Quick notes:
Arcane Charge - They can cannibalize a spell to gain ½ the arcane power (spell level/2) of the spell. This is usable as a bonus action. Arcane Power cannot increase more than twice your INT modifier.
Spell Recovery - Once per day, on a short rest, they can recover spell slots equal to a wizard of the same level.
This could be used to charge-up on Arcane Power at the start of the day (by taking a "slightly longer" long rest) and going a bit more nova. Could be useful at low-to-mid levels.
Arcane Power- Number of Arcane Power points equal to INT modifier
Having something so crucial (and powerful) to the class be equal to a stat mod can lead to some wonky things with regards to character creation (will probably never be an issue in actual play, this is more of a "design for everyone else" issue - basically, ignore it, I don't know why I need to say these things...)
Seems potentially VERY powerful at lower levels - may be fine in play. Very cool in any case. The fact that it uses no action could lead to some problems with regards to the number of spells cast in a round... (i.e. have
haste, use the "extra attack", cast "free" spell from this, one regular action spell, and one bonus action spell = lots of spells!)
VERY powerful - but at these levels, meh. Have at it!
I'd love to play this class. I'm hearing the FF victory music in my head right now!
3. Willing Shield- As a bonus action when you use Magic Warrior, you create a shield surrounding your body. This shield has temporary HP equal to your level. Once this takes damage enough to destroy it, all roll over damage carries over to the Magus’ HP. This requires no Arcane Power to use. Must be 3rd level to chose.
Why the wonky wording? Why not just give them THP?
This could be confusing with regards to effects that depend on "damage" such as poison, disease, etc. Basically, if the attack has riders but doesn't break the shield, are those riders negated as well?
5. Change Element- For the cost of 1 APP, you can change the element of a spell you are about to cast. Anything that is terrain dependent may adjust, however, just about any evocation spell can be changed. IE burning hands to deal cold damage.
This is one of those - may have no real impact other than coolness or be game breakingly powerful - effects depending upon the campaign...
6. Defensive- For 1 APP, you can cast mage armor or shield, even if you do not have it prepared.
Not 100% on if this casts the spell, or simply allows you the possibility to cast it. (leaning latter, but not 100%)
... done. It's a cool list of powers, I just don't feel like doing this anymore.
