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The Price of Power (creating new classes for homebrew setting, need input)
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<blockquote data-quote="Arkhandus" data-source="post: 3558677" data-attributes="member: 13966"><p>And for reference, this is the closest thing I've ever made to such a spellcaster, the Magus. I never quite got to playtest it, but it's at least reasonably close to balanced (only real hitch to that is the Heal spell's massive amount of healing). It may give some ideas anyway, as I did base its spellcasting off of paying HP to cast.</p><p></p><p>They channel their own life force to harness arcane magic, but it's not a permanent sacrifice, and the life force they expend is just a medium to draw in and control the arcane energies they harness, not a direct conversion to arcane energies. For reference, Vitality is essentially Hit Points; this class was made for a slightly grittier D&D where HP was kinda divided; Constitution determines Health, and Vitality from hit dice and Con modifier represents just stamina and fighting ability, and there are penalties for going low on either. The Magi's spell list was identical to the Sorcerer's, and was my replacement for the Sorcerer in that setting. I never quite got around to detailing the Magus' background stuff.</p><p></p><p>[sblock]<strong>The Magus</strong></p><p>The magus is also called the life mage, ecomancer, spirit mage, or spectral mage. They use their own life-force to power spells.</p><p></p><p><strong>Game Rule Information</strong></p><p>Magi have the following game statistics.</p><p><strong>Abilities:</strong> Intelligence determines how powerful a spell a magus can cast, how many spells the magus knows, and how hard those spells are to resist. To cast a spell, a magus must have an Intelligence score of at least 10 + the spell’s level. A magus gets bonus spells based on Intelligence, but in a different way than other spellcasters. The Difficulty Class of a saving throw against a magus’ spell is 10 + the spell’s level + the magus’ Intelligence modifier. Intelligence is also important for several of a magus’ class skills. Constitution determines how much Vitality and Health the magus has, which is important to them since the number of spells they can cast each day depends on their Health and Vitality. Since magi tend to get involved in melee combat more often than other spellcasters, high Strength and Dexterity scores can be extremely helpful for some magi, and a high Constitution becomes even more important for such magi.</p><p><strong>Alignment:</strong> Any.</p><p><strong>Hit Die:</strong> d10.</p><p></p><p><strong>Class Skills</strong></p><p>The magus’ class skills (and the key ability for each skill) are Alchemy (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive), Spellcraft (Int), and Swim (Str).</p><p><strong>Skill Points at 1st Level:</strong> (4 + Int modifier) x 4.</p><p><strong>Skill Points at Each Additional Level:</strong> 4 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the magus.</p><p><strong>Weapon and Armor Proficiency:</strong> A magus is proficient with all simple and martial weapons. Armor and shields interfere quite a bit with a magus’ ability to cast spells that have somatic components, so magi tend to refrain from using any armor or shields. However, some magi who are particularly skilled in battle will gain proficiency with armor and shields so that they can fight more effectively, even though it decreases the success rate of the spells they attempt to cast.</p><p></p><p><strong>Spells:</strong> A magus casts arcane spells from the Magus Spell List (see below). He casts these spells without needing to memorize them beforehand or keep a spellbook. The number of spells a magus knows are determined by his class level, as shown in the Magus Spells Known table. Magi do not have spell slots like other spellcasters do, and instead of using up spell slots to cast spells, magi expend small amounts of life-force. Thus, whenever a magus begins to cast a spell, his current Vitality is reduced by a number of points equal to 1 + the spell’s level (or it’s effective level, if modified by metamagic; though magus spells still have the same limits to their effective levels as those of any other spellcaster). If the spell’s level or effective level is 3rd or higher, then for every 4 levels or effective levels of the spell (considering metamagic adjustments to required spell slot, which function for a magus as