Templore Campaign Setting
There are those who spend their lives searching for the mysteries and the deeper meanings of existence, studying magic and ancient lore. Then there are those who seek to master the discipline of combat at arms, wielding instruments of death and finding purpose in battle. Few have the ambition and talent to attain mastery of both, but there are some.
Enter the magus, the true battle-mage, weaving spell and steel together into a truly unique and powerful combat style. At once a warrior and a scholar, the magus pays equal respects to her ability with a weapon and her knowledge of secret lore. As can be expected, this is no easy challenge. She must train her body, striving ever towards physical superiority, constantly learning new techniques with her weapon and armor. Likewise, her mind must always be as sharp, deepening her understanding of magic and how it may be utilized. This dedication to her craft forges the magus into a truly formidable combatant.
Magi, as all magic-users, are not numerous in Templore. Ankhet boasts perhaps the most commonly-known human order of battle mages, who serve as the pharaoh’s personal guard. Most human countries rely on their battle-trained priests and holy warriors for their miraculous powers in times of conflict. An odd mercenary or adventurer may belong to the magus class, using his unique blend of knowledge and combat prowess to provide a service not many others can.
The elves indisputably have mastered the art of the magus, having their near-endless lives to spend learning it. Dwarves, much like humans, place heavy importance on their war priests and very rarely embrace other forms of magic. Gnomes would probably make great magi, were they not utterly disdainful of battle and violence.
|The Sphere Magus|
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Base Caster Level||Talents|
|1||+0||+2||+0||+2||Spell Pool, Casting, Spell Combat||+0||1 (2)|
|7||+5||+5||+2||+5||Expanded Magic, Medium Armor||+5||7|
|8||+6 / +1||+6||+2||+6||Improved Spell Combat||+6||8|
|9||+6 / +1||+6||+ 3||+6||Magus Arcana||+6||9|
|10||+7 / +2||+7||+ 3||+7||Fighter Training||+7||10|
|11||+8 / +3||+7||+ 3||+7||Bonus Feat||+8||11|
|12||+9 / +4||+8||+4||+8||Magus Arcana||+9||12|
|13||+9 / +4||+8||+4||+8||Heavy Armor||+9||13|
|14||+10 / +5||+9||+4||+9||–||+10||14|
|15||+11 / +6 / +1||+9||+5||+9||+11||15|
|16||+12 / +7 / +2||+10||+5||+10||Counterstrike||+12||16|
|17||+12 / +7 / +2||+10||+5||+10||Bonus Feat||+12||17|
|18||+13 / +8 / +3||+11||+6||+11||Magus Arcana||+13||18|
|19||+14 / +9 / +4||+11||+6||+11||Masterful Magic||+14||19|
|20||+15 / +10 / +5||+12||+6||+12||True Magus||+15||20|
Hit Die: d8
Class Skills: The magus’s class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor.
Casting: The sphere magus may combine spheres and talents to create magical effects. The sphere magus is considered a Mid-Caster and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
All Maguses possess the Somatic Casting and Verbal Casting drawbacks. Note that these drawbacks associated with the class do not grant the magus extra spell points.
Spell Pool: The sphere magus gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere magus gains 1 magic talent every time he gains a caster level. This does not stack with caster levels gained from other sources.
Spell Combat: At first level, the magus learns to use his magical abilities and wiled a weapon at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a sphere talent being used. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also use any sphere ability he has access to with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the ability does not take effect, but the attacks still take the penalty. A magus can choose to cast first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Rather than casting a new sphere effect every round, a sphere magus may use spell combat to maintain a sphere effect with a duration of ‘concentration’.
Spellstrike: At 2nd level, whenever a magus uses a sphere ability with a range of “touch,” he can deliver the effect through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the effect, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of using the sphere ability. If successful, this melee attack deals its normal damage as well as the effects of the sphere ability. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect magical talents can only be used to modify talents from spheres the magus possesses, unless otherwise noted.
A complete list of magus arcana can be found here: Sphere Magus Arcana
Arcane Potency: At 4th level, a sphere magus adds half his magus level to his spell point total.
Bonus Feats: At 5th level, and every six levels thereafter, a 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. He must meet the prerequisites for these feats as normal. A magus may also choose a sphere magic talent in place of a feat.
Expanded Magic (Su): At 7th level, whenever the sphere magus rests to regain spell points, he may choose one base sphere or magic talent he does not possess and add it to the list of spheres and talents he has access to that day. The sphere magus loses this bonus magic talent the next time he rests to regain spell points, and may choose another talent to take its place. The sphere magus may choose the same talent multiple times in a row.
Medium Armor (Ex): At 7th level, a magus gains proficiency with medium armor. A magus can cast sphere abilities while wearing medium armor without incurring the normal spell failure chance.
Improved Spell Combat: At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Fighter Training: Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Heavy Armor (Ex): At 13th level, a magus gains proficiency with heavy armor. A magus can cast sphere abilities while wearing heavy armor without incurring the normal spell failure chance.
Greater Spell Combat (Ex): At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
Masterful Magic (Su): At 19th level, whenever the sphere magus uses his Expanded Magic class feature, he may choose two magic talents or base spheres to gain instead of one.
True Magus (Su): At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his sphere ability targets the same creature as his melee attacks, he can choose to either increase the DC to resist the effect by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.