Rage Magus (Apath)

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Unofficial rules compendium

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

This archetype is to the sorcerer and barbarian what the normal magus is to the wizard and fighter.

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’ spell is 10 + the spell level + the rage magus’ 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).

A rage magus' 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’ 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.

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

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' arcane pool has a number of points equal to ½ his magus level (minimum 1) + his Charisma modifier. It is otherwise the same as the magus' arcane pool.

Eschew Materials

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

Spell Rage (Ex)

A rage magus can call upon inner reserves of strength and ferocity, granting him additional combat prowess and allowing him to combine magic and weapon combat. Starting at 1st level, a rage magus can spell rage for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st, he can spell rage for 2 additional rounds. Temporary increases to Charisma, such as those gained from spell rage and spells like eagle's splendor, do not increase the total number of rounds that a rage magus can spell rage per day. A rage magus can enter spell rage as a free action. The total number of rounds of spell rage per day is renewed when preparing spells for the day.

While in spell rage, a rage magus gains a +4 morale bonus to his Strength and Charisma. In addition, he takes a –2 penalty to Armor Class. While in spell rage, a rage magus cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that takes a full round or more to complete.

A rage magus can end his spell rage as a free action and is fatigued after spell rage for a number of rounds equal to 2 times the number of rounds spent in the spell rage. A rage magus cannot enter a new spell rage while fatigued or exhausted but can otherwise enter spell rage multiple times during a single encounter or combat. If a rage magus falls unconscious, his spell rage immediately ends.

This replaces the spell combat ability.

Spell Fury (Ex)

While in spell rage a rage magus cast spells and wield his weapons at the same time. As a full-round action, he can make all of his attacks with his melee weapon(s) at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Charisma bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Weapon Somatics

The rage magus can use a melee weapon to replace the somatic components of any magus spell he casts. This works just like the Still Spell feat, except that the rage magus must be wielding one (or more) 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.

Rage Arcana (Ex)

As he gains levels, a rage magus learns arcane secrets tailored to his specific way of blending rage and magic. Starting at 3rd level, a rage magus gains one magus arcana or rage power. He gains an additional magus arcana or rage power for every two levels of rage magus attained after 3rd level. Unless specifically noted in it’s description, a rage magus cannot select a particular magus arcana or rage power more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. Count rage magus levels as barbarian levels for the purpose of learning and using rage powers.

Unlike a magus but like a barbarian, a rage magus can only use magus arcana or rage powers when in a spell rage. Replace all reference to rage in power descriptions with spell rage.

A rage magus can learn the following feats as if he had the Magus Arcana and Rage class abilities of a magus and barbarian of his class level. Extra Arcana, Extra Rage (The bonus applies to daily rounds of spell rage), Extra Rage Power.

This replaces the magus arcana, bonus feats, and fighter training abilities.

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.

Arcane Fast Movement (Ex)

At 7th level, a rage magus' speed is faster than the norm by +10 feet. This benefit applies to all forms of movement, including those gained by magic, but only when he is wearing no armor or light armor and not carrying more than a light load. This bonus does not stack with similar abilities gained from other sources, in particular the barbarian Fast Movement class ability. Arcane fast movement replaces the medium armor ability.

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 Spell Fury (Ex)

At 8th level, the rage magus’s ability to cast spells when raging improves. When in a spell rage, the rage magus receives a +2 circumstance bonus on concentration checks. This replaces the improved spell combat ability.

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 ½ the spell’s level (minimum 1). This replaces the improved spell recall ability.

Greater Spell Rage (Ex)

At 13th level, when a rage magus enters spell rage, the morale bonus to his Strength and Charisma increases to +6. This replaces the heavy armor ability.

Greater Spell Fury (Ex)

At 14th level, the rage magus gains the ability to seamlessly cast spells in a rage. Whenever he uses the spell fury ability, his concentration check bonus equals double the amount of the attack penalty taken. This replaces the greater spell combat ability.

True Spell Rage (Ex)

At 20th level, a rage magus no longer becomes fatigued at the end of a spell rage. This replaces the true magus ability.

Summary of Changed Class Abilities

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

  • Spells
  • Arcane Pool
  • Spell Combat
  • Magus Arcana
  • Spell Recall
  • Bonus Feats
  • Knowledge Pool
  • Medium Armor
  • Improved Spell Combat
  • Fighter Training
  • Improved Spell Recall
  • Heavy Armor
  • Greater Spell Combat
  • True Magus