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Revised Magister for PF1 (Part 10)
Posted by Owen K.C. Stephens
In part 10 of our series looking at a Revised Magister class (for PF1), we’re still working on new magister feats. These are all based off class features of combat classes, conceived and modified to make sense for a well-educated spellcaster.
Mystic Tactician
You’ve learned the ancient battlefield tactics of the Mage Knights.
Prerequisites: Magister 5, 5 ranks Knowledge (History)
Benefit: You gain one of the following teamwork feats for which you meet the prerequisites: Allied Spellcaster, Bonded Mind, Casting Conduit, Choral Support, Collective Recollection, Combat Medic, Conduit Casting, Cooperative Counterspelling, Coordinated Blast, Electric Discharge, Elemental Admixture, Familiar Link, Group Deliver Touch Spells, Group Shared Spells, Improved Spell Sharing, Metamagical Synergy, Mystical Reverberation, Piecing Gambit, Secret Language, Share Spells, Shielded Caster, Special Delivery, Spell Bluff, Spell Chain, Spell Synergy, Take the Hit.
As a standard action, you can grant this feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two magister levels you possess. Allies do not need to meet the prerequisites of these bonus feats. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. If you gain one of the teamwork feats listed (which you may do with magister bonus feats, if you wish), you can also grant them to allies by expending one use of this ability.
[As a design note I adore this idea… but I’m not 100% convinced it makes the most sense as a feat. A feat that grants another feat and does something else is weird, at minimum. In a final version, this might become a magister talent or even a mystic bond. But that’s how the writing process goes–get stuff WRITTEN first, develop those concepts later.]
Spellslinger
You have trained extensively in ranged spell combat.
Prerequisites: Magister 3, 5 spells known that require tanged attacks or ranged touch attacks.
Benefit: You gain a pool of grit, which is determined as using your magister level -2 as your gunslinger level, and using your primary spellcasting ability modifier. Rather than regain grit when you make critical blows or kill foes with firearms, you do so when you perform such deeds with spells using ranged attack rolls. You also gain the gunslinger’s dodge deed.
As you gain levels, you gain additional deeds (which can only be used with spells with ranged attacks, rather than firearms). If your magister level is 5 or greater, you also gain the utility shot deed. At 9th you gain startling shot, at 11th targeting, at 13th bleeding wound, at 15th menacing shot, at 17th evasive, and at 19th gunslinger’s luck.
Touch of Corruption
No matter the magic power source you draw from, you have taken a particular focus on the necromantic aspects of it.
Prerequisites: Magister 3, 5 spells known from the necromancy school.
Benefit: You gain the touch of corruption class feature of the antipaladin, using your magister level -1 as your antipaladin level. For every 6 magister levels you have, you also gain one of the antipaladin cruelties available to antipaladins at 3rd level, though you can never add more than one cruelty to a single attack.

Touch of Greater Corruption
Your necromantic powers grow.
Prerequisites: Magister 9, 9 spells known from the necromancy school.
Benefit: For every 6 magister levels you have, you gain one of the antipaladin cruelties available to antipaladins at 6th level, though you can never add more than one cruelty to a single attack.
Want More Professional Pathfinder 1st Edition?!
Hey folks! We’re not done with the Magister just yet — there are new and revised mystic talents and magister feats yet to come… but what do you want to see AFTER that?
I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!
HEY, WHILE I HAVE YOUR ATTENTION!
I’m working with novelist and veteran game design Darrin Drader to bring a new edition of his Reign of Discordia sci-fi setting to 5e and the White Star rpg. As is the standard these days we have a Kickstarter campaign running at the moment, and would really appreciate you taking look, telling your friends, and maybe backing it!

Revised Magister for PF1 (Part 9)
Posted by Owen K.C. Stephens
Okay, moving on for now from mystic bonds for our Revised Magister class (for PF1), let’s take a look at some new magister feats. I strongly suspect I’d rework the entire magister feat dynamic in a final revised commercial version of this class, so all of these end up being mystic talents and instead of alternating between mystic talents and magister feat, the magister gets a mystic talent at every odd level (and one of them is “Bonus Feat,” like with so many class talent systems in Pf1), but that’s more of an overhaul than I want to get into for a simple update.
We’ll start with things inspired by the alchemist class. (No, no mutagens. Ever.)

Alchemical Talent
You have learned to create extracts.
Prerequisites: Brew Potions, magister 3, 5 or more arcane spells known, 3 ranks Craft (alchemy).
Benefit: You can create extracts and identify potions as described in the alchemy class feature of the alchemist (this does not allow you to make bonds — see Explosive Talent, or to make mutagens). Rather than gain a new formula list or separate extracts per day, you can expand a spell slot to create an extract from a spell known of that level or lower that targets one or more creatures or objects and does not have a target of “personal.” You also gain a competence bonus equal to half your magister level on Craft (alchemy) checks to create alchemical items.
Special: Once you have taken this feat, you can take the Extra Discovery feat without meeting its prerequisites, and may do so using magister bonus feats. You cannot take a discovery that grants or modifies an alchemist ability you do not possess (such as bombs or mutagens). Additionally, you can forgo a magister bonus feat to gain the swift alchemy alchemist class features (using your magister level as your alchemist level).
Explosive Talent
You have learned to make things go “booooom.”
Prerequisites: Magister 3, 5 or more arcane spells known, 3 ranks Craft (alchemy)
Benefit: You can make bombs. This functions as the alchemist class feature, except as follows. Your bomb damage and save DC is calculated as if your alchemist level was your magister level -2. You do not have a limited number of bombs per day, but to create a bomb you must expend a magister spell slot. This must be a spell slot with a spell level no less than 1 per 3 dice of damage your bomb does (minimum 1st-level spell slot).
Special: Once you have taken this feat, you can take the Extra Discovery and Throw Anything feats without meeting their prerequisites, and may do so using magister bonus feats. You cannot take a discovery that grants or modifies an alchemist ability you do not possess (such as extracts or mutagens). Additionally, you can forgo a magister bonus feat to gain any one of the following alchemist class features (using your magister level as your alchemist level): poison resistance, poison use, swift alchemy, swift poisoning).
Greater Alchemical Talent
You can make more powerful extracts
Prerequisites: Alchemical Talent, Brew Potions, magister 10, 9 or more arcane spells known, 10 ranks Craft (alchemy).
Benefit: You can now use the extract ability from your Alchemical Talent feat to turn spells known with a target of “personal” into extracts.
Want More Professional Pathfinder 1st Edition?!
Hey folks! We’re not done with the Magister just yet — there are new and revised mystic talents and magister feats yet to come… but what do you want to see AFTER that?
I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!
HEY, WHILE I HAVE YOUR ATTENTION!
I’m working with novelist and veteran game design Darrin Drader to bring a new edition of his Reign of Discordia sci-fi setting to 5e and the White Star rpg. As is the standard these days we have a Kickstarter campaign running at the moment, and would really appreciate you taking look, telling your friends, and maybe backing it!

