TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
              
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  By
  By
  By
  By    Ste
  Ste
  Ste
  Steven D. Russell
  ven D. Russell
  ven D. Russell
  ven D. Russell    
  
   
  Rite Publishing Presents: 
  101 Magus Feats  
   
  Odin
  Odin
  Odin
  Odin    (Designer): Steven D. Russell 
  Elric
  Elric
  Elric
  Elric    (Editor): David Paul 
  Asha'man
  Asha'man
  Asha'man
  Asha'man    (Cover Artist): Mark Hyzer    
  Younglings
  Younglings
  Younglings
  Younglings    (Interior Artwork): Storn A. Cook, Sade, 
  Arthur Rackham, Mark Hyzer and Gordon Napier 
  Maugris
  Maugris
  Maugris
  Maugris    (Layout and Publisher): Steven D. Russell 
   
  Dedication: To Duane H. Russell 
  —the best warrior-wizard I have ever known. 
   
  Special thanks to Will McCardell, Louis Porter Jr.  
  and Owen K.C. Stephens 
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. 
   
  101 Magus Feats © 2012 Steven D. Russell, Open Gaming License Copyright © 2007   
  Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.  
  
  1 
   
  Bladebound Archetype
  Bladebound Archetype
  Bladebound Archetype
  Bladebound Archetype    
  Feats 
  Prerequisites 
  Description 
  Abomination’s 
  Anathema  
  Black blade class feature. 
  Your black blade can ignore 1 point of a 
  creature’s damage reduction for every 
  magus class level you possess. 
  Abomination’s 
  Bane 
  Black blade class feature, ability to cast 6th level 
  arcane spells, Abomination’s Anathema, base 
  attack bonus +12.  
  Damage dealt by your black blade is 
  cursed.  
  Blackblade 
  Assimilation 
  Arcane bond, arcane pool and black blade class 
  features. 
  Your black blade can absorb some of the 
  powers of a magical weapon. 
  Draining Assault 
  Black blade class feature or the ability to cast 
  vampiric touch, Spellstrike class ability, Knowledge 
  (arcana) or Spellcraft 11 ranks, base attack bonus 
  +8.  
  This special attack drains 1d6 points of 
  Strength, Dex, and Con. 
  Insane Immunity 
  Black blade class feature. 
  You take on a madness affliction instead 
  of another debilitating effect.  
  Rampant Energy 
  Black blade class feature, base attack bonus +3, 
  base Will save bonus +4.  
  Deal additional damage with your black 
  blade’s energy attunement ability.  
  Spirit of the Black 
  Black blade and magus arcana class features, base 
  attack bonus +4.  
  Spend an arcane pool point to grant you 
  black blade a special weapon ability. 
  Spirit of the 
  Blade 
  Black blade and magus arcana class features, Spirit 
  of the Black, base attack bonus +6.  
  Gain additional uses of Spirit of the Black 
  Teleport Strike 
  Black blade class feature, ability to cast 4th level 
  arcane spells, base attack bonus +7, base Will save 
  bonus +7. 
  You teleport your black blade so that it 
  arrives half embedded in a creature. 
  Vampiric Arcana  
  Arcane pool and magus arcana class features; black 
  blade, spell recall or cannibalize spell class feature; 
  Knowledge (arcana) or Spellcraft 6 ranks, base 
  attack bonus +4. 
  Victim of this special attack loses a 
  limited number of uses per day from any 
  abilities he possesses and you gain arcane 
  pool points.  
    
  Hexcrafter Archetype
  Hexcrafter Archetype
  Hexcrafter Archetype
  Hexcrafter Archetype    
  Feat 
  Prerequisites 
  Description 
  Accursed Arcane 
  Talent  
  Arcane pool and hex arcana class features, ability 
  to cast 6th level arcane spells, base attack bonus 
  +12. 
  Curse an opponent so he cannot use his 
  arcane spells, spell-like abilities or his 
  arcane pool.  
  Hexcrafter's Curse 
  Arcane pool and hex magus class features. 
  Unleash a special curse upon a foe as a 
  swift action.  
  Improved 
  Hexcrafter’s 
  Curse 
  Arcane pool and hex magus class features, 
  Hexcrafter’s Curse, Knowledge (arcana) or 
  Spellcraft 5 ranks. 
  The circumstance penalty of your 
  hexcrafter curse inflicts increases by 2  
  and becomes permanent.  
  Greater 
  Hexcrafter’s 
  Curse 
  Arcane pool and hex magus class features, 
  Hexcrafter’s Curse, Improved Hexcrafter’s Curse, 
  Knowledge (arcana) or Spellcraft 19 ranks, base 
  attack bonus +14. 
  The circumstance penalty of your 
  hexcrafter curse inflicts increases by 2 
  and the DC to remove the curse 
  increases by 5.  
  Hexcrafter’s 
  Reciprocity 
  Arcane pool and hex magus class features, magus 
  arcana (accursed strike), Knowledge (arcana) or 
  Spellcraft 12 ranks, base attack bonus +9.  
  You curse an opponent who attacks you 
  successfully.  
  Malevolence and 
  Misery  
  Arcane pool and hex magus class features. 
  Curse your opponent with a 20% hit 
  chance 
  Malice and 
  Misfortune 
  Arcane pool and hex magus class features, hex 
  magus class feature, Malevolence and Misery, 
  Knowledge (arcana) or Spellcraft 9 ranks, base 
  attack bonus +6. 
  The hit chance of Malevolence and 
  Misery becomes 50%. 
  Sinister Harbinger  
  Arcane pool and hex magus class features.  
  Gain an ephemeral, mobile curse that 
  you can place upon your opponents. 
  Stalwart of the 
  Arcane 
  Hex magus class feature, magus arcana (stalwart). 
  You gain a morale bonus equal to your 
  Intelligence bonus (if any) on saving 
  throws against spells and spell-like 
  abilities. 
   
   
  
  2 
   
  Kensai
  Kensai
  Kensai
  Kensai    Archetype
  Archetype
  Archetype
  Archetype    
  Feat 
  Prerequisites 
  Description 
  Critical Ideal  
  Arcane pool and critical perfection class 
  features, Critical Focus, base attack bonus 
  +9. 
  Roll twice on a critical hit chart or draw two 
  critical hit cards and pick one of the two 
  results.  
  Critical Site 
  Arcane pool and critical perfection class 
  features, Critical Focus, base attack bonus 
  +9. 
  If you deal a successful critical hit, the 
  following round threatens a critical hit. 
  Flawless Strike  
  Arcane pool and perfect strike class features, 
  Weapon Focus. 
  When you activate your perfect strike class 
  feature, magical weapon properties enchanting 
  your chosen weapon also deal maximum dice 
  damage.  
  Arcane Battoujutsu  
  Arcane pool and iaijutsu class features, 
  Weapon Focus. 
  Once per combat encounter, during the 
  surprise round or the first round extend the 
  reach of your chosen weapon to 30 feet for one 
  attack. 
  Improved Arcane 
  Battoujutsu 
  Arcane pool, iaijutsu, and superior reflexes 
  class features, Weapon Focus, Arcane 
  Battoujutsu. 
  During a surprise round and the first round 
  extend the reach of your chosen weapon by 5 
  feet. 
  Greater Arcane 
  Battoujutsu 
  Arcane pool, iaijutsu, iaijutsu focus, and 
  superior reflexes class features, Weapon 
  Focus, Arcane Battoujutsu, Improved 
  Battoujutsu. 
  The round after a successfully hit, your 
  opponent suffers massive damage. 
   
  Myrmidarch
  Myrmidarch
  Myrmidarch
  Myrmidarch    Archetype
  Archetype
  Archetype
  Archetype    
  Feat 
  Prerequisites 
  Description 
  Improved 
  Ranged 
  Spellstrike 
  Arcane pool and ranged spellstrike class 
  features. 
  Cause a ranged spellstrike to arc to additional 
  targets.  
  Greater 
  Ranged 
  Spellstrike  
  Arcane pool and ranged spellstrike class 
  features, Improved Ranged Spellstrike, 
  Knowledge (arcana) or Spellcraft 11 ranks, base 
  attack bonus +8. 
  Use spellstrike to cast a touch, single target, or  
  ray spell via a ranged weapon attack and spend 
  arcane pool points to have it arc to additional 
  foes.  
   
  Skirnir Archetyp
  Skirnir Archetyp
  Skirnir Archetyp
  Skirnir Archetypeeee    
  Feat 
  Prerequisites 
  Description 
  Arcane Aegis 
  Arcane pool and shield pool class 
  features. 
  Add your shield bonus to on a Reflex saving throw or grant 
  you your shield bonus to your touch AC 
  Quickened 
  Shieldspell 
  Arcane pool and spellshield class 
  features. 
  Once per day cast a spell stored in your shield as a swift 
  action.  
  Shield Assault  
  Arcane pool and shield pool class 
  features. 
  As part of a full attack action, make a shield bash, at your 
  highest normal base attack bonus, with your arcane bonded 
  shield.  
  Shield 
  Assimilation 
  Arcane bond, arcane pool, and 
  sorcerous shield class features. 
  Your bonded shield can absorb some of the powers of 
  magical armor or shields. 
  Shield Strike 
  Arcane bond, arcane pool, and 
  sorcerous shield class features. 
  Add your shield’s enhancement bonus as an enchantment 
  bonus to its attack and damage rolls when making a shield 
  bash. 
   
  Soul Forger Archetype
  Soul Forger Archetype
  Soul Forger Archetype
  Soul Forger Archetype    
  Feats 
  Prerequisites 
  Description 
  Arcane Jury Rig  
  Arcane pool and master smith class features. 
  Negate the broken condition for one item for a 
  number of uses.   
  Arcane Refinement  
  Arcane pool and master smith class features.   Grant an object a specific special property.  
  Item Bane  
  Arcane bond, arcane pool, master smith and 
  spellstrike class features, ability to cast 
  dispel magic. 
  Deliver a special targeted dispel magic against 
  an object through your arcane bonded weapon 
  as part of a melee attack.  
  Weapon 
  Assimilation  
  Arcane bond, arcane pool and master smith 
  class features. 
  Your bonded weapon can absorb some of the 
  powers of a magical weapon. 
  
  3 
   
      Spellblade
  Spellblade
  Spellblade
  Spellblade    Archetype
  Archetype
  Archetype
  Archetype    
  Feats 
  Prerequisites 
  Description 
  Force 
  Attunement  
  Arcane pool and force athame 
  class features.  
  Cast any 0–level or 1st level spell with the force descriptor as a 
  spell-like ability.  
  Force 
  Disciple  
  Arcane pool and force athame 
  class features.  
  All spells with the force descriptor become part of your magus spell 
  list, using the most efficient spell level available, and add additional 
  force spells to your spellbook.  
  Force 
  Maneuver  
  Arcane pool and force athame 
  class features. 
  Use force magic to perform combat maneuvers.  
  Force of 
  Alacrity 
  Arcane pool and force athame 
  class features.  
  3/day cast any force spell as a swift action.  
  Forceful 
  Breach  
  Force athame class feature. 
  Gain a +2 bonus on caster level checks to overcome spell resistance 
  and deal +2 bonus points of hit point damage with force magic 
  against foes damaged by force magic. 
  Precise Force 
  Force athame and improved 
  spell combat class features. 
  1/day inflict continuous Con damage to a foe.  
  Riven Force  
  Force athame class feature. 
  Sacrifice a spell to deal force damage to a target at ranged.  
   
  Spire Defender Archetype 
  Spire Defender Archetype 
  Spire Defender Archetype 
  Spire Defender Archetype (Non-Core Pathfinder Roleplaying Game archetype) 
  Feats 
  Prerequisites 
  Description 
  Arcane 
  Amplification 
  Arcane pool and arcane augmentation 
  class features. 
  You can use arcane augmentation with any class or 
  untrained skill. 
   
  Staff Magus
  Staff Magus
  Staff Magus
  Staff Magus    
  Feats 
  Prerequisites 
  Description 
  Quarterstaff Aegis  
  Arcane pool and quarterstaff defense 
  class features. 
   The price bonuses for the magical 
  special properties of your staff are 
  included in calculating your shield 
  bonus from your quarterstaff defense 
  class feature. 
  Quarterstaff Grandmaster  
  Arcane pool and quarterstaff master 
  class features. 
  Wield your quarterstaff as a one-
  handed weapon but make use of it as 
  a double weapon.  
  Staff Assimilation  
  Arcane pool and staff weapon class 
  features. 
  A quarterstaff you wield can absorb 
  some of the powers of a magical 
  weapon. 
   
  Arcana Lord
  Arcana Lord
  Arcana Lord
  Arcana Lord    Ultimate Options: New Magus Arcana. Copyright 2011, Super Genius Games, LLC; Author: Owen K.C. Stephens.    
  Feats 
  Prerequisites 
  Description 
  Alchemical 
  Arcana  
  Arcane pool and magus arcana class features, spell 
  recall or cannibalize spell class feature. 
  3/day siphon power from a potion, extract, 
  or bomb to restore your arcane pool.  
  Arcane 
  Absorption  
  Arcane pool and cannibalize spell class features. 
  If foe fails to overcome your spell 
  resistance, you restore you arcane pool.  
  Item 
  Absorption 
  Arcane pool and cannibalize spell class features. 
  Drain a charged magic item to restore your 
  arcane pool  
  Vampiric 
  Arcana  
  Arcane pool and magus arcana class features; black 
  blade, spell recall or cannibalize spell class feature; 
  Knowledge (arcana) or Spellcraft 6 ranks, base attack 
  bonus +4. 
  Victim of this special attack loses a limited 
  number of uses per day from any abilities 
  he possesses and you gain arcane pool 
  points. 
   
  Cabalist
  Cabalist
  Cabalist
  Cabalist    Ultimate Options: New Magus Arcana. Copyright 2011, Super Genius Games, LLC; Author: Owen K.C. Stephens.    
  Feat 
  Prerequisites  
  Description 
  Blood as 
  Power  
  Arcane pool and bloodline power class 
  features. 
  You deal damage to yourself and regain points in your 
  arcane pool.  
   
   
   
  
  4 
   
  Magavan 
  Magavan 
  Magavan 
  Magavan Ultimate Options: New Magus Arcana. Copyright 2011, Super Genius Games, LLC; Author: Owen K.C. Stephens.    
  Feat 
  Prerequisites 
  Description 
  Lorestrike Arcana  
  Arcane pool and lorestrike class 
  features. 
  Gain special information when you 
  score a critical hit or a target fails a 
  saving throw against a spell you cast. 
   
