[Class] Magus

Started by Lance, December 17, 2013, 09:40:53 PM

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Lance

Magus

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.

Role: 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.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 4d6 ? 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class skills

The magus?s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Table: Magus                                                                                              Spells Per Day


























LevelBABFortRefWill                  Special1st2nd3rd4th5th6th
1st+0+2+0+2Arcane pool, cantrips, spell combat31?????
2nd+1+3+0+3Spellstrike42?????
3rd+2+3+1+3Magus arcana43?????
4th+3+4+1+4Spell recall431????
5th+3+4+1+4Bonus feat442????
6th+4+5+2+5Magus arcana543????
7th+5+5+2+5Knowledge pool, medium armor5431???
8th+6/+1+6+2+6Improved spell combat5442???
9th+6/+1+6+3+6Magus arcana5543???
10th+7/+2+7+3+7Fighter training55431??
11th+8/+3+7+3+7Bonus feat, improved spell recall55442??
12th+9/+4+8+4+8Magus arcana55543??
13th+9/+4+8+4+8Heavy armor555431?
14th+10/+5+9+4+9Greater spell combat555442?
15th+11/+6/+1+9+5+9Magus arcana555543?
16th+12/+7/+2+10+5+10Counterstrike5555431
17th+12/+7/+2+10+5+10Bonus feat5555442
18th+13/+8/+3+11+6+11Magus arcana5555543
19th+14/+9/+4+11+6+11Greater spell access5555554
20th+15/+10/+5+12+6+12True magus5555555

Class Features

The following are the class features of the magus.

Weapon and Armor Proficiency

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

Spells

A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus?s spell is 10 + the spell level + the magus?s Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under ?Spells per Day.? These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

A magus can learn spells from a wizard?s spellbook, just as a wizard can from a magus?s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus?s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

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

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

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

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

Quote from: Pathfinder
FAQ
Can a magus use spell combat with cantrips?

Yes. It is not limited to spells of level 1 or higher.

Does spell combat count as making a full attack action for the purpose of haste and other effects?

Yes (revised 9/9/13) This is a revised ruling about how haste interacts with effects that are essentially a full attack, even though the creature isn't specifically using the full attack action (as required by haste). The earlier ruling did not allow the extra attack from haste when using spell combat.

When using spell combat, can the weapon in my other hand be an unarmed strike or a natural weapon?

Yes, so long as the weapon is a light or one-handed melee weapon and is associated with that hand. For example, unarmed strikes, claws, and slams are light melee weapons associated with a hand, and therefore are valid for use with spell combat. A tail slap is not associated with a hand, and therefore is not valid for use with spell combat.

Can a magus use spellstrike to cast a touch spell, move, and make a melee attack with a weapon to deliver the touch spell, all in the same round?

Yes. Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn?t change the normal rules for using touch spells in combat. So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell.

On a related topic, the magus touching his held weapon doesn?t count as ?touching anything or anyone? when determining if he discharges the spell. A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster. Furthermore, the weaponless magus could pick up a weapon (even that same weapon) with that hand without automatically discharging the spell, and then attempt to use the weapon to deliver the spell. However, if the magus touches anything other than a weapon with that hand (such as retrieving a potion), that discharges the spell as normal.

Basically, the spellstrike gives the magus more options when it comes to delivering touch spells; it?s not supposed to make it more difficult for the magus to use touch spells.

If I use spell combat, how many weapon attacks can I make?

You can make as many weapon attacks as you would normally be able to make if you were making a full attack with that weapon. For example, if you are an 8th-level magus (BAB +6/+1), you could make two weapon attacks when using spell combat.

This is a revised ruling about how haste interacts with effects that are essentially a full attack, even though the creature isn't specifically using the full attack action (as required by haste). The earlier ruling implied that spell combat did not allow the extra attack from haste (because spell combat was not using the full attack action).

If I cast a spell that allows multiple touch attacks, can I deliver all of those spell touches through my weapon?

Yes. For example, if you cast chill touch (which allows multiple touch attacks), you could use spellstrike to cast and deliver the spell through your weapon, and in later weapon attacks you could use your weapon to deliver the remaining spell touch attacks (one spell touch attack per weapon attack).

If you have multiple attacks per round with that weapon (such as from having a BAB of +6 or higher), you can use the weapon to deliver multiple spell touch attacks per round, so long as you have uses of that spell touch attack remaining.

For example, if you are an 8th-level magus (BAB +6/+1) and you cast chill touch, you have up to 8 uses of that spell touch attack. If you make two weapon attacks in a round, you can deliver two spell touch attacks per round (one for each successful weapon attack).

