yup, shouldnt be to hard:
Magus
L2:
Arcanist Armament: gain proficiency with light armor and shield, and 3 martial weapons. which count as spell focus for you. When making a melee weapon attack, you can replace the usual attack roll with your spell attack modifier.
Spell-strike: Once per round, when you hit a creature with a melee weapon attack, you can spend an appropriate slot to cast a spell you know on the target. The spell must deal damage and the target of the initial attack replace the target as described in the spell description. The target is considered to have been hit by the spell or having failed its saving throw against it; its suffers both the normal effect of the weapon attack and the effect of the spell. You can use this feature a number of time equal to your proficiency bonus and regain all uses when you complete a short rest.
L6:
Extra attack: Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
L10
Enchant Self: At 10th level, you can spend a spell slot to temporarily replace the damage type of a melee weapon you are holding with a type that appears in another spell in the spells you have prepared. The latter spell must be of the same level as the spell slot you expend and the effect lasts for a number of hours equal to 1 + the level of the spell slot used.
L14:
Spell ravager: When you damage a creature that is concentrating on a spell with a weapon attack, you can spend one use of your Spell-strike to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, the creature loses its concentration, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.