  Tovenaar
  Tovenaar
  Tovenaar
  Tovenaar    Ultimate Options: New Magus Arcana. Copyright 2011, Super Genius Games, LLC; Author: Owen K.C. Stephens.    
  Feat 
  Prerequisites 
  Description 
  Arcane 
  Inquisition of 
  Alacrity  
  Arcane pool, inquisition, mystic 
  combat, and improved spell combat 
  class features.   
  3/day use any spell-like or supernatural abilities from 
  inquisitions, as a swift action.  
  Arcane 
  Inquisition of 
  Focus 
  Arcane pool, inquisition, mystic 
  combat, and improved spell combat 
  class features. 
  3/day adding +2 to the DC of an inquisition, or a +2 
  bonus on caster level checks of an inquisition made to 
  overcome a creature's spell resistance. 
   
  Standard Magus
  Standard Magus
  Standard Magus
  Standard Magus    
  Feat 
  Prerequisites 
  Description 
  Alchemical 
  Arcana  
  Arcane pool and magus arcana class features, 
  spell recall or cannibalize spell class feature. 
  3/day siphon power from a potion, extract, or 
  bomb to restore your arcane pool.  
  Arcane 
  Distraction  
  Arcane pool and magus arcana (arcane cloak) 
  class features. 
  Render a target creature flat-footed for 1 round.  
  Arcane Precision  
  Arcane pool and magus arcana (arcane 
  accuracy) class features.   
  Fain an insight bonus equal to your Int bonus on 
  all weapon damage rolls. 
  Arcane 
  Rejuvenation  
  Arcane pool and magus arcana class features. 
  Expend one point from your arcane pool to 
  regain one expended use of a class ability or 
  spell-like ability. 
  Arcane 
  Sympathy   
  Arcane pool and magus arcana (arcane edge) 
  class features, magus 9.   
  You gain temporary hit points equal to the bleed 
  damage dealt by your arcane edge.  
  Close-Quarter’s 
  Arcana  
  Arcane pool and magus arcana (close range) 
  class features. 
  3/day you merge a touch attack and a ray spell 
  in to a single touch attack 
  Consuming 
  Strike  
  Arcane pool, magus arcana, spellstrike class 
  features, Knowledge (arcana) or Spellcraft 7 
  ranks, base attack bonus +5. 
  Make a special attack and you foe suffers two 
  points of ability drain. 
  Dampening 
  Strike  
  Arcane pool and magus arcana (dispelling 
  strike) class features, magus 9. 
  With a special attack, make a targeted dispel 
  magic against an object.   
  Devoted Burst  
  Arcane pool and magus arcana (devoted 
  blade) class features, magus 12.   
  Your weapon explodes with aligned energy upon 
  striking a successful critical hit.  
  Diabolic Arcana  
  Arcane pool class feature.   
  Kill a chaotic or good foe and gain a point in 
  your arcane pool.  
  Profane Arcana    
  Arcane pool and magus arcana class features, 
  Diabolic Arcana, Knowledge (planes or 
  religion) 6 ranks, base attack bonus +4. 
  Grant a profane gift to a willing humanoid 
  creature.  
  Disorienting 
  Strike  
  Arcane pool, magus arcana, spellstrike class 
  features, Knowledge (arcana) or Spellcraft 6 
  ranks, base attack bonus +4.   
  Inflict a bewildering effect upon a foe with a 
  special attack.  
  Disruptive 
  Cannibalism  
  Arcane pool and magus arcana (disruptive) 
  class features, magus 6.   
  When you disrupt a arcane spellcaster’s spell 
  you can points to your arcane pool.  
  Draining Assault   Black blade class feature or the ability to cast 
  vampiric touch, Spellstrike class ability, 
  Knowledge (arcana) or Spellcraft 11 ranks, 
  base attack bonus +8. 
  A special attack drain 1d6 points of Strength, 
  Dexterity, and Constitution from that foe.  
  Drawing Ruse  
  Arcane pool and magus arcana (spell shield) 
  class features, Knowledge (arcana) or 
  Spellcraft 9 ranks.   
  3/day make an attack of opportunity against a 
  foe who makes an attack of opportunity against 
  you.  
  Dreaded Blade  
  Arcane pool and magus arcana (bane blade) 
  class features, magus 15.   
  If you inflict a critical hit with a weapon with the 
  bane special ability or suffer massive damage.  
  Enduring Arcana   Arcane pool and magus arcana (enduring 
  blade) class features, magus 6.   
  3/day Increase the duration of any non-
  instantaneous magus arcana to 24 hours. 
   
   
   
   
  
  5 
   
  Feat 
  Prerequisites 
  Description 
  Enduring 
  Redoubt  
  Arcane pool and magus arcana (arcane 
  redoubt and greater arcane redoubt) class 
  features, magus 12. 
  Grant yourself damage reduction X/ — where X 
  is equal to your shield bonus against 1 attack. 
  Environmental 
  Adaptation   
  Arcane pool and magus arcana class features, 
  Knowledge (arcana) or Spellcraft 9 ranks, 
  base attack bonus +6.   
  Grant yourself immunity to the harmful 
  environmental effects of a particular location 
  (including your current one).  
  Exhausting 
  Defense 
  Arcane pool, magus arcana, and spell pool 
  class features, Knowledge (arcana) or 
  Spellcraft 5 ranks, base attack bonus +3.   
  If an opponent misses you, touch him or hit him 
  with your shield in response, and inflict the 
  exhausted condition.  
  Guided Strike 
  Arcane pool and spellstrike class features.   
  1/day reroll a missed spellstrike or touch attack.  
  Hellfire Strike  
  Arcane pool and magus arcana (pool strike) 
  class features, Knowledge (arcana) or 
  Spellcraft 6 ranks, base attack bonus +4. 
  Hit point damage a touch spell or pool strike 
  deals is transformed into hellfire damage.  
  Hindering 
  Natural Strike  
  Arcane pool, magus arcana, spellstrike class 
  features, Knowledge (arcana) or Spellcraft 6 
  ranks, base attack bonus +4.   
  This special attack hinders one of the victim’s 
  natural attacks. 
  Insightful 
  Redoubt  
  Arcane pool and magus arcana (arcane 
  redoubt) class features.   
  Gain an insight bonus equal to your Intelligence 
  bonus to AC until the beginning of your next 
  turn. 
  Item Savant   
  Arcane pool and magus arcana (rod mastery 
  or wand mastery) class features. 
  Increase the DC of a magic item you wield and 
  make its activation cost an immediate action.  
  Languor Strike  
  Arcane pool, magus arcana, spellstrike class 
  features, Knowledge (arcana) or Spellcraft 4 
  ranks, base attack bonus +3. 
  Make a special attack that inflicts 1 negative 
  level.  
  Ley Line Arcana 
  Arcane pool class feature.   
  3/day draw on a location that has a permanent 
  magical or supernatural effect to restore your 
  arcane pool.  
  Lich Assault  
  Arcane pool, magus arcana, spellstrike class 
  features, Knowledge (arcana) or Spellcraft 11 
  ranks, base attack bonus +8. 
  Make a special attack that per permanently 
  paralyzes a creature so it appears dead. 
  Maximized 
  Touch  
  Arcane pool and magus arcana (empowered 
  spell) class features, magus 6.   
  3/day maximize one touch spell.  
  Nauseating 
  Assault  
  Arcane pool, magus arcana, spellstrike class 
  features, Knowledge (arcana) or Spellcraft 5 
  ranks, base attack bonus +3. 
  Make a special attack that inflicts the nauseated 
  condition.  
  Odin Sleep  
  Arcane pool, knowledge pool, and magus 
  arcana class features, Knowledge (arcana) or 
  Spellcraft 11 ranks, base attack bonus +8. 
  1/day enter an 8 hour sleep regain all your 
  arcane pool points, heal, and gain a secondary 
  save to remove all detrimental effects.  
  Perilous Strike   
  Arcane pool, magus arcana (accurate strike) 
  class features, magus 9.   
  If you first attack with accurate stike hist inflict 
  Con damage and Con bleed damage  
  Petrifying 
  Assault  
  Arcane pool, magus arcana, spellstrike class 
  features, Knowledge (arcana) or Spellcraft 16 
  ranks, base attack bonus +12. 
  Make a special attack that inflicts the petrified 
  condition.  
  Piercing Strike  
  Arcane pool and magus arcana (pool strike) 
  class features, Knowledge (arcana) or 
  Spellcraft 6 ranks, base attack bonus +4. 
  3/day whenever you cast a touch spell that 
  causes hit point damage or you use the pool 
  strike magus arcana you automatically dispel all 
  abjuration spells that have the force descriptor.   
  Prescient Aegis  
  Arcane pool and magus arcana (prescient 
  defense) class features, magus 9. 
  expend a arcane pool point and take only half 
  damage upon a successful Reflex save. 
  Prescient Assault   Arcane pool and magus arcana (prescient 
  attack) class features, magus 6. 
  bypass either that opponent’s armor or that 
  opponent’s natural armor with your next attack. 
  Revealing Strike  
  Arcane pool class feature; magus arcana 
  (spellbreaker) class feature or Spellbreaker; 
  ability to cast dispel magic. 
  With a special attack suppress all a foes illusion 
  or transmutation (polymorph) effects. 
  Sapping Assault  
  Arcane pool, magus arcana, spellstrike class 
  features, Knowledge (arcana) or Spellcraft 11 
  ranks, base attack bonus +8.  
  With a special attack inflict massive amounts of 
  nonlethal damage.  
  Stunning Assault   Arcane pool, magus arcana, spellstrike class 
  features, Knowledge (arcana) or Spellcraft 17 
  ranks, base attack bonus +12. 
  With a special attack, stun a foe for 1d4 rounds.   
   
   
   
   
  
  6 
   
  Feats 
  Prerequisites 
  Description 
  Translocation 
  Sensitivity  
  Arcane pool and magus arcana class features, 
  the ability to cast dimension door, Knowledge 
  (arcana) or Spellcraft 9 ranks, base attack 
  bonus +6. 
  Know the destination of the most recent 
  teleportation spell. 
  True Name 
  Arcana  
  Arcane pool class feature. 
  Learn the true name of a creature and gain 
  power over it.  
  Obey Your Name   Arcane pool and magus arcana class features, 
  True Name Arcana, Knowledge (arcana) or 
  Spellcraft 6 ranks, base attack bonus +4. 
  Force a creature whose true name you know to 
  obey your command.   
  Vampiric Arcana   Arcane pool and magus arcana class features; 
  black blade, spell recall or cannibalize spell 
  class feature; Knowledge (arcana) or 
  Spellcraft 6 ranks, base attack bonus +4.   
  Victim of this special attack loses a limited 
  number of uses per day from any abilities he 
  possesses and you gain arcane pool points. 
  Wracking Grasp  
  Arcane pool, magus arcana (lingering pain), 
  Spellstrike, Knowledge (arcana) or Spellcraft 
  5 ranks, base attack bonus +3 
  Touch spells and  pool strike magus arcana deal 
  nonlethal damage and Dex damage 
  Wracking Pain 
  Arcane pool and magus arcana (lingering 
  pain) class features.  
  Inflict a  –4 circumstance penalty on attack  
  rolls and on initiative, skill, and ability checks 
  plus the victim’s speed suffers a 10-ft. 
  circumstance penalty  
  Wracking 
  Punishment  
  Arcane pool and magus arcana (lingering 
  pain) class features, Wracking Pain, 
  Knowledge (arcana) or Spellcraft 10 ranks, 
  base attack bonus +7. 
  Your lingering pain ability inflicts the nauseated 
  condition and a 30-ft. circumstance penalty to 
  speed. 
  Wracking 
  Submission  
  Arcane pool and magus arcana (lingering 
  pain) class features, Wracking Pain, 
  Knowledge (arcana) or Spellcraft 5 ranks, 
  base attack bonus +3. 
  Your lingering pain ability inflicts a painful 
  curse on your foe.  
  Wracking 
  Restraints  
  Arcane pool and magus arcana class features, 
  Knowledge (arcana) or Spellcraft 5 ranks, 
  base attack bonus +3.  
  With a special attack ensnare an opponent in 
  arcane bonds 
   
   
   
  
  7 
  Abomination’s
  Abomination’s
  Abomination’s
  Abomination’s    Anathema
  Anathema
  Anathema
  Anathema    ((((Combat
  Combat
  Combat
  Combat))))    
  “I cut Cthulhu.” 
  Prerequisite: Black blade class feature. 
  Benefit: Your black blade can ignore 1 point of a 
  creature’s damage reduction for every magus class level 
  you possess. So at 15th-level your black blade ignores 15 
  points of damage reduction. This ability does not apply 
  to object hardness unless that object is also a creature 
  such as a construct. 
   
  Abomination’s
  Abomination’s
  Abomination’s
  Abomination’s    Bane
  Bane
  Bane
  Bane    ((((Combat
  Combat
  Combat
  Combat))))    
  “I christened my blade, Godslayer.” 
  Prerequisites: Black blade class feature, ability to cast 
  6th level arcane spells, Abomination’s Anathema, base 
  attack bonus +12. 
  Benefit: Once per day, for 1 minute per your magus 
  level, the damage you deal with your black blade dispels 
  or suppresses any supernatural or spell-like effect that 
  heals hit point damage. The effect lasts for 1 hour. This 
  damage also cannot be healed normally (including 
  regeneration and fast healing). Magical healing will not 
  heal damage dealt by it until a specific type of creature 
  under a specific circumstance casts a spell that can 
  remove a bestow curse. These specific requirements are 
  subject to you and your GM’s adjudication, chosen at the 
  time you take the feat. Once chosen, it cannot be 
  changed. Examples include a creature that is immune to 
  fear, a creature of the same species as you, or from the 
  same organization as you, a creature who has never 
  committed violence. Examples of circumstances include: 
  on the dawn of the third day, on the site of your birth, on 
  holy ground dedicated to the ethos of magi. A Heal or 
  Knowledge (arcana) check (DC 15 + your magus class 
  level) can be made to determine this requirement. This 
  is a supernatural necromantic-curse effect. 
   
  Accursed Arcane Talent (General)
  Accursed Arcane Talent (General)
  Accursed Arcane Talent (General)
  Accursed Arcane Talent (General)    
  “Do evil unto evil.” 
  Prerequisites: Arcane pool and hex arcana class 
  features, ability to cast 6th level arcane spells, base 
  attack bonus +12. 
  Benefit: Practitioners of the arcane greatly fear this 
  curse as it prohibits the use of their talents, experience, 
  and training. If you make a successful attack against a 
  creature with arcane spellcasting ability, arcane spell-
  like abilities with uses per day, or an arcane pool, you 
  may expend 1 point from your arcane pool. If you do, 
  your opponent must make a successful Will save (DC 10 
  +1/2 your magus level + your Int modifier) or suffer 
  from your curse. Your curse permanently affects your 
  opponent so that she cannot do one of the following 
  (chose one when you expend the point): 
   
  •
  Cast arcane spells. 
  •
  Use arcane spell-like abilities. 
  •
  Expend points from her arcane pool. 
   
