Magical Girl

Emissaries of distant magical kingdoms, guardians of love and justice, or pawns of cosmic forces beyond their understanding, magical girls are fabulous spellcasters who can wield tremendous powers. Blessed with beauty, grace and charm magical girls are often on the front lines of the neverending war between good and evil. They, like henshin heroes, are chosen by fate or forces larger than themselves to do battle with the forces of darkness and it is only the weapons they wield that differentiates them. They share the magus’ skill in the arcane and, like them, choose to employ it from the frontlines. Magical girls, called magical boys if male, are often strong in their convictions - determined to complete whatever task lies before them.

Hit Dice: d8.

Role: Magical girls are competent spell casters on their own, however their ability to transform gives them the power to unleash massive amounts of magical destruction on their foes.

Alignment: Any

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Parent Classes: Magus and Henshin Hero.

Class Skills: The magical girl’s class skills are Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int Modifier

Class Features

Table: The Magical Girl
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Transformation, transformation trinket, tension, finishing move +2d6, motif
2nd +1 +3 +0 +3 Spell combat
3rd +2 +3 +1 +3 Finishing move +4d6
4th +3 +4 +1 +4 Magical girl power
5th +3 +4 +1 +4 Finishing Move +6d6, motif
6th +4 +5 +2 +5 Bonus feat
7th +5 +5 +2 +5 Finishing move +8d6
8th +6/+1 +6 +2 +6 Magical girl power
9th +6/+1 +6 +3 +6 Finishing move +10d6
10th +7/+2 +7 +3 +7 Motif
11th +8/+3 +7 +3 +7 Finishing move+12d6
12th +9/+4 +8 +4 +8 Bonus feat, magical girl power
13th +9/+4 +8 +4 +8 Finishing move +14d6
14th +10/+5 +9 +4 +9 Greater spell combat
15th +11/+6/+1 +9 +5 +9 Finishing move +16d6, motif
16th +12/+7/+2 +10 +5 +10 Magical girl power
17th +12/+7/+2 +10 +5 +10 Finishing move +18d6
18th +13/+8/+3 +11 +6 +11 Bonus feat
19th +14/+9/+4 +11 +6 +11 Finishing move +20d6
20th +15/+10/+5 +12 +6 +12 Magical girl power, motif

Weapon and Armor Proficiency

A magical girl is proficient with all simple and martial weapons. A magical girl is also proficient with light armor. She can cast spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magical girl wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magical girl still incurs the normal arcane spell failure chance for arcane spells received from other classes.


A magical girl casts arcane spells drawn from the magus spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a magical girl must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a magical girl’s spell is 10 + the spell level + the magical girl’s Charisma modifier.

Like other spellcasters, a magical girl can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Magical Girl Spells Per Day. In addition, she receives bonus spells per day if she has a high Charisma score. The magical girl’s selection of spells is extremely limited. A magical girl begins play knowing four 0-level spells and two 1st-level spells of the magical girl’s choice. At each new magical girl level, she gains one or more new spells, as indicated on Table: Magical Girl Spells Known. (Unlike spells per day, the number of spells a magical girl knows is not affected by her Charisma score (See Table: Ability Modifiers and Bonus Spells in the Pathfinder Core Rulebook).

Upon reaching 5th level, and at every third magical girl level after that (8th, 11th, and so on), a magical girl can choose to learn a new spell in place of one she already knows. In effect, the magical girl “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 magical girl spell the magical girl can cast. A magical girl 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 magical girl 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.

Table: Magical Girl Spells Per Day
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 3 1+1
2nd 4 2+1
3rd 4 3+1
4th 4 3+1 1+1
5th 4 4+1 2+1
6th 5 4+1 3+1
7th 5 4+1 3+1 1+1
8th 5 4+1 4+1 2+1
9th 5 5+1 4+1 3+1
10th 5 5+1 4+1 3+1 1+1
11th 5 5+1 4+1 4+1 2+1
12th 5 5+1 5+1 4+1 3+1
13th 5 5+1 5+1 4+1 3+1 1+1
14th 5 5+1 5+1 4+1 4+1 2+1
15th 5 5+1 5+1 5+1 4+1 3+1
16th 5 5+1 5+1 5+1 4+1 3+1 1+1
17th 5 5+1 5+1 5+1 4+1 4+1 2+1
18th 5 5+1 5+1 5+1 5+1 4+1 3+1
19th 5 5+1 5+1 5+1 5+1 5+1 4+1
20th 5 5+1 5+1 5+1 5+1 5+1 5+1
Table: Magical Girl Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Transformation Trinket (Su)

At 1st level the magical girl has discovered, created, been given, or had forced upon her a transformation trinket. This item can be a brooch, wand, a bracelet or some other object that she can carry on her person. A magical girl can add additional magic abilities to her transformation trinket as if she had the required item creation feats and if she meets the level prerequisites of the feat. For example, a magical girl with a magic baton must be at least 9th level to add magic abilities to the baton (see Craft Rod feat). The supernatural abilities of a transformation trinket, including any magic abilities added to the object, only function for the magical girl who owns it. If she dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a transformation trinket is damaged, it is restored to full hit points the next time the magical girl regains her spells for the day. If the transformation trinket is lost or destroyed, it can be replaced with a special ritual that costs 200 gp per magical girl level plus the cost of the item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous transformation trinket. If the magical girl casts a spell with a focus or divine focus component she may use her transformation trinket in place of the spell’s normal component.