Revised Magister for PF1 (Part 8)
Posted by Owen K.C. Stephens
Okay, moving on for now from mystic bonds for our Revised Magister class (for PF1), let’s take a look at some new mystic talents. I’d add even more in a final revised professional project, but for now this seems like a goodly number to show where my head is at.
We’ll do both some talents and advanced talents, for magister’s younger and older. 🙂

Mystic Talents: As a magister gains experience, she learns a number of talents that assist her in manipulating spells and other forms of magic. At 3rd level, and again at 7th, a magister gains one mystic talent. A magister cannot select an individual talent more than once. Talents marked with an asterisk add effects to a magister’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.
Fain Casting (Ex): The magister can take the ready action to cast a spell. Rather than define a single condition to trigger her ready, she can select two (such as “As soon as a foe comes in range, or a member of our part takes damage.”) If either condition is met, she can cast an available spell she selects at the moment of casting (as long as it has a casting time of 1 standard action or less). Once she has cast one readied spell, she can no longer cast a spell in response to her other ready trigger, unless she readies again in a future round.
Spell Fuel (Ex): When casting a spell with a casting time of 1 standard action or less, the magister can drain the magic from a potion in her possession (it need not be in-hand, but cannot be in an extradimensional space such as a handy haversack or bag of holding) rather than expend a spell slot for the spell. The potion must be of a spell with a spell level of equal or greater level than the spell she casts, and she casts the spell with a caster level equal to the lower of her own caster level or the potion’s caster level.
Spindle Dance (Sp): The magister can summon an invisible, mindless, shapeless force to carry one rod, staff, or wand for her. This functions as unseen servant, except it cannot travel beyond her space, automatically travels with her, it can carry only a single object, and if the object is a rod, staff, or wand, the magister is considered to be wielding it, and can activate and use it as if it was in her hand (though she cannot make melee attacks with it as a weapon, but can make melee attacks for spells and abilities granted by the object). This is treated as a spell with a spell level equal to the highest-level magister spell she can cast.
Advanced Mystic Talents: At 11th, 15th, and 20th level, a magister learns further talents to assist her in manipulating spells and other forms of magic. She may gain one of the abilities described in the “Mystic Talents” entry or, if she prefers, one of the abilities described below. Advanced mystic talents follow the same rules as mystic talents.
Favored Target (Ex): The magister selects one favored enemy per 5 class levels, as the ranger class feature. She cannot select the same enemy more than once. This functions as the ranger ability, but the bonus to attack rolls and damage only applies to attacks and damage from spells, spell-like abilities, and supernatural abilities. Additionally, favored enemies take a -1 penalty to saving throws against the magister’s spells, spell-like abilities, and supernatural abilities. These bonuses do not increase as she selects additional favored targets, they are always the base bonuses which she simply gets to apply to more and more enemies.
Shatter Arcana (Ex): The magister has learned to shatter the mystic matrix of a high-level spell slot into multiple lower-level spell slots. As a full-round action, the magister can expend a magister spell slot to regain low spell slots of lower level. The magister takes the spell level of the slot to be split, subtracts 2, then divides the remaining spell levels as she wishes to restore missing spell slots of lower level. For example, a magister could expend a 5th level spell slot to restore 3 spell levels (5 -2) of lower-level spell slots she has expended. She could restore one 3rd-level slot, one 2nd-level and one 1st-level, or three 1st-level spells. She cannot use this to gain more than her normal maximum number of spells per spell level, only to restore spell slots she has already expended.
Want More Professional Pathfinder 1st Edition?!
Hey folks! We’re not done with the Magister just yet — there are new and revised mystic talents and magister feats yet to come… but what do you want to see AFTER that?
I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!
HEY, WHILE I HAVE YOUR ATTENTION!
I’m working with novelist and veteran game design Darrin Drader to bring a new edition of his Reign of Discordia sci-fi setting to 5e and the White Star rpg. As is the standard these days we have a Kickstarter campaign running at the moment, and would really appreciate you taking look, telling your friends, and maybe backing it!

