you're in Arcane Cascade stance, thrown Strikes
with your bonded weapon and its figments increase
DUAL-WEAPON SPELLSTRIKE � FEAT 10 their range by 5 feet, or by 10 feet if you have weapon
FORTUNE MAGUS specialization, or 15 feet if you have greater weapon
Prerequisites diametric fusion hybrid study, Spellstrike specialization.
Requirements You are wielding both your diametric weapons,
are in Arcane Cascade stance, and your Spellstrike is charged.
Conflux Spell rebounding figment strike
You can swing your weapons in tandem, the power of your spell
carried between the two. Make a Spellstrike but when you do Studious Spell (7th) blur
make two Strikes, one with each of your two diametric weapons, Studious Spell (11th) mind of menace
each using your current multiple attack penalty. Both Strikes Studious Spell (13th) creation
must have the same target. Your second Strike is made with a
–3 penalty, or a –2 penalty if it has the agile trait.
REBOUNDING FIGMENT STRIKE FOCUS 1
If either of your Strikes are successful, you gain the effects of UNCOMMON CONJURATION MAGUS
your Spellstrike, using the first successful Strike to determine
the effects of your Spellstrike. Cast � verbal; Requirements You are wielding your bonded
weapon or have a hand free.
If neither of your Strikes are successful, you use the first Strike You bring down a mighty blow that causes a figment to echo off
you made to determine the effects of your Spellstrike if it would your swing in tandem. Make a thrown Strike with your bonded
have an effect on a failure, such as Expansive Spellstrike. weapon or a figment against a creature within its first range
increment. If you successfully hit the creature with this Strike, a
figment spawns from your Strike and travels in another
ELABORATE PATTERNED STRIKE FEAT 16 trajectory, allowing you to make a second thrown Strike against
MAGUS another creature within your weapon’s range increment from the
first creature. Both of these Strikes are made at their normal
Prerequisites dual-pattern strike focus spell, diametric fusion multiple attack penalty.
hybrid study
Frequency once per day
Your ability to rapidly make attacks allows you to emblazon your MUTABLE FIGMENTS � FEAT 4
enemies with an elaborate set of runes that hinder them further. FLOURISH MAGUS
When you cast dual-pattern strike, you can choose to cast the Prerequisites flinging figments hybrid study
spell as a 2-action or 3-action spell and gain additional effects.
Your figments have become alterable, allowing you to shift them
� (somatic, verbal) Make an additional Strike with each to your needs. You alter the form of your figments to take the
of your diametric weapons. For each Strike that hits after shape of another non-consumable thrown weapon that requires
the second, increase the weakness from your dual-pattern the same number of hands to wield. Your figments remain in this
strike by 1 and apply any weakness from dual-pattern strike form until you use this action again. The figment’s runes apply to
before applying any damage from any of your Strikes. their new shape. Any property runes that can’t apply to the new
form are suppressed until the figments take a shape to which
� (somatic, verbal) As the 2-action version of the spell, they can apply.
except an eruption of magical energy bursts after the
pattern is complete and the target takes 1d4 damage per STORM OF FIGMENTS � FEAT 10
spell level of the spell on a basic Reflex save after the
Strikes are made. The damage dealt is of the same type as MAGUS
the weakness you chose. Prerequisites flinging figments hybrid study, Spellstrike
Requirements Your Spellstrike is charged.
FLINGING FIGMENTS You infuse your spellstrike with a storm of figments. Make a
thrown Spellstrike against a target within your bonded weapons
You have cultivated a connection to kinetic energy. You first range increment. If your Strike is successful, figments burst
swing your arms in constant motion allowing you to forth from the connecting blow in a 10-foot cone, 20-foot line, or
5-foot burst from the target of your Spellstrike and creatures,
harness the energy into weapons from your mind's eye including the target of your Spellstrike, take 1d4 damage per

2
spell level and must attempt a basic Reflex save. If you cast the
spell in your Spellstrike from a spell slot, the damage from Storm
HORIZON SPELLSHELL
of Figments increases to 1d8 damage per spell level. You have mastered the art of merging artillery and
magic, giving you the ability to infuse your ammunition.
If your spell was one that can deal damage, the damage of your When you fire your magically infused ammunition,
Storm of Figments is the same type that spell could deal (or one
type of your choice if the spell could deal multiple types of radiant energy might surge around the shot, strange
damage). If the spell couldn't deal damage, the bonus damage symbols may emerge in tandem, or even remnants of the
depends on the spell's school. infused spell may be produced on contact.
Abjuration or Evocation force When you use Spellstrike, you can make a ranged
Conjuration or Transmutation same type as your weapon or weapon Strike with a crossbow, firearm, or sling, as long
unarmed attack as the target is within the first range increment. You can
Divination, Enchantment, or Illusion mental
deliver the spell even if its range is shorter than the
Necromancy negative or positive damage if your spell had the
positive trait range increment of your ranged attack.
During your daily preparations, when you would
ETERNALLY REBOUNDING FIGMENTS FEAT 16 prepare a spell in one of your spell slots, you can instead
MAGUS choose to prepare a spellshell. A spellshell is a special
Prerequisites rebounding figment strike focus spell, flinging type of spell that can only be used to Cast a Spell as part
figments hybrid study of a ranged Spellstrike with a crossbow, firearm, or sling.
Your figments continue to rebound until you miss. When you When you Spellstrike with a spellshell, the weapon can
cast rebounding figment strike, your rebounding figment strike
can continue to make thrown Strikes with your figments so long be fired even if it was not loaded, as the ammunition is
as there is another creature within your weapon’s range provided as part of the Cast a Spell activity and your
increment to target with a thrown Strike and your previous Strike ammunition gains the arcane trait, making them
was successful. You cannot target a creature more than once
with one of these Strikes, even if your previous Strike was magical. If the weapon was already loaded, you instead
against another creature. In addition, the first Strike of your infuse the spellshell to the ammunition inside your
rebounding figment strike does not increase your multiple attack weapon.
penalty.
When you are in Arcane Cascade,
crossbows, firearms, and slings
gain the scatter 5ft. trait. If
the weapon already
has the scatter trait,
instead increase the range of
the radius by 5 feet. Determine
the damage type from the scatter
trait as described in Arcane Cascade.

Conflux Spell quantum shot


Studious Spell (7th) empty pack
Studious Spell (11th) phantom prison
Studious Spell (13th) clairvoyance

QUANTUM SHOT FOCUS 1


UNCOMMON TRANSMUTATION MAGUS
Cast � verbal; Requirements You are wielding a crossbow,
firearm, or sling that is loaded with an ordinary 0-level piece of
ammunition.
You split your ammunition into two different particle states,
allowing it to exist in two places at once. Make a Strike with the
required weapon, the ammunition you used to make the Strike is
not expended and the required weapon remains loaded with that
ammunition.

Heightened (4th) You can use magical or special ammunition


when you cast this spell. If the item level of the ammunition is
greater than your level – 3 you must attempt a DC 5 flat check or
the ammunition is expended as normal due to quantum
instability.

3
RECHARGING RELOAD � FEAT 4 damage of that damage type. This effect occurs at the
same time as the Spellstrike and applies any weaknesses
MAGUS or reductions in resistances to the Spellstrike’s damage if
Prerequisites horizon spellshell hybrid study they would apply.
Recharging and reloading, go together like a target and shot. You Illusion (mental, visual) The creature is absorbed into a false
Reload and then recharge your Spellstrike. reality. The creature must attempt a Will save against your
spell DC. Creatures that fail their save treat all areas around
them as difficult terrain for 1 minute or greater difficult
EAT THIS! � FEAT 10 terrain if their save was a critical failure. Any creature that
MAGUS moves through the area or uses the Seek action to examine
it can attempt to disbelieve this illusion.
Prerequisites Arcane Cascade, horizon spellshell hybrid study,
Spellstrike Necromancy (death) The creature is bombarded with a
sphere of death. The creature takes 1d8 negative damage
Requirements You are in Arcane Cascade, you have at least one per level of the spell or positive damage if the spell had the
spellshell, and your Spellstrike is charged. positive trait and must attempt a Fortitude save against
You take one of your spellshells and fire it with extreme your spell DC. Creatures that fail their save are also drained
prejudice. Make a Spellstrike with a spellshell. Increase the 2 and creatures that critically fail their save are drained 4. If
radius of your weapon’s scatter trait by 5 feet and increase the a creature is reduced to 0 Hit Points from the damage of
additional damage of the scatter trait to be equal to the spell’s this effect or the drained condition, it is instantly slain and
level instead of the normal amount. attempts to communicate with it, return it to life, turn it into
an undead, or otherwise disturb its afterlife fail unless the
effect's counteract level is higher than half your level when
ESSENCE EATING SHELL FEAT 16 you killed the creature (rounded up), or originates from an
MAGUS artifact or a deity. If any creature would not be affected by
Prerequisites horizon spellshell hybrid study the type of damage dealt by this effect, this effect does not
occur for any creature and fizzles, but the effects of the
You have learned that the price of more potent spellshells is Spellstrike still apply normally.
infusing it with an essence that taxes your very being. During
your daily preparation, you can choose to make one of your Transmutation (morph) The creature’s inner anatomy is
shells an essence eating shell. When you make a Spellstrike with morphed by your shell, causing bodily stress and difficulty
one of these shells, you and the initial target of the Spellstrike operating. The creature must attempt a Fortitude save and
are affected by an additional effect determined by the spell that becomes sickened 2 on a failure, or sickened 3 on a critical
was chosen for the spellshell. As long as your attack roll was not failure. While a creature is sickened they also take a –10-
a critical failure, the target suffers the effects listed below. You foot status penalty to their Speeds. A creature that is
also suffer the listed effect, but you gain a +3 status bonus to immune to the sickened condition instead takes 1d4
saves against the effect if your Spellstrike was successful and bludgeoning damage per level of the spell on a basic
you treat your degree of success as one better if you get a Fortitude save and suffers the status penalty to Speeds for
critical success. 1 round after taking damage from a failure of this effect.

