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You will lose your chance to get the free product of the week.One-click unsubscribe later if you don't enjoy the newsletter. Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. In Pathfinder, is it possible to create an item using the Craft Wondrous Item feat, that provides a skill bonus to Spellcraft for creating magic items? As far as cost goes, I think 2,000 gp to 5,000 gp would be appropriate assuming it only applies to Spellcraft for creating magic items (versus say identifying a spell).
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What are some tips for battling forearm fatigue for performing long passages of fast notes (keyboard)? If async-await doesn't create any additional threads, then how does it make applications responsive? Magical Capability: Intelligence-based Prepared Arcane spells, on the Studious progression, from the Magus' Spell List. Maguses are granted the ability to cast Intelligence-based Prepared Arcane spells from the Magus Spell List, and follow the Studious progression to determine how many Spells Per Day they have. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. A magus may know any number of spells, but may not simply cast or prepare them from memory (except for the Read Magic spell). Any spellcaster must have at least one hand free when casting spells with somatic components (no weapon, shield, or other item). A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level spells of his choice.
Spells gained as a magus levels are entered into a spellbook for free, but other spells cost money to enter into a spellbook as the materials used to scribe the arcane writings into a spellbook are expensive.
For more information on spellbooks, and magic in general, see the Magic chapter of the Pathfinder CRB.
The Magus is granted a number of mana points, equal to ? his Magus level + his Intelligence modifier, for use exclusively with his special abilities.
Characters that gain mana from multiple classes do not stack their mana values, or gain the ability to use mana granted from one class on abilities from another class. At level 1, the Magus gains the ability to cast spells in their free hand while making attacks with a light or one-handed weapon. In order to do this, the Magus must use a full-round action to make all of their attacks with their melee weapon in one hand and cast one spell with the other.
A Magus may choose to cast their spell either first or last, but may not place the casting of the spell in between melee attacks.
At level 2, whenever the Magus casts a spell with a range of Touch (but not Ranged Touch), they may deliver this spell through any weapon they are presently wielding as part of a melee attack.

If the Magus makes this attack in concert with Spellsword, this melee attack takes all the normal attack roll penalties accrued by the Spellsword ability.
At level 4, the Magus gains the ability to apply magical enhancements to magical weapons at will.
This lasts until, as another swift action, the Magus reclaims the mana they have projected into their weapon, returning it to its unaltered state, or until 1 + MAMod rounds pass; if the time limit passes, this mana is considered used and may not be reclaimed, but the weapon will return to its previous unaltered state.
For example, a Magus uses Instilled Powers to change a +1 Longsword into a +4 Dancing Longsword. In this manner, it is possible to use the weapon with its enhancements for up to 1 + MAMod rounds at a time, then reclaim the 4 mana he projected into the weapon, wait until his next round, and then repeat the process starting on the following round. The abilities available to Instilled Powers are limited to an enhancement bonus of +1 at level 4. See the Instilled Powers List for the entire list of the magus' basic instilled powers and advanced instilled powers. At level 5, the magus may ignore the arcane spell failure chance of light armors that would normally apply when casting an arcane spell with a somatic component. At level 6, the magus may select an Advanced power from the Instilled Powers list and apply this new power through Instilled Powers. At level 8, the magus gains a +2 circumstance bonus to their concentration checks when using Spellsword, in addition to any other bonuses granted for casting defensively.
At level 8, and every three levels thereafter, the magus finds a new and creative way to utilize his skills.
At level 14, the magus' circumstance bonus to their concentration checks when using Spellsword becomes twice that of their attack roll penalty. The Difficulty Class (DC) for a saving throw against a wizard's spell is 10 + the spell leve + the wizard's Intelligence score. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook (see Spellbooks below).
The magus also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. Each time a character attains a new magus level, he gains two spells of his choice to add to his spellbook. He cannot prepare any spell not recorded in his spellbook, except for Read Magic which all magi can prepare from memory. Each spell takes up 1 page per spell level, and 0-level spells take up one page each as well. A 0-level spell costs 5gp; each other level costs an amount of gold pieces equal to the spell's level squared times ten (such that a level 1 spell costs 10gp, a level 2 costs 40gp, a level 3 costs 90gp, and so on).
This functions in the same manner as Two-Weapon Fighting, though it does not incur precisely the same penalties.
The spell may not have a casting time any longer than a Standard action unless it is started on the Magus' previous round.

If the Magus decides to cast defensively, they can take an additional penalty to their attack rolls, up to their MAMod, and add the same amount as a circumstance bonus to their concentration check. Instead of the free melee attack usually allowed to deliver the spell, a Magus can make one free melee attack with their weapon at their highest base attack bonus as part of casting this spell. The magus may use a swift action to spend 1 mana to increase his weapon's enhancement bonus by +1 for one minute.
After reclaiming the mana from the weapon, or having the time limit expire, he must wait until his next round to use Instilled Powers again. At levels 9, 11, 13, 16, 18, and 20 each, the Magus may choose another advanced power from this list.
At each new magus level, he gains two new spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. All attacks made while using Spellsword take a -2 penalty to their attack rolls, including any attack roll made by the spell in question.
If the check fails, the spell is lost but the Magus' subsequent attacks are still subject to the penalty. If successful, this melee attack deals damage normally and then applies the effects of the touch spell. For every four levels beyond the first, this bonus increases by +1 to a maximum of +5 at 17th level. He then transfers an amount of mana into his weapon equal to the effective enhancement bonus of the enhancement that he wishes to instill his weapon with (such as flaming, bane, or ghost touch).
Then, to instill the Dancing power, the Magus projects another 4 mana into the weapon since Dancing's enhancement bonus is +4 as well. At any time, a magus can also add spells found in other spellbooks or scrolls to his own, permitted that those spells are also on the magus spell list. Spells that are able to inflict critical hits will use the weapon's critical range but not its critical multiplier. These bonuses can be added to the weapon, stacking with an existing weapon enhancement bonus to a maximum of +5. The list of the Magus' available Instilled Powers may be found at Magus Instilled Powers, organized by the enhancement bonus of the Instilled Powers. The magus has access to three basic powers at level 4, and learns another basic power at every even level thereafter.

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