Revised Magister for PF1 (Part 7)
Posted by Owen K.C. Stephens
We start the week continuing with more new stuff for our Revised Magister class, for PF1. Having done the core mystic bond rules and updated all the original ones, today we continue to add new mystic bonds, delving into more of the hybrid classes that came out after the original magister was written.
Spirit Bond (divine) – The magister forms a bond with the spirits of the world. The magister gains a spirit from the shaman spirit class feature, The spells granted by that spirit are added to her primary spell list. At 1st level she gains that spirit’s spirit ability, at 8th level she gains its greater spirit ability, and at 16th level she gains its true spirit ability. She can select to gain a hex from her spirit instead of magister bonus feats at 5th, 9th, 13th, and 17th level. The magister treats her magister level as her shaman level for all abilities gained through the spirit bond.
Special: An occult magister who selects the spiritualist spell list as a primary or secondary spell list may select the spirit bond.

Kenning Bond (arcane) – The magister turns to ancient poetry and sagas for secret ways to access and manipulate magic. Once per day, the magister can cast any spell on her primary spell list (see Choosing Spells for more information on magister spell lists) as if it were one of her magister spells known, expending a magister spell slot of the same spell level to cast the desired spell. Casting a spell with the kenning bond always has a minimum casting time of 1 full round, regardless of the casting time of the spell. At 6th level she can use the kenning bond to cast a spell from her secondary spell list. At 11th level, she can use this ability twice per day, and at 17th level, she can use it three times per day.
Additionally, the magister becomes a master of many different types of lore. At 1st level, and every 2 levels thereafter, she selects one Knowledge skill she can always take 10 on checks with, even if danger and distractions would normally prevent her from doing so. At 7th level, once per day, she can take 20 on any of the Knowledge skills she has selected with this ability as a standard action, instead of spending the normal time taking 20 requires. The magister can use this ability to take 20 on a Knowledge skill check twice per day at 13th level and three times per day 19th level.
Special: A divine magister who worships a god that grants the Knowledge of Magic domain can select the kenning bond.
Want More Professional Pathfinder 1st Edition?!
Hey folks! We’re not done with the Magister just yet — there are new and revised mystic talents and magister feats yet to come… but what do you want to see AFTER that?
I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!
HEY, WHILE I HAVE YOUR ATTENTION!
I’m working with novelist and veteran game design Darrin Drader to bring a new edition of his Reign of Discordia sci-fi setting to 5e and the White Star rpg. As is the standard these days we have a Kickstarter campaign running at the moment, and would really appreciate you taking look, telling your friends, and maybe backing it!

Revised Magister for PF1 (Part 6)
Posted by Owen K.C. Stephens
We start the week continuing with more new stuff for our Revised Magister class, for PF1. Having done the core mystic bond rules and updated all the original ones, today we continue to add new mystic bonds, rounding out or new occult bonds.
Mystic Implements (occult) – A magister with this mystic bond explores the eldritch links between objects and specific forms of magic. The magister gains one implement school from the occultist class feature of the same name, and its base focus power. She also gains the occultist’s mental focus class feature, with a number of points of mental focus equal to half her magister level (minimum 1) plus the bonus of her secondary spellcasting ability (see the magister spells class feature for more details on primary and secondary spellcasting ability scores).
The magister can select additional focus powers at 4th and 8th level. She can select an additional implement school (gaining their base powers) instead of magister bonus feats at 5th, 9th, 13th, and 17th level. Alternatively, a magister can select additional an additional focus power for any implement school she knows instead of a bonus feat.
The magister adds all spells from any implement school she knows to her primary spell list (see “Choosing Spells”). The magister treats her magister level as her occultist level for all abilities gained through the mystic implements bond.
Special: A divine spellcaster who worships a god that grants the Artifice domain may select the mystic implements mystic bond.

Psychic Bond (occult) – This represents a method of accessing magical powers using a specific part of the magister’s mind or psyche. The magister gains one psychic discipline from the class feature of the same name of the psychic class. The magister does not receive the discipline’s spells as bonus spells known, but they are added to the magister’s primary spell list (see “Choosing Spells”).
The magister can select phrenic amplifications instead of magister bonus feats at 5th, 9th, 13th, and 17th level. The first time she does this, she gains a phrenic pool (with her phrenic points determined based on the ability score determined by her psychic discipline). The magister treats her magister level as her psychic level for all abilities gained through this bond.
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Hey folks! I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!
Revised Magister for PF1 (Part 4)
Posted by Owen K.C. Stephens
We’re finally adding some genuinely new stuff to our Revised Magister class, for PF1. Having done the core mystic bond rules and updated all the original ones yesterday, now we get to start adding new mystic bonds! We begin by casting our envious eye at class features of the arcanist, bard, and bloodrager.
Arcane Reservoir (arcane) – The magister gains an arcane reservoir, as if she was an arcanist of the same level as her magister level. The magister gains one arcanist exploit at 5th level, and a second at 10th level, and may select them instead of a bonus feat when she gains magister bonus feats. The magister treats her magister level as her arcanist level for all magus arcana, and must meet their prerequisites. The magister also gains the consume spells class feature. She cannot select arcanist exploits that affect or depend on abilities or class features she does not possess.
Special: A magister with the divine power source who worships a deity or philosophy of magic can select this mystic bond without meeting its prerequisite.

