Cantrip Expansion (Feat 2)
Magus
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A greater understanding of your magic broadens your range of simple spells. You can prepare two additional cantrips each day.
Enhanced Familiar (Feat 2)
Magus
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Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two. If your arcane thesis is improved familiar attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
Expansive Spellstrike (Feat 2)
Magus
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Prerequisites Spellstrike
You've adapted a wider array of spells to work with your attacks. Rather than needing to use a spell that has a spell attack roll for a Spellstrike, you can use a harmful spell that can target a creature or that has an area of a burst, cone, or line (abiding by any other restrictions of Spellstrike). When you Cast a Spell that doesn't have a spell attack roll as part of a Spellstrike, it works in the following ways.
- If your Strike critically fails, the spell is lost with no effect.
- Creatures use their normal defenses against the spell, such as saving throws.
- If the spell lets you select a number of targets, it instead targets only the creature you attacked with your Strike.
- If the spell has an area, the target must be in that area. A burst is centered on a corner of the target's square, or the square corner closest to the center of the target, if the target is Large or larger; you choose the corner if more than one is eligible. A cone or line emits from you and must include the target; if you're not adjacent to the target (using a reach weapon or starlit span, for example), choose any square adjacent to the target as the source. The spell affects all creatures in the area as normal, but the Strike still targets only one creature.
Force Fang (Feat 2)
Magus
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Prerequisites focus pool
You can turn your attack into an unerring blur of force. You learn the force fang conflux spell. Increase the number of Focus Points in your focus pool by 1.
Spell Parry [A] (Feat 2)
Magus
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Requirements You have one or more hands free
You infuse magical power into your body or armaments to parry both physical and magical assaults. You raise your guard, gaining a +1 circumstance bonus to AC and to saving throws against spells that target you until the start of your next turn, as long as you continue to meet the requirements.
Spirit Sheath (Feat 2)
Magus
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Conjuration
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Arcane
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You've magically constructed an extradimensional sheath for your weapon that you access through your clothing, typically through a pocket, sleeve, or seam. This sheath is hard to notice, granting a +2 circumstance bonus to your Stealth checks to Conceal an Item within it. A spirit sheath can hold only one weapon at a time, and the weapon must be 1 Bulk or less.
During a Spellstrike, you can Interact to draw the weapon before you Cast the Spell. You can draw or return a weapon in a spirit sheath as an Interact action, as can anyone else holding or wearing the clothing that contains the sheath. A dispel magic spell or similar effect can be used against the spirit sheath to expel the weapon. The counteract check is made against your spell DC and uses the sheath's counteract level of 1. The weapon is also expelled if you become unconscious.
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