The Magus A warrior stands surrounded on the battlefield, soaked in blood and worn to the bone. All seems lost, until he uses the last of his energy to unleash a torrent of arcane energy at his enemies, turning the battle in his favor. Raw magical force engulfs his foes as he is reinvigorated. A group of highwaymen patrol an empty road, hoping to fall upon unsuspecting pray. Suddenly, a figure appears from the air and disappears as soon as it arrived. With that, one less highwayman. The process continues until all have fallen, and the figure is nowhere to be seen. As a battle rages, a calm figure approaches the epicenter of the conflict. With slow determination and seductive demeanor, she begins to incite an incantation. Suddenly, the enemy side begins turning on themselves, allowing one side to easily achieve victory. The Magus is equal parts might and magic, a warrior who taps into the rawest form of arcane force to complement their martial prowess. A Magus can be seen fighting with sword in hand one moment before unleashing a torrent of frost and fire upon the battlefield. Their use of primal magic is unique to their discipline, and allows them to fight in countless ways, from subtle assassination and psychological warfare to more brutish and explosive methods. The Power of Primal Magic By pushing the limits of their being, Magi ignore the limitations imposed by traditional spellcasting, even to the point of endangering themselves. This risk often proves fruitful, as a skilled Magus is like none other in combat. Knowledge is Power It takes great intellect to become a Magus, along with great physical might. This balance is difficult to maintain, making the Magus a rarely pursued field. Many would prefer going purely for spellcasting or purely for martial ability, but Magi take the best of both. With their knowledge of magic, Magi are able to perform feats that many would think impossible. The very being of a Magus is infused with the arcane power that they channel, allowing them to become something beyond humanoid. Because of this, Magi make excellent military leaders and even worthy scholars. Making a Magus As you make your Magus character, consider what they would choose to spend time trying to achieve with their specialized magic. How did they learn about primal magic? Where did they receive martial training? For what purpose do they wish to combine the two? Does your character want to be the secret weapon used to win a war? Do they want to dispense vigilante justice to those who do wrong? Or is there something more? What's drawn you to this life of adventure? Do you want to experiment with undiscovered combinations of primal magic? Have rumors of an ancient magical artifact led you to believe that you can farther enhance your abilities with it? Maybe you just want to show off your cool new powers.

The Magus Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th Arcana Limitation 1st +2 Adapted Arcana — — — — — — 1 2nd +2 Fighting Style, Spellcasting 2 2 — — — — 1 3rd +2 Magus Specialization, Modified Arcana 3 3 — — — — 2 4th +2 Ability Score Improvement 3 3 — — — — 3 5th +3 Extra Attack 4 4 2 — — — 3 6th +3 Evolved Arcana 4 4 2 — — — 4 7th +3 Magus Specialization Feature 5 4 3 — — — 5 8th +3 Ability Score Improvement 5 4 3 — — — 6 9th +4 — 6 4 3 2 — — 6 10th +4 Additional Evolution, Malleable Arcana 6 4 3 2 — — 7 11th +4 Magus Specialization Feature 7 4 3 3 — — 8 12th +4 Ability Score Improvement 7 4 3 3 — — 9 13th +5 — 8 4 3 3 1 — 9 14th +5 Additional Evolution 8 4 3 3 1 — 10 15th +5 Additional Modification, Accelerated Arcana 9 4 3 3 2 — 11 16th +5 Ability Score Improvement 9 4 3 3 2 — 12 17th +6 ─ 10 4 3 3 3 1 12 18th +6 Additional Evolution, Magus Specialization Feature 10 4 3 3 3 1 13 19th +6 Ability Score Improvement 11 4 3 3 3 2 14 20th +6 Ultimate Arcana 11 4 3 3 3 2 15 Quick Build You can make a magus quickly by following these suggestions. First, make Strength of Dexterity your highest ability score, depending on how you want to fight. Followed by Intelligence. Second, choose the soldier or sage background. Class Features As a magus, you gain the following class features Hit Points Hit Dice: 1d10 per magus level

1d10 per magus level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per magus level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Athletics, Arcana, Acrobatics, Intimidation, Investigation, or History Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)

(a) five javelins or (b) any simple melee weapon

(a) an explorer's pack or (b) a scholar's pack. Adapted Arcana At 1st level, you are able to tap into the raw components of spellcasting. You gain an "Arcana Limitation" displayed on the class table. You can view all primal arcana towards the end of the class description. Primal arcana at this level can be used as active abilities referred to as “adaptations.” Whenever you gain a level in this class, you can swap out a primal arcana that you know for another one, as well as swap around your currently equipped primal arcana. You can use the active abilities of your primal arcana 3 times per long rest. The amount of uses increases to 4 at 5th level, 5 at 8th level, 6 at 11th level, 7 at 15th level, 8 at 16th level, 9 at 18th level, and 10 at 20th level.

Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting By the time you reach 2nd level, you have learned to use arcane magic to aid you in your fighting style, similar to a Wizard. See chapter 10 of the PHB for the general rules of spellcasting, and the end of this class description for the Magus spell list. Spell Slots The Magus table shows 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. For example, if you know the 1st-level spell absorb elements and have a 1st-level and a 2nd-level spell slot available, you can cast absorb elements using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Magus spell list. The Spells Known column of the Magus table shows when you learn more magus spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the magus spells you know and replace it with another spell from the magus spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your magus spells, since your magic draws on your knowledge of the arcane. 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 Magus Specialization At 3rd level, you choose an archetype that you strive to emulate in your combat casting: Siren, Vanguard, or Wraith. Your choice grants you features at 3rd level and again at 7th, 11th, and 18th level. Modified Arcana At 3rd level, you are able to use your primal arcana to add enhance existing magus spells that you know. These enhancements are referred to as “modifications.” Each spell can only have one modification. For example, you can add the Blast primal arcana to the Fireball spell to increase its radius by half. You can apply a second primal arcana to the same spell at 15th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Evolved Arcana At 6th level, you can use your primal arcana to apply permanent, passive effects to your character. These effects are referred to as “evolutions.” You can only have 1 primal arcana applied this way. You can apply an additional primal arcana in this way at 10th, 14th, and 18th level. Malleable Arcana At 10th level, you are able to rework your primal arcana to better suit your needs. Over the course of a short rest, you can swap your equipped primal arcana around, applying them to different spells or choosing different effects. You can do this once per long rest. Accelerated Arcana At 15th level, you can learn new primal arcana and forget old ones with ease. Over the course of a long rest, you can swap out a primal arcana you know for one that you don't know. However, doing so will cause you to gain a level of exhaustion.

Ultimate Arcana At 20th level, pick a primal arcana. This arcana no longer subtracts from your Arcana Limitation, and it gains one of the following additional benefits: You can use the adaptation endlessly.

You can apply the modification to a Magus spell you know, and it doesn't count towards the spell's equipped modifications.

You gain the benefits of the evolution, and it doesn't count towards your equipped evolutions. You can change the benefit after a short rest, and you can change the arcana after 8 hours of practice. Subclasses There are three specializations that a Magus can choose to take: The Siren, the Vanguard, and the Wraith. Elemental To focus on the Elemental specialization means to fully embrace the destructive nature of your magic, allowing you to release wanton destruction upon your foes and sometimes your allies. The power of the elements lies in your grasp when you choose this specialization, ready to be unleashed upon an unsuspecting battlefield. Specialized Spells Rather than having an expanded spell list, the Elemental Magus chooses to master spells that are already present on the Magus spell list. Choose one of the two options at each level. This spell is always known to you, and don't count against the number of Magus spells that you know. Magus Level Spells 3rd Ice Knife, Witch Bolt 5th Scorching Ray, Snilloc's Snowball Storm 9th Fireball, Lightning Bolt 13th Ice Storm, Storm Sphere 17th Cone of Cold, Immolation Invoke Elements When you choose this specialization at 3rd level, you can choose an elemental aspect to enhance between flame, frost, and storm. Flame: Whenever you deal fire damage with a spell, you can use a bonus action to cause an eruption around yourself in 5 ft. radius. Creatures caught in this radius take 1d6 fire damage. The damage die increases by one size at 5th, 11th, and 17th levels. The radius increases by 5 ft. at 11th level. Frost: Whenever you deal cold damage with a spell, you gain 5 temporary hit points. You gain 3 more temporary hit points at 5th, 11th, and 17th levels. Storm: Whenever you deal lightning damage with a spell, you can use a bonus action to move in a straight line to a point you can see within your movement speed, without provoking opportunity attacks. Any enemy caught in this line takes 1d6 lightning damage. The damage die increases by one size at 5th, 11th, and 17th levels. Elemental Embrace Starting at 7th level, you've taken an element and learned to absorb it into your own physicality in order to enhance your martial ability. Choose another elemental aspect to enhance. Flame: Whenever you take fire damage, you may use your reaction to half the damage. Until the start of your next turn after using this feature, any enemy who moves within 5 feet of you takes fire damage equal to half your Magus level as flames leap off of your body. Frost: Whenever you take cold damage, you may use your reaction to half the damage. Until the end of your next turn after you use this feature, you gain +2 to your armor class as solid ice coats your body, protecting you from farther attacks. Storm: Whenever you take lightning damage, you may use your reaction to half the damage. During your next turn after you use this feature, you gain an extra attack when you take the attack action as lightning surges through your body, allowing you to act more quickly. Aspect Mastery At 11th level, you have became adept enough in a specific element to gain a permanent enhancement that reflects your preferred aspect. Choose another elemental aspect to enhance. Flame: You permanently learn the Burn arcana, and it does not subtract from your Arcana Limitation. Additionally, it gains the following enhancements: The Adaptation damage die increases to 1d8.

