Magical Girl

(Disclaimer: This class was blatantly stolen and rebalanced from Fiends Reach LWC. Magus itself and the Pathfinder RPG system belong to Paizo Inc.)

A child with a dream is common.  A child with a wish strong enough, and desperate enough, to attract the attention of otherworldly powers is less common.  A child who keeps that wish strong into adulthood,  in spite of the odds,  is rarer still.  Those few who can become magical girls.

If a child’s wish is strong enough a patron will send that child a familiar.  This creature will watch over them,  drawing on the magical energies created by that wish.  For many the desire fades over time,  and they simply have fond memories of a favorite cat.  Some, however, maintain their wish into adulthood,  when their bodies can finally withstand the transformation awaiting them.

## **Class Features**

### **Awakened Soul**

A Magical Girl uses Charisma in place of Intelligence for all dependent class abilities. (Including Spell DC'S, Arcane Pool, Wishes, etc..)

### **Arcane Bond**

A magical girl gains an arcane bond at 1st level that must take the form of a familiar; using his / her Magus level in place of Wizard level.

*This ability replaces Spell Combat*

### **Spells**

A Magical Girl casts arcane spells drawn primarily from the sorcerer / wizard 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 for a saving throw against a sorcerer’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** In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer’s selection of spells is extremely limited. A Magical Girl begins play knowing four 0-level spells and two 1st-level spells of her 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; the numbers on **Table: Magical Girl Spells Known** are fixed.) These new spells can be common spells chosen from the Sorcerer / Wizard spell list, or they can be unusual spells that the Magical Girl has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered Magical Girl level after that (6th, 8th, 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. 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.

Unlike a wizard or a cleric 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 spells per day for that spell level.

*This ability modifies a Magus's Spellcasting*

### **Transformation Sequence**

At 1st level a Magical Girl can transform into an alternate persona that they use to adventure; granted to them by their Patron. Changing from one form to another is a completely magical occurrence, and requires only a move action. At 7th level this time is reduced to a swift action.

This alternate persona and the power it imparts lasts up to 10 Minutes per Magus level, and can be activated a number of times per day equal to the Magical Girl's CHA modifier. Spells are only accessible in his / her magical guise. Knowledge checks to gather information about a magical girl's mundane persona do not reveal information about her magical persona,  and vice versa.  Any attempts to scry or otherwise locate the magical girl work only if the magical girl is in the guise the spell is attempting to locate.  Otherwise the spell fails,  revealing nothing but darkness, as if the target was invalid or did not exist. Due to the magical energies required to maintain her magical guise a magical girl cannot rest to regain spell slots while in her magical guise

When in their Magical Girl persona, a Magical Girl's weapon attacks inflict an additional amount of precision damage equal to 1/2 their class level (Rounded up) so long as they have 1 point remaining in their Arcane Pool. This bonus damage increases to an amount equal to the Magical Girl's class level if the Magical Child uses a 1 handed weapon; and doesn't attack with a weapon or unarmed strike in her other hand, or use any shield other than a buckler. They can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a Magical Girl can spend 1 Arcane Pool to double this damage bonus on their attack(s) for 1 round. This benefit must be used before the end of their turn, or it is lost.

*This ability replaces Spellstrike and greater spell combat*

### **Patron**

At 1st level a magical girl selects a witch patron from the following list;  Ancestors,  Aurora,  Devotion,  Dimensions,  Elements,  Ethereal,  Fate,  Moon,  Mountain,  Plant,  Space,  Spirits,  Stars,  Storms,  Trickery,  Water,  Woodlands.

A magical girl gains the first spell from her patron at level 4. She gains the next five bonus spells from their patron at 7th, 10th, 13th, 16th and 19th levels respectively.

*This ability replaces greater spell access*

### **Dream and Wish**

A magical girl gains a Dream and one Wish at 3rd level.  Any time a magical girl would gain a magus arcana they instead gain a new Wish. At 20th level. The magical girl’s Dream comes true. She gains the "Dream Come True" for her Dream. (See below for dreams and wishes).

A Magical Girl can still benefit from the "Extra Arcana" feat, granting them a choice between access to a Regular Arcana (for which they qualify), or their choice of an extra Wish (for which they qualify).

*This alters Magus Arcana and replaces True Magus*

### **Spell Sacrifice**

At 4th level; a Magical Child can spend a number of points from their Arcane Pool equal to the spell level of any spell they know. By doing so; the Magical Child may cast that spell normally, without expending a spell slot. Metamagics still alter the total spell level and casting time as normal.

*This ability replaces spell recall*

### **Deeper Arcane Pool:**

At 5th level and beyond, a Magical Child may add ANY magical weapon property to any weapon they wield with Arcane Pool; rather than only those properties listed on the Magus page; and any time they expend arcane pool to enhance a weapon, the bonus increases to +1 per 3 Magus levels the Magical girl possesses instead of 1 per 4.

