Legendary Magus Tomes

Bulwark Style
At 1st level, the legendary magus gains proficiency in shields (including tower shields) and does not incur arcane spell failure chance from a wielded shield while casting magus spells. The legendary magus treats a hand wielding a shield as a free hand for the purposes of casting spells with somatic components. She gains a bonus to her Reflex saving throws equal to her shield’s bonus to AC (including its enhancement bonus if it has one). When using a buckler, the legendary magus only benefits from this tome if the buckler is providing her a bonus to her armor class. If it is not, she does not gain any of the tome’s passive benefits, nor can she use the tome’s abilities that cost actions or are used as part of an action.

Storing Shield
At 3rd level, when the legendary magus casts a spell with a range of melee touch, instead of making a free attack she can choose to store the spell in her shield. If a creature would attack her, or an ally adjacent to her, she may make a melee touch attack against the attacking creature using her shield as an attack of opportunity, gaining a bonus to the attack roll equal to the shield’s enhancement bonus to AC. On a hit, the creature is affected by the stored spell. Alternatively, she can deliver this spell using a shield bash in the same manner, using the shields critical threat range and critical damage modifier for both the shield bash and the spell. She can use a tower shield with the touch attack portion of this ability but cannot use it to deliver a spell with a shield bash. This stored spell remains stored until used, until the legendary magus prepares their spells for the day, until she stops wielding the shield, or until she chooses to store a different spell in the shield.

Shielding Emanation (Su)
At 9th level, the legendary magus adds her shield bonus to her touch AC. In addition, allies adjacent to her gain an enhancement bonus to their shield AC equal to her shield’s enhancement bonus to AC, and applies this bonus to their touch AC as well. The bonus to touch AC provided by this ability applies against incorporeal touch attacks, since it is a force effect.

Transpositional Aegis (Su)
At 15th level, the legendary magus’ shield is imbued by potent arcane energies. The legendary magus’ Tome of the Bulwark abilities now affect allies within 15 feet, rather than only affecting her adjacent allies. This includes her storing shield ability, allowing her to make a melee touch attack against a foe who attacks an ally within this range, even if it’s not normally within her reach. If an ally within this area is targeted by an attack roll, as an attack of opportunity the legendary magus and that willing ally can switch positions, with the legendary magus becoming the target of this attack. This is a supernatural teleportation effect.

Deadeye Style
At 1st level, the legendary magus can wield any ranged weapon that she is proficient with without interfering with magus spells she casts with somatic components. Additionally, she can use two-handed ranged weapons with her spell combat class feature, and gains Rapid Reload as a bonus feat.

Spell Volley
At 3rd level, when the legendary magus casts a spell with a range of close or longer using spell combat that does not normally require an attack roll, she can choose to deliver the spell using their wielded ranged weapon. This spell is placed upon a single piece of ammunition (or the weapon itself, if used with a thrown weapon). When the ammunition is fired, the spell’s area is centered where the ammunition lands, even if the spell could normally be centered only on the caster. This ability allows the legendary magus to use their ranged weapons range rather than the spell’s range. The ammunition must be fired during the round that the casting is completed or the spell is wasted. If this attack misses by 5 or more it is off target, striking in a square 1d6 x 5 feet away in a random direction, otherwise it lands in the targets square on a miss of 4 or less.

Arcane Salvo
At 9th level, a legendary magus can fire a salvo of magical projectiles as a full-round action, targeting a number of enemies equal to her Intelligence modifier within the first range increment of her ranged weapon. This attack only uses a single piece of ammunition, however if this ammunition is magical its effects only apply to a single creature of the legendary magus’ choice, determined before the attack is rolled. She rolls one attack at her highest attack bonus and applies it to the AC of each target. Before rolling for the attack, the legendary magus can choose to take a -2 to her attack roll and expend a spell slot as a free action, dealing an additional amount of damage equal to 1d10 per level of the expended spell slot. This damage is magical in nature and bypasses any damage reduction.

In addition, reloading a ranged weapon using Rapid Reload now reduces the time it takes to reload the weapon by an additional step, down to a free action for a heavy crossbow or one-handed firearm, and to a move action for a two-handed firearm.

Impossible Shots (Su)
At 15th level, the legendary magus’ ranged weapon attacks seek their targets with impossible accuracy, ignoring her target’s cover (but not total cover) and concealment (but not total concealment), and the effects of wind (both magical and mundane). If the legendary magus fires her weapon into a square of a creature she can’t see, or attacks a creature that has total concealment from another source (such as the displacement spell), the miss chance for doing so is reduced to 20%. In addition, once per round when the legendary magus misses their target with a ranged weapon attack, they can roll that attack again against a different target.

This target must be within a number of feet from the initial target equal to the range increment of the weapon that was used to make the initial attack. The legendary magus must be able to see this second target.