The Modification does not take up a Modification slot on a spell.

The Evolution makes you immune to fire damage. Frost: You permanently learn the Freeze arcana, and it does not subtract from your Arcana Limitation. Additionally, it gains the following enhancements: The Adapation causes the target to become Petrified on a failure, rather than slowed.

The Modification does not take up a Modification slot on a spell.

The Evolution makes you immune to cold damage. Storm: You permanently learn the Shock arcana, and it does not subtract from your Arcana Limitation. Additionally, it gains the following enhancements: The Adaptation only requires one attack from your attack action. It cannot be used more than once per turn.

The Modification does not take up a Modification slot on a spell.

The Evolution makes you immune to lightning damage. Elemental Apogee At 18th level, you are able to surpass the normal casting limitations of Magi by learning a higher level spell. Choose a final aspect to enhance. Flame: You know the spell Fire Storm and can cast it once per long rest at 7th level. Frost: You know the spell Otiluke's Freezing Sphere and can cast it once per long rest at 7th level. Storm: You know the spell Chain Lightning and can cast it once per long rest at 7th level.

Siren Choosing the role of Siren means expertise in psychological warfare through mental manipulation. Ideally a Siren will never have to draw their weapon before combat is already ended, but they are as deadly with weapons as they are with words. Specialization Spells The following spells are added to the magus spell list for you, at the levels listed. Siren Spells Magus Level Spells 3rd Cause Fear, Charm Person 5th Enthrall, Suggestion 9th Fear, Hypnotic Pattern 13th Charm Monster, Phantasmal Killer 17th Dominate Person, Hold Monster Beguiling Touch When you take this specialization at 3rd level, you learn how to garner control from your enemies while attacking them. Whenever you hit a creature with a weapon attack, you can force them to make a Wisdom saving throw. On a failure, they have disadvantage to hit you until the end of their next turn. Creatures immune to charm effects are unaffected by this ability. You can use this ability once per turn. Additionally, creatures you are fighting do not have advantage on saving throws against being charmed by you. On Strings Starting at 7th level, whenever a creature charmed by you starts it's turn, you can use your reaction to force it to make a weapon attack against a creature within its range. This does not use the creature's action. After this feature is used, the creature gets to make another saving throw against the charm effect. Siren Song Starting at 11th level, you can use an action to force every creature of your choice within 30 ft. of you who can hear you to make a Wisdom saving throw. On a failure, they are either charmed or frightened by you (your choice.) As an action on your subsequent turns, you can force affected creatures to make another Wisdom saving throw. On a failure, they take psychic damage equal to 1d10 x your intelligence modifier (minimum of 1). On a success, the effect ends and they are immune to this ability for 24 hours. Deadly Devotion Starting at 18th level, whenever a creature charmed by you must make an ability check, attack roll, or saving throw, you can use your reaction to force them to fail the roll. Afterwards, the charm ends. You can use this feature once per short rest. Vanguard Choosing the role of Vanguard means fighting at the frontlines, acting as a bulwark in your team's composition. As you learn the ways of the Vanguard, you learn how to make your magic best suited for defense and support. Specialization Spells The following spells are added to the magus spell list for you, at the levels listed. Vanguard Spells Magus Level Spells 3rd Sanctuary, Shield of Faith 5th Barkskin, Warding Bond 9th Beacon of Hope, Spirit Guardians 13th Death Ward, Stoneskin 17th Circle of Power, Wall of Force Bonus Proficiencies When you take this specialization at 3rd level, you gain proficiency with heavy armor. Vanguard's Shield Additionally, at 3rd level, you gain the ability to summon a magical shield with your action. This shield functions like a normal shield but it gains a charge whenever you are hit with an attack, up to a maximum of half your magus level (rounded down.) You can use an attack action to hit with the shield, which does 1d8 + your strength modifier in force damage. When you do this, you can expend an amount of charges equal to or less than your intelligence modifier (minimum of 1) to add 1d8 force damage to the damage roll. These charges dissipate after a long rest or when you fall unconscious. You can also take a magical shield and give it these properties over the course of a short rest. You may only give these properties to one shield at any given time. Bulwark At 7th level, you can use an action with your Vanguard's Shield to create a magical barrier for you and your allies. A 10 foot tall, 1 inch thick, 15 foot line in front of you (perpendicular to you) becomes full cover for you and creatures next to you. It is translucent from your side, but opaque from the opposite side. This barrier moves with you. It has AC equal to 15 + your proficiency bonus and hit points equal to five times your Magus level. This barrier regains half of it's total hit points after a short rest, and all of it's his points after a long rest. Redirect Entropy At 11th level, whenever an allied creature within that you can see is hit with an attack, you can use your reaction to force the attack to hit you instead, so long as you are within the attack's range. The damage is reduced by your proficiency bonus + your intelligence modifier.

