The Magus
								Spells per Day
Level	Att Bonus		Fort	Ref	Will	0        1        2      3       4       5       6      7        8       9

1	+0		+2	+0	+2	3        1					Detect and create poisons 10% +5/lvl
2	+1		+3	+0	+3	4        2					create antidote to poisons with above %
3	+2		+3	+1	+3	4        2       1				Bonus Language:  Celestial
4	+3		+4	+1	+4	5        3       2				Special Familiar
5	+3		+4	+1	+4	5        3       2        1				Gains access to Heal Domain
6	+4/ 		+5	+2	+5	5        3       3        2 				Bonus Language:  Infernal
7	+5/ 		+5	+2	+5	6        4       3        2       1 			Gains access to Protection Domain
8	+6/ +1		+6	+2	+6	6        4       3        3       2			
9	+6/ +1		+6	+3	+6	6        4       4        3       2       1 			Bonus Language:  Abysmal
10	+7/ +2		+7	+3	+7	6        4       4        3       3       2 			Access to Plant Domain
11	+8/ +3		+7	+3	+7	6        5       4        4       3       2      1 		
12	+9/ +4 		+8	+4	+8	6        5       4        4       3       3      2 		Access to Good/Evil Domain
13	+9/ +4		+8	+4	+8	6        5       5        4       4       3      2       1		
14	+10/ +5 		+9	+4	+9	6        5       5        4       4       3      3       2 		
15	+11/ +6/ +1	+9	+5	+9	6        5       5        5       4       4      3       2       1 	Research true name of outer planer creature
16	+12/ +7/ +2	+10	+5	+10	6        5       5        5       4       4      3       3       2	Call forth creature whose name is known
17	+12/ +7/ +2	+10	+5	+10	6        5       5        5       5       4      4       3       2      1    	Planar Travel 2/day
18	+13/ +8/ +3	+11	+6	+11	6        5       5        5       5       4      4       3       3      2	Banish outer planer creatures
19	+14/ +9/ +4	+11	+6	+11	6        5       5        5       5       5      4       4       3      3   	
20	+15/+10/ +5	+12	+6	+12	6        5       5        5       5       5      4       4       4      4	

    Magus (magi) are a combination sorcerer, cleric, and fighter in that order.  Magi are a class that can cast both arcane and divine spells at the rate they're limited to, as per the table above. They can use items usable by Magic Users, and can use some items usable by Fighters and Clerics.  The fighter part stands out because the magus can use limited armor and use any weapon, the clerics abilities are the use of clerical scrolls, domain and attack table.  Because of the nature in which they access the domains, they do not receive any bonus domain spells.

Abilities:  Intelligence and Wisdom determines how powerful an arcane or divine spell is, and how difficult to resist.  To cast a spell, caster must have an ability score of 10+ the level.  Strength is important to Magus because of their role in combat.  Magi receive bonus spells based on the average of their Int and Wis scores.

Alignmet: Any Non-Lawful
Hit Die: D8
Class Skills:  Alchemy, Concentration, Craft, Heal, Knowledge (arcane), Knowledge (religion), Profession, Ride, Scry, Swim, and Spellcraft.
	Skill Points at 1st level: (3+ Int Mod) x 4
	Skill Points at each additional level: 3 + Int Mod

Class Features:
	Weapon and armor proficiency:  Magi are proficient with all simple and martial weapons.  Magi are proficient with light armor (to include elven chain) and with shields.  Note that armor penalties apply. 
	Spells:  Magi cast arcane spells, with divine spells becoming available later in their career.  Due to their magical inclination, they do not need to memorize spells to cast them, they cast spells in a similar fashion as sorcerers. 
	Familiar:  Magi can call forth a special familiar when they attain 4th level.  This familiar will be based on the alignment of the caster.  They will share the abilities as presented on table 3-19 (Familiar Special Abilities).
	Bonus language:  Magi learn the following languages at the following levels:  Celestial at 3rd, Infernal at 6th, and Abysmal at 9th.