Starfarer Magus

While some practitioners of the magical arts spend their lives poring over ancient texts, tinkering with intricate devices, or quietly meditating on a mystical connection to understand the nature of magic, magi are more interested in magic’s practical application. By blending study of magical force with intense martial training, you have developed a unique combat style that allows you to augment your weapon strikes with magical potency. As you advance in power, you unlock techniques known as arcana that allow you to merge your talents further, and at the height of your art, you become a devastating whirl of weapon and spell.

Role: You are an expert at combining magical knowledge and martial ability. Quick to study magical lore and weapon techniques, you might spend time seeking lost knowledge or training in an exclusive dojo. While you appreciate the insight of mystics, technomancers, and wizards, you focus your research on knowledge that will aid you in battle.

Key Ability Score: Your Intelligence governs your control over your devastating magical attacks, so Intelligence is your key ability score. A high Strength or Dexterity enables you to make effective weapon attacks, while a high Constitution score assist you in surviving the assaults of your enemies.

The Magus

Level BAB Fort Ref Will Class Features
1st +0 +2 +0 +2 Arcane weapon, spellstrike
2nd +1 +3 +0 +3 Spell combat
3rd +2 +3 +1 +3 Magus arcana, weapon specialization
4th +3 +4 +1 +4 Spell recall
5th +3 +4 +1 +4 Bonus feat
6th +4 +5 +2 +5 Magus arcana
7th +5 +5 +2 +5 Knowledge pool
8th +6 +6 +2 +6 Improved spell combat
9th +6 +6 +3 +6 Magus arcana
10th +7 +7 +3 +7 Martial training
11th +8 +7 +3 +7 Bonus feat, improved spell recall
12th +9 +8 +4 +8 Magus arcana
13th +9 +8 +4 +8 Heavy armor
14th +10 +9 +4 +9 Greater spell combat
15th +11 +9 +5 +9 Magus Arcana
16th +12 +10 +5 +10 Counterstrike
17th +12 +10 +5 +10 Bonus Feat
18th +13 +11 +6 +11 Magus Arcana
19th +14 +11 +6 +11 Greater spell access
20th +15 +12 +6 +12 True magus

Stamina Points: 6 + Constitution modifier
Hit Points: 6

Class Skills

Skill Ranks per Level: 4 + Intelligence modifier

Acrobatics (Dex), Athletics (Str), Intimidate (Cha), Mysticism (Int), Profession (Cha, Int, or Wis), and Piloting (Dex).

Armor Proficiency

Light armor

Weapon Proficiency

Basic melee weapons, advanced melee weapons, small arms, grenades.


You cast spells drawn from the magus spell list (see below). To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table: Magus Spells per Day. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on Table: Magus Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new magus level, you learn one or more new spells, as indicated on Table: Magus Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Intelligence.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You can swap only a single spell at any given level, and you must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any magus spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a 2ndlevel slot instead if you have one. Casting 0-level spells using higher-level spell slots consumes those spell slots as normal.

You can also decipher magical inscriptions that would otherwise be unintelligible, including identifying the spell inscribed on a magical scroll, which is a full action. This does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.

Table: Magus Spells Per Day

Level 1st 2nd 3rd 4th 5th 6th
1st 2
2nd 2
3rd 3
4th 3 2
5th 4 2
6th 4 3
7th 4 3 2
8th 4 4 2
9th 5 4 3
10th 5 4 3 2
11th 5 4 4 2
12th 5 5 4 3
13th 5 5 4 3 2
14th 5 5 4 4 2
15th 5 5 5 4 3
16th 5 5 5 4 3 2
17th 5 5 5 5 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5

Table: Magus Bonus Spells

Int Score 0 1st 2nd 3rd 4th 5th 6th
12–13 1
14–15 1 1
16–17 1 1 1
18–19 1 1 1 1
20–21 2 1 1 1 1
22–23 2 2 1 1 1 1
24–25 2 2 2 1 1 1
26–27 2 2 2 2 1 1
28–29 3 2 2 2 2 1
30–31 3 3 2 2 2 2

Table: Magus Spells Known

Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 5 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Arcane Weapon (Su)

At 1st level, as long as you have at least 1 Resolve Point in your Resolve Pool, as a move action you can infuse one one-handed melee weapon or small arm you are holding with magical power via sheer force of will. For one minute, the weapon is treated as magic, and you make attacks with your enhanced weapon as if your base attack bonus from your magus levels were equal to your magus level. You can only have one weapon at a time infused in this way. If you infuse a new weapon while a previous weapon is still infused, the older infusion ends.

At 5th level, when you use this ability to infuse a weapon, you can temporarily grant it weapon fusions. You can grant the weapon the disruptive, durable, ethereal, flaming, frost, merciful, or shock fusion.

Starting at 7th level, you can grant it the holy, unholy, or wounding fusion. Starting at 9th level, you can grant it the corrosive or wounding fusion. Starting at 13th level, you can spend an additional 2 Resolve Points when enhancing your weapon to grant it the vorpal fusion.

