TEXT: The Magician
  Part Deux
  New Archetypes
  #93
  
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross 
  Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Core Rulebook. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
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  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
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  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Anger of Angels. ©2003, Sean K Reynolds.
  Book of Fiends. ©2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, Robert 
  J. Schwalb.
  Monte Cook’s Arcana Unearthed. ©2003, Monte J. Cook.
  Path of the Magi. ©2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff 
  Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. ©2002, Sean K Reynolds.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, 
  and Robert J. Schwalb.
  The Book of Hallowed Might. ©2002, Monte J. Cook.
  Tome of Horrors. © 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.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Brownie from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
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  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall.
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  Froghemoth from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by E. Gary Gygax.
  Ice Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Philip Masters.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
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  Nabasu Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
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  Sandman from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
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  Shadow Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Neville White.
  Wood Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Authors: Scott Greene and 
  Patrick Lawinger.
  Player Paraphernalia #93 the Magician Part Deux (New Archetypes) © 2016, The Knotty-Works; Author: 
  John Buckley.
  d20pfsrd.com. Copyright 2010, John Reyst.
  Some art produced from public domain materials found at the British Library Digital Flickr collection.
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  1
  Player Paraphernalia #93
  By The Knotty-Works
  Welcome to issue ninety-three of  the Player 
  Paraphernalia series, short supplements designed 
  to offer players new options for use with the 
  Pathfinder RolePlaying Game (©Paizo, Inc.).  
  This issue introduces the another version of  the 
  Magician. Where last issue looked at archetypes 
  that focused on prestidigitation and performance 
  than actual magic, this magician takes the opposite 
  approach and provides a more cinematic version 
  of  the arcane spellcaster.
  Arcane Magician (Wizard Archetype)
  The study of magic is the purview of those 
  of great intelligence and learned discipline. 
  These great magicians learn to wield magic 
  through the arduous study of the arcane 
  secrets of old, pouring over tomes and scrolls 
  of ancient spellcasters and philosophers. 
  While most must take time to study their 
  spells ahead of time, the arcane magician 
  finds that casting spells directly from his 
  spellbook make him much more flexible, but 
  they find the rigors of battle difficult when 
  trying to draw forth the arcane energies 
  bound within.
  Spontaneous Preparation (Sp)
  The arcane magician does not need to 
  prepare his spells ahead of time, but may 
  cast his spells from his spellbook “on the 
  fly”. The casting time for any spell cast this 
  way increases the casting time to the next 
  lengthy period. Casting a spell normally as 
  a standard action becomes a full round 
  action, spells that require a full round 
  action require a round, and spells that 
  require a full round require a full round 
  plus a standard action. Spells requiring a 
  longer casting time than a full round are 
  not impacted. Spells with a casting time of 
  a swift action or less require at least a move 
  action for the casting.
  Spells cast in this fashion may not be altered 
  with metamagic feats unless the arcane 
  magician uses his arcane pool (see below).
  In addition, the arcane magician must 
  have his hands free of items other than 
  his spellbook, which must be out and 
  opened to the spell being cast. Spells cast 
  in this manner always provoke attacks of 
  opportunity and cannot be cast defensively 
  unless the arcane magician uses his arcane 
  pool.
  The number of spells that the arcane 
  magician may cast per day is not affected 
  by this feature, and the arcane magician 
  may choose to prepare some or all of his 
  spells ahead of time as desired. The arcane 
  magician may use metamagic feats on such 
  spells, the time of casting is not altered, and 
  he may cast them defensively. However, 
  the arcane magician may not use his 
  arcane pool to alter spells prepared ahead 
  of time (though he may use his arcane pool 
  to spontaneously cast a spell in place of a 
  prepared spell, see below).
  This feature modifies the wizard’s normal 
  spell casting ability as noted above.
  
  2
  Spellcrafting (Sp)
  Beginning at 1st level, the arcane magician 
  gains the ability to alter his spells as he casts 
  them through his spontaneous preparation. 
  By spending a point from his arcane pool 
  (see below), the arcane magician may 
  either increase the DC of any spell cast by 
  one or increase his effective caster level for 
  any related spell effects based on caster 
  level by one. The arcane magician may 
  not apply any metamagic feats to the 
  spell altered, but may spend additional 
  points from his arcane pool when casting 
  spontaneously prepared spells.
