At 1st level, you choose a combat school, shaping your weapon play and your spell slinging ability to achive your particual method of battlefield dominance. Choose Eldritch Skirmisher or Spell Shooter, both detailed at the end of the class description. Your choice grants you features at 1st level, 6th level, 14th level and 18th level.

You start with the following equipment, in addition to the equipment granted by your background:

Combat Casting

At 1st level You know two cantrips of your choice from the Wizard spell list. Intelligence is your spellcasting ability for them. In addition you can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

Spellcasting

By 2nd level, as a student of Arcane Magic, you have ballanced the the duel minds of martial and academic prowess, enabeling you to cast your spells from your memory in the heat of battle.

Casting spells

The magus table shows how many Spells Known and how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your Magus Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a Magus spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus (see chapter 5, "Equipment) as a spellcasting focus for your magus spells. In addition to most arcane focus, you are able to use your weapon or sigiled armour as your arcane focus.

Reaction Casting

At 2nd level, when a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Spellbound Weapon

At 3rd level, you can transform one weapon without the heavy property with which you are proficient in, into your spellbound weapon by performing a Special ritual while you hold the weapon. In addition you can break your bond with a weapon by performing a 1 hour ritual. You perform these rituals over the course of 1 hour, which can be done during a Short Rest.

Your spellbound weapon counts as magical for the purpose of overcoming resistance and immunity from non-magical attacks. Your attacks with you spellbound weapon score a critical hit on a 19 or a 20.

Ability Score Improvement

When you reach 4th level and again at 8th level, 10th level, 12th level, 16th level and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Martial Arcanum

Starting at 5th level, when you hit a creature with your spellbound weapon the attack deals an additional 2d10 damage. This extra damage can only be dealt to one creature per turn reguardless of the amount of attacks you may have. This extra damage is either Fire, Acid, Lightning, Cold or Thunder. You chose the damage type is selected when you perform a spellbound weapon ritual

This damage increases by 1d10 when you reach 11th level (3d10), 15th level (4d10) and 20th level (5d10)

Focused Casting

Starting at 7th level, You no longer need to make concentration checks to maintain spells due to damage received that is less than or equal to your magus level.

Improved Spellbound Weapon

Starting at 10th level, Your magical knowledge allows you to alter the touch and feel of your Spellbound weapon. You may choose to deal 1d10 damage inplace of your spellbound weapons normal damage die. In addition you may also change the base damage type of your spellbound weapon to one of the following, (Bludgeoning, Piercing or Slashing.) You chose the damage type when you perform a spellbound weapon ritual.

Superior Spellbound Weapon

Starting at 15th level, Your magical knowledge allows you to alter the touch and feel of your Spellbound weapon. Your spellbound weapon scores a critical hit on a roll of 18-20. In addition you may also change the base damage type of your spellbound weapon to one of the following, (Fire, Acid, Lightning, Cold or Thunder.) the damage type selected must be the same damage type as your martial arcanum. You chose the damage type when you perform a spellbound weapon ritual.