Bladesense
The magus may spend a point from his arcane pool as a swift action to form a powerful bond with his weapon. Any vibration across its length is amplified, allowing him to sense the world through the weapon. He may hear through his weapon (even if he is deaf) with an acuteness that tells him the position of enemies and objects around him.
While holding the weapon, he gains the uncanny dodge class feature as a rogue of equal level, and at 9th level he gains improved uncanny dodge. At 15th level, he gains tremorsense with a range of 30 feet.
His blade sense lasts 1 minute per class level, but ends immediately if he lets go of his weapon or is disarmed.
Counterspell Strike (requires spellstrike, Counterspell)
When the magus uses Counterspell with his spellstrike abilities, he may add the enhancement bonus of his weapon to his magical skill bonus.
Whenever he successfully counters a spell or sphere ability that can be delivered as a touch attack, he may charge his weapon with that spell, and deliver it to a different creature using his spellstrike before the end of his next turn.
Destructive Spellstrike (requires Destruction sphere)
Whenever the magus uses a destructive blast with a spellstrike, he may change the damage type of the blast to match whatever damage type his weapon does. This can be bludgeoning, piercing, or slashing, or if he is wielding a weapon with magic special abilities, whatever damage type the weapon is capable of doing.
Enhanced Spellstrike
When the magus uses his spellstrike ability with a weapon he has enhanced with his arcane pool, he may apply the full enhancement bonus he imbued the weapon with (including the bonus he used to acquire special abilities) as a caster level enhancement bonus to any sphere ability delivered with the spellstrike.
Irresistible Strike
When he uses a sphere ability with a spell strike, any DC to resist with a saving throw increases by +2.
Marauding Arcanist
The magus may use spell combat and spellstrike with thrown weapons, up to a range of 30 feet. He may use spellstrike to deliver sphere abilities that normally require a melee touch attack this way. He may add the distance, driving, nimble shot, and returning special abilities to the list of special abilities he can add to weapons using his arcane pool.
Metamagic Combat
Once per day while using spell combat, the magus applies any metamagic feat (even one he does not possess) to a sphere ability. This does not increase casting time or cost spell points.
Mystic Arcana (requires magus 9)
The magus chooses a mageknight mystic combat ability. He gains that ability and may use it as a mageknight with a level equal to his magus level. This stacks with any mageknight levels he possesses. He may use the mystic combat with his spell combat and spellstrike abilities.
Mystic Mark (requires magus 9)
The magus gains the mageknight marked ability and may use it as a mageknight with a level equal to his magus level. This stacks with any mageknight levels he possesses.
Mystic Secret (requires magus 12)
The magus gains an extra magic talent he qualifies for. Whenever he rests and regains spell points, he may change which talent he has chosen.
Personal Magic (requires Enhancement sphere or Protection sphere)
The magus may use his class level as his caster level for any aegis he creates that he bears and if he uses a (succor) talent to sacrifice an aegis he created that he bears, he may use his class level as his caster level. This stacks normally with caster levels gained from other sources. He may use his class level as his caster level for any enhancement he casts on himself or equipment he has enchanted with his arcane pool. This stacks normally with caster levels gained from other sources.
Preternatural Grace
When wielding a light or one-handed weapon with the finesse special feature and not wielding a shield or wearing armor heavier than light armor, the magus can add his Dexterity modifier instead of his Strength modifier to that weapon’s damage.
Quarterstaff Arcana (requires casting, spell combat)
The magus may use a quarterstaff with his spell combat as if it were a one-handed weapon, though he still must grip the weapon with both hands. When he uses spell combat, he may only attack with one end of his staff.
While wielding a quarterstaff, he gains a shield bonus to his armor class equal to the enhancement bonus or caster level enhancement bonus of the quarterstaff (including any enhancement bonus on that staff from the arcane pool class feature), whichever is higher.
Spell Critical (requires magus 18)
Whenever the magus confirms a critical hit against an enemy with his spellstrike, the sphere ability takes effect but is not expended, and may be used with another attack, as if he had missed with the first attack.
Surge of Strength
Whenever the magus uses a spell combat with a sphere ability that targets himself or his equipment, he gains a +2 circumstance bonus to attack and damage rolls until the end of his current turn.
Transdimensional War Dance (requires Warp sphere)
The magus may use his teleport on himself as a swift action. The range is decreased to 5 feet per 2 class levels (minimum 5 feet).
Undeniable Strike (requires magus 12)
When the magus uses a sphere ability with spell strike, he gains a +4 bonus to his spell penetration check.
Windwalking (requires magus 6)
The magus may spend a point from his arcane pool as a swift action to grant himself a fly speed of 30 feet with average maneuverability for 1 minute per class level he possesses.
For every 3 class levels the magus possesses beyond 6th, the fly speed increases by 10 feet and the maneuverability increases by 1 step (to a maximum of perfect). If the magus is at least 10th level, this effect lasts for 1 hour per class level instead of 1 minute.
This is a supernatural ability.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book