TEXT: 1
  The Genius Guide To 
  The MaGisTer
  The magister is a hybrid spellcaster, combining 
  arcane spells drawn from power within herself 
  and the faith needed to also call upon divine spells. 
  A magister may be a church wizard, a priestess 
  of magic who has studied the arcane arts, or a 
  dynamic spiritualist who sees no difference in the 
  two traditional forms of magic. Magisters may 
  be called bruxa, church mages, ecclesiathurges, 
  ovates, spell lords, thaumaturges, white wizards, 
  or other titles that suit the needs of your campaign.
  A magister is considered both an arcane and 
  divine spellcaster and can count as either for 
  purposes of requirements and prerequisites. The 
  magister is similar to a sorcerer in that she draws 
  spell power from within herself, casting a limited 
  list of spells known with no need for advanced 
  preparation. Unlike a sorcerer, a magister can 
  draw from both arcane and divine spell lists when 
  selecting spells known, allowing magisters to be 
  prepared for a broader range of circumstances. 
  This is important as the magister’s focus is spells to 
  the exclusion of nearly everything else, even more 
  so than other spellcasting classes. Depending on 
  the mystic bond a magister makes, she may not 
  have powers beyond her spells, but instead she’ll 
  learn new ways to use the spells she knows to 
  maximum benefit.
  Many magisters belong to orders within or 
  associated with churches. Much as paladins are seen 
  as warriors of the church, magisters are often seen as 
  mages of the church and, for religions worshiping 
  arcane magic, magisters may be as revered as 
  clerics. Such magisters often study arcane magic 
  
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  in their youth but find themselves called to 
  serve the god of magic more directly as they 
  grow older. But groups of magisters outside 
  of religion also exist, and in some lands they 
  are common as sages and wise women, with 
  master-to-student traditions stretching back 
  for generations.
  Role: The role filled by a magister is heavily 
  dependent on what spells she selects. While 
  this is true for any spellcaster, it is especially 
  true for magisters because they can draw 
  from nearly any spell list. A magister that 
  selects spells almost exclusively from the 
  spell list of one class can easily execute the 
  most common roles that class is called on to 
  fill. Magisters have a very small selection of 
  spells known, but can be experts at getting the 
  most out of the spells they do know. In that 
  regard, the magister could be merely another 
  minor variety of arcane or divine spellcaster, 
  similar to how sorcerers and wizards can 
  both be built to fill the highdamage or broad 
  utility functions of spellcasters. Of course, 
  treating the class this way ignores one of 
  the magister’s greatest assets—the ability 
  to learn spells from different class lists. The 
  more a magister takes advantage of her 
  ability to know disparate kinds of spells, the 
  less she is able to fill the role normally taken 
  by a given type of dedicated spellcaster. 
  While a magister concentrating on wizard 
  spells won’t become useless by taking cure 
  light wounds as a single 2nd level spell, the 
  fact that a magister knows so few spells 
  makes each spell chosen significantly affect 
  the character’s focus. However, a broad-
  based magister makes an excellent backup 
  spellcaster, and may be the best option for a 
  “third caster” in a group that already has the 
  primary roles covered.
  A magister is also very useful for filling 
  in gaps in a group’s abilities. Even if a 
  party includes a cleric and wizard, those 
  two casters may not always have access to 
  spells that augment other party members 
  and remove common afflictions. Because a 
  magister can draw from any spell list, she 
  is well equipped to cover any gaps in the 
  abilities of her allies. This pushes a magister 
  towards a varied list of spells known, and 
  as she gains levels her role within the party 
  is unlikely to resemble those of the more 
  traditional spellcasting classes.
  Alignment: A magister may be of any 
  alignment. If a magister worships a deity, 
  her alignment must be within one step of her 
  deity’s along either the law/chaos axis or the 
  good/evil axis.
  Hit Die: d6
  Starting Wealth: At 1st level a magister 
  begins play with 4d4 x 10 gp.
  Class Skills: The magister’s class skills are 
  Appraise (Int), Bluff (Cha), Craft (Int), Fly 
  (Dex), Knowledge (arcana)(Int), Knowledge 
  (history)(Int), 
  Knowledge 
  (local)(Int), 
  Knowledge 
  (planes) 
  (Int), 
  Knowledge 
  (religion)(Int), 
  Perform 
  (oratory)(Cha), 
  Perform 
  (sing)(Cha), 
  Profession 
  (Wis), 
  Spellcraft (Int), and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  hey, Wasn’T This 
  The MaGus?
  When this class was originally released 
  in early 2010 in a product called The 
  Genius Guide to the Magus, the class was 
  presented the magus. Then, more than a 
  year later, the book Ultimate Magic was 
  released, with an “official” class named 
  the magus – which looked nothing like 
  our class of the same name. Sometimes 
  picking an awesome name means other 
  people will use it too!
  To avoid confusion, we’ve decided to 
  rename our magus “the magister.” As we 
  update our backstock of products we’ll 
  make the name change when referencing 
  this class, but you should be aware that 
  process takes time. For anything released 
  in 2013 or later, a reference to the magus 
  means the class from Ultimate Magic, and 
  any reference to the class from this book 
  will use the name “magister.” For books 
  released before that, you’ll need to check 
  context to know if a Super Genius Games 
  book talking about the magus really 
  means a magus – the class from Ultimate 
  Magic – or if it is actually talking about 
  our class, the magister.
  
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  3
  Class FeaTures
  All of the following are class features of the 
  magister.
  Weapon and Armor Proficiency: Mastering 
  two sources of magic leaves little time for 
  weapon training—a magister is proficient 
  with only the club, dagger, light crossbow, 
  and quarterstaff. A magister is also proficient 
  with light armor, but not with any shields. 
  Due to her mix of arcane and divine power 
  sources, a magister can cast class spells while 
  wearing light armor without incurring the 
  normal arcane spell failure chance (even 
  if casting a spell from an arcane spell list). 
  However, a magister wearing medium or 
  heavy armor incurs a chance of spell failure if 
  the spell in question has a somatic component 
  (even if casting a spell from a divine spell list). 