  If your opponent makes a successful save, she cannot be 
  affected by curses from this feat for 24 hours. Any spell 
  or effect that removes bestow curse eliminates the effect  
   
   
   
  Abomination’s Bane 
   
  
  8 
  of Accursed Arcane Talent though the DC to remove the 
  curse is equal to 15 + your magus class level. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Alchemical Arcana
  Alchemical Arcana
  Alchemical Arcana
  Alchemical Arcana    (General)
  (General)
  (General)
  (General)    
  “An equivalent exchange.” 
  Prerequisites: Arcane pool and magus arcana class 
  features, spell recall or cannibalize spell class feature. 
  Benefit: Three times per day you can siphon power 
  from a potion, extract, or bomb to restore your arcane 
  pool. With an immediate action you consume the 
  potion, extract, or bomb (you can consume a bomb 
  thrown at you, before it explodes) and regain a number 
  of points in your arcane pool equal to the effective spell 
  slot used to create it. Alchemist bombs have an effective 
  spell level equal to half their creator’s alchemist class 
  level (rounded down). Any points above your arcane 
  pool’s maximum are lost. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Arcan
  Arcan
  Arcan
  Arcaneeee    Absorption (General)
  Absorption (General)
  Absorption (General)
  Absorption (General)    
  “Your power will become my power.” 
  Prerequisites: Arcane pool and cannibalize spell class 
  features. 
  Benefit: Once per round as a free action you can 
  expend 1 point from your arcane pool and gain spell 
  resistance equal to 12 +your magus class level against 
  one spell or spell-like ability attack. If your opponent 
  fails to overcome your spell resistance, you gain a 
  number of arcane pool points based on the spell’s level. 
  The amount you gain is equal to the amount you would 
  have gained if you had siphoned power from a prepared 
  spell to restore your arcane pool using your cannibalize 
  spell or improved cannibalize spell class feature. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Arcane Aegis (General)
  Arcane Aegis (General)
  Arcane Aegis (General)
  Arcane Aegis (General)    
  "The fireball went up and my arcane gifts expanded the 
  protection my shield offered me from the blast." 
  Prerequisites: Arcane pool and shield pool class 
  features. 
  Benefit: You may spend 1 point from your arcane pool 
  to add your shield bonus to AC (not including 
  enhancement bonuses) on a Reflex saving throw or 
  grant you your shield bonus to your touch AC, for one 
  attack roll. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  A
  AA
  Arcane Amplification (General)
  rcane Amplification (General)
  rcane Amplification (General)
  rcane Amplification (General)    
  “Magic enhances every experience.” 
  Prerequisites: Arcane pool and arcane augmentation 
  class features. 
  Benefit: You can use arcane augmentation with any 
  class or untrained skill. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
   
  Arcane Aegis 
      
  Arcane 
  Arcane 
  Arcane 
  Arcane Battoujutsu
  Battoujutsu
  Battoujutsu
  Battoujutsu    (Combat)
  (Combat)
  (Combat)
  (Combat) 
  “He unsheathed his sword and all I saw was a flash of 
  light, and I was cut.” 
  Prerequisites: Arcane pool and iaijutsu class features, 
  Weapon Focus. 
  Benefit: Once per combat encounter, during the 
  surprise round or the first round of a combat encounter, 
  you may expend 1 point from your arcane pool and 
  extend the reach of your chosen weapon to 30 feet for 
  one attack. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Arcane Distraction (General)
  Arcane Distraction (General)
  Arcane Distraction (General)
  Arcane Distraction (General)    
  “What in the world could that be?!” 
  Prerequisites: Arcane pool and magus arcana (arcane 
  cloak) class features. 
  Benefit: You can expend 1 point from your arcane pool 
  as swift action and create a momentary distraction 
  affecting a single creature within your natural reach, 
  causing that creature to lose any actions remaining in 
  this round. The target becomes flat-footed until the next 
  round, in which he makes a new initiative roll as if he 
  had just entered combat. A successful Will save (DC 10 
  +1/2 your magus class level + your Int modifier) negates 
  this mind-affecting compulsion effect. It cannot affect a 
  creature that is already under its effects. 
  
  9 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Arcane Inquisition of Alacrity (General)
  Arcane Inquisition of Alacrity (General)
  Arcane Inquisition of Alacrity (General)
  Arcane Inquisition of Alacrity (General)    
  “My quarry draws me with exceeding haste.” 
  Prerequisites: 
  Arcane 
  pool, 
  inquisition, 
  mystic 
  combat, and improved spell combat class features. 
  Benefit: Three times per day, you can expend 1 point 
  from your arcane pool and use any spell-like or 
  supernatural abilities from inquisitions, as a swift 
  action. An inquisition whose activation time is more 
  than 1 round or requires 1 full-round action cannot be 
  affected by this feat. 
   
  Arcane Inquisition 
  Arcane Inquisition 
  Arcane Inquisition 
  Arcane Inquisition of Focus (General)
  of Focus (General)
  of Focus (General)
  of Focus (General)    
  “I have great faith.” 
  Prerequisites: 
  Arcane 
  pool, 
  inquisition, 
  mystic 
  combat, and improved spell combat class features. 
  Benefit: Three times per day, you can expend 1 point 
  from your arcane pool adding +2 to the DC of an 
  inquisition, or a +2 bonus on caster level checks made to 
  overcome 
  a 
  creature's 
  spell 
  resistance 
  of 
  any 
  extraordinary, supernatural or spell-like inquisition 
  abilities from inquisitions. 
   
  Arcane Jury Rig (General)
  Arcane Jury Rig (General)
  Arcane Jury Rig (General)
  Arcane Jury Rig (General)    
  "It was only one of 19 ways I knew to make it work." 
  Prerequisites: Arcane pool and master smith class 
  features. 
  Benefit: If you spend 1 point from your arcane pool you 
  can, as a swift action, temporarily repair an object with 
  the broken condition; you must be touching the item. 
  This negates the broken condition for one use plus one 
  use per 5 magus class levels you possess (or for 10 
  minutes plus 10 minutes per 5 magus class levels you 
  possess if the item is usually involved in continuous use, 
  such as a saddle or wagon). This feat can only be used 
  once per object. This feat has no effect on ruined or 
  destroyed objects and does not repair hit point damage. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Arcane Precision 
  Arcane Precision 
  Arcane Precision 
  Arcane Precision ((((Combat
  Combat
  Combat
  Combat))))    
  “I saw not only where to strike but also how deep and 
  long to make the cut.” 
  Prerequisites: Arcane pool and magus arcana (arcane 
  accuracy) class features. 
  Benefit: You can expend an additional point from your 
  arcane pool as a free action when you activate arcane 
  accuracy. When you do, you gain an insight bonus equal 
  to your Intelligence bonus on all weapon damage rolls 
  until the end of your turn. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Arcane Refinement (General)
  Arcane Refinement (General)
  Arcane Refinement (General)
  Arcane Refinement (General)    
  "If it’s important, make it better." 
  Prerequisites: Arcane pool and master smith class 
  features. 
   
   
  Arcane Refinement 
   
  Benefit: If you expend 1 point from your arcane pool 
  and sacrifice 1,500 gp in a ceremony that takes 30 
  minutes for each weapon, armor, shield, tool, or 10 ft. x 
  10 ft. section you wish to effect, then you may grant 
  these objects any one of the following properties: 
  •
  Increased Weapon Hardness: Any weapon, metal 
  shield, or medium (or heavier) armor has its 
  hardness increased by 2 points. 
  •
  Inner Strength: The hit points of a weapon, 
  shield, or armor increases by 25% more hit points 
  than normal. 
  •
  Easy to Work: This tool is so easy to work with 
  that all Craft checks made when using it receive a 
  +1 circumstance bonus. 
  •
  Magically Treated: The object’s Break DC is 
  increased by your magus class level above 
  normal, its hardness is increased 5% above 
  normal for each magus class level you possess 
  and its hit points are increased 5% (or + 5 hp for 
  every 2 magus class levels, whichever is greater) 
  above normal. A magically treated wall also gains 
  
  10 
  a saving throw against spells that could affect it, 
  with the save bonus equaling 2 + 1/2 your magus 
  class level + your Intelligence modifier. 
  You can only affect a given object with the benefits of 
  this feat once. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Arcane Rejuvenation (General)
  Arcane Rejuvenation (General)
  Arcane Rejuvenation (General)
  Arcane Rejuvenation (General)    
  “Power in another form.” 
  Prerequisites: Arcane pool and magus arcana class 
  features. 
  Benefit: Three times per day you may expend one point 
  from your arcane pool as a swift action to regain one 
  expended use of a class ability or spell-like ability that 
  has a limited number of uses per day. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Arcane Sympathy (General)
  Arcane Sympathy (General)
  Arcane Sympathy (General)
  Arcane Sympathy (General)    
  “If it bleeds, I can live.” 
  Prerequisites: Arcane pool and magus arcana (arcane 
  edge) class features, magus 9. 
  Benefit: You gain temporary hit points equal to the 
  bleed damage dealt by your arcane edge. These 
  temporary hit points last for 1 hour. If you expend one 
  additional point from your arcane pool you increase the 
  bleed damage by 2 points. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Blackblade Assimilation (General)
  Blackblade Assimilation (General)
  Blackblade Assimilation (General)
  Blackblade Assimilation (General)    
  “My black blade will drain your sword like a vampire.” 
  Prerequisites: Arcane bond, arcane pool and black 
  blade class features. 
  Benefit: If you perform a special ritual (requiring 8 
  hours) and expend 1 point from your arcane pool, your 
  black blade can absorb half the total gold piece value of 
  any magical weapon that is part of the ritual. If it has 
  enough total value to enchant the black blade (per the 
  magic item creation cost rules), it can add the magical 
  properties of any weapon it has absorbed to your black 
  blade. For example, if you and your black blade came 
  across two +1 longswords you could absorb 1,000 gp 
  from each of them, and then use that 1,000 gp to 
  enchant your black blade with a +1 enchantment and 
  store the remaining 1,000 for later use. Then when you 
  later come across a +1 flaming longsword you could 
  absorb 4,000 gp from it and use that to enchant your 
  black blade with the flaming special quality or to 
  increase its enhancement bonus to +2 and store the 
  remaining 2,000 gp for later use (as you would still need 
  3,000 gp in value to make it a +2 flaming weapon). 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Blood as Power (General)
  Blood as Power (General)
  Blood as Power (General)
  Blood as Power (General)    
  "Eldritch power courses through my veins!" 
  Prerequisites: Arcane pool and bloodline power class 
  features. 
   
   
  Blackblade Assimilation 
   
  Benefit: As a standard action, you may use a slashing 
  or piercing weapon against yourself. If you deal at least 
  6 points of damage to yourself, you regain 1 point for 
  your arcane pool. Any points above your arcane pool’s 
  maximum are lost. You may attempt Blood as Power 
  three times per day. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Close 
  Close 
  Close 
  Close ––––Quarter
  Quarter
  Quarter
  Quarter’s Arcana (General)
  ’s Arcana (General)
  ’s Arcana (General)
  ’s Arcana (General)    
  “Close enough to feel the blood when they explode!” 
  Prerequisites: Arcane pool and magus arcana (close 
  range) class features. 
  Benefit: Three times per day you can expend 1 point 
  from your arcane pool as a free action to combine two 
  spells; one must have a range of touch and the other 
  must produce a ray as its effect, and each must have a 
  casting time of 1 standard action. You merge the two 
  into a single spell effect with a range of touch and a 
  casting time of 1 standard action, which you must cast 
  within 1 round. This spell effect cannot be used in 
  
  11 
  concert with spell combat though it can be used in 
  concert with spellstrike. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Consuming Strike 
  Consuming Strike 
  Consuming Strike 
  Consuming Strike (General
  (General
  (General
  (General))))    
  “Your vitality is my vitality.” 
  Prerequisites: Arcane pool, magus arcana, spellstrike 
  class features, Knowledge (arcana) or Spellcraft 7 ranks, 
  base attack bonus +5. 
  Benefit: You can spend 2 point from your arcane pool 
  as a swift action to imbue your weapon with a black and 
  purple aura of negative energy that consumes the vitality 
  of any living creature you touch with it (you are 
  unaffected by your own consuming strike). If the 
  weapon strikes a creature within the next minute, it 
  discharges that aura and the subject suffers two points 
  of ability drain (the ability score is chosen by you). For 
  every 2 points of an ability score you successfully drain, 
  you gain 5 temporary hit points that last for 1 hour. 
  An undead creature touched by the effect gains 5 
  temporary hit points for 1 hour. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Critical Ideal (Combat, Critical)
  Critical Ideal (Combat, Critical)
  Critical Ideal (Combat, Critical)
  Critical Ideal (Combat, Critical)    
  “I seek the one perilous flaw everything has.” 
  Prerequisites: Arcane pool and critical perfection 
  class features, Critical Focus, base attack bonus +9. 
  Benefit: When using a critical hit chart or a critical hit 
  deck to determine random effects of a critical hit, roll 
  twice on the chart or draw two cards and pick one of the 
  two results. If you expend 1 point from your arcane pool 
  you may roll on the chart an additional time or draw an 
  additional card and pick one of the three results. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Critical Site (Combat, Critical)
  Critical Site (Combat, Critical)
  Critical Site (Combat, Critical)
  Critical Site (Combat, Critical)    
  “I sheathed my sword in his weakest point.” 
  Prerequisites: Arcane pool and critical perfection 
  class features, Critical Focus, base attack bonus +9. 
  Benefit: If you deal a successful critical hit, you may 
  expend 1 point from your arcane pool and your first 
  attack against the same opponent the following round 
  automatically threatens a critical hit if the attempt hits. 
  Special: If the automatic threat results in another 
  critical, you cannot gain the benefit of this feat against 
  the same opponent for 24 hours. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Dampening Strike (General)
  Dampening Strike (General)
  Dampening Strike (General)
  Dampening Strike (General)    
  “I bound the power of the eldritch vessel within itself.” 
  Prerequisites: Arcane pool and magus arcana 
  (dispelling strike) class features, magus 9. 
  Benefits: You can spend 1 point from your arcane pool 
  as a swift action to imbue your weapon with a special 
  power. If the weapon strikes a magic item within the 
  next minute, that item is the subject of a targeted dispel  
   