Spell Combat (Ex)

[See FAQ]

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a ?2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su)

[See FAQ]

At 2nd level, whenever a magus casts a spell with a range of ?touch? from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon?s critical range (20, 19?20, or 18?20 and modified by the keen weapon property or similar effects), but the spell effect only deals ?2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.

Magus Arcana

As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana?s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

(Editor's Note: A complete list of magus arcana can be found here: Magus Arcana)

Spell Recall (Su)

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

Bonus Feats

At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Knowledge Pool (Su)

At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Medium Armor (Ex)

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

Improved Spell Combat (Ex)

At 8th level, the magus?s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Fighter Training (Ex)

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

Improved Spell Recall (Su)

At 11th level, the magus?s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell?s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell?s level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.

Heavy Armor (Ex)

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

Greater Spell Combat (Ex)

At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.

Counterstrike (Ex)

At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.

Greater Spell Access (Su)

At 19th level, the magus gains access to an expanded spell list. He learns and places 14 spells from the wizard?s spell list into his spellbook as magus spells of their wizard level. He gains two of each of the following wizard spells not on the magus spell list:

0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level.

He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.

True Magus (Su)

At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.

Favored Class Options

The following favored class options are available to all characters of the listed races who have magus as a favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Dwarf Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
Elf The magus gains 1/6 of a new magus arcana.
Gnome Add one of the following weapon special abilities to the list of weapon special abilities the magus may add to his weapon using his arcane pool: defending, ghost touch, merciful, mighty cleaving, vicious; allying, conductive, corrosive, corrosive burst, menacing. Once an ability has been selected with this reward, it cannot be changed.
Half-elf Add +1/4 to the magus's arcane pool.
Halfling The magus gains 1/6 of a new magus arcana.
Half-orc Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.
Human Add +1/4 point to the magus' arcane pool.
Kobold Add a +1/2 bonus on concentration checks made to cast defensively.
Suli Add +1/4 point to the magus's arcane pool.
Tiefling Add +1/4 point to the magus's arcane pool.

