Myrrh, Frankincense, and Steel

Kurald Galain's Guide to the Magus, updated June 2020

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Introduction

Options and Ratings

Role of the Magus: More than Shocking Grasp

Option Categories

Magus Tactics

Class Abilities

Ability Scores

The Strength Build

The Dexterity Build

The Intelligence Build

The Charismatic Magus

Races

Core Races

Exotic Races

Archetypes

Good and Excellent Archetypes

Lesser Archetypes

Out-of-Class Archetypes

Arcana

Level 3 Arcana

Level 6 Arcana

Level 9-10 Arcana

Level 12 Arcana

Level 15+ Arcana

Feats

Traits

Skills

Spells

Cantrips

First Level Spells

Second Level Spells

Third Level Spells

Fourth Level Spells

Fifth Level Spells

Sixth Level Spells

Spells from Other Lists

How to Gain Spells

Selection of Spells

Enchanting your Weapon

Equipment

Melee Weapons

Reach Weapons

Ranged Weapons

Gear and Magic Items

Consumables

Familiars

Multiclassing

Dipping Other Classes

Prestige Classes

Variant Multiclassing

Dipping Into Magus

Sample Builds

Grashnak Stormbringer, Assault Magus

Ilyara Bladesong, Maneuver Magus

Chryn Flamestaff, Controller Magus


Introduction

After the traditional classes fighter, wizard, cleric, and rogue, a common character type that people look for is the bladesinger or gish: a hybrid warrior/spellcaster who wields a sword in one hand while weaving magic with the other. Since multiclassing fighter with wizard doesn't work too well, a variety of approaches exist to build this character type. Paizo's solution is the Magus class.

The Magus is a melee character with spellcasting ability, and several features that add synergy between the two. A Magus can temporarily enchant any weapon just by holding it, gets excellent mobility due to spell support, and is a contender for the highest spike/nova damage in the game. A Magus won't be as good at combat as the fighter, nor as good a caster as the wizard, but gets some of the best parts of both. While commonly using a sword, a Magus build can also work with whips, thrown weapons, or unarmed combat.

A Magus isn't the easiest class to build or to play well, and the original guidebook, Walter's, is several years old and doesn't cover newer spells, feats, and archetypes. So this inspired me to write a new class guide on the Magus to compile a list of good choices and strategies. Feedback is welcome, and my thanks go to Walter for writing the earlier guide.

Questions and suggestions can be posted in this thread on GITP, or this thread on Paizo.


Options and Ratings

This guide includes all material up to June 2019, including Chronicles of Legend, Planar Adventures, and the Martial Arts Handbook. It also covers the new systems from Pathfinder Unchained: skill unlocks in the skill section, variant multiclassing in the dipping section, and combat stamina under feats.

Since the Magus is both a melee class and a caster, several parts of this guide may be useful to other melee classes (notably the feat section), or to other arcane casters (such as the spells and familiars). The chapters on traits and items can be practical to any character.

The various options are rated by color for effectiveness, and listed in bold if legal in the Pathfinder Society (PFS) public campaign. For arcana and archetypes, this guide lists all options. For other categories like feats and spells, it only lists the best options for a Magus, and some options that look good but really aren't. This is because enumerating e.g. every feat printed for Pathfinder would be impractical at best.

Role of the Magus: More than Shocking Grasp

The stereotypical Magus wields a keen scimitar and only casts the Shocking Grasp spell over and over again. However, the class is much broader and more versatile than that. A Magus can excel at debuffing enemies, or at using combat maneuvers, or at mobility via flight and teleportation. Here's a summary of party roles the suitable for the Magus:

Option Categories

Based on the above roles, options are sorted into the following ten categories. This makes it easy to find what you want for the character you're building; for example, if you want to become better at melee attacks, just check the Offensive category for feats, items, or spells. If you try an option and don't like it, Pathfinder allows your character to retrain options during downtime, for a small amount of gold (and prestige points, in Pathfinder Society). It’s even easier for spells, since you can just buy new spells for your spellbook and prepare them the next day.

Magus Tactics

Your primary ability is spell combat, which combines attacking with spellcasting, and which you should use as often as possible. Essentially, you can do the following four things in your turn, in any order: (1) make all iterative attacks with your main weapon; (2) cast a spell; (3) use a swift action; and (4) take a 5' step. Mastering this is the key to playing an effective Magus.