  A multiclass magister still incurs the normal 
  arcane spell failure chance for arcane spells 
  she casts as another class.
  Spells: A magister casts arcane and divine 
  spells drawn from any class’ spell list (see 
  “Choosing Spells,” below). She can cast any 
  spell she knows without preparing it ahead of 
  time. To learn or cast a spell, a magister must 
  have a Wisdom score equal to at least 10 + the 
  spell level. The Difficulty Class for a saving 
  throw against a magister’s spell is 10 + the 
  spell level + the magister’s Charisma modifier.
  Like other spellcasters, a magister can cast 
  only a certain number of spells of each spell level 
  per day. Her base daily spell allotment is given 
  on “Table 1: The Magister.” 
  In addition, she receives 
  bonus spells per day if she 
  has a high Charisma score. 
  A magister need not prepare 
  her spells in advance. She 
  can cast any spell she knows 
  at any time, assuming she 
  has not yet used up her 
  allotment of spells per day 
  for the spell’s level.
  The magister’s potential 
  range of spells is extremely 
  broad, but she may only 
  know a limited total number 
  of spells. A magister begins 
  play knowing four 0-level 
  spells and two 1st-level 
  spells 
  of 
  the 
  magister’ 
  choice 
  (see 
  “Choosing 
  Spells”, below). At each new 
  magister level, she gains 
  one or more new spells, 
  as indicated on “Table 2: 
  Magister Spells Known.”
  Table 1: The MaGisTer
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells Per Day
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1
  +0
  +0
  +0
  +2
  Mystic bond
  3
  -
  -
  -
  -
  -
  -
  -
  -
  2
  +1
  +0
  +0
  +3
  4
  -
  -
  -
  -
  -
  -
  -
  -
  3
  +1
  +1
  +1
  +3
  Mystic talent
  5
  -
  -
  -
  -
  -
  -
  -
  -
  4
  +2
  +1
  +1
  +4
  6
  3
  -
  -
  -
  -
  -
  -
  -
  5
  +2
  +1
  +1
  +4
  Bonus feat
  6
  4
  -
  -
  -
  -
  -
  -
  -
  6
  +3
  +2
  +2
  +5
  6
  5
  3
  -
  -
  -
  -
  -
  -
  7
  +3
  +2
  +2
  +5
  Mystic talent
  6
  6
  4
  -
  -
  -
  -
  -
  -
  8
  +4
  +2
  +2
  +6
  6
  6
  5
  3
  -
  -
  -
  -
  -
  9
  +4
  +3
  +3
  +6
  Bonus feat
  6
  6
  6
  4
  -
  -
  -
  -
  -
  10
  +5
  +3
  +3
  +7
  6
  6
  6
  5
  3
  -
  -
  -
  -
  11
  +5
  +3
  +3
  +7
  Advanced mystic 
  talent
  6
  6
  6
  6
  4
  -
  -
  -
  -
  12
  +6/+1
  +4
  +4
  +8
  6
  6
  6
  6
  5
  3
  -
  -
  -
  13
  +6/+1
  +4
  +4
  +8
  Bonus feat
  6
  6
  6
  6
  6
  4
  -
  -
  -
  14
  +7/+2
  +4
  +4
  +9
  6
  6
  6
  6
  6
  5
  3
  -
  -
  15
  +7/+2
  +5
  +5
  +9
  Advanced mystic 
  talent
  6
  6
  6
  6
  6
  6
  4
  -
  -
  16
  +8/+3
  +5
  +5
  +10
  6
  6
  6
  6
  6
  6
  5
  3
  -
  17
  +8/+3
  +5
  +5
  +10
  Bonus feat
  6
  6
  6
  6
  6
  6
  6
  4
  -
  18
  +9/+4
  +6
  +6
  +11
  6
  6
  6
  6
  6
  6
  6
  5
  3
  19
  +9/+4
  +6
  +6
  +11
  Advanced mystic 
  talent
  6
  6
  6
  6
  6
  6
  6
  6
  4
  20
  +10/+5
  +6
  +6
  +12
  6
  6
  6
  6
  6
  6
  6
  6
  6
  
  4
  Upon reaching 3rd level, and at every other 
  magister level after that (5th, 7th, and so on), 
  a magister can choose to learn a new spell in 
  place of one she already knows. In effect, the 
  magister “loses” the old spell in exchange for 
  the new one. The new spell’s effective level 
  (see “Choosing Spells”, below) must be the 
  same as that of the spell being exchanged, 
  and it must be at least one level lower than 
  the highest-level class spell the magister can 
  cast. A magister may swap only a single spell 
  at any given level and must choose whether 
  or not to swap the spell at the same time that 
  she gains new spells known for the level.
  A magister applies metamagic feats to her 
  spells as if she were a sorcerer (unless she has 
  metamagic points—see the metamagic pool 
  mystic bond, below).
  A magister functions as both an arcane and 
  a divine spellcaster, qualifying as either for 
  purposes of prerequisites and magic effects (but 
  only counts as one of the two for any specific 
  requirement). Similarly, a magister’s spells can 
  act as either arcane or divine spells (but not 
  both at the same time). For example, while both 
  a cleric 3/magister 4 and a magister 4/wizard 
  3 qualify for the mystic theurge prestige class, 
  a magister 7/sorcerer 1 does not. (In no case 
  should a GM allow things clearly designed for 
  multiclass arcane/divine spellcasters to apply to 
  a single-class magister character in a disruptive 
  or unbalancing manner.)
  Choosing Spells: Choosing spells is a more 
  complex process for the magister than for 
  other spellcasting classes. To begin with, there 
  is no set “magister spell list.” As a practitioner 
  of both arcane and divine magic, a magister 
  will be able to choose spells from the 
  list of any base class (though 
  not spells available only to 
  prestige classes). However, 
  a magister’s choices begin 
  with her primary spell list.
  Primary Spell List: A 
  magister must designate 
  the class spell list of a 
  devoted spellcasting class 
  as her primary list. Devoted 
  spellcasting classes are those that 
  receive spells at 1st level, and have 
  0–9th level spells on their spell lists. 