simply an equivalent increase in Vitality or Health cost), the magus may instead reduce their current Health by 1 point, in place of the 4 Vitality they would have otherwise spent for the spell. Note that these reductions in Health and Vitality do not count as actual damage, and thus the magus does not begin to bleed to death after spending Health to cast a spell; however, they still suffer all the normal penalties and restrictions inherent to having their current Health or Vitality reach certain points, they just don’t begin bleeding to death after spending Health to cast a spell, because they pay in life-force rather than actually being injured. Note that the magus can also be healed after casting spells, such as a friendly cleric casting Cure Light Wounds upon the magus, and thus be able to cast more spells afterward, in such events. Also, a magus cannot cast any further spells if they would reduce either his Health or Vitality below 1 point; the magus cannot willingly, or even accidentally, cast so many spells to where they would kill him or knock him unconscious. However, due to the special way in which they cast their spells, the number of spells a magus can cast each day is limited only by their Health and Vitality and the amount of healing they receive that day. Magi receive bonus spells for high Intelligence, and to cast a spell a magus must have an Intelligence score at least equal to 10 + the level of the spell. Note however that due to the special way in which magi cast spells, their bonus spells for high Intelligence instead affect the number of spells the magus learns of any given spell level at the time they gain access to it, rather than allowing them to cast more spells per day; this is a special exception for the magus, since magi don’t have spell slots and cast their spells differently. The Difficulty Class for a saving throw against a magus’ spell is 10 + the spell’s level + the magus’ Intelligence modifier.</p><p></p><p><strong>Summon Familiar:</strong> A magus can call a familiar, which is different from that of a wizard’s or sorcerer’s familiar. Doing so takes a day and uses up magical materials that cost 100 gp. A familiar is a magical, unusually tough, and intelligent version of a small animal. It is a magical beast, not an animal. The magus chooses the type of familiar he gets. As the magus increases in level, his familiar also increases in power. If the familiar dies, or if the magus chooses to dismiss it, the magus must attempt a Fortitude saving throw against DC 15. If the saving throw fails, the magus loses 200 experience points per class level. A successful saving throw reduces the loss to half that amount. However, a magus’ experience point total can never go below zero as the result of a familiar’s demise. A slain or dismissed familiar cannot be replaced for a year and a day. Slain familiars can be raised from the dead just as characters can be, but do not lose levels or Constitution points when this happy event occurs. A magus’ familiar is just like a sorcerer’s or wizard’s familiar, except that the animals the magus can choose as familiars are somewhat different and more powerful, gaining a few additional traits. A magus’ familiar can be chosen from among the following special creatures.</p><p></p><p><em>Spectral Bat:</em> Same as bat familiar, but has +4 higher Strength, and also grants master +6 to Listen.</p><p><em>Spectral Lynx:</em> Same as cat familiar, but has +2 higher Strength and Dexterity, also has a +4 racial bonus on Listen checks, and also grants master +4 to Listen and Move Silently instead of just +2 Move Silently.</p><p><em>Spectral Falcon:</em> Same as hawk familiar, but has +2 higher Strength and Dexterity, and also grants master +6 to Spot checks in any light at least so bright as torchlight.</p><p><em>Spectral Owl:</em> Same as owl familiar, but has +2 higher Strength and Dexterity, and also grants master +2 to Concentration.</p><p><em>Spectral Fox:</em> Same as rat familiar, but has +4 higher Strength, and also grants master +4 to Fortitude instead of just +2 to Fortitude.</p><p><em>Spectral Raven:</em> Same as raven familiar, but has +4 higher Strength, and also grants master +2 to Search and Spot.</p><p><em>Spectral Serpent:</em> Same as tiny snake familiar, but has +4 higher Strength, and also grants master +2 to Hide and Move Silently.</p><p><em>Spectral Salamander:</em> Same as toad familiar, but has +4 higher Dexterity, and also grants master +2 to Swim and Fortitude, as well as granting its master +6 hit points, instead of granting its master +2 Constitution.