You can only grant a single weapon fusion at a time, and if you grant a new weapon fusion any previous fusion ends. These weapon fusions are added to any the weapon already has, but duplicates do not stack. This might cause your weapon to temporarily exceed the typical limitation that your weapon cannot benefit from fusions with a total level greater than its item level. These properties are decided when you use arcane weapon and cannot be changed until the next time you uses this ability. These bonuses do not function if the weapon is wielded by anyone other than you.

Spellstrike (Su)

At 1st level, you have learned to focus the same vast intellect you use to cast spells to draw upon eldritch powers to increase your effectiveness when wielding weapons. As long as you have at least 1 Resolve Point in your Resolve Pool, whenever you use a 1-handed melee weapon or small arm to make an attack, you may add your Intelligence bonus to the attack roll in place of your Strength or Dexterity bonus (as appropriate). If using a 1-handed melee weapon, you may also add your Intelligence bonus to damage, in place of your Strength bonus.

Spell Combat (Ex)

At 2nd level, you learn to cast spells and wield your weapons at the same time. To use this ability, you must have one hand free, while wielding a one-handed melee weapon or small arm in the other hand. As a full action, you can make an attack with your weapon at a –4 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action or less. Any attack roll made as part of this spell also takes a –4 penalty, and any save DC is reduced by -2. You can choose to cast the spell first or make the weapon attacks first.

Magus Arcana

As you gain levels, you learn arcane secrets tailored to your specific way of blending martial excellence and magical skill. Starting at 3rd level, you gain one magus arcana. You gain an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in you arcana’s description, you cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. The list of arcana appears below.

Weapon Specialization

At 3rd level, you gain the Weapon Specialization feat as a bonus feat for each weapon group this class grants you proficiency with.

Spell Recall (Su)

At 4th level, you can sacrifice some of your Resolve in exchange for arcane power. With a move action, you can regain one magus spell slot that you have expended by spending a number of Resolve Points equal to half the spell slot’s level (minimum 1).

Bonus Feats

At 5th level, and every six levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. You must meet the prerequisites for these feats as normal.

Knowledge Pool (Su)

At 7th level, when you prepare your magus spells, you can decide to expend 1 or more Resolve Points, up to an amount equal to your Intelligence bonus. For each point you expend, you can treat any one spell from the magus spell list as if it were one of your spells known for the next 24 hours.

Improved Spell Combat (Ex)

At 8th level, your ability to cast spells and make melee attacks improves. When using the spell combat ability, you take only a -2 penalty on your attacks and only -1 to any spell DCs.

Martial Training (Ex)

Starting at 10th level, you count your total magus level as your base attack bonus (in addition to base attack bonuses granted by other classes and hit dice) for the purpose of qualifying for feats.

Improved Spell Recall (Su)

At 11th level, your ability to recall spell slots using Resolve Points becomes more efficient. Whenever you recall a spell slot with spell recall, you expend a number of Resolve Points 1/3 the spell slot’s level (minimum 1).

Heavy Armor (Ex)

At 13th level, you gain proficiency with heavy armor.

Greater Spell Combat (Ex)

At 14th level, you improve your ability to seamlessly cast spells and make melee attacks. Whenever you use the spell combat ability, you can make two attacks with your weapon, instead of one, by taking a -4 penalty on all of your attacks, including any attacks required by the spell, and a -2 penalty to the save DC of any spell you cast. You can choose to cast the spell first or make the weapon attacks first, but if you take more than one attack, you cannot cast the spell between weapon attacks.

Counterstrike (Ex)

At 16th level, once per day as a reaction, when an enemy within 30 feet of you casts a spell, you can move up to your speed and attack that enemy with a one-handed weapon or a small arm. If you attack is successful and damages the target, it loses the spell and spell slot.

True Magus (Su)

At 20th level, you become a master of spells and combat. Whenever you use your spell combat ability, your spellcasting does not provoke attacks of opportunity. Whenever you use spell combat and your spell targets the same creature as your attacks, you can choose to either increase the DC to resist the spell by +2, grant yourself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant yourself a +2 circumstance bonus on all attack rolls made against the target during your turn.

List of Magus Arcana

Broad Study (Ex)

Select another spellcasting class you have levels in. You can use the spell combat abilities while casting or using spells from the spell list of that class. You must be at least 6th level and must possess levels in at least one other spellcasting class before selecting this arcana.

Call Weapon (Su)

As a full action, you can attune yourself to a number of one-handed weapons in your possession equal to your Intelligence modifier. For the next 24 hours, you can spend 1 Resolve Point as a standard action to instantly teleport any of these weapons to your hand. This ability functions across any distance, as long as you and the weapon are on the same plane. You must be at least 9th level to select this arcana.

Close Range (Ex)

When using spell combat you can deliver spells that require you touch a target as close-range spells. You must successfully hit a target with a ranged attack made as part of spell combat, and then can make a second ranged touch attack to affect the same target with your tough-range spell.

Critical Strike (Su)

Once per day when you score a critical hit with a melee weapon, you may cast a spell with a range of touch as a swift action against that target as a critical effect. This replaces any other critical effect that weapon has. You can use this ability additional times per day by spending 1 Resolve Point each time after the first. You must be at least 12th level before selecting this arcana.