If the spell is a touch spell, you get an extra attack as part of casting it, similar to flurry of blows. In any case, you do take a -2 attack penalty, and your spell provokes opportunity attacks unless you cast defensively. Let me show you some examples:

Class Abilities

Your three iconic class abilities are spell combat, channeling touch attacks, and enchanting any weapon you hold; you gain supplemental abilities as listed below.

Ability Scores

Essentially, there are three main ways to play a Magus: the big and tough bruiser that focuses on strength, the graceful blade dancer that builds on dexterity, and the cunning debuffer that prioritizes intelligence. There is overlap and you can mix and match these, but each build has different priorities for feats and items. The str and dex builds are capable melee combatants that enhance their abilities with spellcasting; melee normally works off strength, so the dex build uses the feats Weapon Finesse and Dervish Dance to use your dex modifier instead. The int build is a spellcaster first, warrior second, and prefers feats and gear to increase spell save DC. An archetype offers a way to use charisma instead of intelligence; we'll discuss that separately.
You will need good strength OR dexterity for offense, decent intelligence for spellcasting, and decent constitution for hit points as a frontliner. Sample builds are found at the bottom of this document.

The Strength Build

The Dexterity Build

The Intelligence Build

The Charismatic Magus

Normally, a Magus doesn't benefit from charisma, so it's the default dump stat. However, if you want a more socially inclined Magus, the Eldritch Scion archetype changes your casting stat from intelligence to charisma. In addition, you become a spontaneous caster instead of prepared. See the list of archetypes below, and note that this one plays very differently from a normal Magus.


Races

Given the builds above, you can create a good Magus with almost every race: anything with a boost to str, dex or int is a decent choice. Of course, small races should avoid the strength build. The races offer various bonuses for a favored class; however, as a frontliner with d8 hit dice, I recommend simply taking an extra hit point each level.

Core Races


Exotic Races


Archetypes

Paizo's take on alternate class features, archetypes add a theme to your character and add or remove several class abilities to fit the flavor. These vary in power, and several archetypes are not so great at low level but become powerful later. Except as indicated, you can take only one of the good or excellent archetypes.

Good and Excellent Archetypes

Beastblade (level 1-9 / 10+)


Bladebound

Card Caster


Eldritch Archer

Eldritch Scion (level 1-3 / 4+)

Hexcrafter


Magic Warrior


Mindblade


Puppetmaster


Skirnir (level 1-7 / 8+)


Staff Magus


Lesser Archetypes


Out-of-Class Archetypes

Certain other classes have archetypes that let them gain some of the Magus's class features. This list shows how well they do compared to a Magus; it is not otherwise a rating of those classes.

So if you want a gish character, it's really not a contest. Below level 15, Magus is hands-down much better. Above level 15, the EK's only advantage is top-level spells, but if you want those, you should arguably play a full caster instead.

image1-above tactics.jpgArcana

The Magus learns a special trick every three levels, and can gain more by spending feats. Halflings and elves can gain more arcana as a favored class bonus. Before picking an arcana that requires pool points or swift actions, bear in mind that you have a limited amount of both, and that your enchant weapon ability is already a very good use of these. Don't take too many abilities that require the same resource. 

Level 3 Arcana

Blasting Arcana


Debuffing Arcana


Defensive Arcana

Metamagic Arcana


Offensive Arcana


Skill Arcana



Toolbox Arcana


Level 6 Arcana

Debuffing Arcana


Metamagic Arcana


Mobility Arcana


Offensive Arcana


Toolbox Arcana


Level 9-10 Arcana

Debuffing Arcana


Defensive Arcana

Metamagic Arcana

Offensive Arcana


Toolbox Arcana

Level 12 Arcana

Defensive Arcana


Metamagic Arcana


Offensive Arcana

Level 15+ Arcana

Defensive Arcana


Metamagic Arcana


Offensive Arcana

Feats

Aside from the regular feat every odd level, the Magus gets three bonus feats over a 20-level career. Feats marked * can be taken as a bonus feat at level 5, 11, and 18.


