Legendary Magus

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A legendary magus can serve as a canny member in any adventuring group. Her choice of tome defines how she goes about combat and her arcane knowledge is a welcome addition to travelers. Magus arcana assist the legendary magus both in combat and in social situations, making them a well-rounded companion.

Legendary Class: While the theme of the magus remains intact, there are a couple key changes to legendary magus. The first is the inclusion of tomes, difficult-to-destroy spell books that grant upgrades to a chosen fighting style. Second is arcane potential, a pool that ebbs and flows in combat to fuel arcane techniques that change both spell and weaponcraft. Finally, magus arcana have been given a new list that includes both in and out of combat options.

Alignment: Any

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140gp.) 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 (local) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier

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

Spells
A legendary magus casts arcane spells drawn from the magus spell list (additional magus spells can be found here). A legendary magus must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.To learn, prepare, or cast a spell, the legendary magus must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a legendary magus’s spell is 10 + the spell’s level + the legendary magus’s Intelligence modifier.

A legendary magus can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Legendary Magus under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.

A legendary magus may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new legendary magus level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Legendary Magus Spells Prepared. Unlike the number of spells she can cast per day, the number of spells a legendary magus can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a legendary magus can prepare.

A legendary magus must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spell book. While studying, the legendary magus decides what spells to prepare and refreshes her available spell slots for the day.

Like a sorcerer, a legendary magus can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcana, see below).

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

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

Cantrips
Legendary magi can prepare a number of cantrips, or 0-level spells, each day as noted on Table: 1-2 Legendary Magus Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Eldritch Tome (Su)
At 1st level a legendary magus devotes herself to studying a blend of martial and arcane combat that she learns from her tome. A tome’s origin varies between legendary magi, but its composition is not of the natural world. A legendary magus tome has a number of hit points equal to half of the legendary magus’. If the tome is ever destroyed or otherwise separated from its owner, it appears among the legendary magus’ possessions at dawn of the following day. Her tome functions as her spell book, but also grants additional powers at 1st level, 3rd level, and every 6 levels afterwards. A legendary magus selects her tome when she gains her 1st level of the class. Once this choice has been made it cannot be changed.

(Legendary Magus Tomes)

Armaments of the Magi
At 1st level, the legendary magus gains Arcane Strike as a bonus feat, and she may activate her Arcane Strike as a free action at the beginning of each turn. At 3rd level, the legendary magus gains Riving Strike as a bonus feat. When she uses her Arcane Strike ability with Vital Strike, Improved Vital Strike, or Greater Vital Strike, the bonus on damage rolls for Arcane Strike is multiplied by the number of times (two, three, or four) she rolls damage dice for one of those feats. This ability does not stack with other abilities or feats that multiply the damage of Arcane Strike dealt as part of an attack action.

Arcane Potential (Su)
At 1st level, a legendary magus learns to harness residual energy from spells she casts, called potential, and can use this stored energy to bolster her abilities in a variety of ways. A legendary magus starts her day with no potential, but can gain potential in the following ways (a legendary magus cannot gain potential from each of these more than once per round and a legendary magus must be in combat to gain potential):


 * Channeled Potential: Whenever the legendary magus casts a magus spell she gains one point of potential
 * Lingering Potential: Whenever the legendary magus begins her turn under the effects of a magus spell she cast of 1st level or higher, she gains one point of potential. This spell must be one that affects her directly, not her weapons or equipment.
 * Suffered Potential: Whenever the legendary magus takes damage from a spell or spell-like ability, or rolls a saving throw against a harmful spell or spell-like ability, she gains two points of potential.

Her potential goes up or down throughout the day, but usually cannot go higher than her Intelligence modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. At 3rd level and every three levels afterward, her maximum potential increases by 1. If a legendary magus spends 1 minute or longer outside of combat, she loses all potential she possesses.

Potential Techniques (Su)
A legendary magus can spend potential to imbue their body and weapons with incredible power. Each potential technique can only be used once per round. If an ability does not have an associated action listed, using it is a free action which can be done during anyone’s turn.

At 1st level, the legendary magus has access to the following potential techniques:

1 Potential

 * Arcane Deflection: As an immediate action when an attack is rolled against the legendary magus or an adjacent ally, the legendary magus can create a miniature projection of force granting herself or her ally a +1 circumstance bonus to AC against the attack for each point of potential spent on this ability. This technique is used after an attack is rolled, but before damage is dealt, allowing it to negate an attack if this technique would cause the attack to miss.
 * Focused Concentration: As a swift action, the legendary can select a single creature they can see and gain a +4 bonus to concentration checks against that creature until the beginning of her next turn. This applies to concentration checks as a result of being injured by that creature, affected by its spells, being grappled by that creature, and for casting defensive in that creature’s threatened area.
 * Magician’s Assault: For each point of potential the legendary magus spends on this technique, she gains a +1 circumstance bonus to attack and damage rolls made with weapon attacks until the beginning of her next turn.

