Rage Magus (Apath)

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Unofficial rules compendium
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They say sorcery is instinctual magic. Zog that! If you want instinctual, I'll show you my rage!

Class Features

The rage magus has all the standard magus class features, except as noted below.

Spells

A rage magus casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level. To learn or cast a spell, a rage magus must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a rage magus’s spell is 10 + the spell level + the rage magus’s Charisma modifier. A rage magus can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Rage Magus Spells. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Table: Rage Magus Spells

Level Spells Per Day Spells Known
1st 2nd 3rd 4th 5th 6th Zero 1st 2nd 3rd 4th 5th 6th
1 — — — — — 4 — — — — —
2 2 — — — — — 5 3 — — — — —
3 3 — — — — — 6 4 — — — — —
4 3 1 — — — — 6 4 2 — — — —
5 4 2 — — — — 6 4 3 — — — —
6 4 3 — — — — 6 4 3 — — — —
7 4 3 1 — — — 6 5 4 2 — — —
8 4 4 2 — — — 6 5 4 3 — — —
9 5 4 3 — — — 6 5 4 4 — — —
10 5 4 3 1 — — 6 6 4 4 2 — —
11 5 4 4 2 — — 6 6 4 4 3 — —
12 5 5 4 3 — — 6 6 4 4 4 — —
13 5 5 4 3 1 — 6 6 4 5 4 2 —
14 5 5 4 4 2 — 6 6 4 5 4 3 —
15 5 5 5 4 3 — 6 6 4 5 4 4 —
16 5 5 5 4 3 1 6 6 4 5 5 4 2
17 5 5 5 4 4 2 6 6 5 6 5 4 3
18 5 5 5 5 4 3 6 6 5 6 5 4 4
19 5 5 5 5 5 4 6 6 5 6 5 5 4
20 5 5 5 5 5 5 6 6 5 5 5 5 5

A rage magus’s selection of spells is extremely limited. A rage magus begins play knowing four 0-level spells and two 1st-level spells of the rage magus’s choice. At each new rage magus level, he gains one or more new spells as indicated on Table: Rage Magus Spells . (Unlike spells per day, the number of spells a rage magus knows is not affected by his Charisma score. The numbers on Table: Rage Magus Spells are fixed.)

Upon reaching 5th level, and at every third rage magus level thereafter (8th, 11th, and so on), a rage magus can choose to learn a new spell in place of one he already knows. In effect, the rage magus “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 it must be at least one level lower than the highest-level rage magus spell he can cast. A rage magus may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Cantrips

Rage magi learn a number of cantrips, or 0-level spells, as noted on Table: Rage Magus Spells under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Arcane Pool

A rage magus's arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Charisma modifier. This is otherwise just as the magus' arcane pool.

Eschew Materials

A rage magus gains Eschew Materials as a bonus feat at 1st level.

Spell Fury (Ex)

As a full-round action, a rage magus can make all of his attacks with his melee weapon and can also cast any spell from the magus spell list with a casting time of 1 standard action. He takes a -2 penalty to armor class in any round when he does this.

Weapon Somatics

The rage magus can use a melee weapon to replace the somatic components of any magus spells he casts. This works just like the Still Spell feat, except that the rage magus must be wielding a melee weapon and must be able to use it. Weapon somatics can be used in a grapple, but only of the spellsword would be able to use his weapon to attack (not if wielding a two-handed weapon) and the normal concentration checks to cast spells without somatic components in grapple still apply.

This ability only works with melee weapons held in one or more hands; it is of no use with ranged weapons, natural weapons, spiked armor, or similar weapons that are not held in the hand.

Overspend Power (Su)

At 4th level, the rage magus learns to use his arcane pool to power spells. When out of spell slots of a certain level, the rage magus can still cast such a spell by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). This replaces the spell recall ability normally gained at level 4.

Spontaneous Power (Su)

At 7th level, as a free action, a rage magus can spend 1 point from his arcane pool to be able to cast any spell from the magus spell list as a known spell for one minute. This replaces the knowledge pool ability normally gained at level 7.

Improved Overspend Power (Su)

At 11th level, the rage magus’s ability to overspend on powers using his arcane pool becomes more efficient. Whenever he casts a spell with overspend power, he expends a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1).

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Spells
  • Arcane Pool
  • Spell Recall (lvl 4)
  • Knowledge Pool (lvl 7)