  At 5th level, the arcane magician learns 
  how to cast spells from a scroll without 
  actually activating the energy contained 
  within the papyrus.  The arcane magician 
  must spend a point from his arcane pool 
  and be of sufficient level to cast the spell.  
  If the scroll contains a spell whose level is 
  higher than that normally accessible by the 
  arcane magician, he cannot spontaneously 
  prepare the scroll’s spell and it is expended 
  normally.
  Spontaneously preparing a spell from a 
  scroll has the same limitations regarding 
  time and concentration as casting from 
  the arcane magician’s spellbook.
  At 10th level, the arcane magician may 
  attempt to combine the effects of two 
  separate spells from his spellbook. He must 
  spend a full round to prepare the effect 
  and then cast the spell as a spontaneous 
  prepared spell, including the extended 
  casting time and other limitations. The spells 
  must be of the same school (and sub school 
  as applicable) and have the same range 
  and area of effect, but may be different 
  spell levels.
  The arcane magician spends 1 point from 
  his arcane pool and the spell consumes 
  a spell slot equal to one level higher than 
  the highest level spell being combined. 
  He must make a concentration check 
  with a DC equal to 10 + the spell level for 
  each spell and if the arcane magician 
  fails the concentration check, the spells 
  do not activate but the spell slot used 
  is still consumed. The arcane magician 
  may not apply any metamagic effects, 
  but may spend additional points from his 
  arcane pool when casting spontaneously 
  prepared spells. 
  At 15th level, the arcane magician may 
  improvise the effects from his existing spells 
  to emulate another spell he does not have 
  written down in his spellbook. The spell must 
  be of the same school (and subschool 
  as appropriate) as a spell the arcane 
  magician has in his spellbook and can be 
  found on the sorcerer/wizard spell list. The 
  arcane magician must spend a full round 
  articulating the desired spell effects before 
  he may cast the spell and spend 1 point 
  from his arcane pool. He then casts the spell 
  as a spontaneously prepared spell, and 
  must make a concentration check with a 
  DC equal to 10 + twice the level of the spell 
  being cast. If he fails the concentration 
  check by 5 or less, the spell is not triggered 
  but still consumes a spell slot of the level of 
  the spell attempted.
  By failing the concentration check by more 
  than 5 points, the arcane magician’s spell 
  does go off, but the caster has no control 
  as to where or who it affects. If the spell has 
  an effect of personal or touch, it instead 
  affects an individual within 30 ft. of the 
  arcane magician (randomly determined if 
  more than one individual is within range). 
  Any effect with a longer range is randomly 
  determined for both direction and distance. 
  Roll a d8 to determine the direction based 
  on the position of the arcane magician 
  and roll a d% to determine the effective 
  distance based on its maximum range 
  emanating from the arcane magician’s 
  location.
  The arcane magician may not apply a 
  metamagic effect to the spell or alter it 
  with other effects from his arcane pool.
  This feature does not grant the arcane 
  magician the ability to add the spell to his 
  spellbook, though he may acquire the 
  
  3
  spell through normal means including spell 
  research or copying it from other sources.
  At 20th level, the arcane magician no 
  longer needs to make a concentration 
  check when attempting to combine spell 
  effects or emulating the effects of a spell 
  he does not currently have in his spellbook.
  This feature replaces the bonus feats 
  granted to the wizard at 1st level, 5th level, 
  and every five levels thereafter.
  Arcane Pool (Sp)
  The arcane magician gains a pool of 
  arcane energy that he may call upon to 
  improve his spellcasting ability while using 
  his spontaneous preparation. Beginning 
  at 1st level, the arcane magician gains a 
  number of points after getting 8 hours of 
  rest equal to ½ his class level (minimum of 
  1) + his Intelligence modifier. He may use 
  these points to enhance his spontaneous 
  spellcasting abilities such as casting the 
  arcane magician’s spell without increasing 
  the casting time, applying metamagic 
  feats, etc. Multiple effects may be used by 
  spending the requisite required points from 
  the arcane magician’s arcane pool.
  The arcane magician qualifies for any feats 
  or magic items that require access to an 
  arcane pool, include the Extra Arcane Pool 
  feat.
  At 1st level,the arcane magician may spend 
  1 point from his arcane pool to attempt to 
  cast his spell on the defensive while casting 
  from his spontaneous preparation.
  At 3rd level, the arcane magician may 
  spend 1 point from his arcane pool to avoid 
  the extra time required while casting from 
  his spontaneous preparation.