Distant Spell (Ex)

Once per day when you cast a spell with a range of close, medium, or long, you can double its range. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this arcana. If the spell affects an area, doubling its range doesn’t alter the size of its area. You can use this ability additional times per day by spending 1 Resolve Point each time after the first. You must be at least 6th level before selecting this arcana.

Dispelling Strike (Su)

You can spend 1 of Resolve Points as a move action to imbue your weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using your level as the caster level. Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful. You must be at least 9th level before selecting this arcana.

Extend Spell (Ex)

Once per day when you cast a spell, you can double its duration. This has no effect on spells with a duration of concentration, instantaneous, 1 round or less, or permanent, nor can it increase a spell’s duration to more than 24 hours. You can use this ability additional times per day by spending 1 Resolve Point each time after the first. You must be at least 6th level before selecting this arcana.

Familiar (Ex)

You gains a familiar, using your magus level as your effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature (see page 116).

Phase Shot (Su)

Once per day as a standard action, you can fire a single shot from a ranged weapon at a target known to you within range. The shot travels to the target in a straight path, passing through any nonmagical barrier or wall in its way, ignoring hardness and hit points (any magical barrier, such as a wall of force, and any force field stops the shot.) This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. You can use this ability additional times per day by spending 1 Resolve Point each time after the first. You must be at least 15th level to select this arcana.

Reflection (Su)

You can spend 1 or more Resolve Points as a reaction when targeted by an opponent’s spell to reflect the spell back at its caster. The targeted spell is turned back on its caster if it is of a spell level equal to or lower than 1/3 your caster level. This ability does not affect any spell that requires an attack roll. You must be at least 15th level before selecting this magus arcana.

Selective Targeting (Ex)

When you cast an instantaneous spell with an area effect, you can shape it so that it doesn’t affect one of your allies. Choose one 5-foot square within the spell’s area to be unaffected by the spell. At 5th level, you can spend 1 Resolve Point to exclude any number of squares with this ability.

Spell Blending (Ex)

When you select this arcana, you must select one spell from the wizard or technomancer spell list that is of a spell level you can cast. You adds this spell to your list of spells known and the list of magus spells as a spell of its wizard or technomancer spell level. If the spell appears on both spell lists at different spell levels, treat it as the higher of the two levels. You can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell you can cast. You can select this magus arcana more than once.

Spell Shield (Su)

Once per round, you can expend 1 Resolve Point as a reaction when targeted by an attack to grant yourself a shield bonus to AC equal to your Intelligence bonus against that attack.

Magus Spell List

The magus casts spells drawn from the wizard spell list, presented below. Spells with links are new, and present on this site.

0-Level Spells

dancing lights, detect magic, energy ray, fatigue, force ward, telekinetic projectile, telepathic message, token spell

1st-Level Spells

anticipate peril, detect radiation, drench, expeditiousness, flight, floating disk, freeze, grease, holographic image, jolting surge, keen senses, lock gaze, magic missile, overheat, ray of sickening, reflecting armor, stone fist, supercharge weapon, unseen servant, web

2nd-Level Spells

bloodhound, caustic conversion, chill touch, darkness, darkvision, daylight, drench, energized touch, fire breath, flaming sphere, flight, fog cloud, force blast, freeze, glitterdust, holographic image, invisibility, mirror image, scorching ray, see invisibility, shadow weapon, spider climb, static discharge, web

3rd-Level Spells

arcane sight, arcing surge, burst of speed, dispel magic, displacement, divert energy, drench, energy aura, euphoric cloud, explosive blast, flight, force hook charge, force punch, freeze, haste, holographic image, hurl forcedisk, lesser resistant armor, meteoric trail, ray of exhaustion, slow, stone call, vampiric touch, web

4th-Level Spells

black tentacles, corrosive haze, cosmic eddy, detect observation, dimension door, dimensional anchor, drench, flight, freeze, greater invisibility, holographic image, resilient sphere, resistant armor, telepathic bond, vertiginous cloud, wall of fire

5th-Level Spells

detonate (R), drench, flight, freeze, greater dispel magic, heat leech, holographic image, hostile juxtaposition, mislead, resistant aegis, synapse overload, telekinesis, teleport, wall of force

6th-Level Spells

chain surge, deflection, disintegrate, drench, flesh to stone, flight, freeze, greater resistant armor, holographic image, hostile juxtaposition, interplanetary teleport, mass invisibility, shadow walk, true seeing, walk through space, wall of iron


For any level at which an archetype provides an alternate class feature, a magus who takes the archetype alters or replaces the listed class feature.

2nd Level: You don’t gain the spellstrike class feature at 2nd level. Instead, you gain it at 3rd level and you don’t gain the magus arcana gained at 3rd level.

4th Level: You don’t gain the spell recall class feature at 4th level. Instead, you gain it at 11th level and you don’t gain improved spell recall.

Multilevel 6th, 9th, 12th, and 18th Levels: You don’t gain a magus arcana.

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