Transformation (Su)

At 1st level the magical girl may, as a standard action, in an explosion of light and quite possibly ribbons, summon a suit of armor. This armor is treated as light armor in all ways and has no armor check penalty, arcane spell failure chance, movement speed reduction, or maximum Dexterity bonus. This armor replaces any armor the magical girl is currently wearing and grants a bonus to AC equal to her Charisma modifier. At 3rd level the armor gains a +1 enhancement bonus to AC, this increases by an additional +1 every 3 levels thereafter, to a maximum of +5 at 15th level. In addition she gains the ability to cast one extra spell per day of each level she can cast while transformed. She may remain transformed for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, she can remain transformed for 2 additional rounds. Temporary increases to Charisma, such as those gained from spells like eagle’s splendor, do not increase the total number of rounds that a magical girl can remain transformed per day. These rounds need not be consecutive but must be used in at least one round increments.

Finishing Move (Sp)

At 1st level, while transformed the magical girl may, as a standard action, fire a blast of magical energy at a target in medium range (100 feet + 10 feet per level). This is a melee or ranged touch attack that deals 2d6 points of damage. At 3rd level and every 2 levels thereafter the amount of damage dealt increases by 2d6. This damage is extra damage and is not multiplied on a critical hit, or with feats like Vital Strike.

Tension (Su)

At 1st level the magical girl gains a pool of tension, supernatural power that she can use to devastate her foes. This pool has no points in it by default instead she gains points under the following conditions..

  • The magical girl gains a point of tension when she uses her transformation class feature.
  • At the start of each turn that she remains transformed she gains 1 point of tension.
  • Each time she reduces a foe to 0 or fewer hitpoints with her finishing move she gains an amount of tension equal to 1/4 the creatures HD.

She may spend points of tension to do either of the following:

  • She may spend 1 point to increase the damage dealt by her finishing move by 1 per die rolled. She may never add more than ½ the maximum possible result of the die she rolls for her finishing move in this manner. This damage is multiplied on a critical hit.
  • She may spend 1 point to gain a +2 competence bonus on rolls made to overcome a creature’s spell resistance with her finishing move. At 4th level and every 4 levels thereafter she may spend an additional point to increase this bonus by 1 per point spent.

A magical can never have more tension than 2 + 1/2 her level. Once a magical girl uses her finishing move, or when her transformation class feature ends, any accrued tension is lost.

Motif (Su)

A magical girl gains a henshin hero motif. The motif is selected at 1st level, and this choice cannot be changed. A magical girl’s effective henshin hero level for her motif abilities is equal to her magical girl level. In addition at 1st level, and every three levels thereafter, a magical girl gains an additional spell, derived from her motif. These spells are in addition to the number of spells given on Table: Magical Girl Spells Known. These spells cannot be exchanged for different spells at higher levels. If a spell requires a focus or divine focus she may use her transformation trinket in place of that focus.

