There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against.
Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.
(Text copied from pfsrd)
|1st||+2||Elemental Weapon, Arcane Pool||1d6|
|2nd||+2||Spellcasting, Spell Reservoir||1d6||3||2|
|4th||+2||Ability Score Improvement||2d6||3||3|
|6th||+3||Magus Arcana Feature||3d6||4||4||2|
|8th||+3||Ability Score Improvement||4d6||4||4||3|
|10th||+4||Ability Score Improvement||5d6||5||4||3||2|
|11th||+4||Magus Arcana Feature||6d6||5||4||3||3|
|12th||+4||Ability Score Improvement||6d6||5||4||3||3|
|15th||+5||Magus Arcana Feature||8d6||5||4||3||3||2|
|16th||+5||Ability Score Improvement||8d6||5||4||3||3||2|
|19th||+6||Ability Score Improvement||10d6||6||4||3||3||3||2|
As a Magus, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
When you complete a long or short rest, you may spend 10 minutes performing a ritual to turn one weapon into an elemental reservoir - you may only enhance one weapon in this way at a time.
As a bonus action during your turn, you may channel elemental energy into it. Choose one damage type from acid, cold, fire, or lightning - your next successful attack with that weapon deals extra damage of the chosen type, expending that energy. The additional damage is a number of d6s equal to your magus level divided by 2, rounded up. Each time you attack and miss, you must succeed on a DC 10 concentration save or lose the spell.
At 1st level, the magus gains a reservoir of mystical arcane energy to draw on, which can fuel her powers and enhance her weapon. This arcane pool has a number of points equal to her magus level plus her Intelligence modifier. The pool refills after each long rest.
Some of your arcane features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as 8 + your proficiency bonus + your Intelligence modifier.
Expend 1 point from your arcane pool to cast the blade ward, true strike, or minor illusion cantrip as a bonus action, without needing to know it.
Expend 1 point from your arcane pool as an action to charge your elemental weapon and immediately perform two attacks with it against the same target.
Expend 1 point from your arcane pool to cast the absorb elements spell without having it prepared or expending a spell slot.
By 2nd level, you have begun your studies of arcane lore.
At 2nd level, you know three cantrips of your choice from the Magus spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips column of the Magus table.
At 2nd level, you have a spellbook containing four 1st-level Magus spells of your choice. Your spellbook is the repository of the Magus spells you know, except for your cantrips, which are fixed in your mind.
Table: The Magus shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of magus spells that are available to you to cast. To do so, choose a number of magus spells from your spellbook equal to your Intelligence modifier + half your magus level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 5th-level magus, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of magus spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your magus spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magus spell you cast and when making an attack roll with one..
You can use an arcane focus or your elemental weapon as a spellcasting focus for your magus spells.
Each time you gain a magus level, you can add one magus spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Magus table. On your adventures, you might find other spells that you can add to your spellbook (see “Your Spellbook”).
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book: When you find a magus spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book: You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book’s Appearance: Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
You can cast a Magus spell as a ritual if that spell has the ritual tag and you have the spell prepared, or pay one arcane point and have the spell in your spellbook.
Starting at 2nd level, you may spend 1 point from your arcane pool to channel a prepared spell into your weapon as a bonus action, if the reservoir is empty. Choose one spell that you have prepared which may have a single target and which normally takes one action to cast - expend the appropriate slot to cast it into the reservoir of your weapon. Your next successful attack with that weapon casts the selected spell on your target - if the spell requires any attack or save, you automatically win the first such attack or save required (barring legendary saves). If your attack critically strikes, consider that spell attack roll to critically strike as well. If the spell requires concentration, you are concentrating on it as soon as you cast it into the weapon, though its duration is only counted from when it leaves the weapon.
When you reach 3rd level, you focus your studies on a particular area of arcane research. Choose the Arcanum of the Unseen, the Arcanum of Binding, or the Arcanum of Blood, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 6th, 11th, and 15th level. It also grants you specific additional spells to use, which are always considered prepared, and do not count toward your total.
Each Arcana has a list of associated spells. You gain access to these spells at the levels specified in the Arcana description. Once you gain access to an Arcana spell, it is added to your spellbook and you always have it prepared. Arcana spells don't count against the number of spells you can prepare each day.
If you gain an Arcana spell that doesn't appear on the Magus spell list, the spell is nonetheless a magus spell for you.
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, you are able to imbue your armor with the essence of an element. After each long rest, choose one of acid, fire, cold, or lightning. You have resistance to the chosen type of damage, and an additional effect that depends on the type chosen.
Beginning at level 7, you may spend points out of your arcane pool while you are preparing spells after a long rest - for each point spent, you may prepare an additional spell. You can also spend three points to prepare a spell on the Magus spell list which is not in your spellbook as if it were.
At level 14, you learn how to keep an elemental channel open between your weapon and the foes it strikes. The channel stays open until you channel more energy into your weapon's reservoir, strike another target with your elemental weapon, or end your turn with the creature on the other end not in sight. While the channel is open, you may use your action to inflict your elemental weapon's damage directly through the channel - your target must make a Constitution save with DC equal to 8 + your proficiency bonus + your Intelligence bonus; if they succeed, they take only half damage.
Once you reach level 18, you are able to spend arcane pool points during a short rest to recover one spent spell slot. Slots cost arcane points according to their level - a 2nd-level spell slot costs 2 points, while a 4th-level spell slot costs 4. You may only spend points in this way equal to the level of the highest spell slot you possess until you complete a long rest.
When you reach 20th level, you become deeploy attuned to the elements. After each long rest, while you prepare your spells, choose one element from acid, cold, fire, or lightning. Until you complete your next long rest, you become immune to damage of that type, and you gain other benefits, which depend on the element you choose.