Special You can take this feat multiple times, gaining the ability
Abjuration (force) The creature is trapped inside a cube of to create an additional essence eating spellshell each time you
force which attempts to compress itself around the select it.
creature. The creature takes 1d4 force damage per level of
the spell and must attempt a basic Fortitude save against
your spell DC. Creatures that fail their save are also
immobilized for 1 round. SCOURGING LASH
Conjuration (teleportation) The creature is blinked between With a loud crack, you flourish your weapon of choice,
existence, rupturing its form. The creature must attempt a keeping opponents at arm's length and lacing it through
basic Fortitude save against your spell DC and takes 1d4
bludgeoning and 1d4 slashing damage per level of the with magic. Your magic is blisteringly fast as it channels
spell. On a failed save, the creature must attempt a DC 5 flat through you and into your weapon, be it a whip, rope,
check to use actions with the manipulate trait for 1 round net, chain or a lash.
as they phase in and out of existence.
Divination (emotion, fear, mental) The creature sees a vision You can wield ropes as one-handed martial weapons,
of their death. The creature takes 1d6 mental damage per and they deal 1d4 slashing damage and have the finesse,
spell level of the spell and must attempt a basic Will save grapple, nonlethal, reach, and two-hand d8 traits and
against your spell DC. Creatures that fail their save are
frightened 1 or frightened 2 on a critical failure. are in the flail group. You do not take a circumstance
Enchantment (mental) The creature’s mind is bound to a penalty to your attack roll for making a lethal attack with
mental prison. The creature must attempt a Will save a rope.
against your spell DC. Creatures that fail their save are
stupefied 2 for 1 round, or confused for 1 round on a critical When you enter Arcane Cascade, your attacks leave
failure. If a creature would gain the dying condition from the stinging echoes of your lashing attacks. When you
Spellstrike that caused this effect, the duration of the successfully Strike or Grapple a target with a flail, you
confused and stupefied conditions increases to permanent,
but the creature can attempt a new save against the effect deal 1 additional persistent damage, or 2 if you have
each day. weapon specialization, or 3 if you have greater weapon
Evocation The creature is blasted with essence manipulation. specialization. This persistent damage is of the same
The creature takes an additional amount of damage from
your Spellstrike equal to the level of the spell you cast and type as your Arcane Cascade.
must attempt a basic Reflex save. Determine the damage
type as described in Arcane Cascade. Creatures that fail Conflux Spell coiling grasp
their save also apply a weakness to the damage type equal Studious Spell (7th) umbral extraction
to the spell’s level or reduce any resistances they have to Studious Spell (11th) ghostly weapon
the damage type by the same amount. If a creature with Studious Spell (13th) rope trick
immunity to the damage type fails their save, they take half

4
COILING GRASP FOCUS 1 STORM OF THE WINDING LASH � FEAT 16
UNCOMMON EVOCATION MAGUS MAGUS
Cast � verbal; Requirements You are wielding a weapon in the Prerequisites scourging lash hybrid study
flail group. Frequency once per day
Range 15 feet; Targets 1 Medium or smaller creature Requirements You are wielding a weapon in the flail group.
Duration sustained up to 4 rounds You empower your flail's lashing power and twirl, cutting through
You whip your flail at your opponent, causing it to bind them and the souls of all those around you and winding its way around
send agonizing pain through them. You Grapple the target with them. Make a melee Strike or Grapple check with a flail against
the required weapon even if it would be outside the weapons up to 3 enemies within your flail’s reach. Each attack counts
normal reach using your Athletics modifier or your spell attack toward your multiple attack penalty, but do not increase your
roll modifier, whichever is higher. When you Sustain the Spell, penalty until you have made all your attacks. If you Grappled
you attempt to maintain the Grapple against the target of the more than one creature, you can maintain the Grapple against all
spell. The target can attempt to Escape as normal. You cannot creatures you grappled with this activity with a single Grapple
use the required item or hand that is holding it while this spell is check by comparing the result of your check against the
active and if you release your grip on the item the spell Fortitude DCs of each creature separately. Creatures can still
immediately ends. attempt to Escape as normal and if you would get a critical
failure against any creature you made a Grapple against, you
Critical Success The target is immobilized. You can make drop your flail immediately.
Spellstrikes and Strikes against the target with the required
weapon.
Success The target is grabbed. You can make Spellstrikes THOUSAND-TOUCH ARCANA
and Strikes against the target with the required weapon. You are a student of thousand-touch arcana, an inter-
Critical Failure The target can either grab you if you are within planar martial art that blends the casting of spells with
its reach, as if it succeeded at using the Grapple action
against you, or force you to fall and land prone. measured breathing and swift punches and kicks. When
battle starts, you become a force to be reckoned with
Heightened (3rd) You may target and Grapple Large or smaller indeed.
creatures with this spell.
You gain the Arcane Fist magus feat as a bonus feat.
Heightened (6th) You may target and Grapple Huge or smaller
creatures with this spell. While in Arcane Cascade, if you make a successful
Heightened (9th) You may target and Grapple Gargantuan or unarmed Strike against a target you can also ignore an
smaller creatures with this spell.
amount of resistance equal to half your level of a
resistance type that matches your Arcane Cascade
SERPENTINE FLAIL � FEAT 4 damage type. A creature's immunities are unaffected.
MAGUS
Prerequisites scourging lash hybrid study Conflux Spell Hyper-Arcane Pressure Point Strike
Frequency once per hour Studious Spell (7th) False Life
Requirements You are wielding a weapon in the flail group. Studious Spell (11th) Time Jump
Your weapon can twist and slither, like a serpent. You infuse your Studious Spell (13th) Resilient Sphere
flail with life, giving it a Command and allowing you to issue it
further commands for up to 1 minute. Your flail gains 2 actions
when you issue it a Command and it can use these actions to HYPER-ARCANE PRESSURE POINT STRIKE FOCUS 1
make simple Interact actions, move 10 feet by sliding on a
surface, or Seek with an imprecise motion sense of 15 feet. Your UNCOMMON EVOCATION MAGUS
flail can't perform actions that require significant manual Cast � verbal; Requirements You are able to make an unarmed
dexterity, including any action that would require a check to attack.
accomplish, and you can't use it to hold items. Your flail can slide Duration 1 minute
up sheer surfaces such as a wall and can fit through holes or You jab your fingers quickly into pressure points in your
areas appropriate for its size. Your flail can communicate with opponents body in such a way that you channel up strange
you via touch telepathy but it can only convey simple words or arcane shocks through their body. Make a Strike with the
sentences when it does. required unarmed attack. If you hit, on subsequent turns during
the duration you can spend a single action with the concentrate
FLAYING SPELLSTRIKE � FEAT 10 trait during the duration to activate your pressure point magic
and the target must attempt a Fortitude save against your spell
MAGUS DC, after which the spell immediately ends.
Prerequisites scourging lash hybrid study, Spellstrike
Requirements You're in Arcane Cascade stance, are wielding a Critical Success The target is unaffected.
weapon in the flail group, and your Spellstrike is charged. Success The target's muscles surge with pain and they
Your spellstrike tears through the essences of your opponents, become temporarily weaker. Roll damage for the required
aggravating their greatest flaws and empowering your attack in unarmed Strike again and the target takes half damage and
tandem. Make a Spellstrike and an Arcana check immediately is enfeebled 1 for 1 round.
after to identify weak points with your magic to flay them. On a Failure As success, except the target takes full damage and
success, the creature gains a weakness of 1 to a damage type any time it attempts to take an action with the manipulate
of your choice that lasts until the end of your next turn or double trait while enfeebled, the target must succeed at a flat
this amount if you critically succeed. The base weakness check with a DC equal to 5 + its enfeebled value or the
amount increases to 2 if you have weapon specialization or 3 if action is disrupted.
you have greater weapon specialization. The target gains these Critical Failure As failure, but the target takes double damage
weaknesses before your Spellstrike deals damage. and is enfeebled 2.

5
MERGED MARTIAL CASCADE FEAT 4 Critical Success You push your target up to 10 feet away from
you after your Spellstrike resolves. You can Stride after it,
MAGUS but you must move the same distance and in the same
Prerequisites Arcane Cascade, thousand-touch arcana hybrid direction.
study Success You push your target back 5 feet after the Spellstrike
You have learned to merge the effects of your Arcane Cascade resolves. You can Stride after it, but you must move the
with powerful martial arts. Choose a level 1 monk feat with the same distance and in the same direction.
stance trait. You gain that feat as a magus class feat and can
take feats that have it or subsequent feats as a prerequisite
treating your monk level as your magus level – 3 for the
PERFECT ARCANE FORM � FEAT 16
qualifying for those feats. ARCANE MAGUS POLYMORPH TRANSMUTATION
Prerequisites thousand-touch arcana hybrid study
You can use your Arcane Cascade while in the selected stance
and you can enter this stance as part of entering an Arcane Frequency once per day
Cascade, allowing you to enter the two stances at once. When As you allow your magic to flow through you, you overlap
you first enter these stances and at the beginning of each turn yourself with the ideal arcane form that you channel your spells
you are in Arcane Cascade and your chosen stance, you must from. This form may look identical to you, or it may have extra
choose either Arcane Cascade or your chosen stance as your ethereal arms, glowing organs, or some other unusual
primary stance. For the purposes of actions, effects, or abilities appearance. You enter a battle form for 1 minute. You have
that would require you to be in a stance, you are in the stance hands in this battle form and can take actions with the
you chose. You must still meet the requirements for both manipulate trait. While you are in this battle form, you gain the
stances, otherwise the stance whose requirements you failed to benefits of Arcane Cascade and are considered to be in Arcane
meet immediately ends. Cascade for the purposes of feats or activities that would
require it. You also gain the following benefits.
PUMMELING SPELLSTRIKE � FEAT 10 • 20 temporary Hit Points.
MAGUS • If you were Medium or smaller, you can increase your
size to Large provided you have the space to do so and your
Prerequisites thousand-touch arcana hybrid study, Spellstrike unarmed attacks reach increases by 5 feet (or by 10 feet if
Requirements You're in Arcane Cascade stance, are unarmed, it started out Tiny).
and your Spellstrike is charged. • A fly Speed equal to your Speed.
You unleash your pummeling blow with a dazzling display of • A +1 status bonus to saves against spells.
martial prowess, carrying a powerful force behind it. Make a • You gain a precise sense with a range of 30 feet that
Spellstrike. It gains the following effects in addition to the enables you to sense arcane magic and creatures or items
normal effects of your Spellstrike. with the arcane trait.
• Increase the damage die of your melee unarmed
attacks by 1, up to a maximum of d10. If your damage die
was already d10 or above, you instead gain a +2 status
bonus to damage with your melee unarmed Strikes.
• You gain a ranged unarmed attack (magical, range
increment 30 feet, unarmed), which deals 1d6 force
damage.