  At 5th level, the arcane magician may 
  spend 1 point from his arcane pool to 
  apply the effects of a metamagic feat. 
  When using his arcane pool to empower 
  his metamagic feat, he does increase 
  the casting time of the spell due to the 
  use of the metamagic feat as a standard 
  spontaneous caster. The effective spell 
  level of the spell enhanced by the 
  metamagic feat is also increased, based 
  on the metamagic feat used.
  At 7th level, the arcane magician may 
  spend 1 point from his arcane pool to 
  cast the last spontaneously prepared spell 
  again without increasing the casting time 
  and he may cast the spell defensively.
  At 9th level, the arcane magician may 
  spend 1 point from his arcane pool to 
  convert a previously prepared spell into a 
  spontaneous slot that he may then use his 
  spontaneous preparation instead.
  At 11th level, the arcane magician may 
  apply two effects gained from previous 
  levels at the cost of 1 point from his arcane 
  pool.
  At 13th level, the arcane magician does not 
  increase the casting time when applying 
  one or more metamagic feats to the spell 
  cast using his spontaneous preparation.
  At 
  15th 
  level, 
  the 
  arcane 
  magician 
  may recast the last spell spontaneously 
  prepared by spending points equal to 
  the level of the spell from his arcane pool 
  without expending a spell slot.
  At 17th level, the arcane magician may 
  use points from his arcane pool to pay for 
  the cost of a metamagic feat rather than 
  increasing the effective spell level of the 
  spell that has the metamagic feat applied. 
  He may only use his arcane pool when 
  applying a single metamagic effect to a 
  spell, though other effects may be used by 
  
  4
  increasing the effective spell level of the 
  spell.
  At 19th level, as long as the arcane magician 
  has at least one point in his arcane pool, 
  he may cast a spell from his spellbook 
  with his spontaneous preparation without 
  increasing the overall casting time.
  This class feature replaces the wizard’s 
  arcane bond and arcane school features 
  gained at 1st level.
  Magician Arcanist (Arcanist Archetype)
  While the arcanist seeks to bend or break 
  the laws of magic in their search to unlock 
  their own power, the magician arcanist 
  focuses on the ability to quickly adapt his 
  innate energies to nearly any situation.  
  While most arcanists must prepare their 
  spells ahead of time, the magician arcanist 
  has discovered the secret processes of 
  quickly ingesting the initiate rites of a spell 
  to cast them directly from his spellbook.
  Spontaneous Preparation (Sp)
  While the magician arcanist may cast his 
  prepared spell without expending it, he 
  may also cast his spells from his spellbook 
  “on the fly”. The casting time for any spell 
  cast this way increases the casting time 
  to the next lengthy period. Casting a spell 
  normally as a standard action becomes a 
  full round action, spells that require a full 
  round action require a round, and spells 
  that require a full round require a full round 
  plus a standard action. Spells requiring a 
  longer casting time than a full round are 
  not impacted. Spells with a casting time of 
  a swift action or less require at least a move 
  action for the casting.
  Spells cast in this fashion may not be 
  altered with metamagic feat, though the 
  magician arcanist has access to certain 
  exploits that may be used to enhance his 
  spontaneously prepared spell (see below).
  In addition, the magician arcanist must 
  have his hands free of items other than his 
  spellbook, which must be out and opened 
  to the spell being cast. Spells cast 
  in this manner always provoke attacks of 
  opportunity and cannot be cast defensively 
  unless the magician arcanist has the 
  appropriate exploit.
  The number of spells that the magician 
  arcanist may cast per day is not affected 
  by this feature, and the magician arcanist 
  may choose to prepare some or all of 
  his spells ahead of time as desired. The 
  magician arcanist may use metamagic 
  feats on such spells, the time of casting is not 
  altered, and he may cast them defensively. 
  However, the magician arcanist may not 
  use any exploits that alter his spontaneously 
  prepared spells for those prepared before 
  hand.  And likewise, he may not use any 
  exploits with his spontaneously prepared 
  spell other than those listed specifically for 
  the magician arcanist (see below).
  This feature modifies the arcanist’s normal 
  spell casting ability as noted above.
  Magician Arcanist Exploits
  The following arcanist exploits are available 
  only to the magician arcanist. Unlike other 
  arcane exploits, the magician arcanist may 
  apply multiple exploits while casting from his 
  spontaneous preparation ability.  He may 
  not apply these exploits to other exploits 
  unrelated to his spontaneous preparation 
  he may possess.