Magus Spells
[spoiler=spells]
Spell Name   
Description

[spoiler=0]0-Level Magus Spells (Cantrips)
Acid Splash   
Orb deals 1d3 acid damage.
Arcane Mark   
Inscribes a personal rune on an object or creature (visible or invisible).   
Dancing Lights   
Creates torches or other lights.   
Daze   
A single humanoid creature with 4 HD or less loses its next action.   
Detect Magic   
Detects spells and magic items within 60 ft.   
Disrupt Undead   
Deals 1d6 damage to one undead.   
Flare   
Dazzles one creature (?1 on attack rolls).   
Ghost Sound   
Figment sounds.   
Light   
Object shines like a torch.   
Mage Hand   
5-pound telekinesis.   
Open/Close   
Opens or closes small or light things.   
Prestidigitation   
Performs minor tricks.   
Ray of Frost   
Ray deals 1d3 cold damage.   
Read Magic   
Read scrolls and spellbooks.   
Spark   
Ignites flammable objects.   
[/spoiler]
[spoiler=1st]1st-Level Magus Spells
Adjuring Step   
You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.   
Bed of Iron   
The subjects of this spell are able to sleep comfortably in medium or heavy armor without suffering from fatigue the following day.
Blend   
Gain a bonus to Stealth and make checks without cover or concealment. Elf only.   
Blood Money
Use your blood as material component for casting spells.
Burning Hands   
1d4/level fire damage (max 5d4).   
Call Weapon   
Telekinetically summon a weapon from an ally's possession.   
Chill Touch   
One touch/level deals 1d6 damage and possibly 1 Str damage.   
Clarion Call   
First, the affected creature gains the ability to create a sound like the blast of a mighty horn or trumpet simply by miming the action of sounding one. Second, the subject can speak in a booming voice that carries easily over great distances.
Color Spray   
Knocks unconscious, blinds, and/or stuns weak creatures.   
Corrosive Touch   
Touch attack deals 1d4 acid/level.   
Emblazon Crest   
This spell ensures the subject touched is always able to display her proper crest and coat of arms.
Enlarge Person   
Humanoid creature doubles in size.   
Expeditious Retreat   
Your base speed increases by 30 ft.   
Feather Fall   
Objects or creatures fall slowly.   
Flare Burst   
As flare, but affects all creatures in 10 ft.   
Floating Disk   
Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.   
Frostbite
Target takes cold damage and is fatigued.   
Grease   
Makes 10-ft. square or one object slippery.   
Hydraulic Push   
Wave of water bull rushes an enemy.   
Illusion of Calm   
You appear to be standing still, even when you take some actions.   
Infernal Healing   
You anoint a wounded creature with devil?s blood or unholy water, giving it fast healing 1.
Ironbeard   
Target gains a beard of cold iron that increases AC and can be used to attack enemies.   
Jump   
Subject gets bonus on Acrobatics checks.   
Jury-Rig   
Removes the broken condition from the targeted object.   
Keep Watch   
This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects.
Lock Gaze   
Compels the target to look only at you for the duration of the spell.   
Longshot   
Grants a +10-foot bonus to the range increment for any ranged weapon fired.   
Magic Missile   
1d4+1 damage; +1 missile per two levels above 1st (max 5).   
Magic Weapon   
Weapon gains +1 bonus.   
Mirror Strike   
You may strike multiple opponents with a single attack.   
Mount   
Summons riding horse for 2 hours/level.   
Negative Reaction   
Targeted creature may not positively influence anyone.   
Obscuring Mist   
Fog surrounds you.   
Ray of Enfeeblement   
Ray causes 1d6 Str penalty + 1 per 2 levels.   
Reduce Person   
Humanoid creature halves in size.   
Reinforce Armaments   
Temporarily mitigates the fragile quality in targeted weapon or armor.   
Returning Weapon   
Grants a weapon the returning special weapon quality.   
Shield   
Invisible disc gives +4 to AC, blocks magic missiles   
Shocking Grasp   
Touch delivers 1d6/level electricity damage (max 5d6).   
Shock Shield   
A shield of force protects you until you dismiss it in an explosion of electricity.   
Silent Image   
Creates minor illusion of your design.   
Snowball   
Ranged touch delivers 1d6/level cold damage (max 5d6) and might stagger a foe.
Stone Fist   
Your unarmed strikes are lethal.   
Swift Girding   
Targets instantly don the armor you point to.
True Strike   
+20 on your next attack roll.   
Unerring Weapon   
Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.   
Unseen Servant   
Invisible force obeys your commands.   
Vanish   
As invisibility for 1 round/level (5 max).   
Weaponwand   
Place a wand inside your weapon to wield it along with the weapon   
Warding Weapon      
The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.   
[/spoiler]
[spoiler=2nd]2nd-Level Magus Spells
Ablative Barrier   
Surrounds the target with layers of force.   
Acid Arrow   
Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.   
Alter Self   
Assume form of a Small or Medium humanoid.   
Animal Aspect   
You gain some of the beneficial qualities of an animal.   
Bear?s Endurance   
Subject gains +4 to Con for 1 min./level.   
Bestow Weapon Proficiency   
Grants a creature proficiency in a single weapon for short period of time.   
Bladed Dash   
Move up to 30 feet in a straight line, attacking once at any time during the movement.   
Blood Transcription   
Learn a spell from the target's blood.   