</p><p><em>Spectral Ferret:</em> Same as weasel familiar, but has +2 higher Strength and Dexterity, and also grants master +4 to Reflex instead of just +2 to Reflex.</p><p></p><p><strong>Familiar's Spirit:</strong> All magus familiars are strong in spirit, allowing them to apply any armor, natural armor, and enhancement AC bonuses of theirs against attacks from incorporeal creatures. They are also able to strike incorporeal creatures as though wielding magical weapons, regardless of what attacks they use, and they ignore the 50% chance of failing to affect incorporeal creatures with weapons, natural weapons, unarmed strikes, and so on. Additionally, the familiar gains immunity to fear effects.</p><p></p><p><strong>Familiar's Augmentation:</strong> At 9th-level, the magus’ familiar magically develops increased capabilities, permanently granting the familiar a +2 inherant bonus to all six ability scores, and also granting the familiar a permanent +3 enhancement bonus to attack and damage with its natural weapons and unarmed strikes, as well as a permanent +3 enhancement bonus to the familiar's natural armor to AC. Also, the familiar's enhancement bonus to natural weapons and unarmed strikes also carries over to grapple check damage, melee touch attack rolls, and other non-weapon melee attack rolls, but does not affect actual grapple checks nor the damage of other melee attacks (only unarmed strike, natural weapon, and grapple check damage).</p><p></p><p><strong>Familiar's Spellcasting:</strong> Upon reaching 15th-level, the magus’ familiar gains the ability to cast spells. The familiar then casts spells just like its magus master does, knowing all of its master's magus spells up to the 3rd spell level and able to cast any of those spells just like the magus, but expending its own Vitality and Health instead. Magus familiars expend an additional 2 Vitality per magus spell they cast, and the familiar uses its own Intelligence score for determining save DCs, while the familiar also counts as a caster of its master’s caster level. The familiar does not gain any of the magus’ other feats, class features, or abilities, except that at 19th-level the familiar can henceforth use any of its master's feats that apply to magus spellcasting, except for item creation feats.</p><p></p><p><strong>Bonus Feats:</strong> At 5th-level and every four levels following that, the magus gains a bonus feat. These feats are in addition to those gained from normal level advancement. Each of these feats must be either a metamagic feat or chosen from the following list: Ambidexterity, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Deflect Arrows, Dodge, Exotic Weapon Proficiency**, Expertise, Far Shot, Great Cleave, Improved Bull Rush, Improved Critical**, Improved Disarm, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Ride-By Attack, Shield Proficiency, Shot On The Run, Spell Focus***, Spell Penetration, Spirited Charge, Spring Attack, Stunning Fist, Sunder, Toughness*, Trample, Two-Weapon Fighting, Weapon Finesse**, Weapon Focus**, and Whirlwind Attack. Feats marked with an asterisk (*) may be taken more than once; feats with two asterisks (**) may also be taken more than once, but a different weapon must be chosen each additional time that any particular one of those feats is taken; and feats with three asterisks (***) may also be taken more than once, but a different school of magic must be chosen each additional time that any particular one of those feats is taken.</p><p>[CODE][I][U]The Magus:[/U]</p><p>Class Attack Fort. Ref. Will</p><p>Level Bonus Save Save Save Special[/I]</p><p>1 +0 +0 +0 +2 Summon Familiar</p><p>2 +1 +0 +0 +3</p><p>3 +2 +1 +1 +3</p><p>4 +3 +1 +1 +4</p><p>5 +3 +1 +1 +4 Bonus Feat</p><p>6 +4 +2 +2 +5</p><p>7 +5 +2 +2 +5</p><p>8 +6/+1 +2 +2 +6</p><p>9 +6/+1 +3 +3 +6 Bonus Feat</p><p>10 +7/+2 +3 +3 +7</p><p>11 +8/+3 +3 +3 +7</p><p>12 +9/+4 +4 +4 +8</p><p>13 +9/+4 +4 +4 +8 Bonus Feat</p><p>14 +10/+5 +4 +4 +9</p><p>15 +11/+6/+1 +5 +5 +9</p><p>16 +12/+7/+2 +5 +5 +10</p><p>17 +12/+7/+2 +5 +5 +10 Bonus Feat</p><p>18 +13/+8/+3 +6 +6 +11</p><p>19 +14/+9/+4 +6 +6 +11</p><p>20 +15/+10/+5 +6 +6 +12[/CODE]</p><p></p><p>[CODE][I]Magus Spells Known:</p><p>[B]Class Spells Known</p><p>Level 0 1 2 3 4 5 6 7 8 9[/B][/I]</p><p>1 4 2 - - - - - - - -</p><p>2 5 3 - - - - - - - -</p><p>3 5 4 1 - - - - - - -</p><p>4 6 5 2 - - - - - - -</p><p>5 6 5 3 1 - - - - - -</p><p>6 6 5 4 2 - - - - - -</p><p>7 7 5 