  Bolstered Spontaneous Preparation (Sp)
  The magician arcanist may spend 1 point 
  from his arcane reservoir to increase the DC 
  of the spell cast while using his spontaneous 
  preparation by 1.
  Defensive Spontaneous Preparation (Ex)
  The magician arcanist may spend 1 point 
  from his arcane reservoir to attempt to cast 
  his spell on the defensive while casting from 
  his spontaneous preparation.
  Echoed Spontaneous Preparation (Sp)
  The magician arcanist may spend 1 point 
  from his arcane reservoir to cast the last 
  spontaneously 
  prepared 
  spell 
  again 
  without increasing the casting time 
  
  5
  and he may cast the spell defensively. The 
  magician arcanist must have the Defensive 
  Spontaneous 
  Preparation 
  and 
  Quick 
  Spontaneous Preparation exploits before 
  he may take this exploit.
  Empowered Spontaneous Preparation (Sp)
  The magician arcanist may spend 1 point 
  from his arcane reservoir to increase his 
  effective caster level by 1 in regards to the 
  variable effects of the spell being cast from 
  his spontaneous preparation.
  Metamagic Spontaneous Preparation (Sp)
  The arcane magician may spend 1 point 
  from his arcane pool to apply the effects of 
  a metamagic feat. When using his arcane 
  pool to empower his metamagic feat, he 
  does increase the casting time of the spell 
  due to the use of the metamagic feat as a 
  standard spontaneous caster. The effective 
  spell level of the spell enhanced by the 
  metamagic feat is also increased, based 
  on the metamagic feat used.
  Quick Spontaneous Preparation (Ex)
  The magician arcanist may spend 1 point 
  from his arcane reservoir to avoid the 
  extra time required while casting from his 
  spontaneous preparation.
  Spontaneous Scroll Preparation (Sp)
  The magician arcanist learns to cast spells 
  from a scroll without actually activating the 
  energy contained within the papyrus.  The 
  magician arcanist must spend a point from 
  his arcane reservoir and be of sufficient level 
  to cast the spell.  If the scroll contains a spell 
  whose level is higher than that normally 
  accessible by the magician arcanist, he 
  cannot spontaneously prepare the scroll’s 
  spell and it is expended normally.
  Spontaneously preparing a spell from a 
  scroll has the same limitations regarding 
  time and concentration as casting from 
  the magician arcanist’s spellbook.
  Magician Arcanist Greater Exploits
  The following arcanist greater exploits are 
  available only to the magician arcanist. 
  Unlike other greater arcane exploits, the 
  magician arcanist may apply multiple 
  exploits and greater exploits while casting 
  from his spontaneous preparation ability. 
  He may not apply these greater exploits to 
  other exploits unrelated to his spontaneous 
  preparation he may possess.
  Greater Echoed Spontaneous Preparation (Sp)
  The magician arcanist may recast the last 
  spell spontaneously prepared by spending 
  points equal to the level of the spell from 
  his arcane pool without expending a spell 
  slot. The magician arcanist must have the 
  Echoed Spontaneous Preparation exploit 
  before he may choose this greater exploit.
  Greater Metamagic Spontaneous Preparation (Sp)
  The arcane magician may use points from 
  his arcane reservoir to pay for the cost of 
  a metamagic feat rather than increasing 
  the effective spell level of the spell that has 
  the metamagic feat applied. He may only 
  use his arcane reservoir when applying a 
  single metamagic effect to a spell, though 
  other effects may be used by increasing 
  the effective spell level of the spell. The 
  magician arcanist must have the Improved 
  Metamagic Spontaneous Preparation exploit 
  before he may choose this greater exploit.
  Greater Quick Spontaneous Preparation (Ex)
  As long as the magician arcanist has at 
  least one point in his arcane reservoir, he 
  may cast a spell from his spellbook with 
  his 
  spontaneous 
  preparation 
  without 
  increasing the overall casting time.  The 
  magician arcanist must have the Quick 
  Spontaneous Preparation exploit before he 
  may choose this greater exploit.
  Improved Metamagic Spontaneous Preparation (Sp)
  The magician arcanist does not increase 
  the casting time when applying one or 
  more metamagic feats to the spell cast 
  using his spontaneous preparation. 
  
  6
  He must have the Metamagic spontaneous 
  preparation exploit before the magician 
  arcanist may choose this greater exploit.