   
  Consuming Strike 
   
  magic using your magus’s level as the caster level. Once 
  the strike is made, the power dissipates, even if the 
  dispel attempt is unsuccessful. A successful check 
  suppresses all the magical abilities of that one magic 
  item. For one hour per magus class level you possess, 
  the item has no magical power (although a magic sword 
  is still a sword and can be used as such). Artifacts are 
  immune to this effect. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Devoted Burst (Combat
  Devoted Burst (Combat
  Devoted Burst (Combat
  Devoted Burst (Combat))))    
  “My arcana conveyed the meaning of my dedication to 
  the enemy.” 
  Prerequisites: Arcane pool and magus arcana 
  (devoted blade) class features, magus 12. 
  Benefit: Your weapon explodes with aligned energy 
  upon striking a successful critical hit. The aligned energy 
  does not harm you or anyone with the same alignment 
  as you. In addition to the extra aligned damage from the 
  devoted blade ability, a devoted burst weapon deals an 
  extra 1d10 points of aligned damage on a successful 
  critical hit. If the weapon's critical multiplier is ×3, add 
  an extra 2d10 points of aligned damage instead, and if 
  the multiplier is ×4, add an extra 3d10 points of aligned 
  damage. 
  Even if the devoted blade ability is not active, the 
  weapon still deals its extra damage on a successful 
  
  12 
  critical hit, though you must have at least 1 point in your 
  arcane pool. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Diabolic Arcana (General)
  Diabolic Arcana (General)
  Diabolic Arcana (General)
  Diabolic Arcana (General)    
  “I would be a student of Asmodeus.” 
  Prerequisites: Arcane pool class feature. 
  Benefit: When you inflict the dead condition upon a 
  chaotic- or good-aligned creature via use of a melee 
  weapon attack or a magus touch spell while in the heat 
  of combat, you gain 4 points in your arcane pool. 
  Destroying an unattended object, slaying a helpless or 
  unaware creature, or slaying a creature that has fewer 
  Hit Dice than half your character level does not grant 
  you any arcane pool points. Any points above your 
  arcane pool’s maximum are lost. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. Use of this feat, 
  subject to GM adjudication, slowly changes your 
  alignment to lawful evil. 
   
  Disorienting Strike (General)
  Disorienting Strike (General)
  Disorienting Strike (General)
  Disorienting Strike (General)    
  “I always seek to unbalance my opponent.” 
  Prerequisites: Arcane pool, magus arcana, spellstrike 
  class features, Knowledge (arcana) or Spellcraft 6 ranks, 
  base attack bonus +4. 
  Benefit: You can spend 1 point from your arcane pool 
  as a swift action to imbue your weapon with a migraine-
  inducing aura of chaotic energy that can disorient a 
  creature you touch with it (you are unaffected by your 
  own disorienting strike). If the weapon strikes a creature 
  within the next minute, it discharges that aura, and the 
  subject must make a successful Will save (DC 10 +1/2 
  your magus class level + your Int modifier) or whenever 
  it moves, it must roll 1d8 to randomly determine (as a 
  grenade-like weapon) the direction it travels. This effect 
  lasts for one round per magus class level you possess. In 
  addition, it suffers a -2 circumstance penalty to initiative 
  checks, attack rolls, Acrobatics, Fly, Jump, Perception, 
  and Swim checks for the duration. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Disruptive Cannibalism (General)
  Disruptive Cannibalism (General)
  Disruptive Cannibalism (General)
  Disruptive Cannibalism (General)    
  “He wanted me to have that.” 
  Prerequisites: Arcane pool and magus arcana 
  (disruptive) class features, magus 6. 
  Benefit: When you use a melee attack or the Disruptive 
  feat to successfully disrupt an arcane spellcaster’s spell, 
  you can immediately gain a number of arcane pool 
  points equal to that spell’s level as a free action. Any 
  points above your arcane pool’s maximum are lost. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Draining Assault (General)
  Draining Assault (General)
  Draining Assault (General)
  Draining Assault (General)    
  “I feed off your weakness.” 
  Prerequisite: Black blade class feature or the ability to 
   cast vampiric touch, Spellstrike class ability, Knowledge 
   
   
   
  Diabolic Arcana 
   
  (arcana) or Spellcraft 11 ranks, base attack bonus +8. 
  Benefit: You can spend 6 points from your arcane pool 
  as a standard action, enveloping one of your hands or 
  one of your melee weapons with a black and purple 
  flame. You can then make a melee touch or melee 
  weapon attack as part of that standard action. If you hit 
  successfully, your opponent must make a successful 
  Fortitude save (DC 10 +1/2 your magus class level + 
  your Int modifier) or you drain 1d6 points of Strength, 
  Dexterity, and Constitution from that opponent; these 
  ability score points are then added to your own totals as 
  an enhancement bonus for a duration of 1 round per 
  magus class level you possess. If the victim makes a 
  Fortitude save, you only drain 2 points of Constitution. 
  This works exactly as if you had cast a touch spell, such 
  as for holding the charge if you miss the attack roll, and 
  can be used with spell combat in place of casting a 
  standard action spell. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Drawing 
  Drawing 
  Drawing 
  Drawing Ruse 
  Ruse 
  Ruse 
  Ruse (Combat
  (Combat
  (Combat
  (Combat))))    
  “Sometimes an empty fort is a trap.” 
  Prerequisites: Arcane pool and magus arcana (spell 
  shield) class features, Knowledge (arcana) or Spellcraft 
  9 ranks. 
  Benefit: Three times per day, when an opponent makes 
  an attack of opportunity against you, you can expend a 
  point from your arcane pool as an immediate action; if 
  you do, you may immediately make an attack of 
  opportunity against your opponent. Using this ability 
  counts against your total number of attacks of 
  opportunity each round. Your attack comes after your 
  opponent’s attack, so, if some feature of your opponent’s 
  
  13 
  attack of opportunity ruins your attack of opportunity, 
  yours is simply lost (as is the point you expended). 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Dreaded Blade (Combat)
  Dreaded Blade (Combat)
  Dreaded Blade (Combat)
  Dreaded Blade (Combat)    
  “We call them monsters, but truly we envy their power 
  and what we envy, we destroy.” 
  Prerequisites: Arcane pool and magus arcana (bane 
  blade) class features, magus 15. 
  Benefit: If you inflict a critical hit with a weapon with 
  the bane special ability you may expend 1 points from 
  your arcane pool as a free action and your opponent 
  must make a successful Fortitude save (DC 10 + 1/2 
  your magus class level + your Int modifier) or suffer 10 
  points of damage per magus class level you possess. If 
  your opponent’s Fortitude saving throw fails, he instead 
  takes 10d6 points of damage. If a creature dies as a 
  result of damage after a failed save caused by Dreaded 
  Blade, that creature cannot be restored to life except by 
  true resurrection, a carefully worded wish spell followed 
  by resurrection, or miracle. This is a necromantic death 
  effect. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Enduring Arcana (General)
  Enduring Arcana (General)
  Enduring Arcana (General)
  Enduring Arcana (General)    
  “My eldritch works shall remain.” 
  Prerequisites: Arcane pool and magus arcana 
  (enduring blade) class features, magus 6. 
  Benefit: Three times per day if you expend an 
  additional 4 points from your arcane pool you increase 
  the duration of any non-instantaneous magus arcana to 
  24 hours. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Enduring Redoubt 
  Enduring Redoubt 
  Enduring Redoubt 
  Enduring Redoubt (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “It is more than just my shield, it is my sanctuary.” 
  Prerequisites: Arcane pool and magus arcana (arcane 
  redoubt and greater arcane redoubt) class features, 
  magus 12. 
  Benefit: Once per round as a free action you can 
  expend 1 point from your arcane point to grant yourself 
  damage reduction X/ — where X is equal to your shield 
  bonus against 1 attack. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Environmental Adaptation (General)
  Environmental Adaptation (General)
  Environmental Adaptation (General)
  Environmental Adaptation (General)    
  “Never sweat the small stuff.” 
  Prerequisites: Arcane pool and magus arcana class 
  features, Knowledge (arcana) or Spellcraft 9 ranks, base 
  attack bonus +6. 
  Benefit: You can expend 1 point from your arcane pool 
  as a full-round action to grant yourself immunity to the 
  harmful environmental effects of a particular location 
  (including your current one), including such hazards as 
  toxicity, extreme temperatures, and lack of air. You do 
  not sweat, or appear to be affected the extremes of heat  
   
   
   
  Dreaded Blade 
   
  or cold, though you are aware of them. Additionally, you 
  gain energy resistance equal to twice your magus class 
  
  14 
  level to a single energy type prevalent at that particular 
  location (choose one type when you activate this ability). 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Exhausting Defense 
  Exhausting Defense 
  Exhausting Defense 
  Exhausting Defense (General)
  (General)
  (General)
  (General)    
  “Attacking me was a tiring experience.” 
  Prerequisites: Arcane pool, magus arcana, and spell 
  pool class features, Knowledge (arcana) or Spellcraft 5 
  ranks, base attack bonus +3. 
  Benefit: If an opponent misses you, you can spend 3 
  points from your arcane pool as an immediate action, 
  enveloping one of your hands or your shield with a pure 
  white aura of energy. You can then make a melee touch 
  attack or shield bash as part of that immediate action. If 
  it successfully hits your opponent, he must make a 
  successful Fortitude save (DC 10 +1/2 your magus class 
  level + your Int modifier) or be inflicted with the 
  exhausted condition. A creature that makes a successful 
  save against this ability is immune to the effects of your 
  use of this feat for 24 hours. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Flawless S
  Flawless S
  Flawless S
  Flawless Strike (Combat)
  trike (Combat)
  trike (Combat)
  trike (Combat)    
  “Arcana is ephemeral and enters where there is no 
  crevice." 
  Prerequisites: Arcane pool and perfect strike class 
  features, Weapon Focus. 
  Benefit: When you activate your perfect strike class 
  feature, magical weapon properties enchanting your 
  chosen weapon also deal maximum dice damage. Don’t 
  roll for dice damage in relation to your chosen weapon’s 
  magical weapon properties. For example, a bane 
  property would deal +12 points of damage rather than 
  +2d6, including damaging effects that are only triggered 
  on a critical hit. This affects only the weapon’s magical 
  weapon properties, not additional damage from sneak 
  attack, spellstrike, or weapon damage critical hits. If you 
  confirm a critical hit, and instead spend 2 points from 
  your arcane pool using your perfect strike class feature 
  to increase your chosen weapon’s critical multiplier by 1, 
  you use the new multiple to calculate the magical 
  properties critical dice damage. For example, if the new 
  multiplier of a flaming burst weapon is ×4, add an extra 
  +30 points of fire damage instead of 3d10 points of fire 
  damage). 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Force Attunement (General)
  Force Attunement (General)
  Force Attunement (General)
  Force Attunement (General)    
  “I can feel the power flowing through me.” 
  Prerequisites: Arcane pool and force athame class 
  features. 
  Benefit: You may expend 1 point from your arcane 
  pool, as a free action, to cast any 0–level or 1st level spell 
  with the force descriptor as a spell-like ability. The spell-
  like ability casting requires a standard action. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Force Disciple (General)
  Force Disciple (General)
  Force Disciple (General)
  Force Disciple (General)    
  “I have learned the ways of eldritch force.” 
  Prerequisites: Arcane pool and force athame class 
  features. 
  Benefit: All spells with the force descriptor become 
  part of your magus spell list, using the most efficient 
  spell level available. (If a spell is listed at different levels 
  for different classes, choose the lowest level; if a spell’s 
  lowest listed level is 7 or higher, it may not be selected). 
  You also select a number of additional magus spells with 
  the force descriptor equal to your Intelligence modifier 
  to add to your spellbook. At each new magus level, you 
  gain an additional new magus spell with the force 
  descriptor of any spell level or levels that you can cast 
  (based on your new magus level). 
   
  Force Maneuver 
  Force Maneuver 
  Force Maneuver 
  Force Maneuver (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “I tripped him, pushed him back, threw sand in his 
  eyes, took his axe away, broke the dagger he drew, 
  dragged him to the fire pit, pinned him down into it, oh 
  and stole the wand off his belt.” 
  Prerequisites: Arcane pool and force athame class 
  features. 
  Benefit: You may, as a swift action, expend 1 point 
  from your arcane pool. Doing so alters a single melee 
  attack, focusing your skill with the eldritch forces to 
  make that attack a force maneuver (which takes a 
  standard action as usual). If your attack is successful, 
  you deal damage as normal and attempt to use force 
  magic to perform a combat maneuver (in a manner 
  similar to telekinesis). Resolve these attempts as 
  normal, except that they do not provoke attacks of 
  opportunity, you use your magus level in place of your 
  Combat Maneuver Bonus, and you can add your 
  Intelligence modifier in place of your Strength or 
  Dexterity modifier. No save is allowed against these 
  attempts, but spell resistance applies normally. Use your 
  magus class level as your caster level. This effect can last 
  1 round per magus class level you possess, but it ends if 
  you cease concentration. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Force
  Force
  Force
  Force    ofofofof    Alacrity
  Alacrity
  Alacrity
  Alacrity    (General)
  (General)
  (General)
  (General)    
  “The eldritch force moves me.” 
  Prerequisites: Arcane pool and force athame class 
  features. 
  Benefit: Three times per day, you can expend 1 point 
  from your arcane pool and cast any spell with the force 
  descriptor from your magus spell list as a swift action. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Forceful Breach (General)
  Forceful Breach (General)
  Forceful Breach (General)
  Forceful Breach (General)    
  “Injury opens the way.” 
  Prerequisite: Force athame class feature. 
  Benefit: If your opponent is currently suffering from 
  hit point damage as the result of a spell or effect with the 
  force descriptor, you gain a +2 insight bonus on caster 
  level checks to overcome its spell resistance and deal +2 
  bonus points of hit point damage to it with a spell or 
  
  15 
  effect with the force descriptor (if the spell does not deal 
  hit point damage, this has no additional effect). 
   