WROUGHT WARPLATING
Your magic is channeled not
through a weapon, but through
the armor you wear over your
body. You cover every inch of
your skin in thick iron which
you carve full of runes and
magic sigils that render you all but
invincible in combat.
You are trained in heavy armor. At 11th
level, if you gain the medium armor
expertise class feature, you also gain
expert proficiency in heavy armor,
and if you gain the medium armor
mastery class feature, you also gain
master proficiency in heavy armor.
When you become expert in these
armors, you gain the armor specialization
effects of medium and heavy armor.
While in Arcane Cascade and wearing medium or heavy
armor, you gain resistance equal to Arcane Cascade’s
damage bonus to the same damage type as your Arcane
Cascade.

6
Conflux Spell metamorphic armor UNBREAKABLE FIGURE � FEAT 16
Studious Spell (7th) instant armor
MAGUS
Studious Spell (11th) warding aggression
Prerequisites Arcane Cascade, wrought warplating hybrid study
Studious Spell (13th) chromatic armor
Trigger You would take damage.
Requirements You are in Arcane Cascade stance and are
METAMORPHIC ARMOR FOCUS 1 wearing medium or heavy armor.
UNCOMMON ABJURATION MAGUS You merge with your armor entirely, wrapping your entire body in
Cast � verbal; Requirements You are wearing medium or heavy armor and sheathing you from the coming blow. You reduce the
armor. damage you would take by 25, and gain the immobilized
condition until the end of your next turn. You cannot Escape or
Duration 1 minute otherwise remove this immobilized condition and the DC of this
Your armor reshapes itself dramatically to gain a new effect is equal to your spell DC.
appearance, such as taking on a sheen of color associated with
a certain energy type, or sprouting metal thorns or studs to

New Hybrid Study Feats


enhance your frame. Make a melee Strike against a creature and
then choose an effect from the list below. For the duration, when
you make a Strike against an enemy you can change the effect A magus at the late stages of their adventuring career
you chose to another choice.
has often learned secret or incomprehensible
• Gain a resistance to bludgeoning, piercing or slashing techniques by pushing the limits of both magic and
damage equal to half your level (minimum 1). body. The below feats are new high level options for the
• Gain a resistance to acid, cold, electricity, or fire equal
to half your level plus 2 or increase one of these hybrid studies from Secrets of Magic.
resistances by half your level.
• Gain a +1 circumstance bonus to AC.
• Gain a +1 status bonus to your reflex saves against
area of effect spells.
INEXORABLE IRON
DEVOURING METAL � FEAT 16
IMPOSING SPELLSTRIKE � FEAT 4 ARCANE MAGUS NECROMANCY
MAGUS MENTAL VISUAL Prerequisites inexorable iron hybrid study
Prerequisites wrought warplating hybrid study, Spellstrike Trigger You critically hit a living creature.
Requirements You're in Arcane Cascade, you are wearing heavy Requirements You are in Arcane Cascade stance.
armor, and your Spellstrike is charged. Your weapons and magic not only fuel your might, they also seek
The appearance of your mighty armor is enough to make even to devour your enemies when you make a telling blow. The target
the most foolhardy of opponents doubt themselves. Make a must attempt a Fortitude save against your spell DC.
Spellstrike. It gains the following effects in addition to the
normal effects of your Spellstrike. Critical Success The target is unaffected.
Success The target is drained 1 and you regain Hit Points
Critical Success The target takes a –2 status penalty to its equal to the number of Hit Points the target lost from the
Will saves and a –3 status penalty to fear effects until the drained condition. If you would regain more Hit Points than
end of your next turn. you have, you instead gain temporary Hit Points for the
Success The target takes a –1 status penalty to its Will saves excess amount that lasts until you are no longer in Arcane
and a –2 status penalty to fear effects until the end of your Cascade. These temporary Hit Points stack with any Hit
next turn. Points you would gain from the Arcane Cascade stance.
Failure As success but the target is drained 2.
Critical Failure As success, but the target is drained 3.
ENHANCED FORTIFICATION FEAT 10
MAGUS
Prerequisites metamorphic armor focus spell, wrought
warplating hybrid study
LAUGHING SHADOW
When you reshape your armor, you do so perfectly, effectively SPLINTER SHADOW ASSAULT FEAT 16
becoming a brand new suit of armor. You can choose two MAGUS
effects when you cast metamorphic armor instead of one. When
you make a Strike during the spell’s duration, you can only swap Prerequisites dimensional assault focus spell, laughing shadow
one of these effects to another effect as normal. Add the hybrid study
following options to the options you have when you cast Frequency once per day
metamorphic armor You designate your shadow to splinter so that you surround your
target with shadows of yourself before attacking them from all
• You grant your armor an additional armor property directions at once. When you cast dimensional assault, you can
rune equal to half your level. This property rune does not choose to cast the spell as a 2-action or 3-action spell instead of
count towards the maximum runes your armor can have. the normal effect.
• You change the material your armor is made of to
another material; this material must be able to be made � (somatic, verbal) You splinter your shadow into three
into an armor, and the armor material must be equal or locations that would be in range of your dimensional
lower than your level. assault that would also allow you to Strike the target. Make
• You can grant your armor an adjustment less than or three Strikes, one from each location you chose,
equal to half your level. It can gain this adjustment even if teleporting between your shadows to make these Strikes
the armor could not normally sustain the adjustment (such and choosing their order. Each of these Strikes increases
as burnished plating on hide armor). your multiple attack penalty as normal, but you treat each
• You can reduce the Speed penalty of your armor by 5 square your shadows occupy as occupied by an ally for the
feet and can remove the Hindering and Noisy traits. purposes of flanking. For each attack that hits, combine

7
their damage for the purpose of resistances and were wielding in two hands except its reach is increased by 10
weaknesses. feet and it can only attack from its current space. You can still
make Spellstrikes as long as you are adjacent to your tree staff.
� (somatic, verbal) As the 2-action version of the spell, The tree cannot be moved, but it has an AC of 10, Hardness
except you splinter your shadow into four locations and equal to your level, and a number of Hit Points equal to your level
your multiple attack penalty only increases by -3 (or -2 if x 10. The tree reverts back to its staff form if you Dismiss this
you used an agile weapon) after each of these Strikes. effect, its Hit Points are reduced to 0, or 1 minute has passed.
When it reverts back to staff form it falls on the square you
originally chose for Hundred Year Growth or in your hands if you
SPARKLING TARGE were adjacent to the tree at the time it reverted to staff form.
ABLATIVE BARRIER BLOCK � FEAT 16
ABJURATION ARCANE AURA MAGUS
Prerequisites Arcane Cascade, sparkling targe hybrid study
Requirements You are in Arcane Cascade stance and are
wielding a shield or have the shield spell prepared.
You use the reserved power of your cascade to create a strong
barrier to protect you and allies. If your next action is to Raise a
Shield, you can create a barrier that surrounds you in a 5- or 10-
foot emanation as well as the normal effects of your Raise a
Shield action. This barrier grants allies within the emanation
partial cover and your allies can use the Take Cover
action to give themselves standard cover while your
shield is raised. The barrier is transparent and
allies cannot use this cover to Hide or Sneak.

STARLIT SPAN
SKY FALL � FEAT 16
ARCANE EVOCATION MAGUS
Prerequisites Arcane Cascade, starlit span
hybrid study
Frequency once per day
Requirements You're wielding a
ranged or thrown weapon, or have
a ranged unarmed attack and
you’re in Arcane Cascade stance.
You call to the skies to rain down on
your enemies using your weapon as
a conduit for the impending sky fall.
Make a ranged Strike with the
required weapon or unarmed attack,
but do not resolve the effects of this
attack. At the end of your next turn,
resolve the attack roll you made by
comparing it to the AC of all enemies within
a 15-foot burst in the first or second
range increment of the required
weapon. Any natural or constructed
ground that was included in the area
becomes difficult terrain from the resulting
blast.

TWISTING TREE
HUNDRED YEAR GROWTH �
FEAT 16
MAGUS TRANSMUTATION
Prerequisites twisting tree hybrid study
Frequency once per day
Requirements You are wielding a staff.
You plant your staff into the ground, literally, and it ages
a hundred years in an instant. Choose an unoccupied
square adjacent to you to plant your staff, which
becomes a Huge tree. Creatures that occupy the
area are automatically moved to the nearest
available square and you may Step as part of
your staff’s growth. While your staff is in
this form, you can still make Strikes
with it as if it were a staff that you

8
New Class Feats with a range of 30 feet that enables you to smell arcane magic.
This scent allows you to detect the presence of arcane magic
Magus are known for impressive talents, the method by equal to or lower than your level as well as beasts, constructs,
which they acquire them sitting somewhere on the verge dragons, elementals, or creatures with the ability to cast arcane
spells or use actions with the arcane trait. In addition, you can
between mind and body. Merging energy and matter is Track these creatures using your Arcana instead of Survival and
a labor that requires many tools, whether these tools be you gain a +2 status bonus to track these creatures if you pass
your body, your affects, your weapons, or actually through an area or place where they have used a magical ability
or Cast a Spell within 1 hour while tracking them. If you are a
forging magic into the very tools you require, it matters master in Arcana, you gain this bonus if you pass an area or
not. All that matters is that you have bridged the gap. place within 1 day of using a magical ability or Cast a Spell
instead of 1 hour.