*This ability replaces medium and heavy armor and modifies Arcane Pool .*

### **Forbidden Knowledge**

At 7th level a Magical Girl's patron grants them brief flashes of forbidden insight into deep arcana, allowing them to cast spells previously unknown to them.

At 7th level, when a Magical prepares his or her spells, they can decide to expend 1 or more points from their arcane pool, up to his or her Intelligence bonus. For each point they expend, they can treat any one spell from the Sorcerer / Wizard spell list as if it were a spell known for 24 hours thereafter, or until the Magical Girl prepares spells again. If they do not cast spells prepared in this way before the next time they prepare spells, they lose those spells. The Magical Child can also cast spells added in this way using their spell sacrifice ability, but only until they prepare spells again.

This ability replaces Knowledge Pool

### **Improved Spell Sacrifice**

At 11th level; the Magical Child need only spend Arcane Pool equal to 1/2 a Spell's level when utilizing Spell Sacrifice.

*This ability replaces Improved Spell Recall*

## **Dreams**

### Deadeye

Some magical girls wish that they had a farther reach.  They feel isolated and impotent.  Unable to affect things that seem far above them,  or out of their grasp.  The deadeye dream brings everything within reach,  for better or worse.

### Watching your back

The magical girl modifies perception checks with CHA in place of WIS.  Additionally, they gain the [All Around Vision] universal monster ability.

### Gossamer Wings

The magical girl can manifest gleaming wings of light as a standard action at-will.  She can fly at a speed of 40ft with average maneuverability.  A magical girl must be at least 8th level to select this Wish.

### No Accidents!

The Magical Girl gains Precise Shot as a bonus feat instantly upon selecting this wish. Upon reaching 10th level, or if this Wish is selected after the Magical Girl has already reached Magus level 10th; the Magical Girl also gains Improved Precise Shot as a bonus feat.

### Arrow Sentinel!

The magical girl gains Snap shot as a bonus feat.  The range of these threatened squares increase in radius by 5ft at 9th level,  and an additional 5ft every 3 level(s) thereafter (to a maximum of 25ft at 18th).  A Magical Girl must be at least 6th level to select this wish.

### Tracer Rounds!

When the magical girl regains spells she can designate one ranged weapon that she's proficient with.  That weapon gains the flaming burst property so long as she wields it. This lasts until the next time she regains spells.  A magical girl must be at least 12th level to select this wish.

### AP Rounds!

Three times per day, a Magical Girl can treat all of their ranged weapon attack(s) as if they had the Brilliant Energy ammunition property for 1 round. Activating this ability is a swift action that does not provoke attacks of opportunity. A Magical Girl must be 12th level before selecting this Wish.

### Pew! Pew! Pew!

The magical girl can create basic munitions out of light. For a number of rounds per day equal to their 2x Magus level, a Magical Girl can treat a single equipped weapon as if they had cast Reloading Hands upon it. This duration must be spent in 1 round increments at minimum; and can be activated / deactivated as a free action during the Magical Girl's turn.

### Distracting Shot!

The magical girl can intervene when an ally would be in peril.  When a creature successfully hits an ally within range of the magical girl's ranged weapon she can make an attack against that creature as an immediate action.  If this attack kills the aggressor, or knocks the aggressor unconscious; the triggering attack is considered a miss.  A magical girl can use this ability once per day.  At 10th,  15th,  and 20th level they gain an additional use of this ability.  A magical girl must be 6th level to select this wish.

### Dream Come True

The Magical Girl's dreams of reaching outwards to change the world have finally come true. They now expand the range of any Magus spell they cast by one step. This ability stacks with the [Reach Spell] metamagic.

But while the Magical Girl's dreams of changing the world around them have finally manifest; they have come at a steep cost in blood and bullets. The psychological weight of the lives they have taken thus far weigh heavily on the Magical Girl's mind and body, as they are forced to wonder if the changes they made in the world were truly for the better. This sudden revelation normally leads to a sudden onset of mental distress, and severe tremors in the limbs.

The Magical Girl gains [Reckless Aim] as a result of their tremors. They cannot choose when to use this feat, and instead must always opt to shoot recklessly. If the Results of a natural one cause the Magical Girl to harm an ally, they are overcome with grief and regret. They must succeed at a DC 25 Will save or immediately take 1d8 points of intelligence, wisdom, and charisma damage from the crippling wave of regret, or half as much on a successful save. If the Magical Girl accidentally kills one of his or her allies in this manner, they instead attempt to coup-de-gras themselves with any nearby weapon on a failed save. (Including 1h firearms) A successful save in this scenario surpasses the urge for self harm, but still incurs 1d8 damage to all mental stats.