Blasting Feats

Debuffing Feats

Defensive Feats


Metamagic Feats


Mobility Feats

Offensive Feats

Restorative Feats


Skill Feats

Toolbox Feats



Path of War Feats

Traits

By default, you get two traits to flesh out your background. You can't take two traits from the same category, so these are indicated below. If your GM lets you, you can take a drawback to gain a third trait; this is generally a good tradeoff.

Defensive Traits


Metamagic Traits

Mobility Traits


Offensive Traits

Skill Traits


Toolbox Traits

Skills

Since you'll start with decent intelligence and likely increase it with items, you have a good amount of skill points. In addition, the Pathfinder Unchained book allows characters to gain new abilities from having 5 or 10 ranks in a skill. The GM decides whether this requires the Signature Skill feat, or you get this for free.

Class Skills


Out-of-Class Skills (see Skill Traits above to add these to your class list)


Skill Unlocks


Spells

A well-played Magus will cast a spell almost every turn, and needs to prepare a varied selection for the day. You learn two spells for free each level. As a prepared caster you can buy extra spells cheaply, so it’s easy to experiment with your daily selection. Spells that work best from a wand or scroll are marked as such.

Cantrips

Blasting Spells


Debuff Spells

Skill Spells


Toolbox Spells


First Level Spells

Battlefield Control


Blasting Spells


Debuff Spells


Defensive Buffs


Mobility Buffs


Offensive Buffs

Restorative Spells


Skill Spells


Toolbox Spells

 

Second Level Spells

Battlefield Control


Blasting Spells



Debuff Spells

Defensive Buffs


Mobility Buffs



Offensive Buffs


Skill Spells


Toolbox Spells


Third Level Spells

Battlefield Control


Blasting Spells

Debuff Spells



Defensive Buffs

Mobility Buffs


Offensive Buffs

Toolbox Spells

Fourth Level Spells

Battlefield Control


Blasting Spells

Debuff Spells


Defensive Buffs


Mobility Buffs

Offensive Buffs

Toolbox Spells


Fifth Level Spells

Battlefield Control


Blasting Spells


Debuff Spells


Defensive Buffs

Mobility Buffs


Offensive Buffs


Toolbox Spells


Sixth Level Spells

Battlefield Control


Blasting Spells


Debuff Spells

Defensive Buffs


Mobility Buffs



Offensive Buffs


Toolbox Spells

Spells from Other Lists

The Magus can easily access some choice spells from the wizard's list, and has a few ways to gain spells beyond that. All spells listed below are wizard spells, unless indicated otherwise.

How to Gain Spells

Class Features


Traits


Magic Items


Races


Selection of Spells

Cantrips

First Level Spells


Second Level Spells

 


Third Level Spells


Fourth Level Spells

 

Fifth Level Spells

Sixth Level Spells

image3-bottom.jpgimage4-bottom.jpg


Enchanting your Weapon

The following are abilities you can add to your weapon with your arcane pool ability, at the cost of pluses. For example, at level 9 you can give your weapon +3, or +2 and flaming, or +1 and shock and keen, and so forth. This stacks with any enchantments already on your weapon.

Level 5


Level 9



Level 12+

Purchased Only

It is practical to add as many special abilities to your weapon as you can afford, and cast Greater Magic Weapon each day to get the standard pluses. From the lists above, Keen is a good ability to add to your weapon permanently. If you have the Bladebound archetype, you can skip this section.

Equipment

These are some good utility items for the Magus. If you want to use an exotic weapon, it's best if you can get proficiency from your race (e.g. half-elf, tengu, gnome), archetype (e.g. kensai), or ioun stone (listed below). Don't forget to bring masterwork silver and cold iron weapons as backup, to deal with damage reduction. Finally, note that spellstrike uses your critical range but not its multiplier, so a x3 or x4 crit weapon is mostly wasted on a Magus.