  Overloaded Spontaneous Preparation (Su)
  The magician arcanist may apply two effects 
  exploits that enhance his spontaneous 
  preparation at the cost of 1 point from his 
  arcane reservoir.  The magician arcanist 
  must possess two exploits that modify his 
  spontaneous preparation.
  Arcane Magister (Magus Archetype)
  For some, mastering the art of spell casting 
  in the heat of battle is a fluid condition, 
  requiring the ability to choose their spells at 
  the moment’s notice rather than preparing 
  them ahead of time.  The arcane magister 
  open the door to providing a dynamic role 
  on the battlefield, whether with the sword 
  or the word.  Over time, his skill to quickly 
  peruse his spellbook while fending off an 
  opponent becomes nearly the equal to 
  those magi that layout their spells for the 
  day.
  Spontaneous Preparation (Sp)
  The arcane magister does not need to 
  prepare his spells ahead of time, but may 
  cast his spells from his spellbook “on the 
  fly”. The casting time for any spell cast this 
  way increases the casting time to the next 
  lengthy period. Casting a spell normally as 
  a standard action becomes a full round 
  action, spells that require a full round action 
  require a round, and spells that require a full 
  round require a full round plus a standard 
  action. Spells requiring a longer casting 
  time than a full round are not impacted. 
  Spells with a casting time of a swift action 
  or less require at least a move action for 
  the casting.
  Spells cast in this fashion may not be altered 
  with metamagic feats.
  In addition, the arcane magister must 
  have his hands free of items other than 
  his spellbook, which must be out and 
  opened to the spell being cast. Spells cast 
  in this manner always provoke attacks of 
  opportunity and cannot be cast defensively 
  unless the arcane magister uses his 
  
  7
  arcane pool.  Another result of casting a 
  spell in this fashion prevents the arcane 
  magister from using his Spellstrike feature 
  unless he uses the adaptive spontaneous 
  preparation magus arcana (see below).
  The number of spells that the arcane 
  magister may cast per day is not affected 
  by this feature, and the arcane magister 
  may choose to prepare some or all of his 
  spells ahead of time as desired. The arcane 
  magister may use metamagic feats on such 
  spells, the time of casting is not altered, and 
  he may cast them defensively. However, 
  the arcane magister may not use magus 
  arcana that specifically alter spontaneously 
  prepared spells  with spells prepared ahead 
  of time (though he may use his arcane pool 
  to spontaneously cast a spell in place of a 
  prepared spell, see below).
  This feature modifies the magus’ normal 
  spell casting ability as noted above.
  Spellcrafting (Sp)
  Beginning at 5th level, the arcane magister 
  gains the ability to alter his spells as he casts 
  them through his spontaneous preparation. 
  The arcane magister may attempt to 
  combine the effects of two separate 
  spells from his spellbook. He must spend a 
  full round to prepare the effect and then 
  cast the spell as a spontaneous prepared 
  spell, including the extended casting time 
  and other limitations. The spells must be 
  of the same school (and sub school as 
  applicable) and have the same range and 
  area of effect, but may be different spell 
  levels.
  The arcane magister spends 1 point from 
  his arcane pool and the spell consumes 
  a spell slot equal to one level higher than 
  the highest level spell being combined. 
  He must make a concentration check 
  with a DC equal to 10 + the spell level for 
  each spell and if the arcane magician 
  fails the concentration check, the spells 
  do not activate but the spell slot used is 
  still consumed. The arcane magician may 
  not apply any metamagic effects, but 
  may spend additional points from his 
  arcane pool when casting spontaneously 
  prepared spells. 
  At 11th level, the arcane magister may 
  improvise the effects from his existing spells 
  to emulate another spell he does not have 
  written down in his spellbook. The spell must 
  be of the same school (and subschool as 
  appropriate) as a spell the arcane magister 
  has in his spellbook and can be found on the 
  magus spell list. The arcane magister must 
  spend a full round articulating the desired 
  spell effects before he may cast the spell and 
  spend 1 point from his arcane pool. He then 
  casts the spell as a spontaneously prepared 
  spell, and must make a concentration 
  check with a DC equal to 10 + twice the 
  level of the spell being cast. If he fails the 
  concentration check by 5 or less, the spell 
  is not triggered but still consumes a spell slot 
  of the level of the spell attempted.