  Greater Arcane Battoujutsu (Combat)
  Greater Arcane Battoujutsu (Combat)
  Greater Arcane Battoujutsu (Combat)
  Greater Arcane Battoujutsu (Combat)    
  “You’re dead already.” 
  Prerequisites: Arcane pool, iaijutsu, iaijutsu focus, 
  and superior reflexes class features, Weapon Focus, 
  Arcane Battoujutsu, Improved Battoujutsu. 
  Benefit: If you have successfully hit an opponent with 
  your chosen weapon on your previous turn, then, at the 
  beginning of this turn, you may expend a point from 
  your arcane pool and make a special combat maneuver 
  check as a free action that does not provoke an attack of 
  opportunity against that opponent, you use your magus 
  level in place of your Combat Maneuver Bonus, and you 
  can add your Intelligence modifier in place of your 
  Strength or Dexterity modifier. If you are successful, 
  your opponent must make a successful Fortitude save 
  (DC 10 +1/2 your magus class level + your Int modifier) 
  or suffer damage equal to 10 points per magus class level 
  you possess. If the save is successful, your opponent 
  suffers 10d6 points of damage. The damage type 
  inflicted is the same as your chosen weapon. You may 
  use this feat only once per day. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Greater Hexcrafter’s Curse (General)
  Greater Hexcrafter’s Curse (General)
  Greater Hexcrafter’s Curse (General)
  Greater Hexcrafter’s Curse (General)    
  “Henceforth, you will suffer this curse as a measure of 
  my wrath.” 
  Prerequisites: Arcane pool and hex magus class 
  features, Hexcrafter’s Curse, Improved Hexcrafter’s 
  Curse, Knowledge (arcana) or Spellcraft 19 ranks, base 
  attack bonus +14. 
  Benefit: The circumstance penalty of your hexcrafter 
  curse inflicts increases by 2 (to a total of a -6 
  circumstance penalty). In addition, your hexcrafter’s 
  curse now requires a caster level check from the caster 
  to remove, DC equal to 15 + your magus class level. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Greater Ranged Spellstrike (General)
  Greater Ranged Spellstrike (General)
  Greater Ranged Spellstrike (General)
  Greater Ranged Spellstrike (General)    
  “I am courteous and professional; and I kill large 
  groups of people.” 
  Prerequisites: Arcane pool and ranged spellstrike 
  class features, Improved Ranged Spellstrike, Knowledge 
  (arcana) or Spellcraft 11 ranks, base attack bonus +8. 
  Benefit: You can now use spellstrike to cast a single-
  target touch attack spell, a spell with a target of one 
  creature, or a single ray spell and deliver it through a 
  ranged weapon attack. You may expend 1 or more points 
  from your arcane pool to cause the spell to arc to a 
  number of secondary opponents within 30 ft. equal to 
  the number of arcane pool points you expended 
  (maximum 20). If the original spell requires a ranged 
  attack roll, make a single roll and use this result for all 
  targets. If a target of this effect avoids its effects due to 
  spell resistance, a failed attack roll, or a successful save, 
  the spell does not arc to further targets. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
      
  Greater Hexcrafter’s Curse 
   
   
  Guided Strike 
  Guided Strike 
  Guided Strike 
  Guided Strike (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “Eldritch power guides my blade.” 
  Prerequisites: Arcane pool and spellstrike class 
  features. 
  Benefit: Once per day as a free action you can expend 1 
  point from your arcane pool when you miss a spellstrike 
  or touch attack to gain a second roll on that same 
  spellstrike or touch attack. You take the second result 
  even if it is worse. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Hellfire Strike 
  Hellfire Strike 
  Hellfire Strike 
  Hellfire Strike (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “Damn you to Hell!” 
  Prerequisites: Arcane pool and magus arcana (pool 
  strike) class features, Knowledge (arcana) or Spellcraft 6 
  ranks, base attack bonus +4. 
  Benefit: Three times per day, you can expend a point 
  from your arcane pool as a free action when you cast a 
  touch spell that causes hit point damage or use the pool 
  strike magus. If you do, the hit point damage the touch 
  spell or pool strike deals is transformed into hellfire 
  damage (See below). This has no effect on spells that do 
  not deal hit point damage. 
  
  16 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
   
  Hellfire 
  Half the damage from hellfire is fire damage, but the 
  other half results directly from unholy power and is 
  therefore not subject to being reduced by resistance to 
  fire-based attacks. 
   
  Any creature killed by this spell must make a Will saving 
  throw; failure means the creature’s soul is damned to 
  Hell as a burst of brimstone appears around its corpse. 
  A non-evil spellcaster attempting to bring the character 
  back from the dead must make a caster level check (DC 
  equal to 10 plus the slain creature’s level) to succeed; 
  failure means the spellcaster cannot try again for 1 day. 
  Evil spellcasters can raise the slain character normally, 
  without a check. 
   
   
  Hex
  Hex
  Hex
  Hexcrafter's Curse (General)
  crafter's Curse (General)
  crafter's Curse (General)
  crafter's Curse (General)    
  “Suffer, for I have placed a curse upon you.” 
  Prerequisites: Arcane pool and hex magus class 
  features. 
  Benefit: As a swift action, you can expend 1 point from 
  your arcane pool and unleash a special curse upon a foe. 
  The target must be visible to you and be within 60 feet. 
  The target of your hexcrafter’s curse takes a -2 
  circumstance penalty on attacks, saves, ability checks, 
  skill checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC 10 + 1/2 your 
  magus class level + your Int modifier) negates the effect. 
  If an opponent makes a successful save, it cannot be 
  affected by your hexcrafter’s curse for 24 hours. Any 
  spell or effect that removes bestow curse eliminates the 
  effect of a hexcrafter’s curse. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Hexcrafter’s 
  Hexcrafter’s 
  Hexcrafter’s 
  Hexcrafter’s R
  R
  R
  Reciprocity
  eciprocity
  eciprocity
  eciprocity    (General)
  (General)
  (General)
  (General)    
  “You really shouldn’t have done that.” 
  Prerequisites: Arcane pool and hex magus class 
  features, magus arcana (accursed strike), Knowledge 
  (arcana) or Spellcraft 12 ranks, base attack bonus +9. 
  Benefit: If an opponent attacks you with complete 
  success (you suffer full normal or critical damage from 
  the attack, and if a save is allowed, you fail that save), 
  you hex or curse them in retribution. As a free action 
  once per round, you may expend 1 point from your 
  arcane pool and unleash a hex, or curse spell or effect 
  you have access to via class features, feats, or spells 
  upon a foe that attacks you with complete success. If an 
  opponent makes a successful save against the hex or 
  curse generated by the feat it cannot be affected by your 
  Hexcrafter’s Reciprocity feat for 24 hours. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
   
  Hinder
  Hinder
  Hinder
  Hindering Natural Strike 
  ing Natural Strike 
  ing Natural Strike 
  ing Natural Strike (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “I took away claw, tooth and, tail.” 
  Prerequisites: Arcane pool, magus arcana, spellstrike 
  class features, Knowledge (arcana) or Spellcraft 6 ranks, 
  base attack bonus +4. 
  Benefit: You can spend 1 point from your arcane pool 
  as a swift action to imbue your weapon with a sickly 
  green aura of chaotic energy that can hinder the natural 
  attack of a creature you touch with it (you are unaffected 
  by your own disorienting strike). If the weapon strikes a 
  creature within the next minute, it discharges that aura, 
  and the subject must make a successful Will save (DC 10 
  +1/2 your magus class level + your Int modifier) or you 
  choose a single natural attack that creature possesses 
  and that creature cannot use the chosen natural attack 
  for 1 round per magus class level you possess. A creature 
  that makes a successful save against this ability is 
  immune to the effects of your use of this ability for 24 
  hours. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Improved Arcane 
  Improved Arcane 
  Improved Arcane 
  Improved Arcane Battoujutsu
  Battoujutsu
  Battoujutsu
  Battoujutsu    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  "There was a blur, and then some blood. I never saw 
  him draw." 
  Prerequisites: Arcane pool, iaijutsu, and superior 
  reflexes 
  class 
  features, 
  Weapon 
  Focus, 
  Arcane 
  Battoujutsu. 
  Benefit: During a surprise round and the first round of 
  a combat encounter, you may expend 1 point from your 
  arcane pool and extend the reach of your chosen weapon 
  by 5 feet for the duration of the surprise round and the 
  first round of combat. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Improved Dispelling Strike (General)
  Improved Dispelling Strike (General)
  Improved Dispelling Strike (General)
  Improved Dispelling Strike (General)    
  “Your spell shall not stand!” 
  Prerequisites: Arcane pool and magus arcana 
  (dispelling strike) class features, magus 9. 
  Benefit: You gain a +2 circumstance bonus to your 
  caster level check when using dispelling strike and you 
  can now dispel a spell of any level with a successful 
  check. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Improved Hexcrafter’s Curse (General)
  Improved Hexcrafter’s Curse (General)
  Improved Hexcrafter’s Curse (General)
  Improved Hexcrafter’s Curse (General)    
  “And now, you will carry this curse to the end of your 
  days.” 
  Prerequisites: Arcane pool and hex magus class 
  features, Hexcrafter’s Curse, Knowledge (arcana) or 
  Spellcraft 5 ranks. 
  Benefit: The circumstance penalty your hexcrafter 
  curse inflicts increases by 2 (to a total of a -4 
  circumstance penalty). In addition, the duration of this 
  effect now becomes permanent. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  
  17 
  Improved Ranged Spellstrike 
  Improved Ranged Spellstrike 
  Improved Ranged Spellstrike 
  Improved Ranged Spellstrike (General)
  (General)
  (General)
  (General)    
  “When I shoot, more than one will die." 
  Prerequisites: Arcane pool and ranged spellstrike 
  class features. 
  Benefit: When using your ranged spellstrike ability, if 
  that ranged weapon attack strikes its target (object or 
  creature), you may expend 1 point from your arcane pool 
  to cause that spell to arc to a single secondary target; the 
  target must be an opponent within 30 feet, otherwise it 
  has no effect. This requires a ranged attack roll. If the 
  target of your ranged spellstrike avoids the spell’s effects 
  due to spell resistance, a failed attack roll, or a 
  successful save, the spell does not arc to the secondary 
  target. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Insane
  Insane
  Insane
  Insane    Immunity
  Immunity
  Immunity
  Immunity    (General)
  (General)
  (General)
  (General)    
  “If I continue to possess it, I will be possessed or I can 
  let it drive me insane.” 
  Prerequisite: Black blade class feature. 
  Benefit: You and your GM choose and agree on a 
  madness affliction when you select this feat. When you 
  are subject to a confused, dazed, fascinated, or stunned 
  condition; or a charm or compulsion spell or effect, 
  including domination by the ego of an intelligent item 
  (such as your black blade); or subject to a different 
  madness affliction; you are instead inflicted with the 
  instantaneous effects of the chosen madness affliction 
  for the duration of the condition, spell, or effect. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Insightful Redoubt 
  Insightful Redoubt 
  Insightful Redoubt 
  Insightful Redoubt (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “Suddenly, I knew the best place to put my shield.” 
  Prerequisites: Arcane pool and magus arcana (arcane 
  redoubt) class features. 
  Benefit: You can expend an additional point from your 
  arcane pool as a free action when you activate arcane 
  redoubt and gain an insight bonus equal to your 
  Intelligence bonus to AC until the beginning of your next 
  turn. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Item Absorption (General)
  Item Absorption (General)
  Item Absorption (General)
  Item Absorption (General)    
  “Its power will become my power.” 
  Prerequisites: Arcane pool and cannibalize spell class 
  features. 
  Benefit: As a standard action, you can expend 1 point 
  from your arcane pool and drain one charge from a 
  magic item you are wielding and can activate. If you do, 
  you gain a number of arcane pool points based on a spell 
  level the item can generate based on expending that 
  charge. The amount you gain is equal to the amount you 
  would have gained if you had siphoned power from a 
  prepared spell to restore your arcane pool using your 
  cannibalize spell or improved cannibalize spell class 
  feature on that spell. (For example, you could expend a 
  point from your arcane pool and absorb power from a  
  staff of bolstering. Since that staff uses a single charge 
  to cast one of a number of 2nd level spells, you’d gain 2 
  arcane pool points. Your net gain in this case would be 1 
  arcane point.) 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Item Bane (General)
  Item Bane (General)
  Item Bane (General)
  Item Bane (General)    
  “His sword was the true peril so I suppressed its 
  eldritch force.” 
  Prerequisites: Arcane bond, arcane pool, master 
  smith and spellstrike class features, ability to cast dispel 
  magic. 
  Benefit: You can expend 1 point from your arcane pool 
  as a free action and deliver a special targeted dispel 
  magic through your arcane bonded weapon as part of a 
  melee attack. If successful, this melee attack deals its 
  normal damage as well as the effects of a targeted dispel 
  magic that must target an object. If you make this attack 
  in concert with spell combat, this melee attack takes all 
  the penalties accrued by spell combat melee attacks. You 
  cannot use this feat in concert with spellstrike. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Item Savant (General)
  Item Savant (General)
  Item Savant (General)
  Item Savant (General)    
  “I know this item like I know my own hand.” 
  Prerequisites: Arcane pool and magus arcana (rod 
  mastery or wand mastery) class features. 
  Benefit: If you have at least 1 point in your arcane pool 
  you may make the saving throw DC of a magic item you 
  use equal to 10 +1/2 your magus class level + your Int 
  modifier. If a magic item’s ability requires a standard 
  action to activate you can, once per day, expend 4 points 
  from your arcane pool to activate that item as an 
  immediate action (if you don’t know the item’s abilities 
  then one ability is activated at random). 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Languor Strike (General)
  Languor Strike (General)
  Languor Strike (General)
  Languor Strike (General)    
  “I do not have power, I take power.” 
  Prerequisites: Arcane pool, magus arcana, spellstrike 
  class features, Knowledge (arcana) or Spellcraft 4 ranks, 
  base attack bonus +3. 
  Benefit: You can spend 2 points from your arcane pool 
  as a swift action to imbue your weapon with a black aura 
  of negative energy that suppresses the life force of any 
  living creature you touch with it (you are unaffected by 
  your own languor strike). If the weapon strikes a 
  creature within the next minute, it discharges that aura 
  and the subject gains 1 negative level. Assuming the 
  subject survives, it regains the lost level after a number 
  of minutes equal to your magus class level (maximum 10 
  minutes). Usually, negative levels have a chance of 
  becoming permanent, but the negative levels from 
  languor strike don’t last long enough to do so. 
  An undead creature touched by the effect gains 5 
  temporary hit points for 1 hour. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
  