4 3 1 - - - - -</p><p>8 7 6 5 3 2 - - - - -</p><p>9 7 6 5 4 3 1 - - - -</p><p>10 7 7 6 4 3 2 - - - -</p><p>11 7 7 6 4 3 3 1 - - -</p><p>12 7 7 6 5 4 3 2 - - -</p><p>13 7 7 6 5 4 4 3 1 - -</p><p>14 7 7 7 5 5 4 3 2 - -</p><p>15 7 7 7 6 5 4 3 3 1 -</p><p>16 7 7 7 6 5 5 4 3 2 -</p><p>17 7 7 7 6 5 5 4 4 3 1</p><p>18 7 7 7 6 6 5 5 4 3 2</p><p>19 7 7 7 6 6 5 5 4 4 3</p><p>20 7 7 7 6 6 5 5 5 4 4[/CODE][/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3558677, member: 13966"] And for reference, this is the closest thing I've ever made to such a spellcaster, the Magus. I never quite got to playtest it, but it's at least reasonably close to balanced (only real hitch to that is the Heal spell's massive amount of healing). It may give some ideas anyway, as I did base its spellcasting off of paying HP to cast. They channel their own life force to harness arcane magic, but it's not a permanent sacrifice, and the life force they expend is just a medium to draw in and control the arcane energies they harness, not a direct conversion to arcane energies. For reference, Vitality is essentially Hit Points; this class was made for a slightly grittier D&D where HP was kinda divided; Constitution determines Health, and Vitality from hit dice and Con modifier represents just stamina and fighting ability, and there are penalties for going low on either. The Magi's spell list was identical to the Sorcerer's, and was my replacement for the Sorcerer in that setting. I never quite got around to detailing the Magus' background stuff. [sblock][B]The Magus[/B] The magus is also called the life mage, ecomancer, spirit mage, or spectral mage. They use their own life-force to power spells. [B]Game Rule Information[/B] Magi have the following game statistics. [B]Abilities:[/B] Intelligence determines how powerful a spell a magus can cast, how many spells the magus knows, and how hard those spells are to resist. To cast a spell, a magus must have an Intelligence score of at least 10 + the spell’s level. A magus gets bonus spells based on Intelligence, but in a different way than other spellcasters. The Difficulty Class of a saving throw against a magus’ spell is 10 + the spell’s level + the magus’ Intelligence modifier. Intelligence is also important for several of a magus’ class skills. Constitution determines how much Vitality and Health the magus has, which is important to them since the number of spells they can cast each day depends on their Health and Vitality. Since magi tend to get involved in melee combat more often than other spellcasters, high Strength and Dexterity scores can be extremely helpful for some magi, and a high Constitution becomes even more important for such magi. [B]Alignment:[/B] Any. [B]Hit Die:[/B] d10. [B]Class Skills[/B] The magus’ class skills (and the key ability for each skill) are Alchemy (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive), Spellcraft (Int), and Swim (Str). [B]Skill Points at 1st Level:[/B] (4 + Int modifier) x 4. [B]Skill Points at Each Additional Level:[/B] 4 + Int modifier. [B]Class Features[/B] All of the following are class features of the magus. [B]Weapon and Armor Proficiency:[/B] A magus is proficient with all simple and martial weapons. Armor and shields interfere quite a bit with a magus’ ability to cast spells that have somatic components, so magi tend to refrain from using any armor or shields. However, some magi who are particularly skilled in battle will gain proficiency with armor and shields so that they can fight more effectively, even though it decreases the success rate of the spells they attempt to cast. [B]Spells:[/B] A magus casts arcane spells from the Magus Spell List (see below). He casts these spells without needing to memorize them beforehand or keep a spellbook. The number of spells a magus knows are determined by his class level, as shown in the Magus Spells Known table. Magi do not have spell slots like other spellcasters do, and instead of using up spell slots to cast spells, magi expend small amounts of life-force. Thus, whenever a magus begins to cast a spell, his current Vitality is reduced by a number of points equal to 1 + the spell’s level (or it’s effective level, if modified by metamagic; though magus spells still have the same limits to their effective levels as those of any other spellcaster). If the spell’s level or effective level is 3rd or higher, then for every 4 levels or effective levels of the spell (considering metamagic adjustments to required spell slot, which function for a