Melee Weapons


Reach Weapons

Ranged Weapons


Gear and Magic Items

Defensive Items

Debuff Items

Metamagic Items

Mobility Items

Offensive Items

Restorative Items


Skill Items

Toolbox Items

Consumables

Battlefield Control

Defensive Items

Metamagic Items


Mobility Items

Offensive Items

Restorative Items

Skill Items


Toolbox Items

Adventuring with Low Strength

A question that comes up frequently is how feasible it is to adventure with an 8 or 10 strength. The short answer is that yes, this is entirely possible; it could make an interesting character concept, and save your point buy for other stats. To do this, let's look at adventuring gear first: items like food, bedroll, waterskin, etc. These can get quite heavy, but are easy to deal with.

Somewhat more complicated is combat gear: your weapon, armor, and magic items. Still, the math shows that a low-strength character is feasible.


Familiars

Getting a familiar is a very good choice for any Magus, generally from the Familiar arcana. The Beastblade archetype gets one for free, the Eldritch Scion can do so instead of their first-level bloodline ability, the Bladebound cannot get one. The main bonuses are the Alertness feat; a decent bonus to natural armor, initiative, or one saving throw; and the fact that your familiar can also make numerous skill checks, effectively letting you roll twice. Finally, you can pick an archetype for your familiar.

Familiars with a * are small-sized; this allows them to flank with you, although it puts them in danger. Tiny or diminutive familiars can be kept safe inside a familiar satchel.

Base Familiars

Familiar Archetypes and Feats

Multiclassing

The Magus has solid features throughout its career and is already a hybrid between the fighter and wizard; so it should be no surprise that Magus/20 is a perfectly respectable build, although the capstone at level 20 isn't that great. That said, if it is to your taste, a Magus can benefit from dipping into another class, or using the variant multiclass rules from the Unchained book.

Dipping Other Classes

Prestige Classes


Path of War Classes


3.5 Prestige Classes

Variant Multiclassing

Dipping Into Magus

Multiclassing Abilities


Variant Multiclassing


Mythic Options

Mythic Paths

Mythic Abilities


Sample Builds

To show what the Magus can do, here are a strength build focusing on damage, a dexterity build aiming for maneuvers and debuffs, and an intelligence build doing battlefield control. These can be customized or optimized as you see fit.
Getting different spells on a Magus is easy, just buy them for cheap and prepare something else the next day. If you have more spells per day than listed here, simply pick your favorite and prepare it again. Spend about half your money on getting the standard magic weapon and defensive gear, the other half on the suggested magic items when you can afford them.

Grashnak Stormbringer, Assault Magus

Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 8. Increase strength every 4th level.
Archetype: Bladebound
Race: Half-Orc
Racial abilities: Bite attack, darkvision.
Racial class bonus: Extra hit points.
Skills: Climb / Swim 1, Fly / Perception / Spellcraft maxed, Knowledge skills as needed.
Traits: Lessons of Chaldira, Gifted Adept: Shocking Grasp.

Tactics: This is a straightforward damage-oriented Magus build. At level one, start each battle by putting up Shield, then either spell combat with Daze to disable an enemy, or full attack with your scimitar and bite; never reduce your to-hit to boost your concentration. Use Shocking Grasp at +1 caster level for your nova. At level four, you can pounce with the Bladed Dash spell, and use Mirror Image as your defensive buff. At level five, your enchant weapon ability comes online; by this point you should make your weapon Keen every combat, and enjoy critting with Intensified Shocking Grasp, and automatically confirming it with the Blood Scarab. Also note the black blade's ability to give +2 damage for 2 combats per day. By level seven, you can fly when needed, wear medium armor for decent defense, go nova with Empowered Magic, and use Close Range + Ray of Frost for a more damaging spell combat as your default attack.
Later levels upgrade your black blade for free, and add nice tricks such as Haste, Lunge for reach, Fortified Armor and Stoneskin for defense, Caustic Blood to punish people attacking you, and Enervation (with Close Range and possibly Empower) as a nasty debuff. At top levels, you have heavy armor, Overland Flight all day, use Bane Blade and Deliquescent Gloves and the black blade's +5 to deal heavy damage every combat, and can use the ultimate touch attack of Empowered Disintegrate (again with Close Range), which deals 96d6 if you manage to crit with it. Be sure to invest in AC and saving throw items, and to start each combat with a defensive buff in addition to Spell Shield as needed.
Overall, you have a fun and potent striker with one of the best novas in the game, who is very mobile thanks to flight and Bladed Dash.