1ST LEVEL 2ND LEVEL


DEALER OF DEATH FEAT 1 CASCADING WEAPON BLAST FEAT 2
MAGUS MAGUS
Prerequisites Spellstrike Prerequisites Spellstrike
You have learned to wield harrow and other decks of cards as You fire blasts of magic out of your weapon into nearby
deadly weapons via imbuing them with powerful magic. You opponents. You learn the cascading weapon blast conflux spell.
gain a harrow deck or other deck of cards as appropriate when Increase the number of Focus Points in your focus pool by 1.
you gain this feat. During your daily preparations, you can infuse
a deck of cards with your magic allowing you to use the cards as CASCADING WEAPON BLAST FOCUS 1
simple weapons of the knife group that deal 1d6 slashing
damage with the agile, finesse, thrown 10 ft., and versatile p UNCOMMON EVOCATION MAGUS
traits. Infused decks do not reduce the number of cards in the Cast � somatic; Requirements You are in Arcane Cascade.
deck when they are drawn and cards that are destroyed or Range 30 feet; Area 5-foot burst
removed from the deck are replenished magically after 1 minute.
You use your residual energy and make a powerful blast by
If you make a Spellstrike with a card from your infused deck with pointing your weapon, creating a weapon of the energy from
a spell that deals damage, roll 1d6 on the table below. If the your lingering magic. Make a ranged attack roll with a weapon or
damage of the spell matches the card drawn, you deal additional unarmed attack you are wielding and apply the result against all
damage of the listed type equal to the level of the spell you used creatures within a 5-foot burst within 30 feet of you. If the
for your Spellstrike or half your level if the spell was a cantrip. weapon you chose is a melee weapon, you can use your
Strength modifier for the attack roll instead of your Dexterity
Hammers: cold damage modifier. If you hit, you deal damage as if you landed a Strike
Keys: fire damage with your weapon but all of the damage from this Strike is of the
Shields: poison damage same damage type as your Arcane Cascade. After you Cast the
Books: electricity damage Spell, you immediately leave Arcane Cascade and end any
Stars: mental damage ongoing effects related to Arcane Cascade.
Crowns: acid damage
RESERVOIR OF POWER � FEAT 2
LIVING GRIMOIRE FEAT 1 MAGUS
MAGUS Prerequisites Arcane Cascade
Eschewing the need for a spellbook, you write your spells into Requirements Your most recent action was to Cast a Spell from
the most sacred of vellum: yourself. You may scribe spells onto a spell slot or make a Spellstrike with a spell from a spell slot.
your skin as if it were suitable parchment in a process that takes When you tap into the inner energies of your arcane cascade’s
the same amount of time that it would to scribe a scroll. This power, using it to create additional effects. You use Arcane
may look like a sleeve of tattoos made of words, markings on the Cascade and you gain an effect depending on the school of your
back of your hand in an ancient script or some other body art. most recent spell that lasts until the end of your next turn.
You may use your body as your spellbook and may prepare your
spells from your body during your daily preparations.
Abjuration You gain a +1 circumstance bonus to AC.
Your body gains the following grimoire power and it does not Conjuration You can Step 10 feet.
count as your one grimoire for the day. Divination You gain a +2 status bonus to Perception to Seek
against concealed or hidden creatures and treat the flat
Activate � envision (mental, visual); Frequency once per check to target concealed or hidden creatures as 2 lower.
day; Effect If your next action is to Spellstrike, the runes Enchantment You gain a +1 status bonus to Deception and
inscribed on your body swirl to emphasize your attack. The Intimidation.
target becomes dazzled until the end of your next turn if
your Spellstrike was a success or 1 minute if it was a Evocation You gain a +2 status bonus to Reflex saves against
critical success. Creatures that are dazzled from this effect spells that would deal the same damage as your Arcane
take a –1 circumstance penalty to their attack rolls against Cascade.
you as long as they are dazzled. Illusion You create illusory difficult terrain in a square
adjacent to you. You treat this difficult terrain as normal
SCENT OF ARCANA FEAT 1 terrain. A creature can attempt to disbelieve the effect as
normal after using a Seek action or otherwise spending
MAGUS actions interacting with the illusion. If it successfully
Prerequisites Arcane Cascade disbelieves, it ignores this effect for the duration of your
Arcane Cascade.
You have found that the pungency of magic can actually
permeate the air, allowing you to sense its presence through Necromancy You gain a +2 status bonus against death
scent. While in Arcane Cascade, you gain an imprecise sense effects and regain a number of Hit Points equal to the

9
damage value of your Arcane Cascade before applying any
additional effects (such as the bonus from laughing
6TH LEVEL
shadow). FORCE MANIPULATE FEAT 6
Transmutation You gain a +2 status bonus against forced
MAGUS
movement and to saves against effects that would give you
the immobilized or prone conditions. Requirements focus pool, trained in Athletics
You use one of the most consistent elements at your disposal:
SPELL STITCHER FEAT 2 Force. You learn the force manipulate conflux spell. Increase the
number of Focus Points in your focus pool by 1.
MAGUS
Prerequisites Arcane Cascade, trained in Medicine FORCE MANIPULATE FOCUS 3
After getting in a few scrapes, you’ve learned to spin arcane UNCOMMON EVOCATION MAGUS
thread and imbue tools with special magic for mending wounds
and destruction. You can use your proficiency rank in Arcana to Cast � verbal
meet the requirements of skill feats that require a particular rank Range 30 feet; Targets 1 Large creature or an object of 8 bulk or
in Medicine. You gain the Battle Medicine skill feat. During your less
daily preparations, you can imbue a set of healer’s tools with Trigger You make a successful Strike or Spellstrike.
arcane power that in your hands allows you to use Arcana for You thrust yourself as if to land a martial blow, manipulating
actions that would normally require Medicine. creatures or objects with magical force in the same motion.
Attempt a Shove or Force Open against the target at the same
While you are in Arcane Cascade, your imbued tools heal targets multiple attack penalty as the required Strike or Spellstrike using
of your Battle Medicine for 1 additional Hit Point, or 2 additional your proficiency in Athletics or your spell attack roll modifier,
Hit Points if you critically succeeded. These additional Hit Points whichever is higher. You can choose any unoccupied square
increase to 2 and 4 if you have weapon specialization and to 3 adjacent to the target as your location for the purposes of
and 6 if you have greater weapon specialization. determining the effects.

Heightened (6th) You can target a Huge creature or an object of


4TH LEVEL 16 bulk or less.
Heightened (9th) You can target a Gargantuan creature or an
object of 24 bulk or less.
DISCERN PHYSICALITY � FEAT 4
MAGUS GUARDED SPELLSTRIKE � FEAT 6
Prerequisites Arcane Cascade MAGUS
Requirements You are in Arcane Cascade stance.
Prerequisites Spellstrike, Steady Spellcasting
You have trained yourself to be able to scan the level of a
creature's physical power with a glance. Make a Perception Requirements Your Spellstrike is charged.
check or the appropriate knowledge skill against a creature's You have learned to guard your spellstrikes from enemies who
Recall Knowledge DC and you gain a +1 circumstance bonus to would interrupt you. Make a Spellstrike. The spell you cast as
your check. This bonus increases to 2 if you have weapon part of your Spellstrike does not provoke reactions.
specialization and 3 if you have greater weapon specialization.
The GM might apply a penalty for the distance between you and
the enemy. The enemy is then temporarily immune to your
INVERTED ENERGY SPELLSTRIKE � FEAT 6
Discern Physicality for 1 day. MAGUS
Prerequisites Spellstrike
Critical Success The GM chooses two of the following pieces Frequency once per 10 minutes
of information about the enemy to tell you: one of its
passive abilities, actions, or activities, the attack modifier Requirements Your Spellstrike is charged and you can cast at
for one of its Strikes, its spell DC, or its highest skill least one spell that deals energy damage.
modifier. In the event of a tie, the GM should pick one at Your weapon-wielding dance serves as the final line of an arcane
random. You gain a +2 status bonus to damage against equation that rewrites the elemental power of a spell. Make a
that creature as long as you are in Arcane Cascade. Spellstrike with a spell you can cast that deals energy damage
Success As a critical success, except you only receive one (acid, cold, electricity, fire, force, negative, positive, or sonic).
piece of information and the status bonus to damage while You can change the damage of that spell to another damage
in Arcane Cascade is +1 instead of +2. type of your choice and the spell loses any traits of the previous
damage type and gains the one associated with its new damage
type. If the spell you chose would deal more than one type of
SECOND-HAND WAND FEAT 4 damage, you select one applicable damage type and any other
MAGUS damage remains the same.
Prerequisites Spellstrike
You have learned to blend your combat style with that of wands.
The hand you use to wield a wand counts as a free hand for the
8TH LEVEL
purposes of the Interact action and for feats or abilities that
would require you have a free hand. You can also hold another WARDED STITCH � FEAT 8
object in this hand (but you still can't use it to wield a weapon).
You can Spellstrike with wands of appropriate spells and when MAGUS
you make a Spellstrike by overcharging a wand, you reduce the Prerequisites Spell Stitcher, master in Arcana
flat check needed to succeed to 5 instead of 10. Requirements You are in Arcane Cascade.
You patch your target with a special imbued stitch that protects
them against certain harm. You use Battle Medicine on an
appropriate creature using your Arcana for the check. If you are
successful, you do not apply the effects of your Battle Medicine
immediately but instead place a warded stitch on the target

10
creature that lasts for 1 minute. While the warded stitch is MYSTIC BOMB FEAT 12
active, it provides the target creature with a +1 status bonus to
saves against death effects, diseases, negative effects, and MAGUS
poisons. Once during the duration, you or the target creature can Prerequisites Arcane Cascade, focus pool
use a single action with the concentrate trait to grant the effects You can create a powerful reservoir of magic that you, and
of the Battle Medicine to the creature with your warded stitch. others, can fuel. You learn the mystic bomb conflux spell.
When your warded stitch is expended, you immediately recharge Increase the number of Focus Points in your focus pool by 1.
your Spellstrike.