  • Chaos: 1st — detect law, 2nd — shard of chaos, 3rd — magic circle against law, 4th — chaos hammer, 5th — dispel law, 6th — word of chaos
  • Dragon: 1st — shield , 2nd — resist energy, 3rd — fly, 4th — fear, 5th — spell resistance, 6th — form of the dragon I
  • Earth: 1st — stone fist, 2nd — stone call, 3rd — soften earth and stone, 4th — calcific touchAPG, 5th — spike stones, 6th — reverse gravity
  • Endurance: 1st — endure elements, 2nd — bear’s endurance, 3rd — protection from energy, 4th — spell immunity, 5th — spell resistance, 6th — bear’s endurance, mass
  • Fiend: 1st — detect good, 2nd — dread bolt, 3rd — magic circle against good, 4th — unholy blight, 5th — dispel good, 6th — blasphemy
  • Fire: 1st — burning hands, 2nd — scorching ray, 3rd — fireball, 4th — wall of fire, 5th — fire snakeAPG, 6th — contagious flameAPG
  • Ice: 1st — frostbiteUM, 2nd — frigid touchUM, 3rd — sleet storm, 4th — ice storm, 5th — cone of cold, 6th — cold ice strikeUM
  • Lightning: 1st — shocking grasp, 2nd — elemental touchAPG (electricity only), 3rd — lightning bolt, 4th — ball lightning APG, 5th — lightning arcUM, 6th — chain lightning
  • Luck: 1st — true strike, 2nd — aid, 3rd — borrow fortuneAPG, 4th — freedom of movement, 5th — break enchantment, 6th — spell turning
  • Music: 1st — moment of greatnessUC, 2nd — shatter, 3rd — thundering drumsAPG, 4th — dance of a hundred cutsUM, 5th — resonating wordUM, 6th — dance of a thousand cutsUM
  • Order: 1st — detect chaos, 2nd — arrow of law, 3rd — magic circle against chaos, 4th — order’s wrath, 5th — dispel chaos, 6th — dictum
  • Power: 1st — thunderstompACG, 2nd — bull’s strength, 3rd — thunderstomp, greaterACG, 4th — interposing hand, 5th — forceful hand, 6th — bull’s strength, mass
  • Radiance: 1st — color spray, 2nd — hypnotic pattern, 3rd — wrathful mantle, 4th — rainbow pattern, 5th — prismatic beam AP:M, 6th — prismatic spray
  • Saint: 1st — detect evil, 2nd — spear of purity, 3rd — magic circle against evil, 4th — holy smite, 5th — dispel evil, 6th — holy word
  • Shadow: 1st — ray of enfeeblement, 2nd — shadow anchorARG, 3rd — deeper darkness, 4th — shadow conjuration, 5th — shadow evocation, 6th — shadow conjuration, greater
  • Space: 1st — mirror strikeUC, 2nd — twisted spaceUC, 3rd — jester’s jauntAPG, 4th — dimension door, 5th — plane shift, 6th — greater teleport
  • Speed: 1st — expeditious retreat, 2nd — cat’s grace, 3rd — burst of speedUC, 4th — freedom of movement, 5th — wind walk, 6th — cat’s grace, mass
  • Wind: 1st — feather fall, 2nd — gust of wind, 3rd — cloak of windsAPG, 4th — air walk, 5th — control winds, 6th — wind walk
  • Wood: 1st — entangle, 2nd — barkskin, 3rd — neutralize poison, 4th — arboreal hammerUM, 5th — commune with nature, 6th — animate plants

Spell Combat (Ex)

At 2nd level, a magical girl learns to cast spells and wield her weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magical girl must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, she can make all of her attacks with his melee weapon 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 she casts this spell defensively, she can decide to take an additional penalty on her attack rolls, up to her Charisma bonus, and add the same amount as a circumstance bonus on her concentration check. If the check fails, the spell is wasted, but any attacks still take the penalty. A magical girl can choose to cast the spell first or make any weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks.

Bonus Feats

At 6th level, and every six levels thereafter, a magical girl gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or metamagic feats. She must meet the prerequisites for these feats as normal.

Improved Spell Combat (Ex)

At 8th level, the magical girl’s ability to cast spells and make attacks improves. When using the spell combat ability, she receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Greater Spell Combat (Ex)

At 14th level, the magical girl gains the ability to seamlessly cast spells and make melee attacks. Whenever she uses the spell combat ability, her concentration check bonus equals double the amount of the attack penalty taken.

Magical Girl Powers

As the magical girl gains experience she learns a number of abilities that empower her magic. Starting at 4th level and every 4 levels thereafter, a magical girl gains one magical girl power. Unless otherwise noted, a magical girl cannot select an individual talent more than once.

Arcane Tension (Su)

The magical girl may, once per round, as a swift action, expend an unused spell slot to gain a point of tension per 2 levels of the expended spell (minimum 1).

Familiar (Su)

The magical girl gains a familiar, using her magical girl level as her wizard level. Unlike an ordinary familiar the familiar granted by this ability may always speak one language the magical girl knows, or more if it has a sufficient Intelligence bonus or ranks in Linguistics.

Fast Enchantment (Su)

While transformed, the magical girl may expend 3 rounds of her transformation class feature as a swift action to enhance a weapon she is holding, just as though she were a magus of her level using her arcane pool to do so.

Henshin Hero Power

The magical girl gains a henshin hero power that she meets the prerequisites for, using her magical girl level as her henshin hero level. The magical girl may select this power multiple times, each time she gains a new henshin hero power.

Magus Arcana

The magical girl gains a magus arcana that she meets the prerequisites for, using her magical girl level as her magus level. If the magus arcana requires the expenditure of arcane points the magical girl must instead expend 3 rounds of her transformation class feature per arcane point normally required. Any magus arcana that normally uses a calculation based on Intelligence is instead based on Charisma for a magical girl. For example, a magical girl with the arcane accuracy magus arcana grants herself an insight bonus on attacks equal to her Charisma bonus, not her Intelligence bonus. The magical girl may select this power multiple times, each time she gains a new magus arcana.