Arcana


Feats


Spells Prepared


Equipment


Ilyara Bladesong, Maneuver Magus

Str 8, Dex 19, Con 14, Int 14, Wis 9, Cha 8. Increase dexterity every 4th level.
Archetype: Hexcrafter
Race: Elf
Racial abilities: +2 vs spell resistance, +2 concentration, +2 perception
Racial class bonus: Extra hit points.
Skills: Perform 2, Knowledges / UMD 1, Escape Artist / Fly / Intimidate / Perception / Stealth maxed.
Traits: Bred for War, Reactionary.

Tactics: The Magus is one of the best classes in the game at using maneuvers. You'll be hitting high CMD values using True Strike, and use your various defensive buffs to avoid the OAs. In addition, this build has several good debuffs available, and can use Unseen Servant to pick up disarmed weapons.
At level one, use your high initiative to attack flat-footed opponents with dirty trick or steal, or use the Daze cantrip to prevent them from acting, then disarm or trip them. Again, never drop your to-hit to boost your concentration. At level three, you get your dexterity to damage for regular attacks, and can start using a wand of True Strike in spell combat so that your maneuvers will almost always connect. Use stealth, Vanish or Mirror Image to stop enemy opportunity attacks, or counter them with the flamboyant Parry and Riposte ability, or even do it from range with Pilfering Hand. At level five, you get consistent flight with the hex, and your debuffs start coming online: cast Frostbite and for one attack per level you get to fatigue, entangle, and shake enemies at the same time; and level seven adds misfortune as a ranged debuff.
By level nine you can haste yourself at need, and often do maneuvers without taking an OA by using Lunge; next level, you can use Greater Invisibility for this as well. You can use Bladed Dash to quickly reach a disabled or flat-footed enemy to make multiple maneuvers or attacks, and by level eleven gives you can do this at huge range with Dimension Door. The later levels add further bonuses to trip and disarm so you can try it on your iterative attacks, especially when your enemy is already disabled somehow; you also gain major and grand hexes, and the ability to redirect attacks.
All in all, a build that can act fast to strip the enemy of offensive capabilities, then vanish or teleport to reposition and do it all again.


Arcana


Feats


Spells Prepared


Equipment


Chryn Flamestaff, Controller Magus

Str 14, Dex 12, Con 14, Int 8, Wis 10, Cha 18. Increase charisma every 4th level.
Archetype: Eldritch Scion and Staff Magus.
Bloodrager bloodline: Destined.
Race: Human
Racial abilities: Bonus feat.
Racial class bonus: +1 pool every four levels.
Skills: Climb / Swim 1, Bluff / Spellcraft maxed, the rest goes to Perception.
Traits: Defensive Strategist, Glory of Old.

Tactics: A spontaneous caster with high charisma, the controller invests in good save DCs to lock down the battlefield with area spells, then wields an enchanted staff along the rest of the party to finish off the enemies. This build often wants to boost concentration by taking a to-hit penalty.
At first level, rely on Color Spray to knock out groups of enemies, or use spell combat with Arcane Mark. At this level, there's no need to use a staff yet, so start with a dagger for its crit range. Since this build runs through pool points quicker than most, the feats provide extra pool points. At level 4, you can shape the battlefield with Euphoric Cloud or Web. Outside of combat, support your teammates with your good social skills, and at level 5 by creating magical items for them.
By level 9, you've switched to a staff for its defensive abilities, and you can use spell combat even outside your trance. Try to lock down an enemy every turn with Touch of Blindness or Color Spray at a good save DC, while still making full attacks with your quarterstaff buffed with Heroism, and a +5 bonus to armor class from bloodline and staff. At higher levels, you gain access to some potent blasting spells, still at a good DC, such as Intensified Fireball (as a full-round action). Your arcana allows you to maximize and quicken these, and by level 15 the powerful Spell Perfection comes online, and lets you do it as part of spell combat. Should somebody try the same at you, you can reflect their spells using the Ring of Arcane Mastery.
So, instead of a warrior who casts spells, this is more like a wizard who uses a weapon, trading some spell power for the ability to stand in melee with a versatile weapon and touch attack debuffs. After all, you are destined!


Arcana


Feats


Spells Prepared


Equipment