Bardic Performance (arcane) – The magister gains the bardic performance class feature. She gains one of the following forms of performance at 1st level — countersong, distraction, fascinate, inspire courage — and can select another performance from that list she does not yet have at 2nd, 3rd, and 4th level. She gains the following forms of performance at the listed level — inspire competence (5th), suggestion (6th), dirge of doom (8th), inspire greatness (9th), soothing performance (12th), frightening tune (14th), inspire heroics (15th), mass suggestion (18th). Her rounds of performance per day are equal to her magister level plus her Charisma modifier. This ability otherwise functions as if her magister level was her bard level. She does not gain versatile performance, well-versed, lore master, or jack-of-all-trades.
Special: A magister with the divine power source who worships a deity or philosophy of art, music, or song can select this mystic bond without meeting its prerequisite.
Bloodrage Bloodline (arcane) – This represents a link between extreme emotions and arcane magic, which may be part of the magister’s background or may have been bestowed by a ritual when the magister first gained magic powers. This grants the magister a bloodrager bloodline. The magister also gains a special kind of eldritch rage, which functions as the bloodrager’s bloodrage class feature (using the magister’s level as her bloodrager level), but has no effect on her ability scores, AC, or ability to cast spells. The magister gains the bloodline powers of the selected bloodline, and like a bloodrager they only function while she is in a bloodrage unless they specify otherwise.
When determining the powers granted by this bloodline, the magister’s effective bloodrager level is equal to her magister level. A magister that selects this option does not receive the bloodline’s spells as bonus spells known (unlike a bloodrager). However, bloodline’s bonus spells are added to the magister’s
primary spell list (see “Choosing Spells”). When she gains bonus magister feats, she may select them from the normal list of bonus magister feats, or from the bonus feats of her bloodrage bloodline.
Special: A magister with the divine power source who worships a deity or philosophy of anger, fury, rage, or wrath can select this mystic bond without meeting its prerequisite.
Want More Professional Pathfinder 1st Edition?!
Hey folks! I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!
Revised Magister for PF1 (Part 3)
Posted by Owen K.C. Stephens
Okay, still working on the Revised Magister, for PF1. having covered the basics and spellcasting/spell selection, let’s get on with the work of revising and expanding class features! We’ll start with the existing magister mystic bonds. I’m not reprinting all the rules for existing mystic bonds here (you can go pick up the pdf still, if you want that info), but I’m giving all the revision rules you need. New mystic bonds will come soon!

Mystic Bond
At 1st level, a magister forms a bond with the powers of magic. This bond allows a magister to access some of the class features or specializations of some other spellcasting class. The magic source listed for the mystic bond must be one of the two mystic bonds the magister has selected (arcane, divine, or occult). For example, the arcane pool mystic bond is listed as being arcane, so only a magister that has selected arcane as one of their two magic sources can choose it. If a mystic bond lists multiple sources of magic the magister need match only one of them, and if it lists “any,” it has no mystic source requirement.
Any abilities gained from the mystic bond (or spells known taken from a list provided by the mystic bond) that have calculations based on an ability score (such as uses per day, or save DCs) is calculated using the magister’s primary or secondary spellcasting ability. This choose is made by the magister at 1st level, and cannot be changed.
Arcane Pool (arcane) – Detailed in The Genius Guide to the Magister
Arcane Specialization (arcane) – Detailed in The Genius Guide to the Magister
Divine Heritage (divine) – Detailed in The Genius Guide to the Magister. A character may select a subdomain, rather than a standard domain.
Special: A magister with the arcane power source may select divine heritage for the Air, Earth, Fire,
Magic, or Rune domain. If this option is taken, the magister casts any spells known taken from that domain as arcane spells.
A magister with the occult power source may select divine heritage for the Charm, Knowledge, Madness, or Void domain. If this option is taken, the magister casts any spells known taken from that domain as occult spells.
Divine Inspiration (divine) – Detailed in The Genius Guide to the Magister.
Special: A magister with the arcane power source may select divine inspiration for the dragon, elemental, flame, waves, wind, or winter mystery. If this option is taken, the magister casts any spells known taken from that mystery as arcane spells.
A magister with the occult power source may select divine inspiration for the ancestor, dark tapestry, lore, or occult mystery. If this option is taken, the magister casts any spells known taken from that mystery as occult spells.
Martial Bond (any) – Detailed in The Genius Guide to the Magister.
Sorcerous Bloodline (arcane) – Detailed in The Genius Guide to the Magister.
Special: A magister with the divine power source may select sorcerous bloodline for the abyssal, astral, celestial, daemon, div, djnni, efreeti, fey, infernal, marid, oni, rakshasa, or shaitan bloodline. If this option is taken, the magister casts any spells known taken from that bloodline as divine spells.
A magister with the occult power source may select sorcerous bloodline for the aberrant, accursed, dreamspiun, ectoplasm, harrow, possessed, psychic, or vestige bloodline. If this option is taken, the magister casts any spells known taken from that bloodline as occult spells.
Metamagic Pool (any) – Detailed in The Genius Guide to the Magister.
Patron (arcane) – Detailed in The Genius Guide to the Magister.
A magister with the divine power source may select a patron for the animals, death, healing, light, plant, protection, recovery, storms, thorns, water, winter, or woodlands patron. If this option is taken, the magister casts any spells known taken from that patron as divine spells.
A magister with the occult power source may select a patron for the ancestors, conspiracies, insanity, jinx, mind, occult, space, spirits, or stars patron. If this option is taken, the magister casts any spells known taken from that patron as occult spells.
Want More Professional Pathfinder 1st Edition?!
Hey folks! I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!
Revised Magister for PF1 (Part 2)
Posted by Owen K.C. Stephens
Okay, still working on the Revised Magister, for PF1. Here comes one of the big reworkings — rules for how to select spells given that you can draw from one of three possible combinations of sources of magic (arcane/divine, arcane/occult*, or divine/occult).
*And yes, I know it’s “psychic” magic in PF1. But it’s used by occult classes, from Pathfinder Occult Adventures, and it became Occult Magic in PF2, so I just think of it as occult magic. If I release this as an actual product, I’ll go back and fix it. 😛
Spells
A magister casts spells from any two of the following sources of magic: arcane, divine, and occult. They can learn and cast spells from any class spell list that draws from the same type of magic as either of the two they have selected. Thus, an arcane/divine magister can draw spells from all arcane and divine class spellcasting lists; an arcane/occult magister can draw spells from all arcane and occult class spellcasting lists; a divine/occult magister can draw spells from all divine and occult class spellcasting lists. For more details on this, see “Choosing Spells,” below).
When deciding her two sources of magic, the magister also must choose two ability scores, one as her primary spellcasting ability, and the other as her secondary spellcasting ability. These cannot be the same ability score. The possible abilities that can be selected to be primary and secondary spellcasting abilities are Intelligence, Wisdom, and Charisma.
A magister can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a magister must have a primary spellcasting ability score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magister’s spell is 10 + the spell level + the magister’s secondary spellcasting ability score modifier. Like other spellcasters, a magister can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on “Table 1: The Magister.”
In addition, she receives bonus spells per day if she has a high primary ability score.
A magister need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level. The magister’s potential range of spells is extremely broad, but she may only know a limited total number of spells. A magister begins play knowing four 0-level spells and two 1st-level spells of the magister’ choice (see “Choosing Spells”, below). At each new magister level, she gains one or more new spells, as indicated on “Table 2: Magister Spells Known.”
Upon reaching 3rd level, and at every other magister level after that (5th, 7th, and so on), a magister can choose to learn a new spell in place of one she already knows. In effect, the magister “loses” the old spell in exchange for the new one. The new spell’s effective level (see “Choosing Spells”, below) must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level class spell the magister can cast. A magister may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. A magister applies metamagic feats to her spells as if she were a sorcerer (unless she has metamagic points—see the metamagic pool mystic bond, below).
A magister who has selected occult magic as one of her two sources of magic casts spells drawn from occult spell lists using occult components (emotion and thought rather than somatic and verbal). For purposes of prerequisites and magic effects, a magister can choose to be treated as a spellcaster of either of the two types of spellcaster she has selected, but cannot count as both at the same time. For example, while both a cleric 3/magister 4 and a magister 4/wizard 3 qualify for the mystic theurge prestige class, a magister 7/sorcerer 1 does not. (In no case should a GM allow things clearly designed for multiclass arcane/divine spellcasters to apply to a single-class magister character in a disruptive or unbalancing manner.)

