Elemental Magus
Born out of the poor skills and cultural aversion the dwarves have with arcane magic, the Elemental Magus taps into the currents of elemental energy with reckless abandon, pulling forth cosmic power with casual disregard for the intricate niceties of the arcanist. Armed and armored heavily, they mix the battle skills of a front-line warrior with raw, unskilled magical energy. A marked inability to properly use arcane magic is actually one of the unifying characteristics of many Elemental Magi. They never gain the ability to channel the energy they summon into spells--indeed, they have virtually no interaction with the energy at all--but the effect is startling none-the-less.
Spells: You lose all access to spells.
Expanded Arcane Pool: The size of your Arcane Pool ability is equal to your magus level + your Int modifier.
Elemental Blast: At 1st level, you gain the ability to fire blasts of elemental energy. By expending 1 point from your Arcane Pool, you can fire a bolt of elemental energy as a standard action that does not provoke an attack of opportunity and can strike a target up to 100' +10'/level as a ranged touch attack. This blast inflicts 1d6 points of damage for per magus levels and can inflict acid, cold, electriicty, fire, or sonic damge. This ability replaces Spell Combat.
Elemental Arc: At 2nd level, you gain the ability to fire a spray of elemental energy at nearby foes. By expending 1 point from your Arcane Pool, you can fire a 10' cone of energy as a standard action that does not provoke an attack of opportunity. This blast inflicts 1d6 points of damage per magus levels (maximum 10d6) and can inflict acid, cold, electriicty, fire, or sonic damge. Targets can make a Reflex save (DC 10 + 1/2 magus level + Int mod) for half damage. This ability replaces Spellstrike.
Elemental Arcana: At 3rd level and every three levels, when selecting Magus Arcana, you can only select from the following Arcana: Accurate Strike, Arcane Accuracy, Arcane Edge, Arcane Redoubt, Greater Arcane Redoubt, Bane Blade, Critical Strike, Devoted Blade, Disruptive, Enduring Blade, Ghost Blade, Maneuver Mastery, Pool Strike, Arcing Pool Strike, Clinging Pool Strike, Thunderous Pool Strike, Prescient Attack, Prescient Defense, Spell Shield, and Spell Breaker. You can also take the Arc Mastery, Bolt Mastery, and Bomb Mastery arcana below.
Planar Novice: At 4th level, you can expend 2 points from your Arcane Pool when using your Elemental Blast or Elemental Arc abilities to inflict positive, negative, or force damage instead. This ability replaces Spell Recall.
Elemental Bomb: At 7th level, you gain the ability to lob explosive bursts of elemental energy. By expending 2 points from your Arcane Pool, you hurl a blast of elemental energy as a standard action that does not provoke an attack of opportunity and can strike a target up to 100' +10'/level as a ranged touch attack. It then detonates with a 10' radius, damaging everything except the initial target (unless the attack missed the target, in which case it is subject to the secondary explosion as normal). Both the primary attack and the explosion inflict 1d6 points of damage per magus level (maximum 10d6) and can inflict acid, cold, electriicty, fire, or sonic damge. Targets of the secondary explosion can make a Reflex save (DC 10 + 1/2 magus level + Int mod) for half damage. This ability replaces Knowledge Pool.
Elemental Bolt: At 8th level, you gain the ability to fire a piercing bolt of elemental energy. By expending 2 points from your Arcane Pool, you fire a 60' line of elemental energy as a standard action that does not provoke an attack of opportunity. The bolt inflicts 1d6 points of damage per magus level (maximum 10d6) and can inflict acid, cold, electriicty, fire, or sonic damge. Targets of the secondary explosion can make a Reflex save (DC 10 + 1/2 magus level + Int mod) for half damage. This ability replaces Improved Spell Combat.
Planar Journeyman: At 11th level, you can expend 3 points frm your Arcane Pool when using your Elemental Bomb or Elemental Bolt abilities to inflict positive, negative, or force damage instead. This ability replaces Improved Spell Recall.
Elemental Mastery: At 14th level, the maximum damage your Elemental Arc, Elemental Bomb, and Elemental Arc can reach are increased to 20d6. This ability replaces Greater Spell Combat.
Planar Savant: At 19th level, it no longer costs extra points from your Arcane Pool to use Planar Novice or Player Journeyman. This ability replaces Greater Spell Access.
Elementalist: At 20th level, you gain the ability to surround yourself with a whirling aura of elemental energy by expending 4 points from your Arcane Pool. You summon up a storm of acid, cold, electricity, fire, sonic, positive, negative, or force energy that lasts for 1 round for every 2 magus levels. While the energy surrounds you, any creature adjacent to you at the beginning of your turn is automatically subject to a ranged touch attack, which inflicts 10d6 points of damage of the appropriate elemental type on a hit. At any point when the aura is up, you can also discharge an Elemental Tempest as a standard action which does not provoke an attack of opportunity, which strikes everything within a 40' radius of you and inflicts 1d6 points of elemental damage per magus level of the same type as the aura. Using the Tempest immediately ends the aura effect. This ability replaces True Magus.
Magus Arcana
Arc Mastery
Prerequisite: Elemental Magus 2
Benefit: The size of your Elemental Arc cone increases to 15'.
Bolt Mastery
Prerequisite: Elemental Magus 7
Benefit: The length of your Elemental Bolt increases to 120'.
Bomb Mastery
Prerequisite: Elemental Magus 8
Benefit: The radiusof your Elemental Bomb's secondary explosion increases to 20'.