  (This includes the cleric, oracle, 
  death mage, druid, sorcerer, 
  witch, and wizard.) At least 
  half of all the spells a magister 
  knows at each spell level must come from 
  her primary spell list. Even if a magister 
  chooses to learn a new spell in place of one 
  she already knows, she must maintain 
  this ratio at every spell level. Some 
  mystic bonds (see below), can also add 
  bonus spells to a magister’s primary 
  spell list. A magister can select spells from 
  her primary spell list as known spells 
  with no penalties or restrictions.
  Other Devoted Spellcasting Classes: 
  A magister may select spells known 
  from the list of any devoted 
  spellcasting class other than her 
  class list. If that class draws 
  from the same magic source as 
  the magister’s primary spell 
  list—arcane or divine—she 
  may choose these spells with 
  
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  5
  no penalties (though she is still under the 
  restriction that at least half the spells she knows 
  at each spell level must come from her primary 
  spell list). So, for example, a magister who 
  has selected the cleric spell list as her primary 
  spell list could, upon reaching 7th level, decide 
  to make flame blade her new known 2nd-level 
  spell, since it is from the druid spell list—a 
  devoted spellcasting class with the same magic 
  source. However, the magister can only do this 
  if both her other known 2nd-level spells are 
  from the cleric spell list (her primary spell list).
  A magister may also select spells known 
  from a devoted spellcasting class that draws 
  from the magic source opposite to that of her 
  primary spell list. However, for the magister, 
  such spells have an effective spell level one 
  higher than usual. Thus the magister from our 
  example above (who selected the cleric spell list 
  as her primary spell list) may select acid arrow as 
  a spell known. But, because that is a 2nd-level 
  spell from the sorcerer/wizard spell list—a 
  devoted spellcasting class with a different 
  magic source—this magister must count it as 
  a 3rd-level spell known. For her, acid arrow is 
  treated in all ways as a 3rd-level spell.
  Non-Devoted Spellcasting Classes: A magister 
  may also select spells known from the spell 
  list of a non-devoted spellcasting class (a 
  class that either does not receive spells at 1st 
  level, or that does not include 0-level through 
  9th level spells on its spell list).
  For the magister, such spells have an effective 
  spell level two higher than usual, regardless 
  of their magic source. Thus, a magister could, 
  upon reaching 7th level, decide to select bless 
  weapon as a spell known. Since this is from the 
  paladin spell list (nondevoted spellcasting 
  class), the magister counts it as a 3rd-level 
  spell known. For her, bless weapon is treated in 
  all ways as a 3rd-level spell.
  If a spell appears on more than one class 
  spell list, the magister may treat it as being 
  from whatever class list is most beneficial 
  to her. For purposes of using magic items 
  and meeting prerequisites, a magister’s spell 
  list is considered to include all spells from 
  her primary spell list, plus any other spell 
  that the magister currently knows. Thus 
  a magister can use a wand of magic missiles 
  freely if she has taken 
  the 
  sorcerer/wizard 
  spell list as her primary 
  spell list or if she has a 
  different primary spell 
  list but has selected 
  magic missile as a spell 
  known. 
  Otherwise, 
  she must make a Use 
  Magic Device check to 
  use the wand.
  Chaotic, Evil, Good, 
  and Lawful Spells: A 
  magister can’t cast or 
  choose to know spells of 
  an alignment opposed 
  to her own (even if 
  they are arcane spells). 
  Spells associated with 
  particular 
  alignments 
  are indicated by the 
  chaotic, evil, good, and 
  lawful descriptors in 
  their spell descriptions.
  Cantrips/Orisons: Magisters learn a number of 
  cantrips and orisons, or 0-level spells, as noted 
  on “Table 2: Magister Spells Known”. These 
  spells are cast like any other spell, but they do 
  not consume any slots and may be used again.
  Mystic Bond (Ex): At 1st level, a magister 
  forms a bond with the powers of magic. This 
  bond can take one of eight forms listed below.
  Arcane Pool: The magister gains an arcane 
  pool, as if she was a magus of the same level 
  as her magister level. The magister does not 
  naturally gain any magus arcana, but may 
  select magus arcana instead of a bonus feat 
  Table 2: Magus Spells Known
  Character
  Level
  Maximum Spells Known
  From Primary Spell List (+ From Any Spell List)
  Level
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1
  2 (+2)
  1 (+1)
  -
  -
  -
  -
  -
  -
  -
  -
  2
  3 (+2)
  1 (+1)
  -
  -
  -
  -
  -
  -
  -
  -
  3
  3 (+2)
  2 (+1)
  -
  -
  -
  -
  -
  -
  -
  -
  4
  3 (+3)
  2 (+1)
  1
  -
  -
  -
  -
  -
  -
  -
  5
  3 (+3)
  2 (+2)
  1 (+1)
  -
  -
  -
  -
  -
  -
  -
  6
  4 (+3)
  2 (+2)
  1 (+1)
  1
  -
  -
  -
  -
  -
  -
  7
  4 (+3)
  3 (+2)
  2 (+1)
  1 (+1)
  -
  -
  -
  -
  -
  -
  8
  4 (+4)
  3 (+2)
  2 (+1)
  1 (+1)
  1
  -
  -
  -
  -
  -
  9
  4 (+4)
  3 (+2)
  2 (+2)
  2 (+1)
  1 (+1)
  -
  -
  -
  -
  -
  10
  5 (+4)
  3 (+2)
  2 (+2)
  2 (+1)
  1 (+1)
  1
  -
  -
  -
  -
  11
  5 (+4)
  3 (+2)
  3 (+2)
  2 (+2)
  2 (+1)
  1 (+1)
  -
  -
  -
  -
  12
  5 (+4)
  3 (+2)
  3 (+2)
  2 (+2)
  2 (+1)
  1 (+1)
  1
  -
  -
  -
  13
  5 (+4)
  3 (+2)
  3 (+2)
  2 (+2)
  2 (+2)
  2 (+1)
  1 (+1)
  -
  -
  -
  14
  5 (+4)
  3 (+2)
  3 (+2)
  2 (+2)
  2 (+2)
  2 (+1)
  1 (+1)
  1
  -
  -
  15
  5 (+4)
  3 (+2)
  3 (+2)
  2 (+2)
  2 (+2)
  2 (+2)
  2 (+1)
  1 (+1)
  -
  -
  16
  5 (+4)
  3 (+2)
  3 (+2)
  2 (+2)
  2 (+2)
  2 (+2)
  2 (+1)
  1 (+1)
  1
  -
  17
  5 (+4)
  3 (+2)
  3 (+2)
  2 (+2)
  2 (+2)
  2 (+2)
  2 (+1)
  2 (+1)
  1 (+1)
  -
  18
  5 (+4)
  3 (+2)
  3 (+2)
  2 (+2)
  2 (+2)
  2 (+2)
  2 (+1)
  2 (+1)
  1 (+1)
  1
  19
  5 (+4)
  3 (+2)
  3 (+2)
  2 (+2)
  2 (+2)
  2 (+2)
  2 (+1)
  2 (+1)
  2 (+1)
  1 (+1)
  20
  5 (+4)
  3 (+2)
  3 (+2)
  2 (+2)
  2 (+2)
  2 (+2)
  2 (+1)
  2 (+1)
  2 (+1)
  2 (+1)
  
  6
  when she gains magister bonus feats. The 
  magister treats her magister level as her 
  magus level for all magus arcana, and must 
  meet their prerequisites. The magister does 
  not gain any other magus class feature (such 
  as spell combat, spellstrike, or recall spell), 
  and cannot select magus arcana that affect or 
  depend on these abilities.