Duelist Style
At 1st level, when the legendary magus is wielding a light weapon, or a one-handed melee weapon that allows her to use her Dexterity modifier in place of her Strength modifier for attack rolls (such as a rapier), in one hand while her other hand (or hands, for a legendary magus with multiple limbs) is free, she may use the higher of her Intelligence or Strength modifiers to determine her bonus to weapon damage rolls.

Alacritous Defense (Su)
At 3rd level, when wielding a one handed weapon in one hand while her other hand (or hands) are free, the legendary magus can use their spell combat defensively in one of the following two ways:

The legendary magus can take an additional -2 penalty to her attack rolls when using spell combat to gain concealment (20% miss chance) until the beginning of her next turn.

The legendary magus can use her spell combat defensively, foregoing her weapon attacks to create a wall of blurred steel with her weapon. She does not provoke opportunity attacks when she casts a spell as part of this action (even if the spell makes a ranged attack), and gains a 50% miss chance as if she had total concealment for 1 round. Unlike actual total concealment, this ability does not prevent enemies from targeting the legendary magus normally.

Opponents who cannot see the legendary magus ignore the concealment granted by both of these effects, however not being able to see the legendary magus often imposes penalties of its own.

Biting Alacrity (Su)
At 9th level, whenever a creature within the legendary magus’ reach misses her with an attack due to the concealment granted by her alacritous defense ability, she can spend an attack of opportunity to deal her weapon’s damage to the foe, as if she hit it with an attack. She does not need to make an attack roll when dealing this damage, and this damage cannot critically hit.

Archmage Defense (Su)At 15th level, whenever a legendary magus begins her turn being threatened by only one creature she gains a 50% miss chance as if she had total concealment from that creature until the start of her next turn, and she treats this concealment as if it was granted by the alacritous defense ability for the purposes of biting alacrity. Unlike actual total concealment, this ability does not prevent enemies from targeting the legendary magus normally.

Gemini Style
At 1st level, when a legendary magus is wielding a double weapon or one weapon in each hand with which she is proficient the weapons do not interfere for any magus spells she casts with somatic components. Additionally, she gains Two-Weapon Fighting as a bonus feat (she does not need to meet the prerequisites for this feat), and can use it as part of spell combat. If she does so, she reduces the penalty to attack rolls on the attacks made using her main hand by 2.

Gemini’s Parry
At 3rd level, if the legendary magus hits with both her main hand and off-hand weapon in the same round, she gains a shield bonus equal to her Intelligence modifier until the start of her next turn.

Bladeweave Casting
At 9th level, the legendary magus gains Improved Two-Weapon Fighting as a bonus feat. She does not need to meet the prerequisites for this feat. In addition, whenever the legendary magus casts as spell as a Standard action and is wielding a double weapon or one weapon in each hand with which she is proficient, she may make an attack with both her main and off-hand weapons (or an attack with both ends of a double weapon) as a swift action at a -4 penalty.

Dancing Gemini
At 15th level, the legendary magus gains Greater Two-Weapon Fighting as a bonus feat. She does not need to meet the prerequisites for this feat. In addition, when the legendary magus uses spell combat, she can move up to her speed. This movement can be taken at any point during spell combat.

Juggernaut Style
At 1st level, the legendary magus can wield any two-handed melee weapon that she is proficient with without interfering with magus spells she casts with somatic components. Additionally, she can use two-handed melee weapons with her spell combat class feature. She also gains her Intelligence bonus as a circumstance bonus to her CMD against being bull rushed, disarmed, overrun, repositioned or tripped while wielding a two-handed weapon

Charging Cast
At 3rd level, the legendary magus can use their spell combat as part of a charge, however doing so only grants her a single attack as part of spell combat. This attack counts as an attack made using the attack action for feats and abilities such as Vital Strike. She can choose to cast this spell before the movement of the charge or between the movement of the charge and the attack, if she wishes.

Unstoppable Casting
At 9th level, damage the legendary magus takes while casting a spell cast does not cause her to make a concentration check or lose the spell. She still provokes opportunity attacks for casting, as normal, without casting defensively.

Unstoppable Force (Ex and Su)
At 15th level, the legendary magus truly becomes an unstoppable force. She no longer has to make concentration checks when she is injured, affected by a spell, or while suffering from violent or vigorous motion or weather. When she charges, she can move through objects, difficult terrain, and creatures to reach her foe without impeding her or reducing her speed or suffering any harmful effects from dangerous terrain (she must still be able to see the foe she wishes to charge). This special movement is a supernatural effect and is stopped by effects that would prevent teleportation. Her damage dealt by attacks made as part of a charge, and any damage dealt by spells she casts as part of a spell combat as part of a charge, ignores the targets damage reduction, hardness, resistances, and immunities.