Blur   
Attacks miss subject 20% of the time.   
Brow Gasher   
Slashing weapon deals bleed damage to an opponent?s head.   
Bull?s Strength   
Subject gains +4 to Str for 1 min./level.   
Burning Gaze   
Inflict 1d6 fire damage to creature by looking at it.   
Cat?s Grace   
Subject gains +4 to Dex for 1 min./level.   
Darkness   
20-ft. radius of supernatural shadow.   
Defensive Shock   
Electricity damages your attackers.   
Effortless Armor   
Armor you wear no longer slows your speed.   
Elemental Touch   
Gain energy damage touch attack.   
Fire Breath   
Exhale a cone of flame at will.   
Flaming Sphere   
Rolling ball of fire deals 3d6 fire damage.   
Fog Cloud   
Fog obscures vision.   
Frigid Touch   
Target takes cold damage and is staggered.   
Glitterdust   
Blinds creatures, outlines invisible creatures.   
Groundswell   
Enable target to raise the ground he's standing on five feet, which negates flanking bonuses.   
Gust of Wind   
Blows away or knocks down smaller creatures.   
Invisibility   
Subject is invisible for 1 min./level or until it attacks.   
Levitate   
Subject moves up and down at your direction.   
Minor Image   
As silent image, plus some sound.   
Mirror Image   
Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).   
Mount, Communal   
As mount, but you may divide the duration among creatures touched.   
Pilfering Hand   
You may seize an object or manipulate it from afar.   
Pyrotechnics   
Turns fire into blinding light or choking smoke.   
Reloading Hands   
Loads a single shot into your weapon every round.   
Reinforce Armaments, Communal   
As reinforce armaments, but you may divide the duration among objects touched.   
Returning weapon. Communal   
As returning weapon, but you may divide the duration among weapons touched.   
Scorching Ray   
Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).   
Armor Lock   
Upon pointing at an armored foe, you cause all of the joints of the target's armor to stiffen as otherworldly chains wrap around the target.
Shatter   
Sonic vibration damages objects or crystalline creatures.   
Spider Climb   
Grants ability to walk on walls and ceilings.   
Stone Call   
2d6 damage to all creatures in area.   
Tactical Acumen   
You gain an additional +1 on attack rolls or to AC due to battlefield positioning.   
Telekinetic Assembly      
Assembles a siege engine using 1 fewer worker for every two caster levels.   
Twisted Space   
Targeted creature?s attacks target a random square instead of the intended target.   
Web   
Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.   
[/spoiler]
[spoiler=3rd]3rd-Level Magus Spells
Animal Aspect, Greater   
As animal aspect, but you gain two animal qualities.   
Aqueous Orb   
Creates rolling sphere of water.   
Arcane Sight   
Magical auras become visible to you.   
Beast Shape I   
You take the form and some of the powers of a Small or Medium animal.   
Blink   
You randomly vanish and reappear for 1 round/level.   
Burst of Speed   
You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.   
Cloak of Winds   
Creates screen of strong wind around you.   
Daylight   
60-ft. radius of bright light.   
Dispel Magic   
Cancels one magical spell or effect.   
Displacement   
Attacks miss subject 50% of the time.   
Elemental Aura   
Creates an aura of energy around you.   
Fireball   
1d6 damage per level, 20-ft. radius.   
Flame Arrow   
Arrows deal +1d6 fire damage.   
Fly   
Subject flies at speed of 60 ft.   
Force Hook Charge   
Hook of force drags you to the target.   
Force Punch   
Target takes 1d4 force damage per level and is pushed away.   
Gaseous Form   
Subject becomes insubstantial and can fly slowly.   
Haste   
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.   
Hydraulic Torrent   
Creates torrent of water that bull rushes any creature in its path.   
Keen Edge   
Doubles normal weapon's threat range.   
Lightning Bolt   
Electricity deals 1d6/level damage.   
Locate Weakness   
You roll damage twice when you roll damage for a critical hit and take the best damage.   
Magic Weapon, Greater   
Weapon gains +1 bonus/four levels (max +5).   
Major Image   
As silent image, plus sound, smell and thermal effects.   
Monstrous Physique I   
Take the form and some of the powers of a Small or Medium monstrous humanoid.   
Phantom Steed   
Magic horse appears for 1 hour/level.   
Ray of Exhaustion   
Ray makes subject exhausted.   
Shining Cord      
Form connection with a creature within 30 feet, gain bonuses vs. that creature, deal 1d6/level force damage if they move away.   
Sleet Storm   
Hampers vision and movement.   
Slow   
One subject/level takes only one action/round, ?1 to AC, Reflex saves, and attack rolls.   
Stinking Cloud   
Nauseating vapors, 1 round/level.   
Undead Anatomy I   
Take the form and some of the powers of a Small or Medium undead.   
Vampiric Touch   
Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.   
Versatile Weapon   
Weapon bypasses some DR.   
Water Breathing   
Subjects can breathe underwater.   
Wind Wall   
Deflects arrows, smaller creatures, and gases.   
[/spoiler]
[spoiler=4th]4th-Level Magus Spells
Arcana Theft   
Targeted dispel transfers an effect to you.   
Ball Lightning   
Flying balls of lightning deal 3d6 electricity damage each.   
Beast Shape II   
You take the form and some of the powers of a Tiny or Large animal.   
Black Tentacles   
