Sphere Magus Arcana

Accurate Strike (Ex):
Prerequisite: Magus 9
Benefit: The magus can expend 2 points from his spell pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks.

Arcane Accuracy (Su)
Benefit: The magus can expend 1 point from his spell pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.

Arcane Cloak (Su)
Benefit: The magus can expend 1 point from his spell pool to add his Intelligence bonus to Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute.

Arcane Edge (Su)
Prerequisite: Magus 9
Benefit: The magus can expend 1 point from his spell pool as an immediate action after hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to his Intelligence modifier (minimum 0).

Arcane Redoubt (Su)
Benefit: As a swift action, the magus can expend 1 point from his spell pool to treat his shield bonus to AC (including any enhancement bonus) as a bonus to touch AC until the beginning of his next turn.

Arcane Redoubt, Greater (Su)
Prerequisite: Magus 12, arcane redoubt magus arcana
Benefit: Whenever the magus uses his arcane redoubt magus arcana, he may spend an additional point from his spell pool in order to apply his shield bonus to AC (including any enhancement bonus) as a bonus on Reflex saves until the beginning of his next turn. If he is targeted with an effect requiring a Reflex save while using this power, he may spend 2 points from his spell pool as an immediate action to grant himself evasion, or 4 points to grant himself improved evasion.

Bane Blade (Su)
Prerequisite: Magus 15
Benefit: Whenever the magus enhances his weapon using the Enhancement sphere, he may spend 1 additional point from his spell pool to add the bane special ability to the weapon.

Close Range (Ex)
Benefit: The magus can spend 1 point from his spell pool to deliver a sphere ability which features a ranged touch attack as a melee touch attack. He can use a ranged touch attack that targets more than one creature, but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks have no effect. This ability can be used with the spellstrike class feature.

Concentrate (Ex)
Benefit: The magus can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll’s outcome is determined. The magus must take the second roll, even if it is worse. The magus can use this ability once per day.

Critical Strike (Su)
Prerequisite: Magus 12
Benefit: Whenever the magus scores a critical hit with a melee weapon, he may use a sphere ability with a range of touch as a swift action, then make a touch attack with that spell against the target of the critical hit as a free action. The magus can use this ability once per day.

Devoted Blade (Su)
Prerequisite: Magus 12
Benefit: Whenever the magus enhances his weapon using the Enhanement sphere, he may spend 1 additional point from his spell pool to add either the anarchic, axiomatic, holy, or unholy special ability to the list of available options. A magus may only add one of these abilities if it matches his own alignment.

Dispelling Strike (Su)
Prerequisite: Magus 9
Benefit: The magus can spend 1 point from his spell pool as a swift action to imbue his weapon with a special power. If the weapon strikes a creature within the next minute, the magus may dispel one magical effect active on that target. He may target a specific effect if he has identified it, otherwise the effect with the highest caster level on the target is automatically targeted.

Disruptive (Ex)
Prerequisite: Magus 6
Benefit: The magus gains Disruptive as a bonus feat.

Empowered Magic (Su)
Prerequisite: Magus 6
Benefit: The magus can use one sphere ability per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the ability.

Familiar (Ex)
Benefit: The magus gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.

Ghost Blade (Su)
Prerequisite: Magus 9
Benefit: Whenever the magus enhances his weapon using the Enhancement sphere, he may spend 1 additional point from his spell pool to add the brilliant energy and ghost touch special abilities to the list of available options.

Hasted Assault (Su)
Prerequisite: Magus 9
Benefit: The magus can expend 1 point from his spell pool as a swift action to move more quickly. This functions as the Time sphere’s improved haste ability, but only targets the magus and lasts for a number of rounds equal to the magus’s Intelligence bonus.

Ki Arcana (Ex)
Prerequisite: Magus 6, must also have levels in a class that grants a ki pool
Benefit: The magus may use points from his spell pool and ki points from a ki pool granted by another class interchangeably.

Lingering Pain (Su)
Benefit: The magus can expend 1 point from his spell pool as an immediate action after hitting a target with a weapon attack. All damage from that attack (including damage from a sphere ability cast using the spellstrike ability) is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the magus’s next turn.

Maneuver Mastery (Ex)
Benefit: The magus has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is attempting the selected maneuver, he uses his magus level in place of his base attack bonus (in addition to any base attack bonus gained from other classes).
Special: A magus can select this magus arcana more than once. Its effects do not stack. Each time he selects this arcana, he selects another combat maneuver.

Maximized Magic (Su)
Prerequisite: Magus 12
Benefit: The magus can cast one sphere ability per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the sphere ability.

Pool Strike (Su)
Benefit: The magus can expend 1 point from his spell pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Pool Strike, Arcing (Su)
Prerequisite: Magus 12, pool strike magus arcana
Benefit: The magus can expend 1 additional point from his spell pool when using the pool strike arcana. If his attack hits, the magus can target a number of enemies within 15 feet equal to his Intelligence modifier (minimum 0) with a ranged touch attack as a free action. Those struck take the same energy damage as the primary target of the pool strike, including increased damage on a critical hit.

Pool Strike, Clinging (Su)
Prerequisite: Magus 9, pool strike magus arcana
Benefit: The magus can expend 1 additional point from his spell pool when making a pool strike. A single target of his pool strike takes energy damage as normal from the pool strike and also takes half this amount of damage at the beginning of its turn on the following round.

Pool Strike, Thunderous (Su)
Prerequisite: Magus 6, pool strike magus arcana
Benefit: The magus can expend 1 additional point from his arcane pool when making a pool strike. His pool strike deals sonic damage and deafens a single target for 1 round (DC 10 + 1/2 magus level + Intelligence modifier).

Prescient Attack (Su)
Prerequisite: Magus 6
Benefit: The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent’s defenses. The target is denied its Dexterity bonus against the magus’s attacks until the end of the magus’s next turn.

Prescient Defense (Su)
Prerequisite: Magus 9
Benefit: The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, granting him a premonition of his enemy’s intentions. The magus gains a bonus to his AC and on Reflex saves equal to his Intelligence modifier (minimum 0) against attacks by that opponent until the beginning of his next turn.

Quickened Magic (Su)
Prerequisite: Magus 15
Benefit: The magus can cast one sphere ability per day as if it were modified by the Quicken Spell feat. This does not increase the level of the sphere ability.

Reflection (Su)
Prerequisite: Magus 15
Benefit: The magus can sacrifice 1 point from his spell pool as an immediate action to attempt to reflect a sphere ability effect back at its caster. This effect must target you only and cannot be part of an area effect. In order to successfully reflect a sphere ability, you must succeed on a MSB check against the caster’s MSD. If the check fails, the ability functions as normal.

Silent Magic (Su)
Benefit: The magus can cast one sphere ability per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the sphere.

Spell Shield (Su)
Benefit: The magus can expend a point from his spell pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.

Spellbreaker (Ex)
Prerequisite: Magus 9
Benefit: The magus gains Spellbreaker as a bonus feat.

Still Magic (Su)
Benefit: The magus can cast one sphere ability per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the sphere ability.

Wand Wielder (Su)
Benefit: The magus can activate a wand or staff in place of casting a spell when using spell combat.

Sphere Magus Arcana

Templore Campaign Setting Illusees