  By failing the concentration check by more 
  than 5 points, the arcane magister’s spell 
  does go off, but the caster has no control 
  as to where or who it affects. If the spell has 
  an effect of personal or touch, it instead 
  affects an individual within 30 ft. of the 
  arcane magister (randomly determined if 
  more than one individual is within range). 
  Any effect with a longer range is randomly 
  determined for both direction and distance. 
  Roll a d8 to determine the direction based 
  on the position of the arcane magister and 
  roll a d% to determine the effective distance 
  based on its maximum range emanating 
  from the arcane magister’s location.
  The arcane magister may not apply a 
  metamagic effect to the spell or alter it 
  with other effects from his arcane pool.
  This feature does not grant the arcane 
  magister the ability to add the spell to his 
  spellbook, though he may acquire the 
  spell through normal means including spell 
  research or copying it from other sources.
  At 17th level, the arcane magister no longer 
  needs to make a concentration check 
  when attempting to combine spell effects 
  or emulating the effects of a spell he does 
  not currently have in his spellbook.
  
  8
  This feature replaces the bonus feats 
  granted to the magus at 5th level, 11th level, 
  and 17th level.
  Arcane Magister Magus Arcana
  The following magus arcana are available 
  only to arcane magisters. The arcane 
  magister may apply multiple arcana while 
  casting from his spontaneous preparation 
  ability as long as they are directly related 
  to the act of spontaneous preparation. 
  He may not apply these magus arcana to 
  other arcana unrelated to his spontaneous 
  preparation he may possess unless otherwise 
  defined within the arcana description.
  Adaptive Spontaneous Preparation (Ex)
  Prerequisites:  Quick Spontaneous Preparation 
  magus arcana.
  Benefit: The arcane magister may 
  spontaneously prepare a spell from his 
  spellbook with one hand while wielding a 
  light or one-handed melee weapon.  The 
  standard action casting time to use a spell 
  in the same action as part of his full-round 
  action must still be met, requiring the use of 
  the Quick Spontaneous Preparation magus 
  arcana as well.
  Bolstered Spontaneous Preparation (Sp)
  Benefit: The arcane magister may spend 
  1 point from his arcane pool to increase 
  the DC of the spell cast while using his 
  spontaneous preparation by 1.
  Defensive Spontaneous Preparation (Ex)
  Benefit: The arcane magister may spend 1 
  point from his arcane pool to attempt to cast 
  his spell on the defensive while casting from 
  his spontaneous preparation. If the arcane 
  magister has the Concentrate arcana, its 
  effects apply to any concentration checks 
  for casting defensively.
  Echoed Spontaneous Preparation (Sp)
  Prerequisites: Defensive Spontaneous Preparation 
  and Quick Spontaneous Preparation arcana.
  Benefit: The arcane magister may spend 1 
  point from his arcane pool to cast the 
  last spontaneously prepared spell again 
  without increasing the casting time and he 
  may cast the spell defensively.
  Empowered Spontaneous Preparation (Sp)
  Benefit: The arcane magister may spend 1 
  point from his arcane pool to increase his 
  effective caster level by 1 in regards to the 
  variable effects of the spell being cast from 
  his spontaneous preparation.
  Greater Defensive Spontaneous Preparation (Ex)
  Prerequisites: Magus 12, Defensive Spontaneous 
  Preparation.
  Benefit:  The arcane magister may spend 
  1 point from his arcane pool while casting 
  a spell that was spontaneously prepared, 
  gaining a bonus to his concentration check 
  equal to his Dexterity modifier. If the arcane 
  magister has the Concentrate arcana, its 
  effects apply to any concentration checks 
  for casting defensively.
  Greater Quick Spontaneous Preparation (Ex)
  Prerequisites: Arcane Magister 12, Quick 
  Spontaneous Preparation arcana.
  Benefit: As long as the arcane magister 
  has at least one point in his arcane pool, 
  he may cast a spell from his spellbook 
  with his spontaneous preparation without 
  increasing the overall casting time.
  Quick Spontaneous Preparation (Ex)
  Benefit: The arcane magister may spend 
  1 point from his arcane pool to avoid the 
  extra time required while casting from his 
  spontaneous preparation.
  Spontaneous Conversion (Sp)
  Prerequisites: Arcane Magister 9
  Benefit: The arcane magister may spend 
  1 point from his arcane pool to convert 
  a 
  previously 
  prepared 
  spell 
  into 
  a 
  spontaneous slot that he may then use his 
  spontaneous preparation instead.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 93 - The Magician, Part Deux (Archetypes).pdf