Everlasting Vigilance At 18th level, if you are reduced to 0 hit points and have charges in your Vanguard's shield, you can choose to instead regain an amount of hit points equal to 10 x the amount of charges in your shield. You must take a long rest in order to regain this feature. Wraith Choosing the role of Wraith means killing without being seen, using illusion and trickery to hide yourself while picking off enemies in the shadows. Wraiths are capable of traversing space through teleportation and manipulating light to conceal themselves. Specialization Spells The following spells are added to the magus spell list for you, at the levels listed. Wraith Spells Magus Level Spells 3rd Hunter's Mark, Zephyr Strike 5th Invisibility, Misty Step 9th Blink, Thunder Step 13th Greater Invisibility, Shadow of Moil 17th Far Step, Steel Wind Strike First Blood When you take this specialization at 3rd level, you add your Intelligence modifier to initiative rolls. Additionally, you have advantage to hit anyone who has not yet taken a turn. Ethereal Jaunt Starting at 7th level, whenever you land a critical hit with a weapon attack, you can expend your reaction to enter the Ethereal Plane at the end of that turn. While under this effect, you cannot be damaged and have advantage to hit enemies. The effect ends at the end of your next turn, or when you deal damage. Strike From Shadow Starting at 11th level, whenever you have advantage on a weapon attack roll, you can forego that advantage to add additional force damage to the damage roll equal to half your Magus level. You can use this feature once per round. Nothing Personal Starting at 18th level, whenever you teleport through any means, you can choose to become laced with ethereal energy until the end of your next turn. When this happens, you can attack three times with the attack action, your movement does not provoke attacks of opportunity, and you have resistance to the damage of the next attack or damaging effect that hits you. You can use this feature an amount of times equal to your intelligence modifier, and you regain all uses on a long rest. Primal arcana Your study of the arcane combined with your martial prowess has allowed you to harness the raw aspects of spellcasting and use them to change your style of both sword swinging and spell slinging. Every arcana has a cost that subtracts from your Arcana Limitation. Your Arcana Limitation cannot fall below 0, and you cannot have the same primal arcana twice. Primal arcana do not count as spells for the purposes of modification and evolution, but can be countered and dispelled as if they were cantrips. Barrage Cost: 1 Adaptation: As an action, summon 4 projectiles that automatically hit enemies. They each deal 1 force damage. (The Shield spell can block them.) These projectiles deal 2 additional damage at 5th, 11th, and 17th levels. Modification: If the spell has an attack roll and you miss, you can use your reaction to reroll the attack and take either result. Evolution: If you use your attack action to make a ranged weapon attack, you can use your bonus action to make another attack with the same weapon at disadvantage. Blast Cost: 1 Adaptation: As an action, make a weapon attack roll against a creature. On a hit, you deal an additional 1d6 force damage to the target, as well as all creatures with 10 ft. of the target, besides yourself. You deal an additional 1d6 at 5th, 11th, and 17th levels. Modification: If the spell has a radius effect, increase that radius by half (rounded down.) Evolution: Add 5 ft. of radius to all of your spells with a radius effect. Burn Cost: 2 (Elemental Only) Adaptation: As an action, make a weapon attack. The target creature takes an additional 1d6 fire damage. The damage increases by 1d6 at 5th, 11th, and 17th levels. Modification: If the spell deals fire damage, one target of your choice has disadvantage on the saving throw/you have advantage on the attack roll. Evolution: You are resistant to fire damage.