magus as simply an equivalent increase in Vitality or Health cost), the magus may instead reduce their current Health by 1 point, in place of the 4 Vitality they would have otherwise spent for the spell. Note that these reductions in Health and Vitality do not count as actual damage, and thus the magus does not begin to bleed to death after spending Health to cast a spell; however, they still suffer all the normal penalties and restrictions inherent to having their current Health or Vitality reach certain points, they just don’t begin bleeding to death after spending Health to cast a spell, because they pay in life-force rather than actually being injured. Note that the magus can also be healed after casting spells, such as a friendly cleric casting Cure Light Wounds upon the magus, and thus be able to cast more spells afterward, in such events. Also, a magus cannot cast any further spells if they would reduce either his Health or Vitality below 1 point; the magus cannot willingly, or even accidentally, cast so many spells to where they would kill him or knock him unconscious. However, due to the special way in which they cast their spells, the number of spells a magus can cast each day is limited only by their Health and Vitality and the amount of healing they receive that day. Magi receive bonus spells for high Intelligence, and to cast a spell a magus must have an Intelligence score at least equal to 10 + the level of the spell. Note however that due to the special way in which magi cast spells, their bonus spells for high Intelligence instead affect the number of spells the magus learns of any given spell level at the time they gain access to it, rather than allowing them to cast more spells per day; this is a special exception for the magus, since magi don’t have spell slots and cast their spells differently. The Difficulty Class for a saving throw against a magus’ spell is 10 + the spell’s level + the magus’ Intelligence modifier. [B]Summon Familiar:[/B] A magus can call a familiar, which is different from that of a wizard’s or sorcerer’s familiar. Doing so takes a day and uses up magical materials that cost 100 gp. A familiar is a magical, unusually tough, and intelligent version of a small animal. It is a magical beast, not an animal. The magus chooses the type of familiar he gets. As the magus increases in level, his familiar also increases in power. If the familiar dies, or if the magus chooses to dismiss it, the magus must attempt a Fortitude saving throw against DC 15. If the saving throw fails, the magus loses 200 experience points per class level. A successful saving throw reduces the loss to half that amount. However, a magus’ experience point total can never go below zero as the result of a familiar’s demise. A slain or dismissed familiar cannot be replaced for a year and a day. Slain familiars can be raised from the dead just as characters can be, but do not lose levels or Constitution points when this happy event occurs. A magus’ familiar is just like a sorcerer’s or wizard’s familiar, except that the animals the magus can choose as familiars are somewhat different and more powerful, gaining a few additional traits. A magus’ familiar can be chosen from among the following special creatures. [I]Spectral Bat:[/I] Same as bat familiar, but has +4 higher Strength, and also grants master +6 to Listen. [I]Spectral Lynx:[/I] Same as cat familiar, but has +2 higher Strength and Dexterity, also has a +4 racial bonus on Listen checks, and also grants master +4 to Listen and Move Silently instead of just +2 Move Silently. [I]Spectral Falcon:[/I] Same as hawk familiar, but has +2 higher Strength and Dexterity, and also grants master +6 to Spot checks in any light at least so bright as torchlight. [I]Spectral Owl:[/I] Same as owl familiar, but has +2 higher Strength and Dexterity, and also grants master +2 to Concentration. [I]Spectral Fox:[/I] Same as rat familiar, but has +4 higher Strength, and also grants master +4 to Fortitude instead of just +2 to Fortitude. [I]Spectral Raven:[/I] Same as raven familiar, but has +4 higher Strength, and also grants master +2 to Search and Spot. [I]Spectral Serpent:[/I] Same as tiny snake familiar, but has +4 higher Strength, and also grants master +2 to Hide and Move Silently. [I]Spectral Salamander:[/I] Same as toad familiar, but has +4 higher Dexterity, and also grants master +2 to Swim and Fortitude, as well as granting its master +6 hit points, instead of granting its master +2 Constitution. [I]Spectral