  Arcane Specialization:  This represents a 
  strong connection to one kind of magic, 
  granting the magister a wizard school or 
  elemental school specialization of her choice. 
  The magister gains the granted powers of this 
  specialization. When determining the powers 
  granted by this specialization, the magister’s 
  effective wizard level is equal to her magister 
  level. A magister that selects this option 
  receives no additional spell slots to prepare 
  spells of her specialization (unlike a wizard), 
  and does not have to pick opposition schools.
  Divine Heritage: This represents a close tie 
  to the divine supernatural world, granting the 
  magister one of the following cleric domains 
  (or one of its subdomains): Air, Artifice, 
  Charm, Chaos, Darkness, Destruction, Earth, 
  Evil, Fire, Good, Knowledge, Law, Luck, 
  Magic, Nobility, Rune, Sun, Travel or Water. 
  The magister gains the granted powers of this 
  domain. When determining the powers granted 
  by this domain, the magister’s effective cleric 
  level is equal to her magister level. A magister 
  that selects this option receives no additional 
  domain spell slots (unlike a cleric), and does 
  not receive the domain’s spells as bonus spells 
  known. However, the domain’s bonus spells 
  are added to the magister’s primary spell list 
  (see “Choosing Spells,” above).
  Divine Inspiration: This represents some 
  force of the universe has taken an interest 
  in the magister and her actions. This grants 
  the magister one of the following oracle 
  mysteries: Ancestor, Bones, Dark Tapestry, 
  Flame, Heavens, Lore, Nature, Time, Waves, 
  Wind, or Wood. The magister gains the class 
  skills of the selected mystery. A magister 
  that selects this option does not receive the 
  mystery’s spells as bonus spells known 
  (unlike an oracle). However, the mystery’s 
  bonus spells are added to the magister’s 
  primary spell list (see “Choosing Spells,” 
  above). When she gains bonus magister feats, 
  she may select them from the normal list of 
  bonus magister feats, or take a revelation 
  from her selected mystery. She must meet the 
  revelation’s prerequisites. For purposes of 
  the revelation’s effect and prerequisites, she 
  treats her magister level as her oracle level.
  Martial Bond: The magister’s studies have 
  shown her that martial skill is its own kind 
  of magic. The magister receives one less spell 
  known and spell per day of each spell level. 
  Her base attack bonus, Fortitude saves, and 
  hit points are determined as if she were a cleric 
  of the same level as her magister class level. 
  If she later selects the Second Bond advanced 
  mystic talent, she has additional options of 
  what choices to take with some bonds, as 
  noted on the following list. Divine Heritage: 
  Magister may select the Destruction, Glory, 
  Strength, or War domain. Divine Inspiration: 
  Magister may select the Battle or Mettle 
  mystery. Sorceress Bloodline: The magister 
  may select the Aberrant, Deep Earth, 
  Destined, Draconic (any), Orc or Pestilence 
  bloodline. Patron: The magister may select 
  the Agility, Endurance, or Vengeance patron.
  Sorcerous Bloodline: This represents an 
  affinity for arcane power, which may be part of 
  the magister’s background or may have been 
  bestowed by a ritual when the magister first 
  gained magic powers. This grants the magister 
  one of the following sorcerous bloodlines: 
  Abyssal, Aquatic, Arcane, Celestial, Djinni, 
  Dreampsun, Efreeti, Elemental (air, earth, 
  fire, or water), Infernal, Maestro, Marid, Oni, 
  Shadow, Starsoul, or Stormborn. The magister 
  gains the class skills, bloodline arcana, and 
  bloodline powers of the selected bloodline. 
  When determining the powers granted by this 
  bloodline, the magister’s effective sorcerer 
  level is equal to her magister level. A magister 
  that selects this option does not receive the 
  bloodline’s spells as bonus spells known 
  (unlike a sorcerer). However, bloodline’s 
  bonus spells are added to the magister’s 
  primary spell list (see “Choosing Spells,” 
  above). When she gains bonus magister feats, 
  she may select them from the normal list of 
  bonus magister feats, or from the bonus feats 
  of her sorcerous bloodline.
  Metamagic Pool: A magister selecting this 
  option gains a bonus feat at 1st level (which 
  must be a metamagic feat that shifts the level 
  of a spell’s required spell slot by no more than 
  1) and has a pool of metamagic points equal 
  to her magister class level. A magister regains 
  her metamagic points when she regains her 
  spells for the day.
