Library / Spells / Magus Spells

Magus Spells

A magus blends martial prowess with arcane spells drawn from the magus spell list, preparing spells in advance. Learn more about the Magus class.

Transmutation

With a sweep of your hand, you select a number of targets and the same number of suits of armor.

Class Levels:
Magus 1 Wizard 1 Paladin 1 Sorcerer 1
Illusion Shadow

As symbol of death, but fills a 5-foot square.

Class Levels:
Magus 5 Witch 5 Cleric 5 Oracle 5 Wizard 5 Arcanist 5 Sorcerer 5 Warpriest 5
Enchantment Compulsion

You gain an additional +1 on attack rolls or to AC due to battlefield positioning.

Class Levels:
Bard 2 Magus 2 Skald 2 Medium 2 Wizard 2 Paladin 1 Psychic 2 Arcanist 2 Sorcerer 2 Inquisitor 2
Transmutation

This spell was developed by an Aldori Academy student after several weeks of observing (and occasionally joining) Restov barroom brawls.

Class Levels:
Magus 3
Transmutation

You compel the water to push the targets in a direction of your choice.

Class Levels:
Druid 3 Magus 4 Cleric 4 Hunter 3 Ranger 3 Shaman 3 Wizard 4 Sorcerer 4 Occultist 3 Warpriest 4 Bloodrager 4 Spiritualist 3
Transmutation

You compel the wind to push the targets in a direction of your choice.

Class Levels:
Druid 3 Magus 4 Cleric 4 Hunter 3 Ranger 3 Shaman 3 Wizard 4 Sorcerer 4 Occultist 3 Warpriest 4 Bloodrager 4 Spiritualist 3
Evocation

A 15-foot-long whip of sonic energy springs from your hand, delivering a loud crack when you strike with it.

Class Levels:
Bard 1 Magus 1 Skald 1 Hunter 1 Ranger 1 Bloodrager 1
Transmutation

Moves object, attacks creature, or hurls object or creature.

Class Levels:
Magus 5 Wizard 5 Psychic 4 Arcanist 5 Sorcerer 5 Spiritualist 5
Transmutation

Assembles a siege engine using 1 fewer worker for every two caster levels.

Class Levels:
Magus 2 Wizard 2 Psychic 2 Arcanist 2 Sorcerer 2
Transmutation

Perform a telekinetic combat maneuver.

Class Levels:
Magus 4 Wizard 4 Psychic 3 Sorcerer 4 Spiritualist 4
Evocation

The touched creature's limbs are charged with telekinetic force.

Class Levels:
Magus 2 Wizard 2 Psychic 2 Sorcerer 2
Transmutation

The touched items levitate in your space.

Class Levels:
Magus 2 Wizard 2 Sorcerer 2
Conjuration Teleportation

Instantly transports you as far as 100 miles per level.

Class Levels:
Magus 5 Witch 5 Wizard 5 Psychic 5 Arcanist 5 Sorcerer 5 Summoner 4 Spiritualist 5
Transmutation

Graft a body part onto yourself to gain one of several benefits.

Class Levels:
Magus 4 Wizard 4 Sorcerer 4 Alchemist 3 Occultist 3 Bloodrager 3 Investigator 3
Evocation

You stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can use to trip a creature.

Class Levels:
Druid 1 Magus 1 Hunter 1 Ranger 1 Wizard 1 Sorcerer 1 Bloodrager 1
Evocation

This spell functions as thunderstomp, except as noted.

Class Levels:
Druid 3 Magus 3 Hunter 3 Ranger 3 Wizard 3 Sorcerer 3 Bloodrager 3
Transmutation

You cause a ripple in time that affects all creatures in the area.

Class Levels:
Magus 2 Wizard 2 Psychic 2 Sorcerer 2
Transmutation

You become grounded and nearly immovable.

Class Levels:
Magus 3 Cleric 3 Ranger 3 Paladin 3 Bloodrager 3 Antipaladin 3
Evocation

Your successful melee touch attack causes the target to ignite in a violent burst of flame, dealing 1d6 points of fire damage.

Class Levels:
Druid 1 Magus 1 Witch 1 Hunter 1 Wizard 1 Psychic 1 Arcanist 1 Sorcerer 1 Bloodrager 1 Inquisitor 1
Transmutation

The target creature's blood becomes poisonous.

Class Levels:
Druid 3 Magus 3 Witch 3 Cleric 3 Ranger 3 Wizard 3 Sorcerer 3 Summoner 3 Alchemist 3 Bloodrager 3 Investigator 3
Transmutation

You gain combat bonuses.

Class Levels:
Magus 6 Witch 6 Wizard 6 Psychic 6 Arcanist 6 Sorcerer 6 Alchemist 6 Investigator 6 Spiritualist 6
Transmutation

This spell allows you to add a creature's stolen face to or remove such a face that you've already applied from your own.

Class Levels:
Magus 5 Witch 5 Cleric 4 Oracle 4 Shaman 4 Wizard 5 Sorcerer 5 Alchemist 5 Inquisitor 4 Antipaladin 4
Conjuration Teleportation

Teleports targets while intentionally sending passengers off-course into mishaps or hostile sites.

Class Levels:
Magus 6 Witch 6 Wizard 6 Psychic 6 Sorcerer 6 Summoner 6 Occultist 6 Spiritualist 6
Evocation

The target creature is covered in burning acid that deals 1d6 points of acid damage and 1d6 points of fire damage each round.

Class Levels:
Magus 3 Witch 3 Cleric 3 Oracle 3 Shaman 3 Wizard 3 Arcanist 3 Sorcerer 3 Warpriest 3 Bloodrager 3
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