Ferret:[/I] Same as weasel familiar, but has +2 higher Strength and Dexterity, and also grants master +4 to Reflex instead of just +2 to Reflex. [B]Familiar's Spirit:[/B] All magus familiars are strong in spirit, allowing them to apply any armor, natural armor, and enhancement AC bonuses of theirs against attacks from incorporeal creatures. They are also able to strike incorporeal creatures as though wielding magical weapons, regardless of what attacks they use, and they ignore the 50% chance of failing to affect incorporeal creatures with weapons, natural weapons, unarmed strikes, and so on. Additionally, the familiar gains immunity to fear effects. [B]Familiar's Augmentation:[/B] At 9th-level, the magus’ familiar magically develops increased capabilities, permanently granting the familiar a +2 inherant bonus to all six ability scores, and also granting the familiar a permanent +3 enhancement bonus to attack and damage with its natural weapons and unarmed strikes, as well as a permanent +3 enhancement bonus to the familiar's natural armor to AC. Also, the familiar's enhancement bonus to natural weapons and unarmed strikes also carries over to grapple check damage, melee touch attack rolls, and other non-weapon melee attack rolls, but does not affect actual grapple checks nor the damage of other melee attacks (only unarmed strike, natural weapon, and grapple check damage). [B]Familiar's Spellcasting:[/B] Upon reaching 15th-level, the magus’ familiar gains the ability to cast spells. The familiar then casts spells just like its magus master does, knowing all of its master's magus spells up to the 3rd spell level and able to cast any of those spells just like the magus, but expending its own Vitality and Health instead. Magus familiars expend an additional 2 Vitality per magus spell they cast, and the familiar uses its own Intelligence score for determining save DCs, while the familiar also counts as a caster of its master’s caster level. The familiar does not gain any of the magus’ other feats, class features, or abilities, except that at 19th-level the familiar can henceforth use any of its master's feats that apply to magus spellcasting, except for item creation feats. [B]Bonus Feats:[/B] At 5th-level and every four levels following that, the magus gains a bonus feat. These feats are in addition to those gained from normal level advancement. Each of these feats must be either a metamagic feat or chosen from the following list: Ambidexterity, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Deflect Arrows, Dodge, Exotic Weapon Proficiency**, Expertise, Far Shot, Great Cleave, Improved Bull Rush, Improved Critical**, Improved Disarm, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Ride-By Attack, Shield Proficiency, Shot On The Run, Spell Focus***, Spell Penetration, Spirited Charge, Spring Attack, Stunning Fist, Sunder, Toughness*, Trample, Two-Weapon Fighting, Weapon Finesse**, Weapon Focus**, and Whirlwind Attack. Feats marked with an asterisk (*) may be taken more than once; feats with two asterisks (**) may also be taken more than once, but a different weapon must be chosen each additional time that any particular one of those feats is taken; and feats with three asterisks (***) may also be taken more than once, but a different school of magic must be chosen each additional time that any particular one of those feats is taken. [CODE][I][U]The Magus:[/U] Class Attack Fort. Ref. Will Level Bonus Save Save Save Special[/I] 1 +0 +0 +0 +2 Summon Familiar 2 +1 +0 +0 +3 3 +2 +1 +1 +3 4 +3 +1 +1 +4 5 +3 +1 +1 +4 Bonus Feat 6 +4 +2 +2 +5 7 +5 +2 +2 +5 8 +6/+1 +2 +2 +6 9 +6/+1 +3 +3 +6 Bonus Feat 10 +7/+2 +3 +3 +7 11 +8/+3 +3 +3 +7 12 +9/+4 +4 +4 +8 13 +9/+4 +4 +4 +8 Bonus Feat 14 +10/+5 +4 +4 +9 15 +11/+6/+1 +5 +5 +9 16 +12/+7/+2 +5 +5 +10 17 +12/+7/+2 +5 +5 +10 Bonus Feat 18 +13/+8/+3 +6 +6 +11 19 +14/+9/+4 +6 +6 +11 20 +15/+10/+5 +6 +6 +12[/CODE] [CODE][I]Magus Spells Known: [B]Class Spells Known Level 0 1 2 3 4 5 6 7 8 9[/B][/I] 1 4 2 - - - - - - - - 2 5 3 - - - - - - - - 3 5 4 1 - - - - - - - 4 6 5 2 - - - - - - - 5 6 5 3 1 - - - - - - 6 6 5 4 2 - - - - - - 7 7 5 4 3 1 - - - - - 8 7 6 5 3 2 - - - - - 9 7 6 5 4 3 1 - - - - 10 7 7 6 4 3 2 - - - - 11 7 7 6 4 3 3 1 - - - 12 7 7 6 5 4 3 2 - - - 13 7 7 6 5 4 4 3 1 - - 14 7 7 7 5 5 4 3 2 - - 15 7 7 7 6 5 4 3 3 1 - 16 7 7 7 6 5 5 4 3 2 - 17 7 7 7 6 5 5 4 4 3 1 18 7 7 7 6 6 5 5 4 3 2 19 7 7 7 6 6 5 5 4 4 3 20 7 7 7 6 6 5 5 5 4 4[/CODE][/sblock] [/QUOTE]
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