WHIRLING WAND STRIKE � FEAT 8 MYSTIC BOMB FOCUS 6


UNCOMMON EVOCATION MAGUS
MAGUS
Cast � somatic; Requirements You’re in Arcane Cascade
Prerequisites Second-hand Wand stance.
You have adapted your wand techniques to enhance merging Range 120 feet; Area 5-foot to 20-foot burst
wands and attacks. You can cast a spell from a wand that takes Saving Throw basic Reflex; Duration sustained up to 4 rounds
1 or 2 actions and can make a Strike against a creature. You can
choose the order in which these occur and can target different You spontaneously create a burst of magical energy that
creatures. Alternatively, you can choose to Spellstrike with your appears in the specified location within range. Your mystic bomb
wand if it possesses an appropriate spell and you gain a status appears in the location and deals 4d6 damage to each creature
bonus to damage equal to half the spell’s level on your within the area on a basic Reflex save and the bomb disappears.
Spellstrike. If you choose to Spellstrike by overcharging a wand, The damage of your mystic bomb is of the same damage type
you ignore the flat check to prevent your wand from being as your Arcane Cascade. If no creatures are in the area, the
destroyed (though it still becomes broken as normal). bomb remains in the area. On subsequent rounds, the first time
you Sustain this Spell each round, you can leave the mystic
bomb in its space or move it to another square within range,
10TH LEVEL immediately exploding after this action is completed if any
creatures are in its area. At the end of each turn that you Sustain
the Spell, you can choose to increase the size of the burst by 5
feet, up to a maximum of a 20-foot burst.
REWRITE RUNE FEAT 10
ARCANE MAGUS TRANSMUTATION For the duration of the spell, allies within 60 feet of your mystic
Prerequisites expert in Arcana bomb can attempt to Aid you by lending their strength and
making an Athletics or Arcana check at a standard DC of your
Perhaps nobody understands the fundamentals of a magic level. If they succeed, they increase the number of damage dice
weapon as well as you do. With a tap, you can shift the runes of the spell deals by 1d6, or by 2d6 if they critically succeed. After
a weapon around like liquid following your touch. You can add or an ally successfully Aids you in this way, they cannot Aid you
remove runes of a weapon or armor in an activity that takes 1 again and you can only receive Aid for this spell 3 times before
hour. You can change the rune of a weapon or armor to be further attempts automatically fail, treating critical successes
another rune of the same level or lower in this time, but the rune as 2 times for the purposes of attempts.
you select must be of equal or lower cost than the original rune.
When you remove a rune from a weapon, you can move it to If you have Expansive Spellstrike, you can deliver your mystic
another appropriate weapon or to an ordinary stone, making it a bomb through a Spellstrike, moving the mystic bomb up to 30
runestone in the process. feet as part of this activity and applying the effects as if you had
Cast the Spell the same turn.
SECOND CONSERVATION FEAT 10
Heightened (+1) The initial damage increases by 1d6 and the
MAGUS
number of times your spell can receive Aid increases by 1.
Prerequisites Arcane Cascade
You have mastered new ways to wield the ambient magic of an
arcane cascade. You gain a second Arcane Conservation (pg.
13). You can only be in one of your Arcane Cascades at once,
14TH LEVEL
and if you would put yourself in an Arcane Cascade, you must
choose one of your two Arcane Conservations. TIME SPLITTING SPELLSTRIKE � FEAT 14
MAGUS
12TH LEVEL Prerequisites Spellstrike
Frequency once per hour
You apply a technique of temporal distortion to delay the effects
MEDIATION OF INSIGHT FEAT 12 of an upcoming Spellstrike. If your next action is to make a
DIVINATION EXPLORATION FORTUNE MAGUS PREDICTION Spellstrike, you can delay the effects of the spell you cast for up
to 3 rounds. At the beginning of each of your turns, you can
Frequency once per day choose to cause the spell to take effect using the Strike of the
You spend 10 minutes to enter a state that merges your mental Spellstrike you made to determine the effects. If a spell would
and physical form through magic, showing the certain future of need to originate from a square you occupied, such as an area
your actions and granting you the power to forge an outcome. of effect spell with an Expansive Spellstrike, you can choose any
The next time you roll initiative for an encounter, you can choose square adjacent to the target for the purposes of the spell you
to state a specific action or activity as the first action or activity cast.
for your first turn. Once you do, this action is locked in and you
must attempt it on your first turn. If you fail to perform this
action or otherwise are unable to take the action mentioned, you
lose any actions that would have been required to take the
named action. When you attempt your declared action, you gain
a +1 status bonus to the first attack roll or check you attempt
and you treat the degree of success on a result of a failure or
critical failure as one better.

11
16TH LEVEL creature or object when you Cast the Spell in this way. When you
cast force fang, you can choose to Cast the Spell as a 2-action
or 3-action spell to gain additional effects.
REVERSE SPELLSTRIKE � FEAT 16
� (somatic, verbal) Your force jaws swiftly assault your
MAGUS METAMAGIC target. Creatures that take damage from your force fang
Prerequisites Spellstrike, must attempt a Reflex save against your spell DC or be
Requirements Your Spellstrike is charge and you were targeted knocked prone as the jaws pull them down.
with a hostile spell you could Spellstrike with in the last turn.
� (somatic, verbal) As the 2-action version of the spell,
You reverse the ambient magic from the spell cast and divert it except you can change the target from a single creature to
into a powerful attack. You expend a spell slot of your highest all creatures in a 15-foot cone, 30-foot line, or 5-foot burst
level, and Spellstrike with the same spell that targeted you. If the within 30 feet.
spell is of a level lower than your highest spell slot, it is
heightened to the highest level spell you can cast.
20TH LEVEL
RIDE THE SPELL � FEAT 16
MAGUS METAMAGIC BATTLEMAGE'S APOTHEOSIS:
Frequency once per hour ULTIMATE RADIANCE � FEAT 20
You conjure up a spell beneath your feet, which you ride directly MAGUS POLYMORPH TRANSMUTATION
into your opponent. If your next action is to Cast a Spell with a
range or area of effect, you ride atop it to its destination, moving Prerequisites Arcane Cascade
alongside it up to 60 feet. This movement ignores any difficult or Frequency once per day
greater difficult terrain and allows you to travel over obstacles or Requirements Your Spellstrike is charged.
gaps, flying above them and landing in a square adjacent to your Summoning a powerful aura of energy and performing some
spell’s target or destination. If the spell you cast was an area of long forgotten techniques, you unleash violent power and the
effect, you can choose to end your movement within the area or glow of your Arcane Cascade grows substantially, changing the
at a square adjacent to the affected area. color of your hair and eyes as you stand strong. You enter
Arcane Cascade and gain additional effects. You exude bright
light out to 20 feet and dim light 20 feet after that, gain a fly
18TH LEVEL speed equal to your Speed, and regeneration (deactivated by
force damage or critical hits) 15. These benefits last as long as
you remain in your current Arcane Cascade stance.
BANISHING SPELLSTRIKE � FEAT 18
ABJURATION INCAPACITATION MAGUS
Prerequisites Spellstrike
Frequency once per day
Requirements Your Spellstrike is charged.
When you strike an extra-planar foe, you can
channel anti-summoning magic that
disrupts their tether to this world. Make a
Spellstrike against a creature that isn't
on its home plane. If it hits, the target
must attempt a Will save against your
spell DC. If your Spellstrike deals
damage to the target that would
trigger a weakness, the target takes
a –2 circumstance penalty to its
save. If the creature you targeted
with your Spellstrike has the
summoned trait, this ability loses
the incapacitation trait.

Critical Success The target


resists being banished and you
are stunned 1.
Success The target resists being
banished.
Failure The target is banished.
Critical Failure The target is banished
and can't return by any means to the
plane it's banished from for 1 week.

FORCE JAWS FEAT 18


MAGUS
Prerequisites Force Fang
Frequency once per day
You have learned to harness your force fang from a single
devastating blow to an onslaught. The form of your force fang
often changes to resemble something specific, such as a

12
Arcane Conservations you provide each other power, its price is the most costly
of all things: Life.
A magus is known not only for their ability to channel
magic into their esoteric blows, but also in capturing the
residual energy from these attacks for future use. The You gain the Familiar magus feat and a black blade
most common type of these methods being Arcane specific familiar. Unlike other familiars, you can never
Cascade, absorbing the energy of recently channeled get rid of your black blade for another familiar, and if
magic into their attacks. This is but one way that a you would ever be parted from your black blade or it
magus can conserve residual magic for future use, and were ever destroyed, it returns to you magically during
other such methods rely on archaic, costly, and your next daily preparations.
sometimes even accursed knowledge. These Arcane If you have Capture Magic, your black blade uses its
Conservations represent other methods by which magus reaction to Invigorate with the same trigger when you
have learned to reserve expended magic and further would normally use your reaction to Capture Magic and
their prowess when in the field of combat. you gain the same bonus to damage if your blade was
At first level you can select a conservation, and if you do already invigorated. If you have Resounding Cascade,
you lose the Arcane Cascade stance class feature. For the allies within the emanation gain the effects of your black
purposes of abilities or feats that have Arcane Cascade blade’s Invigorate with the same circumstances as if you
as a prerequisite, your conservation’s Arcane Cascade had used the Arcane Cascade stance.
counts as the Arcane Cascade stance. Any ability or feat
Additional Feats: Improved Familiar [6], Incredible Familiar [10]
that would apply during Arcane Cascade applies while
you are under the effects of your conservation’s Arcane BLACK BLADE
Cascade. If an action or effect would put you in Arcane Your weapon seeks power, and so too do you. Its power
Cascade stance without having to meet its requirements grows as you do, and as long as your goals align, there
(such as Capture Magic), you gain the effects of your are little quarrels to be had, but sometimes a price must
conservation’s Arcane Cascade as part of using that be paid. The will of the blade is not easily bent, but it
action. If an action or effect would put you in Arcane realizes that the two of you must work together, as
Cascade and has the same requirements as Arcane without you it must remain in wait until another
Cascade (such as Arcane Shroud), it gains the same powerful magus is willing to make the sacrifice.
requirements and triggers as your conservations Arcane
Cascade and it puts you into your conservations Arcane
BLACK BLADE
Cascade when you use that action instead. RARE CONSTRUCT
Required Number of Abilities 2
If your conservation’s Arcane Cascade provides a non-
Granted Abilities second opinion, skilled (arcana)
damage bonus to the bonus applied from the Arcane
Arcane Cascade: Invigorate � (necromancy) Trigger You
Cascade stance, use the value of the provided bonus for reduce a creature to 0 Hit Points with a spell or Spellstrike;
determining effects that would be reliant on your Arcane Requirements You are wielding your black blade; Effect Your
Cascades damage bonus. If you would black blade becomes invigorated and your melee Strikes with it
deal 1 additional damage for 1 minute. This additional damage
increase the damage amount of your increases to 2 if you have weapon specialization and 3 if you
Arcane Cascade, such as from the have greater weapon specialization. This damage is of the same
laughing shadow hybrid study, you type as the Arcane Cascade stance. Strikes that benefit from
this damage gain the arcane trait, making them magical.
instead gain that damage bonus while you
are in your conservation’s Arcane Cascade If your black blade uses this ability on a creature below
with a damage type of the same type as the your level, you must attempt a Will save against its
Ego.
Arcane Cascade stance would produce
under the circumstances of your conservation’s Despite being a minion, your black blade gains 1
Arcane Cascade. reaction at the start of its turns, which it can use
for Invigorate and other reaction abilities it
gains from being a black blade.