  18 
   
  Ley Line Arcana
  Ley Line Arcana
  Ley Line Arcana
  Ley Line Arcana    (General)
  (General)
  (General)
  (General)    
  “I seek the eldritch sites of the world.” 
  Prerequisites: Arcane pool class feature. 
  Benefit: Three times per day, though only once per site 
  per day, you can draw on any location that has a 
  permanent magical or supernatural effect. With a swift 
  action, you absorb some of the ambient energy and 
  regain a number of points in your arcane pool equal to 
  the location’s effective spell level or half the effective 
  caster level (rounded down), whichever is less. Any 
  points above your arcane pool’s maximum are lost. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Lich 
  Lich 
  Lich 
  Lich Assault
  Assault
  Assault
  Assault    (General)
  (General)
  (General)
  (General)    
  “They buried him alive.” 
  Prerequisites: Arcane pool, magus arcana, spellstrike 
  class features, Knowledge (arcana) or Spellcraft 11 
  ranks, base attack bonus +8. 
  Benefit: You can spend 6 points from your arcane pool 
  as a standard action, enveloping one of your hands or 
  one of your melee weapons with a dull grey aura of 
  energy. You can then make a melee touch or melee 
  weapon attack as part of that standard action. If it 
  successfully hits a living opponent he must make a 
  successful Fortitude save (DC 10 +1/2 your magus class 
  level + your Int modifier) or be permanently paralyzed; 
  remove paralysis or any spell that can remove a curse 
  can free the victim (see the bestow curse spell 
  description) with a DC equal to 15 + your magus class 
  level. The effect cannot be dispelled. Anyone paralyzed 
  by this spell seems dead, though a DC 20 Perception 
  check or a DC 15 Heal check reveals that the victim is 
  still alive. A creature that makes a successful save 
  against this ability is immune to the effects of your use 
  of this feat for 24 hours. This works exactly as if you had 
  cast a touch spell, including holding the charge if you 
  miss the attack roll, and can be used with spell combat 
  in place of casting a standard action spell. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Lorestrike Arcana (General)
  Lorestrike Arcana (General)
  Lorestrike Arcana (General)
  Lorestrike Arcana (General)    
  “You never know someone until you fight them.” 
  Prerequisites: Arcane pool and lorestrike class 
  features. 
  Benefit: Whenever you score a critical hit against a 
  target, or a target fails a saving throw against a spell you 
  cast, you may expend 1 point from your arcane pool to 
  gain additional information about the target. Each time 
  this occurs you may choose to gain the same 
  information you would from examining a target with 
  any divination spell on your known bard spell list. Treat 
  this as though you had examined the target for 3 rounds 
  and as if the target had failed both its save and its spell 
  resistance against that spell. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
      
   
   
  Malevolence and Misery 
      
  M
  M
  M
  Malevolence and Misery (General)
  alevolence and Misery (General)
  alevolence and Misery (General)
  alevolence and Misery (General)    
  “You shall now suffer more than you otherwise would.” 
  Prerequisites: Arcane pool and hex magus class 
  features. 
  Benefit: As a swift action, you expend 1 point from 
  your arcane pool and unleash a special curse upon a foe. 
  The target must be visible to you and be within 60 feet. 
  Any time the target of your malevolence and misery 
  curse is missed by an attack roll, there is a 20% chance 
  that it actually hit; this effect lasts for 1 hour. A 
  successful Will save (DC 10 + 1/2 your magus class level 
  + your Int modifier) negates the effect. If an opponent 
  makes a successful save it cannot be affected by your 
  malevolence and misery curse for 24 hours. This ability 
  does not stack with itself. Any spell or effect that 
  removes bestow curse eliminates the effect of a 
  malevolence and misery curse. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
   
   
  
  19 
  Malice and Misfortune (General)
  Malice and Misfortune (General)
  Malice and Misfortune (General)
  Malice and Misfortune (General)    
  “You’ve become oh so easy to hit.” 
  Prerequisites: Arcane pool and hex magus class 
  features, hex magus class feature, Malevolence and 
  Misery, Knowledge (arcana) or Spellcraft 9 ranks, base 
  attack bonus +6. 
  Benefit: Any time the target of your malevolence and 
  misery curse is missed by an attack, there is a 50% 
  chance that it actually hit. In addition, the duration of 
  this effect now becomes permanent. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Maneuver Savant (Combat)
  Maneuver Savant (Combat)
  Maneuver Savant (Combat)
  Maneuver Savant (Combat)    
  “Guile, not strength.” 
  Prerequisites: Arcane pool and magus arcana 
  (maneuver mastery) class features. 
  Benefit: You do not provoke an attack of opportunity 
  when you attempt a combat maneuver if you expend 2 
  points from your magus arcane pool (which you do as a 
  free action). As part of the expenditure, you can also 
  choose to use your Intelligence modifier in place of your 
  Strength modifier when attempting the maneuver. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Maximized Touch (General)
  Maximized Touch (General)
  Maximized Touch (General)
  Maximized Touch (General)    
  “They were overwhelmed by the power of my vampiric 
  touch.” 
  Prerequisites: Arcane pool and magus arcana 
  (empowered spell) class features, magus 6. 
  Benefit: If you expend an additional 3 points from your 
  arcane pool, then, as a free action, any touch range spell 
  on the magus spell list that you cast is maximized. You 
  may use Maximized Touch three times per day. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Nauseating 
  Nauseating 
  Nauseating 
  Nauseating Assault
  Assault
  Assault
  Assault    (General)
  (General)
  (General)
  (General)    
  “Every foul smell ever experience, afflicting him all at 
  once.” 
  Prerequisites: Arcane pool, magus arcana, spellstrike 
  class features, Knowledge (arcana) or Spellcraft 5 ranks, 
  base attack bonus +3. 
  Benefit: You can spend 3 points from your arcane pool 
  as a standard action, enveloping one of your hands or 
  one of your melee weapons with a sickly green aura of 
  energy. You can then make a melee touch or melee 
  weapon attack as part of that standard action. If it 
  successfully hits your opponent, he must make a 
  successful Fortitude save (DC 10 +1/2 your magus class 
  level + your Int modifier) or be nauseated for 1d4 
  rounds. A creature that makes a successful save against 
  this ability is immune to the effects of your use of this 
  feat for 24 hours. This works exactly as if you had cast a 
  touch spell, including holding the charge if you miss the 
  attack roll, and can be used with spell combat in place of 
  casting a standard action spell. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
      
      
  Odin Sleep 
   
  
  20 
  Obey Your Name (General)
  Obey Your Name (General)
  Obey Your Name (General)
  Obey Your Name (General)    
  “You will carry out my orders.” 
  Prerequisites: Arcane pool and magus arcana class 
  features, True Name Arcana, Knowledge (arcana) or 
  Spellcraft 6 ranks, base attack bonus +4. 
  Benefit: At 6th level, if you know a living creature’s 
  true name, you can expend 1 point from your arcane 
  pool (or one use of True Name Arcana) as a swift action 
  to force it to carry out some service or to refrain from 
  some action or course of activity, as desired. If the true 
  name was not learned via True Name Arcana the subject 
  can make a Will saving throw to resist (DC 10 + 1/2 your 
  magus class level + your Int modifier). The subject must 
  be able to understand you. While you cannot compel a 
  subject to kill itself or perform acts that would result in 
  certain death, you can compel almost any other activity. 
  The subject must follow the given instructions until the 
  task is completed, no matter how long it takes. If the 
  instructions involve some open-ended task that the 
  subject cannot complete through its own actions, the 
  subject remains compelled for a maximum of one day 
  per magus class level you possess. Note that a clever 
  subject can subvert some instructions. 
  If something prevents the subject from obeying the 
  instructions for a whole day, it takes 3d6 points of 
  damage each day it does not attempt to follow them. 
  Additionally, each day it must succeed at a Fortitude 
  saving throw (same DC). A failure means it becomes 
  sickened and cannot benefit from any magical healing 
  effects. Starting on the second day, a sickened creature 
  must succeed at a Fortitude save each day or become is 
  disabled (as if she had 0 hit points). These effects 
  remain until the day after the subject attempts to 
  resume the task. This curse cannot be dispelled, but it 
  can be removed with a break enchantment, limited 
  wish, miracle, remove curse, or wish spell, it also ends if 
  you die. If the creature fails its Will save against this 
  ability or is granted no save, you cannot use this ability 
  on that given subject a second time. If a creature makes 
  its saving throw, that creature is immune to your use of 
  this feat for 24 hours. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Odin Sleep (General)
  Odin Sleep (General)
  Odin Sleep (General)
  Odin Sleep (General)    
  “I lay down my spear and hat, to recover in sleep.” 
  Prerequisites: Arcane pool, knowledge pool, and 
  magus arcana class features, Knowledge (arcana) or 
  Spellcraft 11 ranks, base attack bonus +8. 
  Benefit: Once per day you may enter an 8 hour sleep 
  from which you cannot be awakened. During this sleep 
  you regain all your arcane pool points, and gain a 
  secondary save to remove all detrimental afflictions, 
  conditions, spells, and effects. You must accept the 
  results of the second saving throw even if it is worse. In 
  addition, you are cured of a number of hit points equal 
  to four times your magus class level. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
   
  Perilous Strike
  Perilous Strike
  Perilous Strike
  Perilous Strike    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “This is really, really going to hurt.” 
  Prerequisites: Arcane pool, magus arcana (accurate 
  strike) class features, magus 9. 
  Benefit: By expending an additional 2 points from your 
  arcane pool you can use accurate strike as an immediate 
  action, in addition, if your first attack with accurate 
  strike successfully hits your opponent, that creature 
  must make a successful Fortitude save (DC 10 +1/2 your 
  magus class level + your Int modifier) or suffer 2d6 
  points of Con damage +1d6 Con bleed damage. If a 
  creature makes a successful saving throw against your 
  Perilous Strike, that creature is immune to your Perilous 
  Strike (though not your accurate strikes) for 24 hours. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Petrifying Assault 
  Petrifying Assault 
  Petrifying Assault 
  Petrifying Assault (General)
  (General)
  (General)
  (General)    
  “Stone sometimes is easier to kill.” 
  Prerequisites: Arcane pool, magus arcana, spellstrike 
  class features, Knowledge (arcana) or Spellcraft 16 
  ranks, base attack bonus +12. 
  Benefit: You can spend 6 points from your arcane pool 
  as a standard action, enveloping one of your hands or 
  one of your melee weapons with a soft yellow aura of 
  energy. You can then make a melee touch or melee 
  weapon attack as part of that standard action. If you 
  successfully hit, your opponent must make a successful 
  Fort save (DC 10 +1/2 your magus class level + your Int 
  modifier) or the subject, along with all its carried gear, 
  turns into a mindless, inert stone statue. If the stone 
  statue resulting from this effect is broken or damaged, 
  the subject (if ever returned to its original state) has 
  similar damage or deformities. The creature is not dead, 
  but it does not seem to be alive either when viewed with 
  spells such as deathwatch. A creature that makes a 
  successful save against this ability is immune to the 
  effects of your use of this ability for 24 hours. This works 
  exactly as if you had cast a touch spell, including holding 
  the charge if you miss the attack roll, and can be used 
  with spell combat in place of casting a standard action 
  spell. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Piercing Strike (General)
  Piercing Strike (General)
  Piercing Strike (General)
  Piercing Strike (General)    
  “Once more through the breach.” 
  Prerequisites: Arcane pool and magus arcana (pool 
  strike) class features, Knowledge (arcana) or Spellcraft 6 
  ranks, base attack bonus +4. 
  Benefit: Three times per day, you can expend a point 
  from your arcane pool as a free action whenever you cast 
  a touch spell that causes hit point damage or you use the 
  pool strike magus arcana. If you do, you automatically 
  dispel all abjuration spells protecting the target and all 
  protective spells that have the force descriptor (such as 
  mage armor or shield) of 3rd level or less. It even 
  suppresses bracers of armor and rings of protection for 
  1d4+1 rounds. This feat has no effect on spells that do 
  not deal hit point damage. 
  
  21 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Precise Force (General)
  Precise Force (General)
  Precise Force (General)
  Precise Force (General)    
  “Moving mountains is so small minded.” 
  Prerequisites: Force athame and improved spell 
  combat class features. 
  Benefit: Once per day you can expend 1 point from 
  your arcane pool as a standard action (which provokes 
  an attack of opportunity) and you gain a very fine 
  amount of precise control over your innate force magic 
  to affect some part of a creature’s internal body 
  structure (blocking a blood vessel, pinching an artery, 
  causing an impact inside a creature’s brain etc.). The 
  target must be within 30 feet and you must make a 
  successful ranged touch attack with a -10 penalty. If 
  your attack is successful you deal 1d3 points of 
  Constitution damage per round; the target is allowed a 
  Fortitude save (DC 10 +1/2 your magus class level + 
  your Int modifier) to ignore the effect. Spell resistance 
  applies normally to this effect; use your magus class 
  level as your caster level. This effect can last 1 round per 
  magus class level you possess, but it ends if you cease 
  concentration. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Prescient
  Prescient
  Prescient
  Prescient    Aegis
  Aegis
  Aegis
  Aegis    (General)
  (General)
  (General)
  (General)    
  “I saw it coming.” 
  Prerequisites: Arcane pool and magus arcana 
  (prescient defense) class features, magus 9. 
  Benefit: You can expend a point from your arcane pool 
  as an immediate action when you are required to 
  attempt a Reflex saving throw; if you do, you take only 
  half damage from any attack, spell, or ability that 
  required the save. You are still allowed a normal saving 
  throw; you simply take half of whatever damage you 
  normally would, based on the result of that saving 
  throw. If the attack, spell, or ability has a non-damaging 
  effect, you suffer the appropriate effect based on the 
  saving throw result. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Prescient Assault (Combat)
  Prescient Assault (Combat)
  Prescient Assault (Combat)
  Prescient Assault (Combat)    
  “Everything has a weakness; it’s simply a matter of 
  finding it.” 
  Prerequisites: Arcane pool and magus arcana 
  (prescient attack) class features, magus 6. 
  Benefit: You must use a piercing weapon with which 
  you are proficient to use this feat. After a full round of 
  doing nothing but analyzing your opponent, you can 
  expend a point from your arcane pool to bypass either 
  that opponent’s armor or that opponent’s natural armor 
  with your next attack. 
  Special: You gain no benefit from the use of this ability 
  if your opponent has the benefits of cover or 
  concealment. You may select this feat as a magus arcana 
  so long as you meet its prerequisites. 
   