2 Potential

 * Dimensional Jaunt: As part of a move, withdraw, or charge action the legendary magus can step through space, allowing her to move up to 10 feet per 2 potential spent on this technique to a location she can see. This teleportation can be done at any point during the movement. If this ability is used during a charge, the legendary magus can teleport and then choose the target of their charge.
 * Surging Strike: The legendary magus uses their potential to cause their Arcane Strike to surge with power. Her arcane strike deals an additional 1d4 damage of the same type it would normally deal until the beginning of her next turn. This damage increases by 1d4 per 5 class levels she possesses. These additional dice are multiplied as part of Vital Strikeusing the armaments of the magi ability, but are not multiplied by critical hits.

Spell Combat (Ex)
At 2nd level, a magus learns to cast spells and wield her weapons at the same time. As a full-round action, she can make all of her attacks with a one-handed weapon at a –2 penalty, as if she were making a full attack, 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 she casts this spell defensively, she can decide to take an additional penalty on his attack rolls, up to her Intelligence bonus, and add the same amount as a circumstance bonus on her concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A legendary magus can choose to cast the spell first or make the weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks.

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

(Legendary Magus Arcana)

Combat Casting
At 4th level the legendary magus gains Combat Casting as a bonus feat, and no longer provokes opportunity attacks for casting 0th level magus spells during spell combat.

Bonus Feats
At 5th level, and every three levels thereafter, a legendary 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. She must meet the prerequisites for these feats as normal. In addition, a legendary magus counts her total legendary magus level - 4 as her fighter level for the purpose of qualifying for feats.

Spell Recall
At 7th level, the legendary magus can tap in to their arcane potential to cast a spell they have recently expended. As a swift action, the legendary magus can choose a spell they have cast during the current combat and spend a number of points of potential equal to three times its level, allowing them to cast it again this round without requiring or expending a spell slot. The legendary magus can only recall a spell once for each time it is cast and cannot recall a spell cast through this ability. The legendary magus does not gain a point of potential from casting this spell this round, or by casting it as part of spell combat, through their channeled potential ability. If this spell has a duration longer than instantaneous, its effect ends when her arcane potential empties after combat has ended.

Legendary Combat Casting (Ex)
At 7th level, a legendary magus no longer provokes an attack of opportunity when casting a 1st level magus spell during spell combat. At 10th level and every three levels after, this ability extends to the next level of magus spells, to a maximum of 5th level spells at 19th level.

Expanded Potential Techniques (Su)
At 8th level, the legendary magus’ ability to spend their potential expands, granting them additional techniques with which to use their potential. The legendary magus gains the following potential techniques:

1 Potential

 * Elemental Alteration: Until the beginning of the legendary magus’ next turn, whenever she deals acid, cold, electricity, or fire damage with an attack or spell, she can choose to deal damage of another of those types instead. This choice must be made before the damage is rolled, and before resistance or immunity is applied.
 * Sorcerous Guard: For each point of potential the legendary magus spends on this technique, she gains a +1 circumstance bonus to her Touch AC and saving throws against spells and spell-like abilities until the beginning of her next turn.

2 Potential

 * Hastened Metamagic: The legendary magus can add a metamagic feat that she knows to a spell as she casts it without affecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once.
 * Modulated Range: As part of casting a magus spell, the legendary magus can modulate its range, increasing or decreasing its range by one step. If a spell requires a ranged touch attack and has its range reduced to touch, it now requires a melee touch. If a spell requires a melee touch attack and has its range increased to close, it now requires a ranged touch attack. The steps of range are as follows: Touch -> close (25 ft. + 5 ft./2 levels) -> medium (100 ft. + 10 ft./level) -> long (400 ft. + 40 ft./level). A spell cannot have its range increased beyond long, or reduced beyond touch.
 * Rapid Spell Combat: The legendary magus can perform their spell combat as a standard action, casting a single spell and making a only a single attack with their weapon. This ability is treated as spell combat for all purposes (including spell combat’s penalty to attack rolls), is treated as an attack action, and may benefit from Vital Strike, as well as other feats and abilities that affect an attack action.