BLADEBOUND Can’t Walk Your black blade has no


land Speed.
RARE
While most magus learned to conserve magic within
their Strikes, you were gifted, or perhaps plagued, with
being in the service of a devourer of residual magic.
Despite the prevailing name, a black blade can be a
weapon of any form, though it is common for them to be
edge weapons, as the ability to draw blood from an edge
serves their needs quickly. The burden of a black blade
often hangs heavy on those that wield them, and though

13
Constructed Weapon Your black blade can be wielded as a
weapon and takes the form of a weapon of your choice during
JAUNTY VISAGE
your daily preparations. Your black blade cannot be targeted by UNCOMMON
effects or given Commands while you are wielding it, but it may Your magic is re-purposed so that it generates an
gain reactions it can use while it is being wielded depending on
its abilities. You can etch runes and apply special materials to eldritch mask, arcane tattoos, conjured clothing, or
your black blade, but any property runes that can’t apply to the some other cosmetic appearance unique to you. These
form of your black blade are suppressed until the item takes a manifestations carry with them emotions of controlled
shape to which they can apply. Your black blade is immune to
bleed, death effects, disease, doomed, drained, fatigued, power, allowing you to exert magical energy to inspire
healing, necromancy, nonlethal attacks, paralyzed, poison, emotions in your enemies through appearance alone.
sickened, and unconscious. It can recover Hit Points only via the You gain the Don Visage action. You are considered to
Repair action and other methods that fix items, not from any
form of Hit Point healing. It's destroyed at 0 HP. be in Arcane Cascade as long as you have your visage
donned. You treat the additional damage dealt to
Ego Your black blade has needs that it must fill, and you must creatures affected by these actions as the damage value
satisfy its undying thirst for power. Your black blade gains an
Ego value equal to its Will DC. Whenever you attempt an action of Arcane Cascade for the purposes of feats and abilities
that your black blade restricts, either by an ability or via violating dependent on Arcane Cascades damage bonus. Hybrid
its purpose, you must attempt a basic Will save against your studies or feats that increase the damage bonus of the
black blade’s ego value or you lose Hit Points equal to your level
and your weapon regains Hit Points equal to the Hit Points you Arcane Cascade stance (such as laughing shadow),
lost. If you get a success, you do not have to make Will saves instead increase the damage bonus to targets under
against your black blade’s ego for 1 hour, or 1 day if you got a these effects by the same amount.
critical success.

Purpose Your black blade has a purpose and an accompanying


edict. These may or may not be known to its wielder, subject to
GM discretion. If you commit an act that would be against its
purpose or fail to follow an edict, you must attempt a Will save
against its ego.

ADDITIONAL BLACK BLADE ABILITIES


Feed Me You have learned to feed your black blade your energy
to satisfy its needs. You can spend a single action with the
concentrate trait to give your black blade the effects of
Invigorate, but you must attempt a Will save against its Ego and
you must attempt this save even if you would be immune to its
Ego. Your familiar must be a black blade to select this ability.

Life Drinker � (death, incapacitation, necromancy) Frequency


once per day; Trigger You critically hit a living creature with your
black blade; Effect Your black blade takes advantage of your
tremendous blow and drinks in the life force of the enemy. The
triggering creature must attempt a Fortitude save
against your spell DC or class DC, whichever is higher.

Critical Success The creature is unaffected.


Success The creature becomes drained 1 and
you regain a number of Hit Points equal to
the amount of Hit Points the target lost
from the drained condition.
Failure As success, but the creature becomes
drained 2.
Critical Failure As success, but the
creature becomes drained 3.

Your familiar must be a black blade and you must


be at least 14th level to select this ability. If your
black blade uses this ability on a creature below
your level, you must attempt a Will save against
its Ego.

They’re Mine � (fortune) Frequency once per day;


Trigger You fail a Will save against an effect that would
give you the confused, controlled, or fascinated
conditions or that would require you to take an action against
your will; Effect Your black blade rolls a Will save against the
same effect, replacing your result with its own. If it is under the
effects of Invigorate, it gains a status bonus to this save equal to
the additional damage it would deal. Your familiar must be a
black blade and you must be at least 6th level to select this
ability.

14
If you have Capture Magic, you can immediately Don as the damage value of Arcane Cascade for the purposes
Visage and use the associated action against the foe who of feats and abilities dependent on Arcane Cascades
targeted you when you used your reaction. If you have damage bonus. Hybrid studies or feats that increase the
Resounding Cascade, allies within the emanation also damage bonus of the Arcane Cascade stance (such as
gain your damage bonus against enemies under the laughing shadow), instead increase the weakness to
effects of your Don Visage skill action. mental damage by the same amount.
If you have Capture Magic, you can create a puppet
string to the foe who targeted you when you used your
ARCANE CASCADE: DON VISAGE �
reaction, so long as the foe is within 30 feet of you. If you
ARCANE CONJURATION FLOURISH MAGUS VISUAL
have Resounding Cascade, allies within the emanation
Requirements You used your most recent action to Cast a Spell also have puppet strings attached to the triggering foe
or make a melee Spellstrike.
You don your visage, granting you a fearsome, jovial, or and can benefit from its effects with the same
mysterious demeanor. Choose between fearsome, jovial, or restrictions as normal (such as not gaining increased
mysterious for the demeanor of your visage and attempt an weaknesses from the laughing shadow hybrid study).
Arcana check at a standard-difficulty DC of your level to don your
visage. If you succeed at your check, you don your visage for 3
rounds, or 4 rounds if your result was a critical success. When
you first use Don Visage in an encounter, you can use the result ARCANE CASCADE: PUPPET STRING �
of your initial check to perform the associated skill action of your ARCANE FLOURISH ILLUSION MAGUS
demeanor against an appropriate creature. For the duration, you
can use your visage to perform the associated actions with your Requirements You used your most recent action to Cast a Spell
Arcana instead of the normal skill. You deal 1 additional damage that targeted an enemy within 30 feet or make a melee
of the same type as the arcane cascade stance to creatures as Spellstrike and the spell you chose had the illusion or mental
long as they are affected by the associated action from your trait.
visage. This damage increases to 2 if you have weapon You weave magic around your enemy, making them more
specialization or to 3 if you have greater weapon specialization. susceptible to mental manipulation. You create a thread of
magic between yourself and the required enemy, tethering them
Fearsome Your skill action is Demoralize. When you use your by a puppet string made from the lingering magic of your spell.
visage to Demoralize it gains the visual trait and loses the This puppet string is broken if a creature spends an Interact
linguistic and auditory traits. action to break it or you and the tethered creature are further
Jovial Your skill action is Bon Mot, and you can use Bon Mot than 30 feet from each other. While tethered, your target takes a
even if you do not have the skill feat. It gains the visual trait –1 status penalty to their Will saves against your spells with the
and loses the linguistic and auditory traits, but your required traits and they gain weakness 1 to mental damage from
opponent only needs to use a single action with the your spells. This weakness increases to 2 if you have weapon
concentrate trait to retort. specialization, or 3 if you have greater weapon specialization.
Mysterious Your skill actions are Feint, Hide, and Sneak. You
gain the additional damage from Don Visage against
creatures that are flat-footed to you as a result of these MARRIONETTE MASTERY FEATS
actions or being undetected or unnoticed.
PUPPET’S COMMAND � FEAT 8
JAUNTY VISAGE FEATS ARCANE ENCHANTMENT MAGUS MANIPULATE MENTAL
Prerequisites Puppet String
MULTI-FACETED VISAGE � FEAT 8 Requirements You have two puppet strings attached to a single
MAGUS enemy.
Prerequisites Jaunty Visage Your puppet strings allow you to force the target to take an
Frequency once per round action. You can use your puppet strings to make the target
approach you, release what it's holding, drop prone, or stand in
Requirements Your visage is donned. place. It can't Delay or take any reactions until it has obeyed your
Your visage can be altered on a whim. You alter your selection command. The effects depend on the target's Will save against
from Don Visage to another option of your choice, changing your your spell DC. The target takes a status penalty to their save
demeanor to that of your new selection and replacing the against this effect equal to the number puppet strings in excess
benefits with your new demeanor. of two. Regardless of the result, the target is then immune to
your Puppet’s Command for 1 day.

MARIONETTE MASTERY Critical Success The creature is unaffected and immediately


breaks one of your puppet strings.
UNCOMMON Success The creature is unaffected.
You have learned to leave threads of magic with your Failure For the first action on its next turn, the creature must
strikes and spells, allowing you to control your enemies use a single action to do as you command.
with enchanting magic or more easily fool them with Critical Failure The target must use all its actions on its next
turn to obey your command.
illusions. The threads of magic are a tapestry which you
weave as easily as a seamstress pulls thread.
You gain the Puppet String action. You are considered to
be in Arcane Cascade as long as you have at least one
puppet string attached to a creature. You treat the value
of the weakness to mental damage from Puppet String