  When casting a spell, a magister may use her 
  metamagic points to add metamagic effects 
  from feats she knows to the spell without 
  
  7
  7
  increasing the spell slot required to cast it. She 
  expends one metamagic point for each extra 
  level of spell slot the metamagic feat would 
  normally require her to use. A magister may not 
  partially reduce the cost of a metamagic feat, 
  nor reduce the cost of only some of multiple 
  metamagic effects added to a spell—she must 
  spend enough metamagic points to counteract 
  all metamagic changes to the spell’s spell slot. 
  The magister may apply multiple metamagic 
  feats to the same spell as long as she reduces 
  the spell slot cost of each with metamagic 
  points. The total (before reduction) of the level 
  of a spell cast plus all metamagic points used 
  may never exceed the highest level spell 
  the magister can cast. A spell cast with 
  metamagic points has its normal casting 
  time, rather than the increased casting 
  time a magister normally requires when 
  adding metamagic to her spells.
  A magister with the metamagic pool 
  mystic bond may select metamagic feats 
  as magister bonus feats. A magister with 
  a metamagic pool may still choose to 
  use metamagic feats normally, casting 
  spells as full-round actions and using a 
  higher-level spell slot.
  Patron: The magister forges a bargain 
  with a vague and mysterious force, 
  granting the magister power for reasons 
  that she might not entirely understand. 
  The magister gains a familiar, treating 
  her magister level as her witch level for 
  purpose of the familiar’s advancement 
  and any familiar-related prerequisites. 
  The magister also selects one of the 
  following patron themes; ancestors, 
  animals, death, elements, enchantment, 
  light, moon, occult, portents, shadows, 
  spirits, stars, time, water, winter, or 
  wisdom. The magister adds the bonus 
  spells from this patron theme to her 
  primary spell list (see “Choosing 
  Spells,” above).
  Mystic Talents: As a magister gains experience, 
  she learns a number of talents that assist her in 
  manipulating spells and other forms of magic. 
  At 3rd level, and again at 7th, a magister gains 
  one mystic talent. A magister cannot select an 
  individual talent more than once. Talents marked 
  with an asterisk add effects to a magister’s 
  spellcasting ability. Only one of these talents 
  can be applied to an individual spell and the 
  decision must be made before the spell is cast.
  Dazzling Spell (Su)*: As a swift action, the 
  magister adds an element of bright energy to 
  a spell she is casting. Only spells with a casting 
  time of 1 standard action that allow a saving 
  throw may be augmented in this way. Any 
  target that fails its save against the spell is 
  dazzled for 1 round per level of the spell. The 
  magister may use this ability a number of times 
  per day equal to 3 + her Wisdom modifier.
  Mystic Accuracy (Ex)*: When the magister 
  casts a spell with an area and an instant 
  duration, as a free action she may exclude a 
  single target that would normally be affected. 
  The magister must be able to see the target to 
  exclude it. She may do this a number of times 
  per day equal to 3 + her Wisdom modifier.
  Mystic Training: The magister may select a 
  bonus feat from her list of available magister 
  bonus feats. 
  Spell Guard (Su)*: Whenever the magister casts 
  a spell with a casting time of 1 standard action, 
  she may instead cast it as a full round action. 
  The magister channels some of the energy of the 
  spell into a defensive shield around her, giving 
  her a deflection bonus to her AC equal to the 
  level of the spell being cast. This bonus lasts until 
  the beginning of the magister’s next turn.
  
  8
  Spell Lore (Ex): The magister adds her level 
  to all Spellcraft checks made to identify a 
  spell being cast. (This is most often useful 
  when attempting to counterspell.)
  Spell 
  Restraint 
  (Ex)*: 
  Whenever 
  the 
  magister casts a spell with an area described 
  as a radius, she may decide to make the 
  radius smaller. She may reduce the radius 
  down by any number of 5-foot increments, to 
  a minimum of a 5-foot-radius.
  Spell Sage (Ex): When the magister attempts 
  a Use Magic Device check to use a scroll or to 
  activate a wand, staff, or other spell trigger item, 
  she gains a +4 competence bonus to the check.
  Bonus Feats: At 5th, 9th, 13th and 17th level, 
  a magister gains a bonus feat. The magister 
  must meet all the prerequisites for a bonus feat, 
  including caster level minimums. These bonus 
  feats are in addition to the feats that a character 
  of any class gets from normal advancement. A 
  magister’s bonus feats must be selected from 
  the following list: Any feat with ‘Arcane’ in the 
  title, Armor Proficiency (medium), Augment 
  Summoning, Combat Casting, Cooperative 
  Crafting**, Effective Caster*, Eschew Materials, 
  Expanded Arcana**, Extra Spells Known*, 
  Far Caster*, Greater Spell Focus, Greater Spell 
  Penetration, Improved Counterspell, Lasting 
  Caster*, Magister’s Channel Energy*, Magister’s 
  Companion*, Magister’s Eidolon, Magister’s 
  Familiar*, Magister’s Focus*, Magister’s Hex, 
  Magister’s Performance*, Magical Aptitude, 
  Parry Spell**, Plait Incantation*, Spell Focus, 
  and Spell Penetration.
  *New feat, detailed below.
  **Indicates a feat found in the Advanced 
  Player’s Guide.
  A magister’s choice of mystic bond may 
  also expand her bonus feat options.
  Advanced Mystic Talents: At 11th, 15th, and 
  20th level, a magister learns further talents to 
  assist her in manipulating spells and other 
  forms of magic. She may gain one of the 
  abilities described in the “Mystic Talents” 
  entry or, if she prefers, one of the abilities 
  described below. Advanced mystic talents 
  follow the same rules as mystic talents. 
  Augment Spell (Ex)*: Any spell the magister 
  knows that has a variable that increases by 
  caster level, and for which that variable has 
  a maximum, that maximum is increased by 
  the equivalent of one additional caster level 
  per point of the magister’s Charisma bonus. 