Choosing Spells
Choosing spells is a more complex process for the magister than for other spellcasting classes. To begin with, there is no set “magister spell list.” As a practitioner of two of the three sources of magic (arcane, divine, and occult), a magister will be able to choose spells from the list of any base class that draws spells from one of the two sources she has selected (though not spells available only to prestige classes). However, a magister’s choices begin with her primary spell list.
Primary Spell List
A magister must designate the class spell list of a devoted spellcasting class as her primary list. Devoted spellcasting classes are those that receive spells at 1st level, and have 0–9th level spells on their spell lists. (This includes the arcanist, cleric, druid, shaman, occultist, psychic, sorcerer, witch, and wizard.) At least half of all the spells a magister knows at each spell level must come from her primary spell list. Even if a magister chooses to learn a new spell in place of one she already knows, she must maintain this ratio at every spell level. Some mystic bonds (see the mystic bonds class feature), can also add bonus spells to a magister’s primary spell list. A magister can select spells from her primary spell list as known spells with no penalties or restrictions.
Other Devoted Spellcasting Classes
In addition to her primary class list, a magister may select spells known from the list of any devoted spellcasting class that draws power from one of the two magic sources she has selected. If that class draws from the same magic source as the magister’s primary spell list, she may choose these spells with no penalties (though she is still under the restriction that at least half the spells she knows at each spell level must come from her primary spell list). So, for example, at 7th level a magister who has selected arcane and divine as her two magic power sources, and taken the cleric spell list as her primary spell list, could decide to make flame blade her new known 2nd-level spell, since it is from the druid spell list—a devoted spellcasting class with the same magic source (divine) as her primary spell list. However, the magister can only do this if both her other known 2nd-level spells are from the cleric spell list (her primary spell list).
A magister may also select spells known from a devoted spellcasting class that draws from her secondary magic source. However, for the magister, such spells have an effective spell level one higher than usual. Thus, the magister from our example above (who has arcane/divine as her two magic power sources, and who selected the cleric spell list as her primary spell list) may select acid arrow as a spell known. But because that is a 2nd-level spell from the sorcerer/wizard spell list—a devoted spellcasting class with a different magic source than her primary class—this magister must count it as a 3rd-level spell known. For her, acid arrow is treated in all ways as a 3rd-level spell.
Non-Devoted Spellcasting Classes
A magister may also select spells known from the spell list of a non-devoted spellcasting class (a class that either does not receive spells at 1st level, or that does not include 0-level through 9th level spells on its spell list), as long as it is still from one of the two magic sources the magister has selected (arcane, divine, or occult). For the magister, such spells have an effective spell level two higher than usual, regardless of their magic source. Thus, our example arcane/divine magister from above could, upon reaching 7th level, decide to select bless weapon as a spell known. Since this is from the paladin spell list (a divine nondevoted spellcasting class), the magister counts it as a 3rd-level spell known. For her, bless weapon is treated in all ways as a 3rd-level spell.
If a spell appears on more than one class spell list, the magister may treat it as being from whatever class list is most beneficial to her.