   
   
   
  Profane Arcana 
   
  Profane Arcana (General)
  Profane Arcana (General)
  Profane Arcana (General)
  Profane Arcana (General)    
  “The succubus taught it to me.” 
  Prerequisites: Arcane pool and magus arcana class 
  features, Diabolic Arcana, Knowledge (planes or 
  religion) 6 ranks, base attack bonus +4. 
  Benefit: Once per day as a full-round action, you may 
  expend 1 point from your arcane pool to grant a profane 
  gift to a willing humanoid creature by touching it for 1 
  full round. The target gains a +2 profane bonus to an 
  ability score of its choice for 1 hour per magus class level 
  you possess. A single creature may have no more than 
  one profane gift from you at a time. A profane gift is 
  removed by dispel good or dispel chaos. You can remove 
  it as well as a free action (causing 2d6 Charisma drain to 
  the victim, no save). 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. Use of this feat, 
  subject to GM adjudication, slowly changes your 
  alignment to lawful evil. 
   
  Quarterstaff Aegis (General)
  Quarterstaff Aegis (General)
  Quarterstaff Aegis (General)
  Quarterstaff Aegis (General)    
  “Always part old men from their walking sticks. 
  Always!” 
  Prerequisites: Arcane pool and quarterstaff defense 
  class features. 
  Benefit: The price bonuses for the magical special 
  properties of your staff are included in calculating your 
  
  22 
  shield bonus from your quarterstaff defense class 
  feature. You can expend a point from your arcane pool 
  as a free action, and for 1 minute the shield bonus 
  granted by quarterstaff defense becomes a deflection 
  bonus. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Quarters
  Quarters
  Quarters
  Quarterstaff Grandmaster (Combat
  taff Grandmaster (Combat
  taff Grandmaster (Combat
  taff Grandmaster (Combat))))    
  “I have come far, using only soft speech and this big 
  stick.”  Thwack! 
  Prerequisites: Arcane pool and quarterstaff master 
  class features. 
  Benefit: You can expend 1 point from your arcane pool 
  as a free action, and for 1 minute, when you wield your 
  quarterstaff as a one-handed weapon, you can use the 
  staff as a double weapon. If you expend an additional 
  point from your arcane pool, then for that minute the 
  enhancement and special properties on one end of the 
  weapon are duplicated on the other end. If you expend a 
  third point from your arcane pool, then for 1 minute the 
  enhancement and special properties on one end of the 
  weapon are duplicated on the other end (enhancement 
  bonuses and duplicated special properties do not stack). 
  The second and third expenditures of points from your 
  arcane pool are also free actions. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Quickened Shieldspell
  Quickened Shieldspell
  Quickened Shieldspell
  Quickened Shieldspell    (General)
  (General)
  (General)
  (General)    
  “My bond with my shield is so close it responds with the 
  speed of my thoughts." 
  Prerequisites: Arcane pool and spellshield class 
  features. 
  Benefit: Once per day if you spend 1 point from your 
  arcane pool the activation time of the spell stored with 
  your spellshield class feature is the same as if the spell 
  had been modified with the Quicken Spell feat. (A spell 
  whose casting time is more than 1 round or 1 full-round 
  action cannot be affected by this feat.) 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Rampant
  Rampant
  Rampant
  Rampant    Energy
  Energy
  Energy
  Energy    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “My blade does more than cleave flesh and bone.” 
  Prerequisites: Black blade class feature, base attack 
  bonus +3, base Will save bonus +4. 
  Benefit: You can choose to deal an additional 2d6 
  points of damage when you choose to deal cold, 
  electricity, or fire with your black blade’s energy 
  attunement ability. Or you can instead choose to deal an 
  additional 1d6 points of damage if you chose to deal 
  sonic or force damage with your black blade’s energy 
  attunement ability. This effect lasts until the start of the 
  magus’s next turn. 
   
  Revealing Strike (General)
  Revealing Strike (General)
  Revealing Strike (General)
  Revealing Strike (General)    
  “Show me Truth!” 
  Prerequisites: Arcane pool class feature; magus 
  arcana (spellbreaker) class feature or Spellbreaker; 
  ability to cast dispel magic. 
  Benefit: If you successfully hit a foe with a melee, 
  ranged, or touch attack, you can expend a point from 
  your arcane pool as a swift action. If you do you, you 
  immediately make a single dispel check (1d20 + class 
  level) against all illusion or transmutation (polymorph) 
  spells or spell-like abilities, and all abilities that function 
  as 
  illusion 
  or 
  transmutation 
  (polymorph) 
  spells 
  (including the change shape supernatural ability), the 
  target has in effect. On a successful check, the illusion 
  and polymorph abilities end and are suppressed as if by 
  an anti-magic shell for 1 round per magus class level 
  you possess. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Riven Force (General)
  Riven Force (General)
  Riven Force (General)
  Riven Force (General)    
  “With but a thought, I pummeled him to death.” 
  Prerequisite: Force athame class feature. 
  Benefit: As part of a swift action, you sacrifice a spell to 
  power this effect; you may make a ranged attack at a 
  single target. For each level of the spell used to power 
  this effect, the ranged attack deals 1d4 points of force 
  damage and adds 10 feet to the maximum range. Thus if 
  you sacrifice a 3rd level spell you gain a single ranged 
  attack dealing 3d4 at a maximum of 30 feet. This is a 
  force effect. No save is allowed against this effect, but 
  spell resistance applies normally. Use your magus class 
  level as your caster level. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Sapping Assault (General)
  Sapping Assault (General)
  Sapping Assault (General)
  Sapping Assault (General)    
  “Sometimes you want prisoners, not corpses.” 
  Prerequisites: Arcane pool, magus arcana, spellstrike 
  class features, Knowledge (arcana) or Spellcraft 11 
  ranks, base attack bonus +8. 
  Benefit: You can spend 6 points from your arcane pool 
  as a standard action, enveloping one of your hands or 
  one of your melee weapons with a soft white aura of 
  energy. You can then make a melee touch or melee 
  weapon attack as part of that standard action. If you 
  successfully hit your opponent, all damage dealt is 
  transformed into nonlethal damage and your opponent 
  must make a successful Fort save (DC 10 +1/2 your 
  magus class level + your Int modifier) or take an 
  additional 12d6 points of nonlethal damage + 1 point per 
  magus class level you possess. If the target’s Fortitude 
  saving throw succeeds, it instead takes an additional 3d6 
  points of nonlethal damage + 1 point per magus class 
  level you possess. Any creature rendered unconscious by 
  this damage remains unconscious until this effect is 
  dismissed by you. Remove curse does not remove this 
  unconscious condition. Greater restoration, heal, 
  limited wish, miracle, or wish can restore the creature. 
  A creature that makes a successful save against this 
  ability is immune to the effects of your use of this ability 
  for 24 hours. This works exactly as if you had cast a 
  touch spell, including holding the charge if you miss the 
  
  23 
  attack roll, and can be used with spell combat in place of 
  casting a standard action spell. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Shield As
  Shield As
  Shield As
  Shield Assault (Combat
  sault (Combat
  sault (Combat
  sault (Combat))))    
  "I owe my life to my shield; my foes owe their deaths to 
  it." 
  Prerequisites: Arcane pool and shield pool class 
  features. 
  Benefit: By expending 1 point from your arcane pool as 
  a free action you can, as part of a full attack action, make 
  a shield bash, at your highest normal base attack bonus, 
  with your arcane bonded shield. Even if you wield more 
  than one arcane bonded shield, however, no more than 
  one shield bash using Shield Assault is possible in a 
  single round. You do not lose your shield bonus to AC 
  when making a shield bash using this feat. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Shield Assimilation (General)
  Shield Assimilation (General)
  Shield Assimilation (General)
  Shield Assimilation (General)    
  “I didn’t protect him much, but it will protect me 
  better.” 
  Prerequisites: Arcane bond, arcane pool, and 
  sorcerous shield class features. 
  Benefit: If you perform a special ritual (requiring 8 
  hours) and expend 1 point from your arcane pool, your 
  arcane bonded shield can absorb half the total gold piece 
  value of any magical armor or shield that is part of the 
  ritual. If it has enough total value to enchant the shield 
  (per the magic item creation cost rules), it can add the 
  magical properties of any shield it has absorbed to your 
  bonded shield (even if your bonded shield is not of 
  masterwork quality). For example if you and your 
  bonded shield came across four suits of +1 magical 
  armor or shields you could absorb 500 gp from each of 
  them, and then use 1,000 gp to enchant your bonded 
  shield with a +1 enchantment and store the remaining 
  1,000 gp for later use. Then when you later come across 
  a +1 bashing buckler you could absorb 2,000 gp from it 
  and use that to enchant your bonded shield with the 
  bashing special ability, increase its enhancement bonus 
  to +2, or store the remaining 2,000 gp for later use. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Shield Strike (Combat
  Shield Strike (Combat
  Shield Strike (Combat
  Shield Strike (Combat))))    
  “His sword came down, my shield went up, right into 
  his face.” 
  Prerequisites: Arcane bond, arcane pool, and 
  sorcerous shield class features. 
  Benefit: By expending 1 point from your arcane pool as 
  a free action, you add your shield’s enhancement bonus 
  as an enchantment bonus to its attack and damage rolls 
  when making a shield bash for 1 round. If you expend 2 
  points, you do not lose your shield bonus to AC when 
  making shield bashes during that round. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
   
   
  Sinister Harbinger 
   
  Sinister Harbinger (General)
  Sinister Harbinger (General)
  Sinister Harbinger (General)
  Sinister Harbinger (General)    
  “Meet the harbinger of your misfortune.” 
  Prerequisites: Arcane pool and hex magus class 
  features. 
  Benefit: A sinister harbinger functions like an 
  ephemeral, mobile curse that you can place upon your 
  opponents. It hinders the defenses of your foes, making 
  them more susceptible to the attacks of yours and your 
  allies. You create an illusionary image, its appearance is 
  up to you, but it always appears as some sort of 
  Medium-sized dark and sinister creature (examples 
  include a black panther, a zombie, a bahrghest, a 
  gargoyle, etc.). This control over appearance is not fine 
  enough to make the illusion appear like a specific 
  creature and it is always automatically recognized as an 
  illusion. You and your GM choose and agree on this 
  appearance when you take this feat and once chosen it 
  cannot be changed. The illusion also bears a prominent 
  glowing hex marking it as a sinister harbinger and it can 
  be identified as such with a successful Knowledge 
  (arcana) check (DC 15). 
  Any non-ally (you are considered your own ally) 
  adjacent to your sinister harbinger takes a -2 profane 
  penalty on its AC and saves. You can move your sinister 
  harbinger as a free action on your turn, it follows your 
  mental directions. It has your speed and movement 
  modes. 
  As an illusion, your sinister harbinger is not real, it 
  cannot attack or otherwise affect any creature or object, 
  but it does occupy a 5-ft. square. Creatures and objects 
  can enter the sinister harbinger’s 5-ft. square without 
  restriction; it must occupy its own space in order to have 
  any effect on non-allies. A sinister harbinger cannot 
  flank or create a flanking situation, nor provoke attacks 
  of opportunity from its movement. 
  
  24 
  As an illusion, it cannot be damaged, hindered or 
  destroyed, though it can be dispelled (DC 11+ your 
  magus class level), which causes it to be suppressed for 
  1d4+1 rounds. Effects like an anti-magic shell or mage’s 
  disjunction also cause it to be suppressed for the effect’s 
  duration (if you are able to leave an area causing such an 
  effect, 
  you 
  could 
  reestablish 
  the 
  harbinger). 
  Reestablishing is a standard action, causing it to appear 
  adjacent to you; this requires you to have at least 1 point 
  in your arcane pool. The illusion has a range of 120 ft. 
  and requires line of effect; if you don’t have one or the 
  other it is dismissed, though you can reestablish it. You 
  can also dismiss a sinister harbinger as a free action (for 
  example, if you wanted to be invisible and not have a 
  sinister illusion with a glowing hex following you 
  around), and later reestablish it. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Spirit
  Spirit
  Spirit
  Spirit    ofofofof    the
  the
  the
  the    Black
  Black
  Black
  Black    (Gen
  (Gen
  (Gen
  (Geneeeeral)
  ral)
  ral)
  ral)    
  “I called forth the eldritch essence of my blade 
  Skymourn and acid oozed from her edges.” 
  Prerequisites: Black blade and magus arcana class 
  features, base attack bonus +4. 
  Benefit: Once per day as a standard action you can 
  expend 1 point from your or your black blade’s arcane 
  pool to grant your black blade a +1 special weapon 
  property for 1 minute per magus level you possess (see 
  Table: Melee Weapon Special Abilities). The property 
  chosen must be arcane in nature (the spell that is part of 
  its item creation cost cannot be limited to divine spell 
  lists only, such as the unholy weapon special ability, and 
  must be approved by the GM). These bonuses are added 
  to any properties the weapon already has, but duplicate 
  abilities do not stack. The property granted by this feat 
  is determined when the arcane pool point is spent and 
  cannot be changed until another point is spent on this 
  feat if you have multiple uses per day (see Spirit of the 
  Blade). The black blade imparts none of these special 
  properties if the weapon is held by anyone other than 
  you but resumes these properties if returned to you. 
  These benefits apply to only one end of a double 
  weapon. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Spirit
  Spirit
  Spirit
  Spirit    ofofofof    the
  the
  the
  the    Blade
  Blade
  Blade
  Blade    (General)
  (General)
  (General)
  (General)    
  “The dark soul of Skymourn echoed my calling by 
  enshrouding herself in all five of the arcane energies.” 
  Prerequisites: Black blade and magus arcana class 
  features, Spirit of the Black, base attack bonus +6. 
  Benefit: For every three levels beyond 6th, your black 
  blade weapon gains another +1 melee weapon property 
  bonus from use of the Spirit of the Black feat, to a 
  maximum of +5 at 18th level. You can also use the Spirit 
  of the Black feat one additional time per day for every 
  four magus levels beyond 6th, to a total of four times per 
  day at 18th level. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Staff 
  Staff 
  Staff 
  Staff Assimilation (General)
  Assimilation (General)
  Assimilation (General)
  Assimilation (General)    
  “What does not kill me, makes my staff stronger.” 
  Prerequisites: Arcane pool and staff weapon class 
  features. 
  Benefit: If you perform a special ritual (requiring 8 
  hours) and expend 1 point from your arcane pool, a 
  quarterstaff you are wielding can absorb half the total 
  gold piece value of any magical weapon that is part of 
  the ritual. If it has enough total value to enchant the 
  quarterstaff (per the magic item creation cost rules), it 
  can add the magical properties of any weapon it has 
  absorbed to your quarterstaff (even if it is not of 
  masterwork quality). For example if you and your 
  magical staff came across two +1 magical swords you 
  could absorb 1,000 gp from each of them, and then use 
  that 1,000 gp to enchant your quarterstaff with a +1 
  enchantment and store the remaining 1,000 for later 
  use. Then when you later come across a +1 flaming 
  longsword you could absorb 4,000 gp from it and use 
  that to enchant your quarterstaff with the flaming 
  special quality or to increase its enhancement bonus to 
  +2 and store the remaining 2,000 gp for later use (as 
  you would still need 3,000 gp in value to make it a +2 
  flaming weapon). 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Stalwart of the Arcane (Ge
  Stalwart of the Arcane (Ge
  Stalwart of the Arcane (Ge
  Stalwart of the Arcane (General)
  neral)
  neral)
  neral)    
  “I fear no magic.” 
  Prerequisites: Hex magus class feature, magus arcana 
  (stalwart). 
  Benefit: You gain a morale bonus equal to your 
  Intelligence bonus (if any) on saving throws against 
  spells and spell-like abilities. 
   