  Thus, a magister with this talent and a 16 Cha 
  heals a maximum of 1d8+8 hit points with 
  cure light wounds, and deals a maximum of 
  13d6 fire damage with fireball.
  Metamystic (Su): A magister must have the 
  metamagic pool mystic bond to select this 
  advanced talent. The magister gains additional 
  metamagic points equal to her Wisdom bonus.
  Mystic Counter (Su)*: When the magister 
  uses dispel magic or greater dispel magic to 
  counterspell, she gains a +4 competence 
  bonus to her dispel check. A magister must 
  know dispel magic or greater dispel magic to 
  select this talent.
  Mystic Discovery: The magister selects one 
  wizard’s arcane discovery for which she 
  meets the prerequisites (see Ultimate Magic 
  for more information on arcane discoveries). 
  For purposes of this discovery’s effects and 
  prerequisites, the magister’s effective wizard 
  level is equal to her magister level.
  Mystic Focus (Su)*: When the magister 
  casts a spell with an area, as a free action she 
  may choose to focus the entire might of the 
  spell on a single target within that area. The 
  spell’s save DC is increased by +2, but only 
  one target is affected by the spell. She may do 
  this a number of times per day equal to 3 + 
  her Wisdom modifier.
  Mystic Power: The magister may learn two 
  additional spells known. One must be from 
  the magister’s primary spell list, and neither 
  can be of the highest level spell she can cast.
  Second Bond: The magister selects a second 
  mystic bond, though she cannot select a 
  mystic bond she already has.
  Spell Diligence (Su)*: As a swift action, the 
  magister may focus all her attention on casting 
  a single spell. Only spells with a casting time 
  of 1 standard action and a range of personal 
  or touch may be cast in this way. The 
  magister adds her level to any concentration 
  check made to cast a spell when using spell 
  diligence. The magister may use this ability 
  a number of times per day equal to 3 + her 
  Wisdom modifier.
  Steal Spell (Su): The magister can attempt 
  to gain the benefit of a spell currently active 
  on another creature. The magister must 
  successfully dispel the spell to be stolen, using 
  the mage’s disjunction, dispel magic, or greater 
  dispel magic spells. If the spell is lower level 
  than the highest level spell the magister could 
  cast, has a duration greater than 1 round, 
  and the magister could theoretically have 
  selected it as a spell known (it does not have 
  prerequisites the magister does not meet and 
  is not available only to a prestige class the 
  
  9
  9
  magister does not belong to), the magister 
  gains the benefit of the spell. It lasts for one 
  round per 2 magister levels or until its original 
  duration expires, whichever comes first. A 
  magister may attempt this a number of times 
  per day equal to 3 + her Wisdom modifier.
  Transfer Spell (Ex)*: The magister can cast 
  some spells with a range of “personal” and 
  a target of “you” as if they had a range of 
  “touch” and a target of “1 willing creature.” 
  Only spells that do not increase the target’s 
  attack bonus or armor class and have a 
  duration longer than 1 round may be cast in 
  this way. The magister can only use this talent 
  on spells with a spell level no greater than 
  half of the highest level spell the magister 
  knows. The magister may use this ability a 
  total number of times per day equal to 3 + her 
  Wisdom modifier.
  neW FeaTs
  The following feats are designed to work 
  particularly well with magisters, and are all 
  included in the list of magister bonus feats. 
  Because a magister may be called upon to fill 
  the traditional role of another spellcasting 
  class, several of these are class-power feats 
  designed to give a magister more of the tools 
  needed to do so. In some campaigns these 
  feats may not be appropriate, and a GM can 
  exclude most of these kinds of feats (such 
  as Magister’s Channel Energy, Magister’s 
  Companion, 
  Magister’s 
  Familiar, 
  and 
  Magister’s Focus) and still allow a magister 
  as a generalist spellcaster, well-balanced 
  against other core classes.
  While at first glance it may seem a 
  magister could use these feats to take on all 
  the traditional spellcaster roles at once, this 
  is not actually the case. First, it is difficult 
  for a magister to qualify for more than one 
  or two of these feats due to the requirement 
  of spells known from specific spell lists. 
  Because half a magister’s spells known must 
  come from a single spell list, a magister 
  trying to qualify for more than one of these 
  feats must carefully focus what spells she 
  knows (potentially foregoing useful spells 
  simply because they come from the wrong 
  spell lists).
  Second, even if a magister qualifies for more 
  than one of these class-power feats, she never 
  becomes as adept at using them as members 
  of the classes the powers come from. This 
  is because the magister has a penalty to her 
  effective level built into the feats, must spend 
  a feat to gain the power (and thus has fewer 
  available to augment it), and is very likely to 
  be trying to assist with multiple roles rather 
  than mastering just one.
  Even so, these feats can allow a magister to 
  encroach on another spellcaster’s bailiwick, 
  which can irritate other players. Because the 
  interpersonal dynamics of different groups of 
  players is impossible for anyone not familiar 
  with the groups to predict, this section is 
  designed to point out this potential issue 
  to GMs, but leaves it to each GM to decide 
  how to resolve the question. There is clearly 
  a tradition of multiple classes having access 
  to the same powers (such as rangers’ animal 
  companions and paladins’ channel energy), 
  and these feats are designed to follow in that 
  tradition. However, if you would discourage 
  a rogue from taking 4 levels in fighter to gain 
  Weapon Specialization with a shortsword 
  because it eclipses the party’s fighter, you 
  may similarly wish to disallow or limit access 
  to these magister feats.
  eFFeCTive CasTer
  Your spells affect more targets and bigger 
  areas than others of your power level.
  Prerequisites: Ability score that determines 
  bonus spells 17, caster level 1.
  Benefit: When determining the number of 
  targets your spell can affect, or the size of its 
  effect or area, you treat your caster level as if 
  it were two higher.
  exTra spell sloTs
  You have a great capacity for spellcasting.
  Prerequisite: Caster level 3.
  Benefit: You gain two additional spells 
  slots for one spellcasting class you have levels 
  in. You may never use this feat to have more 
  spell slots at any level than you know at each 
  level below it. 