Tentacles grapple all creatures within a 20-ft. spread.   
Detonate      
Inflicts 1d8/level energy damage to all creatures within 15 ft.   
Dimension Door   
Teleports you a short distance.   
Dragon?s Breath   
Gives you a dragon's breath weapon.   
Elemental Body I   
Turns you into a Small elemental.   
Enlarge Person, Mass   
1 humanoid creature/level doubles in size.   
Fire Shield   
Creatures attacking you take fire damage; you're protected from heat or cold.   
Firefall   
Causes fire to burst up, dealing 2d6 fire damage.   
Forceful Strike   
Deal 1d4/level force with weapon and possibly bull rush enemy.   
Ice Storm   
Hail deals 5d6 damage in cylinder 40 ft. across.   
Infernal Healing, Greater   
As infernal healing, except the target gains fast healing 4 and the target detects as an evil cleric.
Invisibility, Greater   
As invisibility, but subject can attack and stay invisible.   
Monstrous Physique II   
Take the form and some of the powers of a Tiny or Large monstrous humanoid.   
Pellet Blast      
Creates an explosion of conjured metal pellets.   
Phantasmal Killer   
Fearsome illusion kills subject or deals 3d6 damage.   
Reduce Person, Mass   
As reduce person, but affects 1 humanoid creature/level.   
River of Wind   
A stream of wind causes nonlethal damage and can knock down or push creatures.   
Shield of the Dawnflower   
Creatures that strike you take 1d6 +1/level fire damage.   
Shout   
Deafens all within cone and deals 5d6 sonic damage.   
Solid Fog   
Blocks vision and slows movement.   
Stoneskin      
Grants DR 10/adamantine.   
Vermin Shape I   
Take the form and some of the powers of a Small or Medium vermin.   
Wall of Fire   
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level.   
Wall of Ice   
Ice plane creates wall or hemisphere creates dome.   CB
Wall of Sound   
Sonic wall deflects and damages creatures.   
Wreath of Blades      
Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.   
[/spoiler]
[spoiler=5th]5th-Level Magus Spells
Acidic Spray      
1d6/level acid damage plus 1 round of acid.   
Baleful Polymorph   
Turns subject into harmless animal.   
Beast Shape III   
You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.   
Bladed Dash, Greater   
As bladed dash, except you may attack each enemy you pass during the dash.   
Blood Boil   
Raise temperature of target creature's blood (or other similar body fluid) over 3 rounds causing first fatigue, then Constitution damage, then hp damage.   
Cloudkill   
Kills 3 HD or less; 4?6 HD save or die, 6+ HD take Con damage.   
Cone of Cold   
1d6/level cold damage.   
Conjure Deadfall   
You conjure a large metal cube covered in sharp spikes.   
Corrosive Consumption   
Acidic patch damages an opponent.   
Elemental Body II   
Turns you into a Medium elemental.   
Fire Snake   
Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.   
Geyser   
Creates a geyser of boiling water.   
Impart Mind      
Temporarily make a magic item intelligent.   
Interposing Hand   
Hand provides cover against 1 opponent.   
Monstrous Physique III   
Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.   
Overland Flight   
You fly at a speed of 40 ft. and can hustle over long distances.   
Symbol of Striking      
As symbol of death, but fills a 5-foot square.   
Telekinesis   
Moves object, attacks creature, or hurls object or creature.   
Teleport   
Instantly transports you as far as 100 miles per level.   
Undead Anatomy II   
Take the form and some of the powers of a Tiny or Large undead.   
Vermin Shape II   
As vermin shape I, but Tiny or Large.   
Wall of Force   
Wall is immune to damage.   
Wall of Stone   
Creates a stone wall that can be shaped.   
Ward Shield   
With a touch, you enchant a shield and enable it to protect its wielder from hostile spells.
[/spoiler]
[spoiler=6th]6th-Level Magus Spells
Acid Fog   
Fog deals acid damage.   
Bear?s Endurance, Mass   
As bear's endurance, affects one subject/level.   
Beast Shape IV   
You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.   
Bull?s Strength, Mass   
As bull's strength, affects 1 subject per level.   
Cat?s Grace, Mass   
As cat's grace, affects 1 subject/level.   
Chain Lightning   
1d6/level damage and 1 secondary bolt/level.   
Contagious Flame   
Scorching rays cause 4d6 fire damage, then move on to new targets.   
Disintegrate   
Reduces one creature or object to dust.   
Dispel Magic, Greater   
As dispel magic, but with multiple targets.   
Elemental Body III   
Turns you into a Large elemental.   
Flesh to Stone   
Turns subject creature into statue.   
Forceful Hand   
Hand pushes creatures away.   
Form of the Dragon I   
Turns you into a Medium dragon.   
Freezing Sphere   
Freezes water or deals cold damage.   
Mislead   
Turns you invisible and creates illusory double.   
Monstrous Physique IV   
As monstrous physique III, with more abilities.   
Sirocco   
Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.   
Stone to Flesh   
Restores petrified creature.   
Transformation      
You gain combat bonuses.   
True Seeing      
Lets you see all things as they really are.   
Undead Anatomy III   
Take the form and some of the powers of a Diminutive or Huge undead.   
Walk through Space   
You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.   
Wall of Iron      
30 hp/four levels; can topple onto foes.   [/spoiler]
[/spoiler]
"A wish? Okay, genie, make me a ham sandwich."