Metamagery (Su)

The magical girl may apply a metamagic feat she knows to a spell without increasing its casting time or spell level by expending one point of tension for each of the feat’s level adjustments. The magical girl must be at least 8th level to select this power.

Potent Arcanum (Su)

While transformed the magical girl adds 1 to the save DC of her spells, at 12th level and every 6 levels thereafter the magical girl adds an additional 1 to the save DC of her spells. A magical girl must be at least 6th level to select this power. Spells cast in this manner have an action type one step greater than normal (swift action spells become standard actions, standard action spells become full round actions, etc).

Potent Tension (Su)

Once per round, when a creature with a number of HD equal or greater than ½ her character level fails a saving throw against one of her spells the magical girl may gain an amount of tension equal to 1/4th that creature's HD, up to a maximum of the spell's level.

Ranged Spellstrike (Su)

The magical girl can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. The magical girl must have the spellstrike talent to select this one.

Selective Recall (Su)

While transformed, the magical girl may choose to expend 3 rounds per spell level of her transformation class feature in order to cast a spell she knows without expending a spell slot. Spells cast in this manner have an action type one step greater than normal, (swift action spells become standard actions, standard action spells become full round actions, ect) if the magical girl has the signature spell power then she may expend an amount of tension equal to half the spell’s level to cast spells selected for her signature spell ability.

Signature Spell (Ex)

The magical girl selects one spell that she can cast that deals hit point damage. She may treat this spell as her finishing move, using its damage dice and casting times in place of her finishing move, spending tension to modify it as normal. A magical girl may select this talent multiple times. The second time and each time thereafter she may instead select one spell descriptor or sub school and may treat any such spells that deal hit point damage as her finishing move. If the spell deals damage more than once, then she must expend tension each time she rolls damage for the spell to modify it.

Spellshatter Tension (Sp)

The magical girl may attempt to siphon magical energy from the surrounding area to fuel her finishing move. As a swift action the magical girl may spend 3 rounds of her transformation class feature to attempt to dispel one active spell effect within 100 feet of her (as per dispel magic ). If successful she gains an amount of tension equal to the spell’s level. Alternatively the magical girl may attempt to target spells that have already dissipated no longer than 1 minute ago, the DC for this caster level check is equal to 10+ the level of the highest spell level cast within 100 feet of the magical girl. Every 2 she beats this DC by allows her to dispel an additional spell effect. Every dissipated spell dispelled in this manner grants the magical girl an amount of tension equal to 1/2 the level of the dissipated spell. A magical girl must be at least 12th level to select this power.

Spellstrike (Su)

Whenever a magical girl casts a spell with a range of “touch” from the magus spell list, she can deliver the spell through any weapon she is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magical girl can make one free melee attack with her weapon (at her highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magical girl makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Wide Area Blast (Su)

The magical girl may treat her finishing move as a line, cone or burst. The line has a range of 20 feet per level, the cone has a range of 5 feet per level and the burst has a radius of 5 feet per 2 levels - the magical girl may draw the burst’s point of origin at any point within long range (400 feet + 40 feet per level). That she has line of effect to. Using her finishing move as a line costs 2 tension and a cone or burst costs 3 tension. Creatures caught in the area receive a reflex save (DC 10+1⁄2 magical girl level + Charisma modifier) to halve this damage.

Magical Girl Favored Class Bonus

Race Benefit Source
Human Increase the magical girl’s total number of transformation rounds per day by 1. ARG
Catfolk +1/4th of the flamboyant transformation henshin hero power, each time after that adds +1/4th to that power’s save DC. ARG
Aasimar +1/6th of a point of tension when targeting an evil outsider with your finishing move. ARG
Elf +1/4th to the amount of tension you can spend to overcome spell resistance with your finishing move. ARG
Orc +1/4th to the amount of tension you can spend to deal extra damage with your finishing move. ARG
Wug +1/6th to the save DC of spells with the fear descriptor while bloated. RG4

A Player’s Guide to the Magical Girl

A magical girl, much like a henshin hero, excels at dealing large amounts of damage with a single attack, and much of the same advice for building a henshin hero applies to building a magical girl. Magical girls differ from henshin heroes in several respects however, the most notable are the drastically reduced number of magical girl talents compared to the henshin hero, and the damage dealt by the finishing move class feature. While the finishing move may seem like it’s an improvement, it does takes its own standard action to perform and as such is typically less damaging than a henshin hero’s finishing move, which can be done as part of a full attack action. Useful magical girl powers for just about any character include: Arcane Tension, Potent Arcanum, and Potent Tension.


-Empathetic Device

The Empathetic Device is a Transformation Trinket with its own intelligence.

-Fused Hero

The Fused Hero contains the power to transform within their own body, and can push themselves past their limits for more power.

-Morph Rangers

Morph Rangers are Magical Girls who are at their best when acting as part of a team.

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