Magister Style
At 1st level, the legendary magus’ tome becomes more than a point of study. To use the features of this tome, the legendary magus must be holding it in her off hand. She treats her tome as if it were a masterwork light shield with 0% Arcane Spell Failure and no armor check penalty. She is proficient in her tome, takes no improvised weapon penalty when using it to make attacks, and can enchant her tome as if it were a shield. She treats her hand wielding her tome as if it were free for the purposes of casting spells with somatic components. In addition, the legendary magus adds a spell to her tome from the sorcerer/wizard spell list. This spell must be of a level she can cast. For each level after first she adds an additional spell to her tome in the same way. These spells are added retroactively if the legendary magus gains the tome of the magister through the Expanded Training legendary arcana.

Magister’s Strike
At 3rd level, a legendary magus adds her Intelligence modifier to the damage of any spell she casts. This additional damage is only applied once per spell and is the same type of damage as the spell.

Arcane Combustion
At 9th level, shield bashes made using a legendary magus’s tome now add its enhancement bonus to AC as an enhancement bonus to attack and damage rolls, and may use the higher of her Strength or Intelligence when determining her attack bonus. Once per round, on a successful hit, the legendary magus can choose to have a shield bash delivered by her legendary tome deal an extra 1d8 damage per level of the highest level spell she has prepared. This extra damage is magical in nature, bypassing her target’s damage reduction, and is not multiplied on a critical hit.

Arcane Burst
At 15th level, whenever a legendary magus casts a spell during spell combat, it is treated as if under the effect of one of the following metamagic feats, chosen when the spell is cast:


 * Empower Spell
 * Persistent Spell
 * Both Silent Spell and Still Spell

This legendary magus cannot use this ability to apply the same metamagic to a spell twice.

Pugilist Style
At 1st level, the legendary magus gains Improved Unarmed Strike as a bonus feat. When the legendary magus uses her spell combat ability or makes a full attack, she can make an additional unarmed strike at a -2 penalty. This unarmed strike can be made even if her spell combat does not allow her to make her full allotment of attacks. This ability cannot be used in conjunction with the Two-Weapon Fighting feat.

Spellflurry Combat
At 3rd level, when the legendary magus casts a spell with a range of “touch” using spell combat, she can deliver this spell using an unarmed strike she makes as part of spell combat, rather than the free touch attack granted by casting the spell. Instead of the free melee touch attack normally allowed to deliver the spell, she can make one free unarmed strike (at her highest base attack bonus) as part of casting this spell. If this unarmed strike is a critical hit, the spell is also a critical hit, using her unarmed strikes critical damage multiplier. If this spell allows the legendary magus to make multiple touch attacks, such as the chill touch spell, each of her unarmed strikes she makes can be used to deliver a touch attack of the cast spell.

Pugilist’s Response
At 9th level, whenever the legendary magus is damaged by a melee a melee attack made by a creature within reach of her unarmed strike, she can make an unarmed strike against that creature as an immediate action. In addition, she gains the Stunning Fist feat (even if she does not meet its prerequisites), treating her magus level as her monk level for the purposes of determining the number of times she may use it each day, and uses her Intelligence to determine its DC.

Pummeling Spellflurry
At 15th level, when the legendary magus uses her spell combat to deliver a touch spell with an unarmed strike, her unarmed strike deals an additional 1d6 damage per level of the spell delivered. This damage is the same type as the unarmed strike and is not multiplied on a critical hit. In addition, when she uses her pugilist style ability to make an additional unarmed strike, she can choose to instead make two unarmed strikes at a -4 penalty.

Speardancer Style
At 1st level, the legendary magus can wield any two-handed melee weapon that she is proficient with without interfering with magus spells she casts with somatic components. Additionally, she can use two-handed melee weapons with her spell combat class feature. When the legendary magus uses spell combat with a weapon with the reach property, the legendary magus can attack adjacent foes by taking an additional -2 penalty on her attack roll made as part of spell combat.

Lunging Touch
At 3rd level, when the legendary magus casts a spell with a range of “touch” as part of her spell combat, she can treat her reach for the purposes of making that touch attack as equal to the reach of her wielded weapon.

Whirling Dancer
At 9th level, the legendary magus gains Whirlwind Attack as a bonus feat, even if she does not meet the feats prerequisites. If she already has this feat, she gains another bonus combat feat of her choice. When the legendary magus uses her spell combat as a full round action, rather than making her normal attacks she can instead choose to attack each opponent within her reach, as if she was using the Whirlwind Attack feat. These attacks still suffer from all the penalties that would normally apply to attacks made during spell combat.

Dancer’s Lunge
At 15th level, the legendary magus increases the reach of her weapons with the reach property by 5 ft. The legendary magus no longer takes a penalty to her attack rolls against adjacent foes while using her speardancer style.