Myrrh, Frankincense, and Steel
Kurald Galain's Guide to the Magus
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.
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.
- Bad - It's a trap, avoid it at all cost. This option either doesn't actually do what it advertises, or is so situational that it probably won't ever come up.
- Okay - It works, but it's not great. For a niche build, this option may be worth it, but in general you should get something better. If an option isn't listed, it's probably yellow.
- Good - A solid and effective choice; the bread-and-butter of a good Magus, although it could be build-specific or somewhat situational.
- Excellent - One of the strongest and most versatile options; every Magus should seriously consider this, regardless of build.
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:
Spoiler: Party Roles
- Melee Striker - Your area of expertise. While your average damage is behind that of a fighter or barbarian, your spike damage more than makes up for that. First, you get to channel touch spells through your attack, doubling their damage on a critical hit; you can deal 12d6 on a crit at level 5, with a 15-20 crit range. Second, each combat you get your pick of magical abilities on your weapon. Finally, you are one of the most mobile melee classes, with in-class flight, spell-based pounce, and Dimension Door combined with a full attack at its destination.
- Ranged Striker - While you can use a bow, most of your class features work in melee; therefore your ranged capability is mostly based on your spells. That said, you can use most of the classic blasting spells like Scorching Ray, Fireball, and Disintegrate.
- Tank - You are a bit of a glass cannon, and need to use spells for protection. Staples like Shield and Mirror Image are available for this purpose, as well as some defensive class abilities.
- Buff and Support - You are decidedly not a support character. While you have several buff spells available, most of them are aimed at buffing yourself, and you have no curing ability to speak of. Funnily, you can deliver touch buffs through a whip.
- Debuff and Control - If you want, you can build a Magus as a mean debuffing machine. You are one of the best at using trip or disarm maneuvers (with the True Strike spell) and have a decent amount of debuffing spells available. Touch-based debuffs work well with your channeling ability.
- Utility - While not a full-fledged wizard, you have several staple utility spells in your arsenal, including Silent Image, Dispel Magic, and Teleport. In addition, you have several ways to gain access to a few of your favorite wizard spells. You have a good amount of skill points due to high intelligence, and a decent list focusing on mental skills.
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.
- Battlefield Control - Creating clouds, walls, pits, and other obstacles that shape the battlefield.
- Blasting - Direct damage effects, anything that goes boom!
- Debuff - Hindering enemies by inflicting blindness, stun, and assorted nasty penalties and conditions.
- Defense - Making yourself hard to hit, adding resistances, and otherwise protecting you or your teammates.
- Metamagic - Improving your spells; I'm including any effect here that e.g. increases caster level.
- Mobility - Boosting your speed, adding new movement modes, and generally hopping around quickly.
- Offense - Adding bonuses to hit or to damage, generating extra attacks, and otherwise making it easier to kill enemies.
- Restoration - Healing, condition removal, and mitigation of nasty effects placed on your party.
- Skills - Direct boosts to skills, from bonuses, rerolls, or added effects.
- Toolbox - General utility, including any practical effect that doesn't fit in the above categories.
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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:
- Cast Shield from out of melee range, so you don't provoke; 5' step to the enemy, and make your iterative attacks.
- Cast Shocking Grasp defensively, make the attack from that spell plus your iterative attacks, and 5' step back so you can cast without provoking in the next round.
- Cast Vampiric Touch from well out of range, move 30' up to the enemy, and make the attack for it. If the attack misses, hold your charge so you can try again on the next round.
- Cast True Strike from out of melee range, 5' step to the enemy, then use defensive combat to make a maneuver. You get +16 to hit with it, and an AC bonus against your opponent's opportunity attack.
- Enchant your weapon as a swift action, cast Frostbite trusting your buff spells to block the opportunity attack; then make your iterative attacks plus the one from Frostbite on any targets within reach. The next turn, use spell combat to first make your remaining attacks with Frostbite, then cast another spell.