Spells and Magic Items
For purposes of using magic items and meeting prerequisites, a magister’s spell list is considered to include all spells from her primary spell list, plus any other spell that the magister currently knows. Thus, a magister can use a wand of magic missiles freely if she has taken the sorcerer/wizard spell list as her primary spell list or if she has a different primary spell list but has selected magic missile as a spell known. Otherwise, she must make a Use Magic Device check to use the wand.
Chaotic, Evil, Good, and Lawful Spells
A magister can’t cast or choose to know spells of an alignment opposed to her own (even if they are arcane or occult spells). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Cantrips/Orisons
Magisters learn a number of cantrips and orisons, or 0-level spells, as noted on “Table 2: Magister Spells Known”. These spells are cast like any other spell, but they do not consume any slots and may be used again.
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Revised Magister for PF1 (Part 1)
Posted by Owen K.C. Stephens
Back in 2010, I wrote The Genius Guide to the Magus, which present a spellcasting class for the 1st edition Pathfinder Roleplaying Game that could draw spells (and abilities) from both an arcane class and a divine class. The idea was to make something like the mystic theurge but balanced to have access to two spell lists at 1st level. When Pathfinder Ultimate Magic came out, with an official (and very different) class titles the magus, I rewrote the book to be the Genius Guide to the Magister. You can still buy this revised version of it at either link provided (though I make more money on sales from the first link to the OGS 🙂 ).
Of course, a LOT of PF1 material has come out since 2010, and the magister could use a revision to its revision. For one thing, I’d like it to be able to take any 2 of 3 spellcasting sources (arcane, divine, or arcane), and still be, you know, balanced. It could also use some expanded class options.
So, without covering all the fluff and old design notes, let’s look at what it would take to update this popular, well-reviewed 3pp class. The class progression table from the original product is included below so folks can follow along, but I’ll do a new one if the redesign calls for it. Let’s start with some basic stuff, like HP, skills, and proficiencies.
Alignment: A magister may be of any alignment. If a magister worships a deity, her alignment must be within one step of her deity’s along either the law/chaos axis or the good/evil axis.
Hit Die: d6
Starting Wealth: At 1st level a magister begins play with 4d4 x 10 gp.
Class Skills: The magister’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (arcana)(Int), Knowledge (history)(Int), Knowledge (local)(Int), Knowledge (planes) (Int), Knowledge (religion)(Int), Perform (oratory)(Cha), Perform (sing)(Cha), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier

Weapon and Armor Proficiency
Mastering two sources of magic leaves little time for weapon training—a magister is proficient with only the club, dagger, light crossbow, and quarterstaff. A magister is also proficient with light armor, but not with any shields.
A magister who casts arcane spells can, as a result of her mix of two magical power sources, cast arcane class spells while wearing light armor without incurring the normal arcane spell failure chance. However, a magister wearing medium or heavy armor incurs a chance of spell failure if the spell in question has a somatic component (even if casting a spell from a divine spell list).
A multiclass magister still incurs the normal arcane spell failure chance for arcane spells she casts as another class.
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Deep Dive: The PF1 Mindblade (Magus Archetype) Revised
Posted by Owen K.C. Stephens
Sometimes, specific things about how classes, archetypes, and rule subsets work together in the first edition Pathfinder Roleplaying Game come to my attention. Sometimes it’s due to my own research or design work. Sometimes it’s from a forum post or social media. Sometimes it’s from someone in my gaming group. A lot of these I can incorporate in other articles, or do a quick determination and move on.
Sometimes, it needs a Deep Dive.
So, today, I’m taking a look how the magus class, its mindblade archetype, and the psychic magic rules from Pathfinder Occult Adventures, all blend together. For this article to make sense, you likely want to be familiar with all those elements first.
So, here’s the magus class progression chart, as it would look after taking the mindblade archetype, without the spells/day and spells/day info:
Mindblade
Level | BAB | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Psychic pool, cantrips, spell combat |
2nd | +1 | +3 | +0 | +3 | Spellstrike |
3rd | +2 | +3 | +1 | +3 | Magus arcana |
4th | +3 | +4 | +1 | +4 | Psychic access |
5th | +3 | +4 | +1 | +4 | Bonus feat |
6th | +4 | +5 | +2 | +5 | Magus arcana |
7th | +5 | +5 | +2 | +5 | Psychic access, dual weapons |
8th | +6/+1 | +6 | +2 | +6 | Rapid manifest |
9th | +6/+1 | +6 | +3 | +6 | Magus arcana |
10th | +7/+2 | +7 | +3 | +7 | Fighter training |
11th | +8/+3 | +7 | +3 | +7 | Bonus feat, psychic access |
12th | +9/+4 | +8 | +4 | +8 | Magus arcana |
13th | +9/+4 | +8 | +4 | +8 | Dual manifest |
14th | +10/+5 | +9 | +4 | +9 | Psychic access |
15th | +11/+6/+1 | +9 | +5 | +9 | Magus arcana |
16th | +12/+7/+2 | +10 | +5 | +10 | Counterstrike |
17th | +12/+7/+2 | +10 | +5 | +10 | Bonus feat |
18th | +13/+8/+3 | +11 | +6 | +11 | Magus arcana |
19th | +14/+9/+4 | +11 | +6 | +11 | Psychic access |
20th | +15/+10/+5 | +12 | +6 | +12 | True magus |
Okay, that looks pretty good. But, there are some hidden problems in there. Let’s look at each archetype class feature in turn.
Psychic Magic
The first is that this is clearly build on the idea that psychic magic and arcane magic have the same value for the magus build. At a glance that seems fair — each arcane component of a spell is replaced with a different component for psychic magic — emotion for somatic, and thought for verbal. And that’s fine, as far as it goes. But built into thought components is the need to either have the DC of concentration checks be 10 higher, or to take a move action to negate that penalty.
And neither of those works at all well for a magus.
The core power of the magus is spell combat, which allows a magus to take a full round action to make all their normal melee attacks and cast a single spell. Since you can only do this in melee, it obviously requires you to cast defensively… for which the DC is 10 higher. And the magus can’t lower the DC back to normal with a move action while using spell combat, since spell combat is already a full-round action.
That’s not the only potential issue, either. The core magus is carefully built around starting with light armor, then gaining medium and heavy over time. The mindblade, however, can load up in full plate (yes, without proficiency) and cast a shield spell at 1st level (or as soon as they have the money, which is likely to actually be 2nd level), and be fine. Which isn’t great for a straight magus build… but is awesome as a 1-level dip for cavaliers, fighters, and paladins. Those character likely don’t even care what their other spells are, though picking enlarge person and magic weapon certainly gives a cavalier 1/mindblade magus 1 with time to prepare a great one-combat combat loadout.
When a design works better for a 1-level dip for a different class than to support it’s own core ability, it’s an issue.
So, what if we rewrite how their psychic spell power works? Allow them to cast psychic spells in light armor without the DC of their thought spells increasing by 10. Then, add the ability to do this in medium and light armor at the same level a standard magus gains those armor proficiencies. That lets a mindblade use spell combat the same way a standard magus does, and makes the archetype a less-attractive 1-level dip for heavy armor combat classes. Okay, one problem solved.
Psychic Pool
Psychic pool basically replaces the ability to enhance a melee weapon with magic, with the ability to summon one that is magical as a standard action. There are some tradeoffs here. On the up side you are safe from losing a valuable piece of gear since you can always just summon a new sword; you can spend money standard magi would use for buying magic weapons for other magic items; you can use a two-handed weapon or twin weapons (really a function of being a psychic spellcaster, but most relevant here); you end up getting +7 bonuses worth of benefits over the course of the class, rather than just +5. On the down side, it starts as a standard action (again negating the usefulness of spell combat); you can’t combine the bonuses with those of an existing weapon; you can’t throw it; it ties up 1, 2, or 3 or your psychic pool points (yes, you get them back if you lose the weapon, but you can’t spend them on other things if you don’t want to be without your weapon in later rounds.
I get why having a “free” weapon seems like it has to come with huge drawbacks, but this doesn’t pan out as balanced at mid- and high-levels. Even at low-level, doing something like sacrificing 3 psychic pool points to have an effective 2-handed melee weapon is a big cost, and that’s in addition to needing to take a standard action to create it. Now, the ability gets better over time, but does so as stand-alone abilities that replace things like improved spell combat… and it never gets as good enough you could take Quick Draw and pull your weapon and make a full attack action in the same round, which again cuts back on the mindblade’s ability to do core, iconic magus things.
Also, being able to create dual weapons or double weapons later at higher level… sucks in play. Dual weapon wielding only works well if you have a ton of feats to back it up. That means you either have to take those feats early, before you can use them with you psychic weapon, or you wait until you can summon dual weapons at which point you are behind the curve compared to any other 2-weapon fighter.
Pretty clearly, this ability is too restrictive and too likely to frustrate players without giving nearly enough back in terms of either raw power or alternate tactical options. We can fix it by allowing characters to create dual weapons or double weapons at 1st level (by tying up 3 psychic pool points, just like with 2-handed weapons, and dividing their bonuses between them). That currently leaves some blank class levels but that’s okay. We’ll get to them.
Psychic Access
Okay, here’s the biggest one — psychic class spells! Sure, you give up (deep breath) spell recall, knowledge pool, improved spell recall, greater spell combat, and greater spell access, but it’s worth it, right?! I mean, you get more spells!
Except sadly, you don’t.
What you get is to add some spells from the psychic class list to your mindblade class list. But you *don’t* add them as additional spells known. Over the course of 4th to 19th level, you add 10 psychic spells to your mindblade spell list. You don’t end up with any more spells known, and you give up 5 features each as powerful as a magus arcana to do it, including greater spell access. greater spell access literally gives you 14 extra wizard spells for your magus class list, and lets you automatically know them and have them scribed into your spellbook with no time and no cost.
So, psychic access gives you fewer spells than greater spell access alone, and gives you less of a benefit with the spells you do know, and takes up 4 more major class features to do it. That’s objectively worse than the magus. This might make sense of the psychic spell list were massively more effective for a mindblade than the wizard is for a magus… but looking at the lists that is clearly not the case.
Also, as worded, it causes the spell blending arcana to not only grant you psychic spells rather than wizard spells, it doesn’t change the wording of them being added as “spells known.” That’s fine for a preparation spellcaster, where spells known doesn’t impact how many spells they have to choose from in combat (as that’s determined by what is prepared). But as a spontaneous spellcaster, the mindblade suddenly can expend every magus arcana and typical feat (for Bonus magus Arcana) to gain another spell known, and (using various “blending” arcana) can do it from the bard, psychic, and witch class lists.
Giving up knowledge pool, all by itself, is PLENTY of cost for any edge a mindblade might pick up from their psychic blades and the psychic spell list. it is, in fact, an enormous blow to any 7th-level or higher mindblade. Similarly, not having some ability to boost spells-per-day the way spell recall and improved spell recall do is similarly a *vast* cost. Not only should the archetype not also give up a slew of other core magus powers after losing spell recall, knowledge pool, improved spell recall, and greater spellacces, they actually need both some powerful options added BACK, and more ways to spend theirpsychic pool points.
A spontaneous caster doesn’t gain as much from having a bigger class spell list as a preparation spellcaster. It doesn’t increase the potential number of spells they can have ready at one time, or that they can use to meet prerequisites, or craft items. The hunter hybrid class, for example, gets the whole ranger class spell list and 0-6th druid class spell list, and clearly hasn’t had to give up a ton of other cool options to do so.
Given how much overlap already exists with the magus and psychic class lists, it seems obvious that like the druid, we should just give the mindblade access to two class spell lists (magus and psychic), starting at 1st level. Then, to fill the holes left by spell recall, improved spell recall, we add some phrenic amplifications from the psychic class, which both ties into the “mind” part of mindblade, and gives the class something to spend their psychic pool points on.
Here’s the revised class feature chart, and the rewritten mindblade powers.