15
SLIDECASTING SPELL IGNITION
UNCOMMON UNCOMMON
Somatic components are part of what makes spells Rather than absorb and re-use the ambient magic left
whole, and you’ve learned how to combine these behind by the casting of spells, you’ve mastered the art
movements with your steps. You slide around the of swirling it into a magic haze of pain. Spells you cast
battlefield with sprays of sparks and spell residue, leave behind magic that crackles and burns, making it
making you a highly mobile combatant. dangerous to remain in its presence.
You gain the Slidecast reaction. Whenever you Step or You are considered to be in Arcane Cascade as long as an
Stride in the same turn you also Cast a Spell or area of ambient magic is present for the purposes of
Spellstrike, you gain a +1 status bonus to your Reflex feats or abilities that require it. You are immune to the
saves against effects that target an area for 2 rounds. damage dealt by your own ambient magic. For
This bonus lasts for 3 rounds if you have weapon determining values that would be dependent on the
specialization, or 4 rounds if you have greater weapon Arcane Cascade stance’s damage bonus, you instead use
specialization. the number of rounds your Spell Ignition lasts. Hybrid
You are considered to be in Arcane Cascade as long as studies or feats that increase the damage bonus of the
you are benefiting from this bonus for the purposes of Arcane Cascade stance instead grant you a damage
feats and abilities that rely on you being in Arcane bonus equal to the increased amount that lasts for the
Cascade. For determining values that would be same duration and follows the same rules for damage
dependent on the Arcane Cascade stance’s damage types as the Arcane Cascade stance.
bonus, you instead use the starting number of rounds If you have Capture Magic, you can create ambient
you are affected by this bonus as the damage amount. magic in the space of the foe who targeted you when you
Hybrid studies or feats that increase the damage bonus used your reaction, so long as the foe is within 30 feet of
of the Arcane Cascade stance instead grant you a you. If you have Resounding Cascade, allies within the
damage bonus equal to the increased amount that lasts emanation are immune to the damage of your ambient
for the same duration and follows the same rules for magic.
damage types as the Arcane Cascade stance.
If you have Capture Magic, you can Step as part of that
ARCANE CASCADE: SPELL IGNITION �
reaction. If you have Resounding Cascade, allies within
ARCANE CONJURATION MAGUS
the emanation can Step and gain the status bonus to
Reflex saves as long as they remain in the emanation Requirements You used your most recent action to Cast a Spell
that targets a creature or area of effect or to make a melee
and you are benefiting from your Arcane Cascade. Spellstrike.
You cause ambient magic in the area to burn, making the air
thick with palpable magic. This creates an area of ambient
ARCANE CASCADE: SLIDECAST � magic that lasts for 2 rounds. The area of ambient magic
occupies the target’s space or the area of effect of the spell you
ARCANE MAGUS TRANSMUTATION cast. Creatures other than you that end their turn within an area
Trigger You Cast a Spell with a somatic component that takes of ambient magic take damage equal to the level of the spell you
at least two actions to cast. cast with a basic Fortitude save against your spell DC, or half
When you Cast a Spell, you use the momentum of your magic to that amount if the spell you cast was a cantrip (minimum 1).
propel you. You Step. You can perform this Step during a This damage is of the same type as the arcane cascade stance.
Spellstrike between when you Cast the Spell and when you The ambient magic lasts for 3 rounds if you have weapon
Strike, but your Step must be towards the target of your specialization, or 4 rounds if you have greater weapon
Spellstrike or to a square that keeps the target in your reach if specialization.
you were already within melee reach of the target.

SPELL IGNITION FEATS


SLIDECASTING FEATS
DETONATING SPELLSTRIKE � FEAT 8
SLIDE SLICE � FEAT 8 ARCANE EVOCATION MAGUS
ARCANE MAGUS TRANSMUTATION Prerequisites Spell Ignition, Spellstrike
Prerequisites Slidecast, Spellstrike Requirements You can make a Spellstrike against an enemy
Trigger You used Slidecast before you made a Spellstrike and within an area of your ambient magic and your Spellstrike is
the Strike from your Spellstrike was a critical hit. charged.
You carry your slide through your opponent after making a Your magical force is set to ignite the surrounding area into an
devastating blow. You can Stride up to half your Speed. You can arcane radioactivity. Make a Spellstrike. The target of your
make this Stride before or after the effects of your spell are Spellstrike and all other creatures inside the area of your
applied. ambient magic must immediately attempt a save against its
effects. Creatures that critically fail their save also take
persistent damage of the same type as your ambient magic with
a damage amount equal to the number of rounds that was left
on your ambient magic. After you detonate an area of ambient
magic, it dissipates.

16
Essence Mystic Archetype
Some spellswords gain their magic through years of careful study and dedication to the blade. Others,
however, prefer a more immediate path to power. Essence Mystics seek out a broker who possesses
great arcane power with which they make a trade; their heart to a dragon, their calm to an elemental,
their hand to a lich, or something similar. In this exchange, the mystic inherits the magic or strength
that allows them to bolster one of their essences. These bargains and brokers give the magus their
power, but it is by their ambition and discipline they achieve their true power.

Essence Mystic NEW TRAITS


Havok Havok is a powerful surge of
UNCOMMON
magic that is released from your
BARGAIN OF ESSENCES (1ST) body. You can use an ability with the
Your body is eternally marked as not entirely mortal. You likely underwent a havok trait only if you are in a Havok
ritual that bargained a piece of yourself in exchange for power from your Cascade, and you take damage
broker entity: a piece of your mind, body, heart, or soul. You might have a claw
equal to your level and suffer the
that once belonged to a mighty linnorm, be partially transformed into an
effects of your traded havok. Once
ancient automaton, or even have the horn of a terrible kaiju growing from your
you use an action with the havok
head. Your broker is a being who has bestowed you with extraordinary arcane
trait, you cannot use another action
power, and they may continue watching their investment closely in the
shadows or have separated themselves entirely after this transaction was with the havok trait for the rest of
complete. Your exact relationship with your broker entity is up to you; you your turn.
might have a written agreement with them, you may actively serve them, or it
might be a power they bestowed on you in a single chance encounter—or you YOU’RE NOT PREPARED
may simply be a victim of circumstance. When you tap into your bargained The essence mystic is not a prepared
essence, the innate power inside you shows itself. If you choose this class caster, but some aspects of the
archetype, you must select Essence Mystic Dedication as your 2nd-level class magus heavily integrate the concepts
feat. of study and intelligence, as well as
relying on a spellbook. For these
Prerequisites: You must be a magus.
situations, some reimagining or
Magus Adjustments
adjustments might be required to
You do not gain a hybrid study, but instead gain essence tactics. You do not ensure that the original options
gain the studious spells class feature at 7th level, but instead gain the havok available to the magus are still
spells class feature at 7th level. Your spellcasting ability modifier is Charisma appropriate and work as expected.
instead of Intelligence and you do not gain a spellbook at 1st level but instead Where applicable, if a feat or ability
learn new spells by adding them to your spell repertoire. would require a spellbook, you

BARGAINED ESSENCE instead use your physical form and its


bolstered essences. If an ability
With strained breath, you call upon the physicality you bargained for with your
broker entity to aid you alongside the spells you have gained from them. At 1st would function specifically for
level, you choose the essence of yourself that you chose to bolster in your preparing a specific spell slot with a
bargain and the essence you sought to trade. You must choose two different spell, you instead apply the
essences when choosing what to bolster or trade. Your bolstered essence grants designation to one of the spells in
you additional effects while in a Havok Cascade, a special version of Arcane your spell repertoire for that specific
Cascade, and your traded essence applies a penalty when you use an action spell slot.
with the havok trait. For example, the horizon spell shell
requires the magus to prepare
BODY ESSENCE specific spell slots as spellshells
Bolster Your attained essence has manifested a foreign graft onto your body, the nature
of your bargain on display for all to see. You gain darkvision or scent (imprecise) 30 feet during their daily preparations, but an
and an unarmed attack of your choice on the table below. Once these choices are made essence mystic would instead choose
they cannot be changed without renegotiating the bargain with your original broker
(subject to GM discretion). You become trained in Athletics or Survival. to make certain spell slots they have
into spellshell slots during the daily
Bolstered Havok While under the effects of a Havok Cascade, the unarmed attack you preparations instead of preparing a
gained increases its die size by one step and gains the havok critical effect when you
critically succeed at a Strike with your unarmed attack. spellshell ahead of time.

Trade Your body is more susceptible to afflictions and your havok makes you less responsive. You take a –2 penalty to Fortitude
saves against afflictions and gain a weakness to poison damage equal to half your level (minimum 1).

Traded Havok After you use an action with the Havok trait, you are flat-footed for 1 minute or until you make a successful Strike.

17
damage equal to half your level (minimum 1).
Unarmed Damage Traits Havok Critical Effect Traded Havok After you use an action with the Havok trait,
Attack you are stupefied 1 or increase your stupefied value by 1 if
Agile, The target is flat-footed you were already stupefied for 1 minute or until you make a
finesse, until the start of your next successful Strike.
Claw 1d6 S unarmed turn.

The target takes 1d6 SOUL ESSENCE


Grapple, persistent bleed damage Bolster You are vibrant and full of life, the bolstered essence of
Fangs 1d8 P unarmed plus 1 damage per weapon your bargain. You gain either Toughness or Diehard as a bonus
damage dice. feat and a +2 status bonus against death effects. You treat the
DC to recover from the dying condition as 2 lower than your
The target is knocked away normal amount. You become trained in Medicine or Religion.
Horn 1d8 P Shove, from you up to 10 feet (you
unarmed choose the distance). This Bolstered Havok While under the effects of a Havok Cascade,
is forced movement. you gain a resistance to physical damage equal to the
The target is grabbed by damage bonus of your Arcane Cascade and if you would
Trip, your jaws until the regain Hit Points from a healing effect, you regain
Jaws 1d8 P unarmed beginning of your next additional Hit Points equal to half your level the first time
turn. you receive healing from that effect.

The target is moved 5 feet Trade Your hold on life is weak and your havok causes you to
Tail 1d6 B Reach, in a direction of your waste away. You take a –2 penalty to Fortitude saves against
unarmed choice. This is forced death effects and gain a weakness to negative damage, or
movement. positive damage if you have negative healing, equal to half your
level (minimum 1).
HEART ESSENCE
Bolster You traded for a release of emotion and to satisfy your Traded Havok After you use an action with the Havok trait,
innermost desires. You are trained in your choice of Deception, you are drained 1 or increase your drained value by 1 if you
Diplomacy, Intimidation, or Performance and gain a level 1 skill were already drained. Unlike the normal requirements for
feat associated with your selection. You become trained in the drained condition, you can reduce the drained condition
Performance or Intimidation. caused by an action with the havok trait by 1 if you make a
successful Strike or spend 10 minutes attuning your
Bolstered Havok While under the effects of a Havok Cascade, essences.
you are immune to fear effects and you gain a status bonus
to the skill you chose for your bolstered essence equal to
the damage bonus from your Arcane Cascade.
HAVOK CASCADE
With strained breath, you call upon the physicality of your master
to aid you alongside the spells you have gained from them.
Trade When you would enter your Arcane Cascade stance, you enter a
You succumb to your emotions more easily and your havok Havok Cascade stance, a powerful enhancement to your
floods you with emotion that makes you sway. You take a –2 bolstered essences that follows all the same rules as your
penalty to Will saves against emotion effects and gain a Arcane Cascade, but with the additional effects of your
weakness to bleed damage equal to half your level (minimum 1). Bargained Essence. You gain the wreak havok conflux cantrip.

