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

As cat's grace, affects 1 subject/level.

Class Levels:
Bard 6 Druid 6 Magus 6 Skald 6 Hunter 6 Wizard 6 Psychic 6 Arcanist 6 Sorcerer 6 Summoner 4
Transmutation

You imbue your blood with corrosive acid.

Class Levels:
Druid 4 Magus 4 Cleric 5 Oracle 5 Wizard 5 Sorcerer 5 Summoner 4 Alchemist 4 Bloodrager 4
Abjuration

You imbue a single object with an acidic protective ward.

Class Levels:
Magus 3 Wizard 4 Sorcerer 4 Alchemist 3 Bloodrager 3
Transmutation

You infuse a weapon with faint but pernicious energy that stymies accelerated healing.

Class Levels:
Bard 2 Magus 2 Ranger 2 Wizard 3 Sorcerer 3
Conjuration Healing

You anoint a wounded creature with the blood of an outsider with the good subtype (such as an angel) or holy water, giving it fast healing 1.

Class Levels:
Magus 1 Witch 1 Cleric 1 Wizard 1 Sorcerer 1 Summoner 1 Bloodrager 1
Conjuration Healing

As per celestial healing, except the target gains fast healing 4 and the target radiates the aura of a good cleric.

Class Levels:
Magus 4 Witch 4 Cleric 4 Wizard 4 Sorcerer 4 Summoner 4 Bloodrager 4
Evocation

1d6/level damage, 1 more bolt/level.

Class Levels:
Magus 6 Witch 7 Wizard 6 Arcanist 6 Sorcerer 6 Elementalist Wizard 6
Evocation

This spell functions like chain lightning, except the spell deals fire damage instead of electricity damage.

Class Levels:
Magus 6 Wizard 6 Arcanist 6 Sorcerer 6
Transmutation

You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks.

Class Levels:
Magus 3 Cleric 3 Alchemist 3 Bloodrager 3 Inquisitor 3
Necromancy

One touch/level deals 1d6 damage and possibly 1 Str damage.

Class Levels:
Magus 1 Witch 1 Shaman 1 Wizard 1 Arcanist 1 Sorcerer 1 Bloodrager 1 Spiritualist 1
Illusion

The subject of this spell gains two benefits.

Class Levels:
Bard 1 Magus 1 Cleric 1 Wizard 1 Sorcerer 1
Abjuration

The target's skin becomes as thick and tough as clay, granting the target DR 5/adamantine.

Class Levels:
Magus 3 Wizard 3 Sorcerer 3 Summoner 3 Alchemist 3 Bloodrager 3 Inquisitor 3
Abjuration

Creates a screen of wind around you.

Class Levels:
Druid 3 Magus 3 Hunter 3 Ranger 3 Wizard 3 Arcanist 3 Sorcerer 3 Bloodrager 3 Spiritualist 3 Elementalist Wizard 3
Conjuration Creation

Kills 3 HD or less; 4-6 HD save or die; 6+ HD take Con damage.

Class Levels:
Magus 5 Witch 5 Wizard 5 Arcanist 5 Sorcerer 5 Spiritualist 5 Elementalist Wizard 5
Transmutation

You turn up to three coins into deadly projectiles that gain the velocity of a bullet when thrown.

Class Levels:
Bard 1 Magus 1 Wizard 1 Sorcerer 1 Alchemist 1 Bloodrager 1 Antipaladin 1
Universal

You tap into the magical resonance between you and your allies to enhance one another's magic.

Class Levels:
Bard 3 Druid 3 Magus 3 Witch 3 Cleric 3 Wizard 3 Sorcerer 3 Summoner 3
Illusion Pattern

Knocks unconscious, blinds, and/or stuns weak creatures.

Class Levels:
Magus 1 Wizard 1 Psychic 1 Arcanist 1 Sorcerer 1 Mesmerist 1 Bloodrager 1
Illusion Phantasm

Creates illusory visual, audio, olfactory, and thermal effects that targets perceive.

Class Levels:
Bard 4 Magus 4 Skald 4 Witch 4 Medium 3 Wizard 4 Psychic 4 Sorcerer 4 Mesmerist 4 Occultist 4
Evocation

1d6/level cold damage.

Class Levels:
Magus 5 Witch 6 Shaman 6 Wizard 5 Arcanist 5 Sorcerer 5 Elementalist Wizard 5
Abjuration

All creatures in the area gain a +4 bonus on saving throws against teleportation effects.

Class Levels:
Bard 4 Magus 3 Skald 4 Witch 4 Medium 4 Wizard 4 Psychic 4 Sorcerer 4 Summoner 3 Occultist 4 Spiritualist 4
Conjuration Creation

You create a fine wooden carriage with whatever cosmetic embellishments you desire.

Class Levels:
Bard 3 Magus 3 Skald 3 Witch 3 Wizard 3 Sorcerer 3 Summoner 3
Conjuration Creation

You conjure a large metal cube covered in sharp spikes.

Class Levels:
Magus 5 Wizard 4 Sorcerer 4
Evocation

Scorching rays cause 4d6 fire damage, then move on to new targets.

Class Levels:
Magus 6 Wizard 6 Arcanist 6 Sorcerer 6 Elementalist Wizard 6
Transmutation

The randomness of critical hits has long vexed certain duelists in the Aldori school who consider luck to be an unwelcome addition to duels, which they view as contests of skill rather than chance.

Class Levels:
Bard 2 Magus 2 Skald 2 Cleric 3 Paladin 2 Warpriest 3
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