Deep Dive Mindblade
Level | BAB | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Psychic pool, cantrips, spell combat |
2nd | +1 | +3 | +0 | +3 | Spellstrike |
3rd | +2 | +3 | +1 | +3 | Magus arcana |
4th | +3 | +4 | +1 | +4 | Psychic access |
5th | +3 | +4 | +1 | +4 | Bonus feat |
6th | +4 | +5 | +2 | +5 | Magus arcana |
7th | +5 | +5 | +2 | +5 | Medium armor, psychic access |
8th | +6/+1 | +6 | +2 | +6 | Dual weapons, improved spell combat |
9th | +6/+1 | +6 | +3 | +6 | Magus arcana |
10th | +7/+2 | +7 | +3 | +7 | Fighter training |
11th | +8/+3 | +7 | +3 | +7 | Bonus feat, psychic access |
12th | +9/+4 | +8 | +4 | +8 | Magus arcana |
13th | +9/+4 | +8 | +4 | +8 | Heavy armor |
14th | +10/+5 | +9 | +4 | +9 | Greater spell combat |
15th | +11/+6/+1 | +9 | +5 | +9 | Magus arcana, psychic access |
16th | +12/+7/+2 | +10 | +5 | +10 | Counterstrike |
17th | +12/+7/+2 | +10 | +5 | +10 | Bonus feat |
18th | +13/+8/+3 | +11 | +6 | +11 | Magus arcana |
19th | +14/+9/+4 | +11 | +6 | +11 | Psychic access |
20th | +15/+10/+5 | +12 | +6 | +12 | True magus |
Spell Casting
A mindblade casts drawn from the magus spell list and psychic spell list as psychic spells. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a mindblade must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC to resist a mindblade’s spell is equal to 10 + the spell’s level + the mindblade’s Intelligence modifier.
Like other spellcasters, a mindblade can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her magus level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 on page 17 of the Core Rulebook).
At 5th level and every 3 levels thereafter, a mindblade can learn a new spell in place of one she already knows, using the same rules as a bard. In effect, the mindblade loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and the new spell must be at least 1 level lower than the highest-level spell the mindblade can cast.
A mindblade need not prepare her spells in advance. She can cast any magus/psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level. A mindblade who takes the spell blending magus arcana selects additional spells from the occultist spell list, rather than wizard, and none of the “blending” magus arcanas grant the spells added to the mindblade’s class list as bonus spells known.
A mindblade in no armor or light armor can cast mindblade spells with thought components without increasing the DC of related concentration checks by 10. Like any other psychic spellcaster, a mindblade wearing medium or heavy armor, or using a shield, has the DC of related concentration checks increase by 10 if the spell in question has a thought component. At 7th level, the mindblade gains proficiency in medium armor and this ability extends to medium armor. At 13th level, the mindblade gains proficiency in heavy armor, and this ability extends to heavy armor.
This ability replaces the magus’s spellcasting, and the medium armor and heavy armor magus class features.
Psychic Pool (Su)
A mindblade gains a psychic pool, similar to a normal magus’s arcane pool. At 1st level, a mindblade can expend 1 point from her psychic pool as a standard action to manifest a light melee weapon of her choice, formed from psychic energy, and by spending 2 points, the mindblade can manifest a one-handed melee weapon. By spending 3 points, she can manifest a two-handed melee weapon, two light melee weapons, a light melee weapon and a 1-handed melee weapon, or a double weapon. This psychic weapon can last indefinitely, but it vanishes if it leaves the mindblade’s hand. The mindblade can dismiss a held psychic weapon as a free action. When a psychic weapon vanishes, the mindblade regains the psychic energy used to create it. She can maintain only combinations of weapons listed above (and thus cannot, for example, manifest two one-handed melee weapons).
At 1st level, a psychic weapon counts as a magic weapon of whatever type the mindblade selected, with a +1 enhancement bonus. At 3rd level and every 3 levels thereafter, the weapon’s enhancement bonus increases by 1, up to maximum of +5 at 12th level. Starting at 5th level, the mindblade can add any of the weapon special abilities listed in the arcane pool class feature in place of these bonuses, although the weapon must maintain at least a +1 bonus to benefit from any weapon special abilities. At 15th and 18th levels, the weapon gains an additional +1 enhancement bonus, which the mindblade can spend only on weapon special abilities.
At 4th level, the mindblade can manifest her weapons as a move action. At 8th level, the mindblade can manifest her weapons with the same effort needed to draw a normal weapon from a shealth.
If the mindblade has two weapons, or a double weapon, she must divide her total enhancement bonus and weapon special abilities between them. Until 3rd level, this means one weapon (or one end of a double weapon) counts as a magical weapon but has no enhancement bonus. From 3rd level on she must maintain at least a +1 enhancement bonus on each weapon (or end of a weapon), and beginning at 9th level she can divide her remaining enhancement bonuses and weapon special abilities as she prefers.
This ability replaces arcane pool, and counts as arcane pool for the purpose of feats, abilities, and class features.
Psychic Access
At 4th level, and again at 7th level and every 4 levels thereafter, the mindblade gains a phrenic amplification drawn from the psychic class feature of the same name. The mindblade uses her psychic pool to power these (rather than a phrenic amplification pool), and treats her mindblade level as her psychic level for all purposes regarding these amplifications.
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