  Special: You can gain Extra Spell Slots 
  multiple times. Its effects stack.
  Far CasTer
  You can send spells farther than others of 
  your power level.
  Prerequisites: Ability score that determines 
  bonus spells 13, caster level 1.
  Benefit: When determining the maximum 
  range of your spells, you treat your caster 
  level as if it were two higher.
  
  10
  lasTinG CasTer
  Your spells last longer than others of your 
  power level.
  Prerequisites: Ability score that determines 
  bonus spells 15, caster level 1.
  Benefit: When determining the duration of 
  your spells, you treat your caster level as if it 
  were two higher.
  MaGisTer’s Channel enerGy
  Your ties to divine energy have granted you 
  the ability to channel energy.
  Prerequisite: Magister 5, 9 or more spells 
  known from the cleric/oracle spell list.
  Benefit: You gain the supernatural ability 
  to channel energy, as the cleric class feature. 
  You channel positive energy if good aligned, 
  negative energy if evil-aligned, and may choose 
  which to channel when you select this feat if 
  neutrally-aligned. Your effective cleric level for 
  channeling energy is your magister level –4.
  MaGisTer’s CoMpanion
  Your ties to nature have attracted a guardian 
  companion to assist you.
  Prerequisite: Magister 5, 9 or more spells 
  known from the druid spell list.
  Benefit: You gain an animal companion. You 
  may select from the following list: badger, bird, 
  camel, cat (small), dire rat, dog, horse (heavy) or, 
  if appropriate for the campaign, you may choose 
  shark instead. This animal is a loyal companion 
  that accompanies you on your adventures. This 
  feat functions like the druid animal companion 
  ability (which is part of the nature bond class 
  feature), except that your effective druid level is 
  equal to your magister level –4.
  MaGisTer’s eidolon
  Your ties to the outer planes have bonded a 
  powerful extraplanar being to you.
  Prerequisite: Magister 5, 9 or more spells 
  known from the summoner spell list.
  Benefit: You gain an eidolon, as if you 
  were a summoner. You do not gain any 
  other features of the summoner (not even life 
  link). Your effective summoner level is equal 
  to your magister level –2. In addition, your 
  eidolon has 4 fewer evolution points and two 
  fewer maximum attacks than normal.
  MaGisTer’s FaMiliar
  Your ties to arcane magic have attracted a 
  guardian familiar to assist you.
  Prerequisite: Magister 5, 9 or more spells 
  known from the sorcerer/wizard/witch spell list.
  Benefit: You gain a familiar. You may select 
  from the following list: bat, cat, hawk, lizard, 
  monkey, owl, rat, raven, viper, toad, and 
  weasel. This feat functions like the familiar 
  ability (which is part of the arcane bond class 
  feature), except that your effective class level 
  for all calculations regarding the familiar is 
  equal to your magister level –4.
  You cannot use this feat to gain a second 
  familiar, if you already have one from 
  another source.
  MaGisTer’s FoCus
  You have a strong affinity from a group of 
  spells outside your primary spell list.
  Prerequisite: Magister 1.
  Benefit: Select one level of spells for one 
  class with a class spell list. Any spell known 
  that you select from this level of this class 
  spell list as a magister has an effective spell 
  level one closer to its true spell level.
  Example: Xasha is a magister who has 
  selected cleric as her primary spell list. She 
  takes Magister’s Focus, selecting 1st level 
  paladin spells. Now when she selects 1st 
  level paladin spells as spells known, they 
  have an effective spell level just one higher 
  than their normal spell level (rather than two 
  levels higher, as would be normal).
  Special: You may select this feat more than 
  once. Each time you select a different level of 
  spells from a class spell list.
  
  11
  11
  MaGisTer’s hex
  Your ties to the magic of a mysterious patron-
  like force have granted you hex abilities.
  Prerequisite: Magister 5, 7 or more spells 
  known from the witch spell list.
  Benefit: Select one hex (not major hex or 
  grand hex). You can use this hex a number 
  of times per day equal to your Wis bonus 
  (minimum 1/day). Your effective witch level 
  for this hex is equal to your character level 2.
  Additionally, you are vulnerable to the 
  plans and machinations of your patron, the 
  identity of which may not even be known to 
  you. Select one of the following creature types: 
  aberration, dragons, fey, humanoids, magical 
  beasts, monstrous humanoids, outsiders, or 
  undead. Your patron has plans regarding you 
  that involve this creature type. All creatures of 
  this type gain a +2 bonus to Bluff and Sense 
  Motive checks made against you.
  Special: You may take this feat more than 
  once, but not more often than once per 4 
  levels. Each time you take it, you may select 
  one additional hex you may use a number of 
  times per day equal to your Wis bonus. Each 
  additional time you take this, creatures of the 
  type you select gain an additional +1 to Bluff 
  and Sense Motive checks made against you.
  MaGisTer’s perForManCe
  Your ties to the magic of song and story have 
  granted you magic performance abilities.
  Prerequisite: Magister 9, 7 or more spells 
  known from the bard spell list.
  Benefit: You gain the bardic performance 
  abilities 
  of 
  countersong, 
  distraction, 
  fascinate, and inspire courage. Your effective 
  bard level for these abilities is equal to 
  your magister level –4. While you do gain 
  additional rounds of performance per day, 
  the ability to begin performances more easily, 
  and the improved effect of fascinate and 
  inspire courage based on your effective bard 
  level, you never gain new forms of bardic 
  performance (such as inspire competence, 
  suggestion, or dirge of doom).
  plaiT inCanTaTion
  You can weave your spells 
  together with another caster, 
  augmenting their mystic power.
  Prerequisites: 
  Spell 
  Focus 
  (any), caster level 1.