Traded Havok After you use an action with the havok trait, you While you are in Havok Cascade, you can use actions with the
are clumsy 1 or increase your clumsy value by 1 if you were havok trait and when you use these actions you take damage
already clumsy for 1 minute or until you make a successful equal to your level. If you resist this damage, remove it, or
Strike. otherwise avoid taking it, your havok action automatically fails
and has no effect.
MIND ESSENCE
Bolster Your bolstered essence has blessed you with knowledge WREAK HAVOK CANTRIP 1
unlike any other. You become trained in Forbidden Lore, a special
lore skill that can be used to Recall Knowledge regarding arcane UNCOMMON CANTRIP CONFLUX EVOCATION HAVOK MAGUS
spells, artifacts, and creatures of any type, but that can't be used Cast � somatic; Requirements You’re in Havok Cascade
to Recall Knowledge on other topics. At 7th level, your stance.
proficiency in Forbidden Lore increases to expert, and at 15th Area varies, see text
level your proficiency in Forbidden Lore increases to master. You
become trained in one skill with the Recall Knowledge action. Saving Throw basic Reflex
You unleash the magical energy ravaging your body. Creatures in
Bolstered Havok While under the effects of a Havok Cascade, a 5-foot emanation, 10-foot cone, or 15-foot line of you take 2d4
you can use Charisma as your modifier on your Forbidden damage. Creatures that fail their save are flat-footed to you until
Lore checks instead of your Intelligence modifier and if you the beginning of your next turn. The damage dealt by this spell
roll a critical failure, you get a failure instead. You can is the same type as your Arcane Cascade.
attempt Recall Knowledge checks with Forbidden Lore on
creatures multiple times while in Arcane Cascade. When Heightened (+1) The damage increases by 2d4.
you succeed at a Recall Knowledge against a creature with
your Forbidden Lore, they gain a weakness equal to half
your level to damage of the same type as your Arcane
Cascade for 1 round.

Trade Your mind is easily targeted by mental attacks and your


havok makes you overwhelmed. You take a –1 penalty to Will
saves against mental effects and gain a weakness to mental

18
TABLE 2–2: ESSENCE MYSTIC SPELLS PER DAY
Your Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 5 1 - - - - - - - -
2 5 2 - - - - - - - -
3 5 2 1 - - - - - - -
4 5 2 2 - - - - - - -
5 5 - 2 2 - - - - - -
6 5 - 2 2 - - - - - -
7 5 - -* 2 2 - - - - -
8 5 - -* 2 2 - - - - -
9 5 - -* - 2 2 - - - -
10 5 - -* - 2 2 - - - -
11 5 - - -* - 2 2 - - -
12 5 - - -* - 2 2 - - -
13 5 - - - -* - 2 2 - -
14 5 - - - -* - 2 2 - -
15 5 - - - -* - - 2 2 -
16 5 - - - -* - - 2 2 -
17 5 - - - -* - - - 2 2
18 5 - - - -* - - - 2 2
19 5 - - - -* - - - 2 2
20 5 - - - -* - - - 2 2
* The havok spells class feature gives you extra slots of this level for specific spells.
ESSENCE TACTICS Some of your spells require you to attempt a spell attack
You have learned to merge aspects of your battle roll to see how effective they are, or have your enemies
prowess with a specific type of battle tactics, much the roll against your spell DC (typically by attempting a
same that other magus gain a hybrid study. Choose a saving throw). Since your spellcasting ability is
hybrid study. You gain the initial benefits of that hybrid Charisma, your spell attack rolls and spell DCs use your
study and add the associated studious spells to your Charisma modifier. Details on calculating these
havok spells. You do not gain the initial conflux spell of statistics appear in Spell Attack Roll.
the chosen hybrid study. For the purposes of feats that
would require you be of a certain hybrid study, you HEIGHTENING SPELLS
count as having the hybrid study you chose. When you gain spell slots of 2nd level and higher, you
can fill those slots with stronger versions of lower-level
ESSENCE MYSTIC SPELLCASTING spells. This increases the spell's level, heightening it to
Your body is forever linked to an incredibly powerful match the spell slot. Many spells have specific
spellcaster. You can cast spells using the Cast a Spell improvements when they are heightened to certain
activity, and you can supply material, somatic, and levels.
verbal components when casting spells. Because of the
magic you draw from your monstrous body part, you can CANTRIPS
usually replace material components with somatic A cantrip is a special type of spell that doesn't use spell
components, so you don't need a material component slots. You can cast a cantrip at will, any number of times
pouch. per day. A cantrip is always automatically heightened to
half your level rounded up—this is usually equal to the
Each day, you can cast one 1st-level spell and five highest level of spell you can cast as a havoc magus. For
cantrips. You must know spells to cast them, and you example, as a 1st-level essence mystic, your cantrips are
learn them via the spell repertoire class feature. The 1st-level spells, and as a 5th-level essence mystic, your
number of spells you can cast each day is called your cantrips are 3rd-level spells.
spell slots.
As you increase in level as an essence mystic, the power SPELL REPERTOIRE
of your master inside you grows and grants you The collection of spells you can cast is called your spell
additional, more powerful spell slots as normal for a repertoire. At 1st level, you learn two arcane 1st-level
magus of your level. spells of your choice and five arcane cantrips of your
choice. You can cast any spell in your spell repertoire by

19
using a spell slot of an appropriate spell level. Your spell it from a higher-level spell slot, up to the maximum level
slots and the spells in your spell repertoire are separate. of spell you can cast. You can similarly cast any of its
If a feat or other ability adds a spell to your spell lower-level versions without learning them separately.
repertoire, it doesn't give you another spell slot, and vice
versa. HAVOK SPELLS LEVEL 7
Your bargained essences grant you additional spells that
You add to this spell repertoire as you increase in level.
can enhance your power in combat. You gain two special
Each time you get a spell slot (see Table 2–2: Essence
2nd-level havok spell slots, which can be used to cast
Mystic Spells per Day), you add a spell of the same level
spider climb, true strike, water breathing, and an
to your spell repertoire. At 2nd level, you select another
additional spell depending on your essence tactics.
1st-level spell. At 3rd level, you add the first 2nd-level
spell to your repertoire. At 4th level you gain your During your daily preparations, you can choose two
second and your spell repertoire reaches its maximum spells from this list to be added to your spell repertoire
size of five spells. and casting spells from a havok spell slot gives the spell
the havok trait. At 11th level, the extra slots increase to
At 5th level, in addition to adding two 3rd-level spells to
3rd level and you add haste and an additional spell
your repertoire, you lose your lowest level of spell slots.
depending on your essence tactics. At 13th level, the
Any time you lose a level of spell slots, you lose two
extra slots increase to 4th level and you add fly and an
spells in your repertoire as well. These can come from
additional spell depending on your essence tactics.
spells you already know or out of the number of new
spells you're learning. On levels in which you don't
ESSENCE MYSTIC DEDICATION FEAT 2
change your spell slots, you can swap out multiple
ARCHETYPE DEDICATION MAGUS
spells, as described below.
Prerequisites Bargained Essence
SWAPPING SPELLS IN YOUR REPERTOIRE You have strengthened your connection to your havok. You gain
the conflux spell associated with the hybrid study you chose for
As you gain new spells in your repertoire, you might your essence tactics, and you increase the number of Focus
want to replace some of the spells you previously Points in your focus pool by 1.
learned.
When you cast a conflux spell that does not have the havok trait,
Each time you gain a level and learn new spells, you can you can choose to give it the havok trait, giving you a +1 status
bonus to any attacks you make as part of Casting the Spell and
swap out one of your old spells for a different spell of the doubling the damage from your havok cascade until the
same level. If it's a level at which you lose a set of lower- beginning of your next turn.
level slots, you can replace the two in either order. You
can also instead swap a cantrip. You can also swap out
spells by retraining during downtime.
At 6th level and every even level thereafter, you can
swap out any number of your spells for different spells
of a level you can cast. When you do, you must keep at
least one spell you can cast with your lowest level of spell
slots so you don't end up with slots you can't use. For
instance, at 6th level you would need to keep at least one
2nd-level spell, but all your other spells could be 3rd
level.

UNLIMITED SIGNATURE SPELLS LEVEL 3


All of your spells are signature spells. That means that if
you know a spell, you can heighten it freely by casting

20
Suggested Errata I’M OVER REACTIONS
Some players might find that
HYBRID STUDIES reactions being provoked by
Spellstrike feels anti-thematic to the
STARLIT SPAN magus’ role, since it is one of their
Add the following line to the starlit span hybrid study text:
main abilities and a big part of their
“While you are in Arcane Cascade, when you make a ranged Strike, you and targets you damage potential. Others find that
successfully hit exude bright light in a 5-foot radius (and dim light for the next 5 feet) for 1
round. The radius of the bright and dim light increases by 10 feet if you have weapon reactions can cultivate the use of
specialization, or 15 feet if you have greater weapon specialization. Your Strikes gain the different combat tactics, such as
light trait and the level of this effect is equal to your level.”
more reliance on Arcane Cascade, to
foster varied play over repeated
ARCANE CASCADE Spellstrikes. If your GM decides to
Alter the requirement for the Arcane Cascade stance to read: house rule that Spellstrike does not
“Requirements You can enter this stance if your most recent action was to Cast a Spell or provoke reactions for spells cast as
make a Spellstrike, but you can remain in the stance even if you no longer meet the part of the activity, alter Guard
requirements.”
Spellstrike to be Guarded Spell, a
single action metamagic that
MAGUS FEATS modifies your next spell action to
Alter the Steady Spellcasting feat to read: not provoke reactions.

STEADY SPELLCASTING FEAT 4 FAST CADE


MAGUS
The magus action economy is tight,
Confident in your technique, you don’t easily lose your concentration when you Cast a Spell.
If a reaction would disrupt your spellcasting action, attempt a DC 10 flat check. If you often with clear cycles between
succeed, your action isn’t disrupted. Spellstrikes, conflux spells, and
recharging Spellstrike. While this
In addition, if you cast a non-cantrip spell that was disrupted by a reaction, you do not
expend the focus point or spell slot even if your spell was disrupted. book does seek to offer more
incentives and opportunities for
Arcane Cascade, some might feel
that more measures could be taken
to allow Arcane Cascade to be used
more often by players that are
struggling to find room for it in their
action economy.

Some alterations to Arcane Cascade


might include allowing Arcane
Cascade as a reaction on a failed
Spellstrike, allowing Arcane
Cascade to be used without its
requirements, or simply allowing you
to be in Arcane Cascade whenever
you begin an encounter. These
changes range from small quality of
life changes to substantial buffs for
Arcane Cascade, and though this
book does not suggest these
changes, they are worth mentioning
since they are common house rules
that can provide a more dynamic
action economy for magus players.

21
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