Channel Cost: 2 Arcana Adaptation: As a bonus action, choose a damage type between acid, cold, fire, lightning, poison, psychic, or thunder. The next time you take that damage type, you are resistant to it. Modification: If the spell does any of the listed damage types, you may reroll 1s on the damage dice of the spell, but you must keep the new result. Evolution: At the end of a short rest, choose between the listed damage types. You have advantage on saving throws to avoid or negate that damage type. Charm Cost: 3 (Siren Only) Adaptation: As an action, force a creature to make a Wisdom saving throw. On a failure, it is charmed until the end of its next turn. You can force the creature to spend its next turn using the attack action against another creature of your choice, or to spend it's turn taking no actions at all. A creature who undergoes this effect is immune for 24 hours. Modification: If the spell has an attack roll, you have advantage to hit creatures charmed by you. If the spell has a saving throw, creatures charmed by you have disadvantage on the saving throw. Evolution: You have advantage on saving throws against being charmed. Crush Cost: 1 Adaptation: As an action, make a weapon attack roll against a creature. On a hit, deal an extra 1d4 force damage. The creature then has its movement speed halved until the end of its next turn. You deal an additional d4 at 5th, 11th, and 17th levels. Modification: The spell deals additional force damage equal to your intelligence modifier. (Minimum of 1.) Evolution: The first weapon attack you hit with each turn deals extra force damage equal to your Intelligence modifier (minimum of 1.) Disrupt Cost: 2 Adaptation: As an action, you can force a creature within 30 ft. of you to make a Constitution saving throw with a DC equal to your spell save DC or lose concentration on a spell. Modification: If this spell has a saving throw, you can choose one creature affected by it to have disadvantage on the saving throw against it. Evolution: Your first weapon attack each turn imposes disadvantage on concentration saving throws. Expose Cost: 2 Adaptation: When you hit a creature with an attack, you can force the creature to make a Wisdom saving throw. On a failure, you learn one of the following stats of the target: Armor Class, Vulnerabilities, Resistances, Immunities, or 1 Saving Throw. Modification: The damage of this spell surpasses resistances. Evolution: Your spell attacks have +1 to hit, and your spell save DC increases by 1. Freeze Cost: 2 (Elemental Only) Adaptation: As an action, make a weapon attack. The target creature must make a Constitution saving throw or be under the effects of the Slow spell until the end of their next turn. Modification: If the spell deals cold damage,one target of your choice has disadvantage on the saving throw/you have advantage on the attack roll. Evolution: You are resistant to cold damage. Frighten Cost: 2 (Siren Only) Adaptation: As an action, force a creature to make a Wisdom saving throw. On a failure, it is frightened until the end of its next turn. A creature frightened in this way must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A creature who undergoes this effect is immune for 24 hours. Modification: If the spell has an attack roll, you have advantage to hit creatures frightened of you. If the spell has a saving throw, creatures frightened of you have disadvantage on the saving throw. Evolution: You have advantage on saving throws against being frightened. Learn Cost: 3 Adaptation: When you make an ability check or saving throw that you are not proficient in, you can choose to add your proficiency bonus before making the roll. Modification: Once per long rest, you can cast this spell at its level without expending a spell slot. Evolution: You gain proficiency in a skill that you are not proficient with, OR expertise with a skill that you are proficient with. You change which skill this is after a long rest.