3 Potential

 * Arcane Redoubt: The legendary magus can create a briefly lived wall of force interposed between themselves, or an adjacent ally, and an enemy of their choice. This wall is one inch thick, 5-ft wide, and 5-ft tall. This wall provides the legendary magus, or their ally, with cover from that enemy until the beginning of the legendary magus’ next turn, granting them a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent’s attack misses them by 4 or less, the attack strikes the wall instead. The wall has hardness 10 and 5 hit points per level of the legendary magus. If the shield is destroyed, the wall crumbles away into nothingness. Spells and effects that damage an area deal damage to the wall.
 * Shifting Position: As a swift action, the legendary magus can cause their position to shift rapidly between nearby spaces. Until the beginning of her next turn, the legendary magus can treat herself as being in any space adjacent to her when she casts spells, or makes an attack. She is treated as being in the chosen space for all purposes during that action, and then immediately returns to her original space after the action is resolved.

Improved Spell Recall
At 16th level, the legendary magus’ ability to tap in to their arcane potential becomes more efficient, requiring them to only spend twice a spell’s level in potential to recall it.

Legendary Apotheosis
At 20th level, the legendary magus has reached the apotheosis of their art. She can use her spell combat ability as a standard action (she can still make all of her available attacks with her weapon, as if she had used spell combat as a full round action), and whenever she uses spell combat she can choose to gain one of the following benefits:


 * Grant herself a +4 bonus to concentration checks this turn.
 * Grant herself a +4 bonus on checks made to overcome spell resistance this turn.
 * Increase the DC to resist her spell cast as part of spell combat by +2.
 * Grant herself a +2 bonus to attack rolls made this turn.

New Favored Class Bonuses

 * All: The legendary magus gains +1/6 of a new legendary magus arcana.
 * All: The legendary magus increases their maximum arcane potential by +1/3.
 * All: The legendary magus reduced the penalty on attack rolls imposed by spell combat by 1/5 (to a minimum of 0).
 * All: Add +1/2 bonus on concentration checks made to cast defensively.
 * All: The legendary magus selects a single element (acid, cold, electricity, or fire), and adds +1/2 points of damage to magus spells she casts that deal damage of that type. She can choose a different element each time she chooses this ability, but this bonus damage is accumulated separately for each type.
 * All: Add +1/4 to the bonus damage dealt by Arcane Strike.
 * All: Add +1/5 to the penalty on saving throws imposed by Riving Strike.

Archetypes
The following archetypes are available to a Legendary Magus. Multiple archetypes featured below replace individual potential techniques. An archetype that replaces a potential technique, but doesn’t modify the “potential techniques” class feature is compatible with other archetypes that replace an individual potential technique, as long as they don’t replace or modify the same technique. For more information on using and selecting archetypes, see Chapter 2 in Pathfinder Roleplaying Game Advanced Player’s Guide.

Using the Legendary Magus with Spheres of Might and Spheres of Power

Some of the following archetypes utilize the Spheres of Might and Power subsystems, when using these systems (whether through these archetypes, or through feats added as part of these subsystems) the legendary magus has the following changes to their core abilities:

Armaments of the Magi: The damage multiplication when used in conjunction with Vital Strike does not stack with the Champion’s Strike feat. If a legendary magus has both this ability and that feat, they use the highest bonus provided between the two of them. For example, if the Legendary Magus has 10 base attack bonus, but only has the Vital Strike feat (rather than Improved Vital Strike), they would triple their Arcane Strike damage as part of an attack action, rather than only doubling it with Vital Strike.

Rapid Spell Combat: This ability is now treated as a special attack action, allowing it to benefit from Vital Strike, as well as combat spheres that augment attack actions (but not other special attack actions, such as the Spell Attack feat or the Brutal Strike ability of the Berserker sphere).

Additionally, the following magus arcana becomes available in games using the Spheres of Might and Power subsystems:

 Sphere Combat Arcana 

Prerequisite(s): Spell combat ability

When using spell combat, the legendary magus may substitute her attacks granted by that ability for a single attack and combine it with her combat sphere abilities. This attack can benefit from the Vital Strike feat, and counts as an attack action for the purposes of combat spheres that modify an attack action (such as the Brutal Strike ability of the Berserker sphere) but not for the purposes of other feats or abilities that modify an attack action (such as the Spell Attack feat).

Legendary Magus New Feats
Here is the link to the Legendary Magus New Feats.

"Legendary Magus. Copyright 2018, Legendary Games; Dave Nelson and Hal Kennette"