   
  Magus Arcana
  Magus Arcana
  Magus Arcana
  Magus Arcana    
  Stalwart (Ex): A hexcrafter magus can use mental and 
  physical resiliency to avoid certain attacks. If she makes 
  a Fortitude or Will saving throw against an attack that 
  has a reduced effect on a successful save, she instead 
  avoids the effect entirely. This ability can only be used if 
  the hexcrafter magus is wearing light armor, medium 
  armor, or no armor. A helpless hexcrafter magus does 
  not gain the benefit of the stalwart ability. This arcana 
  can only be selected by a magus with the hexcrafter 
  archetype (hex magus class feature). 
   
  This magus arcana originally appeared in  
  Rite Publishing’s The Secrets of the Magus  
  by Steven D. Russell. 
   
   
  Stunning 
  Stunning 
  Stunning 
  Stunning Assault
  Assault
  Assault
  Assault    (General)
  (General)
  (General)
  (General)    
  “I left him reeling for my allies to kill while I moved on.” 
  Prerequisites: Arcane pool, magus arcana, spellstrike 
  class features, Knowledge (arcana) or Spellcraft 17 
  ranks, base attack bonus +12. 
  Benefit: You can spend 8 points from your arcane pool 
  as a standard action, enveloping one of your hands or 
  
  25 
  one of your melee weapons with a crackling blue aura of 
  energy. You can then make a melee touch or melee 
  weapon attack as part of that standard action. If it 
  successfully hits your opponent, he must make a 
  successful Fortitude save (DC 10 +1/2 your magus class 
  level + your Int modifier) or be stunned for 1d4 rounds. 
  A creature that makes a successful save against this 
  ability is immune to the effects of your use of this feat 
  for 24 hours. This works exactly as if you had cast a 
  touch spell, including holding the charge if you miss the 
  attack roll, and can be used with spell combat in place of 
  casting a standard action spell. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Teleport Strike
  Teleport Strike
  Teleport Strike
  Teleport Strike    (General)
  (General)
  (General)
  (General)    
  “My blade would not wait for me to give her a taste of 
  your blood, so she went on her own.” 
  Prerequisites: Black blade class feature, ability to cast 
  4th level arcane spells, base attack bonus +7, base Will 
  save bonus +7. 
  Benefit: Once per day as a swift action, you can expend 
  an arcane point from your or your black blade’s arcane 
  pool, and you teleport your black blade so that it arrives 
  half embedded in a single target creature and then 
  reappears in your hand. You must be wielding your 
  black blade and be able to see the target creature and the 
  target must be within close range (25 ft. + 5 ft./2 magus 
  levels). The target creature must make a successful Will 
  save (DC 10 +1/2 your magus class level + your Int 
  modifier) or suffer 2d6 points of Constitution damage 
  and gain the bleed condition (1 point of Constitution 
  damage). In addition, the creature is stunned for one 
  round (until the beginning of your next turn). 
   
  Translocation Sensitivity (General)
  Translocation Sensitivity (General)
  Translocation Sensitivity (General)
  Translocation Sensitivity (General)    
  “I sense a disturbance in the fabric of reality.” 
  Prerequisite: Arcane pool and magus arcana class 
  features, the ability to cast dimension door, Knowledge 
  (arcana) or Spellcraft 9 ranks, base attack bonus +6. 
  Benefit: You immediately know the destination of the 
  most recent spell with the teleportation subschool cast 
  within the last 24 hours, and within 30 ft of you, and can 
  telepathically impart that knowledge to one other 
  creature. You know the location well enough to teleport 
  to it immediately with no chance of error, although the 
  feat confers no ability to teleport. 
   
  True Name Arcana (General)
  True Name Arcana (General)
  True Name Arcana (General)
  True Name Arcana (General)    
  “Words have meaning, and names have power.” 
  Prerequisites: Arcane pool class feature. 
  Benefit: You can spend one point from your arcane 
  pool as a move action. If you do, you learn the true name 
  of one target living creature that is within 60 feet of you 
  unless that living creature makes a successful Will save 
  (DC 10 +1/2 your class level + your Int modifier). If you 
  learn a living creature’s true name, you can cause your 
  magus arcana to work in reference to that living creature 
  without expending points from your arcane pool a 
  number of times per day equal to 3+ your Intelligence 
  modifier. If the magus arcana affects any other object or  
   
   
  True Name Arcana 
   
  creature whose true name you do not know, the points 
  that would normally be required from your arcane pool 
  are spent automatically. If you pool is empty you suffer 
  1d6 points of damage per point that would have been 
  spent (no save). 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Vampi
  Vampi
  Vampi
  Vampiric Arcana
  ric Arcana
  ric Arcana
  ric Arcana    (General)
  (General)
  (General)
  (General)    
  “Your gifts can feed my power.” 
  Prerequisites: Arcane pool and magus arcana class 
  features; black blade, spell recall or cannibalize spell 
  class feature; Knowledge (arcana) or Spellcraft 6 ranks, 
  base attack bonus +4. 
  Benefit: You can spend 1 point from your arcane pool 
  as a standard action, enveloping one of your hands or 
  one of your melee weapons with a red and black aura of 
  energy. You can then make a melee touch or melee 
  weapon attack as part of that standard action. If it 
  successfully hits your opponent he must make a 
  successful Will save (DC 10 +1/2 your magus class level 
  + your Int modifier) or he loses up to 5 limited number 
  of uses per day from any abilities he possesses (start 
  with the highest level abilities and work your way 
  down). You regain a number of points in your arcane 
  pool equal to the number of limited uses per day lost. 
  Any points above your arcane pool’s maximum are lost. 
  You can use this ability only once per day, but it is only 
  considered used if the opponent successfully suffers 
  from the loss of limited uses per day inflicted by this 
  
  26 
  ability; if a creature makes its saving throw, that 
  creature is immune to your use of this feat for 24 hours. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Weapon Assimilation (General)
  Weapon Assimilation (General)
  Weapon Assimilation (General)
  Weapon Assimilation (General)    
  “Their craft shall become a part of my craft.” 
  Prerequisites: Arcane bond, arcane pool and master 
  smith class features. 
  Benefit: If you perform a special ritual (requiring 8 
  hours) and expend 1 point from your arcane pool, your 
  arcane bonded weapon can absorb half the total gold 
  piece value of any magical weapon that is part of the 
  ritual. If it has enough total value to enchant the arcane 
  bonded weapon (per the magic item creation cost rules), 
  it can add the magical properties of any weapon it has 
  absorbed to your arcane bonded weapon even if it is not 
  of masterwork quality. For example if you and your 
  arcane bonded weapon came across two +1 magical 
  swords you could absorb 1,000 gp from each of them, 
  and then use that 1,000 gp to enchant your arcane 
  bonded weapon with a +1 enchantment and store the 
  remaining 1,000 for later use. Then when you later come 
  across a +1 flaming longsword you could absorb 4,000 
  gp from it and use that to enchant your arcane bonded 
  weapon with the flaming special quality or to increase its 
  enhancement bonus to +2 and store the remaining 
  2,000 gp for later use (as you would still need 3,000 gp 
  in value to make it a +2 flaming weapon). 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Wracking Grasp (General)
  Wracking Grasp (General)
  Wracking Grasp (General)
  Wracking Grasp (General)    
  “I don’t want him dead, I want him to suffer.” 
  Prerequisites: Arcane pool, magus arcana (lingering 
  pain), Spellstrike, Knowledge (arcana) or Spellcraft 5 
  ranks, base attack bonus +3 
  Benefit: You can expend a point from your arcane pool 
  as a free action whenever you cast a touch spell that 
  causes hit point damage or you use the pool strike 
  magus arcana. If you do, the hit point damage that the 
  touch spell or pool strike deals is transformed into 
  nonlethal damage. In addition, if your opponent fails a 
  Fortitude save (DC 10 +1/2 your magus class level + 
  your Int modifier) you deal 1 point of Dexterity damage 
  per level of the spell or point of arcana spent as part of 
  the spell strike. This feat has no effect on spells that do 
  not deal hit point damage. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Wracking Pain (General)
  Wracking Pain (General)
  Wracking Pain (General)
  Wracking Pain (General)    
  “By my arcana you shall know torment.” 
  Prerequisites: Arcane pool and magus arcana 
  (lingering pain) class features. 
  Benefit: You can expend an additional point from your 
  arcane pool as a free action when using your lingering 
  pain ability. If you do, the opponent you injured must 
  make a successful Will save (DC 10 + 1/2 your magus 
  class level + your Int modifier) or he suffers wracking 
  pains that impose a –4 circumstance penalty on attack  
   
   
  Weapon Assimilation 
   
  rolls and on initiative, skill, and ability checks. In 
  addition, the target creature’s speed suffers a 10-ft. 
  circumstance penalty (to a minimum speed of 5 ft.). 
  These effects last for a number of rounds equal to your 
  magus class level. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Wracking Punishment (General)
  Wracking Punishment (General)
  Wracking Punishment (General)
  Wracking Punishment (General)    
  “I am not a torturer; I am a pain technician.” 
  Prerequisites: Arcane pool and magus arcana 
  (lingering 
  pain) 
  class 
  features, 
  Wracking 
  Pain, 
  Knowledge (arcana) or Spellcraft 10 ranks, base attack 
  bonus +7. 
  Benefit: You can expend 2 additional points from your 
  arcane pool as a free action when using your lingering 
  pain ability. If you do, the opponent you injured must 
  make a successful Will save (DC 10 + 1/2 your magus 
  class level + your Int modifier) or he suffers the 
  nauseated condition. In addition, the target creature’s 
  speed suffers a 30-ft. circumstance penalty to speed (to 
  a minimum speed of 5 ft.). These effects last for a 
  number of rounds equal to your magus class level. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  
  27 
  Wracking Restraints (General)
  Wracking Restraints (General)
  Wracking Restraints (General)
  Wracking Restraints (General)    
  “Stay. Good boy.” 
  Prerequisites: Arcane pool and magus arcana class 
  features, Knowledge (arcana) or Spellcraft 5 ranks, base 
  attack bonus +3. 
  Benefits: You can spend 4 points from your arcane 
  pool as a standard action. You can then make a melee 
  touch or melee weapon attack as part of that standard 
  action. If you hit successfully, your opponent must make 
  a successful Will save (DC 10 +1/2 your magus class 
  level + your Int modifier) or your opponent is ensnared 
  in manacles, chains and ropes made from a strange 
  arcane material. Such creatures are rendered immobile 
  (and are subsequently helpless, though they can perform 
  purely mental actions); they can attempt a Combat 
  Maneuver check or an Escape Artist check (DC 10 + 
  your magus class level + your Int modifier) to break 
  these arcane bonds as a standard action. This works 
  exactly as if you had cast a touch spell, such as for 
  holding the charge if you miss the attack roll, and can be 
  used with spell combat in place of casting a standard 
  action spell. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
  Wracking Submission (General)
  Wracking Submission (General)
  Wracking Submission (General)
  Wracking Submission (General)    
  “To punish you, to teach you, to subdue you.” 
  Prerequisites: Arcane pool and magus arcana 
  (lingering 
  pain) 
  class 
  features, 
  Wracking 
  Pain, 
  Knowledge (arcana) or Spellcraft 5 ranks, base attack 
  bonus +3. 
  Benefit: You can expend an additional point from your 
  arcane pool as a free action when using your lingering 
  pain ability. If you do, the opponent you injured must 
  make a successful Will save (DC 10 + 1/2 your magus 
  class level + your Int modifier) or be cursed. This curse 
  inflicts the penalties of your Wracking Pain feat (or 
  Wracking Punishment if you possess that feat) when the 
  victim activates one of its named class abilities or named 
  universal 
  monster 
  abilities 
  (see 
  Pathfinder® 
  Roleplaying Game Bestiary™), spoken at the time you 
  activate Wracking Submission. Your opponent does not 
  get a secondary save against the effects of those feats, 
  having already failed the initial save. The caster level of 
  the curse is equal to your magus class level. You can use 
  this ability only once per day but it is only considered 
  used if you successfully curse an opponent. If a creature 
  makes its saving throw, that creature is immune to your 
  use of this feat for 24 hours. The curse bestowed by this 
  spell cannot be dispelled, but it can be removed with a 
  break enchantment, limited wish, miracle, remove 
  curse, or wish spell. If you are at least a 9th level magus, 
  the DC to remove the curse is increased by +5. If you are 
  at least a 3th level magus, you can curse one named 
  class ability or named universal monster ability (see 
  Pathfinder® Roleplaying Game Bestiary™), that is 
  spoken at the time of activation, per 4 magus class levels 
  you possess. 
  Special: You may select this feat as a magus arcana so 
  long as you meet its prerequisites. 
   
   
  
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  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, 
  Lance 
  Hawvermale, 
  Travis 
  Hawvermale, 
  Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All 
  rights reserved. 
  Monte Cook’s Arcana Evolved Copyright 2005 Monte J. Cook. All rights 
  reserved. 
  Transcendence: A Player’s Companion Copyright 2005 Monte J. Cook. All 
  rights reserved. 
  The Book of Iron Might Copyright 2004 Monte J. Cook. All rights 
  reserved. 
  Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook. All 
  rights reserved. 
  Anger of Angels. © 2003, Sean K Reynolds. 
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, 
  Erik Mona, Chris Pramas, Robert J. Schwalb. 
  The Book of Hallowed Might. © 2002, Monte J. Cook. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor. 
  Ultimate Options: New Magus Arcana. Copyright 2011, Super Genius 
  Games, LLC; Author: Owen K.C. Stephens. 
  The Secrets of the Magus Copyright 2011, Steven D Russell; Author 
  Steven D. Russell 
  101 Magus Feats Copyright 2012, Steven D. Russell; Author Steven D. 
  Russell 
   
  
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