  Benefit: As a standard action, 
  you can ready an action to plait 
  one of your spells into that of 
  a second spellcaster, weaving 
  the mystic energies of the two 
  spells together. When the allied 
  spellcaster casts a spell, you 
  take your readied action to cast 
  your spell in response. Rather 
  than have its normal affect, 
  your spell grants your allied 
  spellcaster a +2 enhancement 
  bonus to his caster level for 
  the spell that triggered your 
  readied action. The spell you 
  use to plait with your ally’s 
  must be within 2 levels of the 
  spell cast by your ally, and 
  cannot be a 0-level spell (which 
  lacks the power to plait).
  The MaGisTer in 
  your CaMpaiGn
  Magic, and the people who master it, are two 
  of the linchpins of fantasy gaming. The feel of 
  any fantasy RPG campaign is heavily affected 
  by who has magic, what kind of magic they 
  have, and how common that magic is. In the 
  
  12
  Pathfinder Roleplaying Game, magic is broken 
  into two camps, arcane and divine, with very 
  little overlap between the two. Though it is 
  possible for a character to access both sources 
  of magic (through multiclassing), it is difficult 
  to be effective with both types.
  This works well for game balance and 
  enforces some strong genre conventions. 
  But not every fantasy campaign matches 
  those conventions, and players often wish to 
  create characters with broader access to more 
  kinds of magic. In many fantasy stories white 
  wizards are the best healers, and priests are 
  different from mages more in attitude than 
  magical abilities. Neither of these concepts—
  the healing wizard or the church mage—is 
  handled well by the standard spellcaster 
  rules. But, they are popular and reasonable 
  fantasy character concepts. It should be 
  possible to create a framework to allow such 
  characters while retaining game balance and 
  without invalidating the standard division 
  between arcane and divine power sources.
  When adding the magister to an existing 
  campaign, the class can easily be introduced 
  as part of a small cult that PCs have never 
  heard of before, or a powerful tradition of 
  spellcasters from a faroff land to the east 
  (for some reason, rare and powerful mystics 
  always seem to come from the east). An evil 
  magister makes a crafty and versatile villain, 
  while a good magister can become an ally 
  with broad resources (to fill in any holes in 
  the PCs’ own spellcasting options).
  If using magisters as a small group of 
  foreign spellcasters, it’s useful to have a 
  rough idea of what culture they come from 
  and how their training differs from other 
  spellcasting groups in your campaign. 
  For example, magisters may come from 
  cultures based on Arabic legends, with each 
  magister being the hand-picked apprentice 
  of an older magister (taught individually 
  but in keeping with traditions centuries old). 
  Perhaps magisters prefer to convert their 
  enemies into magister apprentices rather 
  than kill them. Some magister councils may 
  have long traditions of selecting only street 
  urchins, young criminals, and members 
  of enemy armies to be new magisters. Of 
  course this means that many magisters 
  come from nations (and even races) sworn 
  to destroy the magister’s homeland. Because 
  of this, magisters may be seen as sinister and 
  suspicious by commoners.
  If magisters are more common, they may still 
  have an unsavory reputation. Within churches 
  and other religious organizations, magisters 
  could be seen as a necessary but dangerous 
  group who require constant watching. Senior 
  church officials might trust the magisters, 
  giving them vast leeway in interpreting 
  the vows and following the commands of 
  the religious hierarchy, or there may be a 
  powerful traditional cleric who wishes to see 
  the magisters’ order end. The effect of either of 
  these ideas is to make church magisters very 
  independent, but also frequently mistrusted 
  and resented by other priests.
  The magister class also lends itself well 
  to campaigns that need competing classes 
  of spellcasters. Magisters could be divided 
  into different groups, each related to but 
  mistrustful of the others. For example, all 
  magisters with cleric domain mystic bonds 
  might be good-aligned (dawn magisters), all 
  those with sorcerous bloodline mystic bonds 
  evil-aligned (night magisters), and all those 
  with metamagic pools neutrally-aligned (dusk 
  magisters). To further complicate matters, 
  a GM could decide that all three classes are 
  aware of, and have worked together to defeat, 
  some ancient threat from the earliest days 
  of their order. This creates a situation where 
  the three orders of magisters do not trust one 
  another, but each knows that they may need 
  the other two groups if a final confrontation 
  with the ancient threat ever arises.
  
  13
  13
  We err on The side oF aWesoMe!
  CrediTs
  Designer:
  Owen K.C. Stephens
  Editor:
  Jeremy Miller
  Creative Director:
  Stan!
  Cover Art:
  Joseph J. Calkins and Cerebus Illustrations
  Interior Art:
  Shaman Stockart and Peter Szabo Cabor
  Graphic Design and Typesetting:
  Hyrum Savage and Lj Stephens
  Produced by:
  Super Genius Games
  www.supergeniusgames.com
  Contents Copyright ©2012 Owen K.C. Stephens
  Used with permission
  For more information about Super Genius Games, and our upcoming products, follow us on  
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  All logos are the trademark of Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires  
  the Pathefinder Roleplaying Game from Paizo Publishing, LLC.  
  See http://Paizo.com/PathfinderRPG for more information on the Pathfinder Roleplaying Game.  
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game 
  and the Pathfinder Roleplaying Game compatibility logo are the trademarks of Paizo Publishing, LLC, 
  and are used under the Pathfinder Roleplaying Game compatibility license. See http://Paizo.com/
  PathfinderRPG/compatibility for more information on the compatibility license.
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  DECLARATION OF OPEN CONTENT:
  All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts 
  AND/OR the names of abilities presented within this book are open game content as described in Section 1(d) of the License. 
  Open Game Information
   The material in this document utilizes the Open Gaming License, available at www.wizards.com and reprinted below: 
  OPEN GAME LICENSE Version 1.0a
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  publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior 
  art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities 
  or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by 
  the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may 
  be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of 
  any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 
  30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 3 Copyright 2000, Wizards of the Coast, Inc.
  Designation of Product Identity: All artwork, photos, logos, and maps are Product Identity. All other material is considered Open 
  Content. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim 
  Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob 
  McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, 
  Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, 
  Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, 
  Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, 
  Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.
  The Genius Guide to the Magister. Copyright 2012, Super Genius Games, LLC; Author: Owen K.C. Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Classes/The Genius Guide to The Magister (Revised).pdf