Overload Cost: 4 Adaptation: As an action, force a creature to make a Wisdom save or take 2d8 force damage and be stunned until the start of your next turn. On a success, it takes half damage and isn't stunned. You deal an additional d8 at 11th and 17th levels. Modification: Once per rest, you can maximize all of the damage dice on a spell, but you take damage equal to 1d12 x the level of the spell each time. This damage cannot be mitigated. If the spell does damage multiple times, you only add this additional damage the first instance. Evolution: If you roll a 1 or 2 on the your weapon damage dice, it counts as a 3. Pierce Cost: 2 Arcana Adaptation: When you make a weapon attack, you can treat the dice roll as a 10 before rolling. Modification: If the spell is a single target attack, it has advantage to hit. Evolution: Your weapon attacks have +1 to hit. Protect Cost: 2 (Vanguard Only) Adaptation: As an action, create a 5 ft. aura around you. Creatures have disadvantage to hit any allied creature in this aura, including yourself. This aura lasts for 1 minute or until you deal damage to a creature. This radius increases by 5 ft. at 5th, 11th, and 17th levels. Modification: If this spell is concentration, you gain +2 to your AC while you're concentrating on it. Evolution: Add +1 to your AC. Replenish Cost: 4 Adaptation: Over the course of 1 minute, expend an amount of primal arcana uses of your choosing. You regain a Magus spell slot with a level equal to the amount of uses you expended. (Maximum of 5.) Modification: When you cast this spell, you regain an expended spell slot that is at least 2 levels lower. Evolution: When you finish a short rest, you can regain an amount of expended spell slots. The spell slots can have a combined level that is equal to or less than your Intelligence modifier (minimum of 1.) You can use this ability once per long rest. Retribution Cost: 2 Adaptation: As an action, place a reflective barrier around youself. The next time you take damage from a weapon attack, the damage is reduced by half and the enemy takes half the damage dealt as force damage. Modification: If the spell is concentration, enemies who damage you while you're concentrating take force damage equal to half your magus level. Evolution: You have a familiar with you at all times, in the form of a spark of arcane energy. Whenever a hostile creature hits you with a melee attack, the familar deals damage to them equal to your Intelligence modifier (minimum of 1.) Rush Cost: 3 (Wraith Only) Adaptation: As a bonus action, teleport up to your movement speed and make a weapon attack against an enemy within range. (Note: If you are grappled or restrained, your movement speed is 0.) Modification: If the spell is concentration, your movement speed is doubled while you're concentrating on it. Evolution: Your movement speed increases by 10 ft. Sacrifice Cost: 3 (Vanguard Only) Adaptation: As an action, you can deal damage to yourself equal to your Magus level, and restore hit points to an ally within 30 ft. (not yourself) equal to double the damage dealt. Damage dealt in this way subtracts from your maximum hit points until your next long rest. Modification: You can deal 1d10 damage to yourself to add 1 damage die to the spell, to a maximum of 5 additional damage dice. If the spell does damage multiple times, you only add this additional damage to the first instance. Evolution: You can stabilize after only 2 successful death saving throws. Shock Cost: 2 (Elemental Only) Adaptation: As an action, make a weapon attack. The target creature takes addtional lightning damage equal to your Intelligence modifier (minimum of 1), along with another creature of your choice within 15 feet of the original target. The number of additional targets increases by 1 at 5th, 11th, and 17th levels. Modification: If the spell deals lightning damage, one target of your choice has disadvantage on the saving throw/you have advantage on the attack roll. Evolution: You are resistant to lightning damage.

Siphon Cost: 1 Arcana Adaptation: As an action, gain temporary hit points equal to half your Magus level + your Intelligence modifier (minimum of 1). Modification: If this spell kills a creature, regain an amount of hit points equal to 1d10 x the level of the spell. This effect does not stack if you kill multiple enemies in one instance of damage. Evolution: When you land a critical hit with a weapon attack, you regain hit points equal to your Magus level + your Intelligence modifier. Snipe Cost: 2 Adaptation: When you hit with a ranged weapon attack roll, you can use your reaction to add your proficiency bonus to the damage. Modification: Double the range of the spell. Evolution: Your range thresholds of your ranged weapon attacks increase by 5 x your Intelligence modifier in ft. (Minimum of 5 ft.) Summon Cost: 4 Adaptation: As a bonus action, summon an illusory duplicate of yourself within 5 feet of you that makes an attack roll against a creature within range. The duplicate deals force damage equal to the damage dice of the last weapon you attacked with + your intelligence modifier. Modification: If this spell is concentration, summon an illusory duplicate next to yourself while you are concentrating on it. If an enemy makes an attack roll against you and succeeds, you can use your reaction to force to attack to hit your duplicate, negating the damage of the attack roll. The duplicate disappears after you do this. Evolution: You have an illusory duplicate of yourself next to yourself at all times. Whenever a creature makes an attack roll against you, it has disadvantage on the attack. When you take damage, the duplicate disappears until the start of your next turn. Vanish Cost: 2 (Wraith Only) Adaptation: As an action, become invisible until the end of your next turn, or until you deal damage to a creature. Modification: You can cast this spell without verbal or somatic components. Evolution: You have advantage on stealth rolls to remain hidden.