- Cast Chill Touch, then instead of making a touch attack, use your weapon to do a trip maneuver. If the maneuver hits, the touch spell will also connect. This also applies to disarm and sunder maneuvers, as well as to subsequent attacks while the spell lasts.
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.
- Spell Combat (level 1) - The iconic gish ability of attacking with a weapon in one hand, casting a spell with the other. It's both flavorful and a big action advantage. You get this straight out of the gate, and you should use it as often as possible; get a touch attack cantrip so this ability is available at-will, like flurry of blows. You can also boost your concentration checks by taking an attack penalty, which is decent for an int Magus but should be avoided by a str or dex Magus.
- Spellstrike (level 2) - When you cast a touch spell, you can deliver it via your weapon instead. This targets normal AC instead of touch AC, but if you miss you can hold the charge and try again on your next attack, such as the one from spell combat. Touch spells cast in this way benefit from your weapon's crit range and reach: you can cast damage spells that crit on a 15+, or land debuffs from a distance using a whip. Finally, you can use this to apply a touch spell to a maneuver, e.g. by tripping someone and having Shocking Grasp go off if you hit.
- Enchant Weapon (level 5) - As a swift action, you can give your weapon abilities like flaming or keen. Are you facing a monster with cold vulnerability? Boom, you now have a frost weapon. Your enemy can only be hit by cold iron weapons? Make your weapon +4 and it bypasses those pesky damage resistances. Stripped of your gear and only armed with a piece of wood? Okay, it's now a +2 flaming club. This gives you great flexibility for every combat.
Spoiler: Additional Class Abilities
- Basic Statistics (level 1) - You can use all martial weapons and get a medium base attack bonus, which you can effectively increase to full with your enchant weapon ability. You have good fortitude and will saves, 1d8 hit dice, and good skill points because intelligence is one of your main stats.
- Spellcasting (level 1) - You are a prepared arcane spellcaster straight from level one, and get a new spell level at 4th level and every three levels thereafter. Your spell list focuses on conjuration, evocation, and transmutation; it includes numerous utility spells as well. Also, you have several ways of adding wizard spells to your list.
- Armored Casting (level 1, 7, 13) - You can cast arcane spells in light armor from the start. If you're strength-based and don't mind a lower movement rate, you can also do this in medium and heavy armor at later levels. You can't use shields.
- Arcane Pool (level 1) and Arcana (every 3rd level) - Like many classes, you can choose from a list of special abilities every couple levels. These are essentially Magus-only feats, which are covered in detail below. You get a daily pool of points which are used to activate most of these. Your enchant weapon ability also uses these pool points, so keep a point in reserve to use it in each combat.
- Spell Recall (level 4, level 11) - You can recover spells, effectively giving you extra spell slots, for one pool point per spell level. While nice enough, you can also do this with a cheap Pearl of Power item, so you should probably save your points for something else. At level 11, the cost is halved, and you can cast any spell in your book in this way, even if you didn't prepare it.
- Feats (level 5, 11, 17) - As if the Magus needed more options, you gain several bonus feats throughout your career. From level 10, you can take fighter feats, but nothing really stands out there. See the feat section below.
- Knowledge Pool (level 7) - Basically, you can now scribe every Magus spell into your spellbook given some downtime. It's a decent perk but buying new spells isn't expensive anyway.
- Counterstrike (level 16) - You get a free attack against anyone casting defensively. However, this won't disrupt their spell, and you can't cast a touch spell in this way.
- Wizard Spells (level 19) - You get two wizard spells in your spellbook of each level up to sixth. This comes rather late in your career; the Spell Blending arcana lets you gain wizard spells as early as level 3.
- True Magus (level 20) - As capstones go, this is not spectacular, but you gain a few numerical bonuses that will come in handy. You can also cast defensively without having to roll for concentration, but this roll would have been an automatic success several levels ago. A recent book offers alternative capstone abilities; the best choices are Perfect Body to boost your str/dex by eight, or With This Sword, which changes your weapon into an artifact.