## Devoted

The devoted dream blooms in the hearts of children who know suffering.  Not just of the self, but of those around them.  The simple desire to escape suffering is not enough,  the devoted dream requires sacrifice.  Children who dream of an end to pain must become conduits of succor.

### Wish for Health!

Upon selecting this wish, the Magus learns 4 new Magus spells, which can be added to their spellbook instantly, though those selected must be of a spell level no higher than the Magus can cast themselves. In addition, the magical girl can learn the following spells as if they were Magus spells as they grow in level. When cast by a Magical Girl, these spells are still considered arcane, and still subject to spell failure as normal.

1st: Cure Light Wounds, Celestial Healing, Remove Sickness, Bless

2nd: Cure Moderate Wounds, Aid, Delay Disease / Pain / Poison, Lesser Restoration

3rd: Cure Serious Wounds, Remove Blindness / Deafness, Remove Curse, Remove Disease

4th: Cure Critical Wounds, Greater Celestial Healing, Restoration

5th: Cure Light Wounds (Mass), Cleanse, Break Enchantment

6th: Heal, Cure Moderate Wounds (Mass)

### Beacon of Resolve!

The magical girl can channel energy using her magical girl level in place of her cleric level.  She can use this ability 1 + CHA mod times per day.

### Sharing is Caring!

As a standard action the magical girl can create a bond between herself and another character.  Each round at the start of her turn,  if the bonded character is 5 or more HP below their maximum HP,  she takes 5 damage and the bonded creature heals 5 hp.  She may have a number of bonds active equal to her magical girl level.  The bonds remain active until the bonded creature dies,  the magical girl dies,  or the distance between the magical girl and bonded creature exceeds medium range.  The magical girl may end any bond as an immediate action (and she may end any number of bonds with the same action).

### OVERHEAL!

Whenever a magical girl’s spells or abilities would heal a creature in excess of its maximum HP any excess healing is stored as temporary HP for 1 round per Magus level. The number of temporary HP granted in this way cannot exceed 2x the magical girl’s Magus level.

### Nobody Dies!

The magical girl adds breath of life to her spells known as a 4th level spell.  At 17th level she adds resurrection to her spells known as a 6th level spell.  A magical girl must be at least 12th level and have the "Wish for Health!" wish to select this wish.

### Inspiring words!

The magical girl increases the range of all Transmutation [Healing] spells, and spells that restore Hit Point damage, by one step. The magical girl must have the Wish for Heath! wish to select this wish.

### Power of Hugs!

As a standard action, the magical girl can transform her body into pure life energy, resembling a golden-white fire elemental. In this form, she gains the elemental subtype and gives off a warm, welcoming light that sheds light identically to a torch. While in this form, the Magical Girl can pass through allied and enemy spaces without penalty (though they still provoke opportunity attacks as normal.)

Once per round, if she passes through a living allied creature’s square or the ally passes through her square, it heals 1d6 hit points + 1 per magical girl level. The Magical Girl may use this ability to heal themselves as a move action. They choose whether or not to heal a creature when it passes through their space. They may return to their normal form as a free action. They may remain in energy body form for a number of rounds per day equal to her magical girl level. These rounds need not be consecutive.

### Potent Heals!

Whenever you cast a *cure* spell, the maximum number of hit points healed is based on your Magus level, not the limit based on the spell. For example, an 11th-level Magical Child with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum. A Magical Child must select the Wish for Health! dream before selecting this Wish.

### We die together!

A magical girl can form a collective with a number of creatures equal to her magical girl level.  She gains a constant status effect that works on creatures in this collective at any range,  and all members of the collective can communicate telepathically while within 1 mile of one another. An unwilling creature can never be added to a magical girl’s collective.

### TLC

The magical girl gains a bonus to heal checks equal to 1/2 their Magus level (Minimum +1);  and they now modify heal skill checks with charisma in place of wisdom. In addition; they gain Signature Skill (Heal) as a bonus feat.

### Dream Come True

The magical girl’s healing spells and abilities all heal the maximum number of HP.  Once per day as a full round action; they can resurrect all slain allies within 100ft, and restore any living allies to full HP,  while simultaneously affecting them as a *Cleanse* spell.

After using this ability the magical girl dies violently and painfully; as the explosion of healing energy literally tears them apart from within. A Magical Girl slain in this manner can be resurrected, but doing so is difficult. It requires a Caster Level Check (DC 15 + 5 per ally resurrected), and failure means the spell (and any expensive material components) are wasted with no effect.

## Idol

Joy is a powerful thing.  A child with the Idol dream doesn’t simply want fame,  but also the ability to move people.  These dreams often gather in the chests of children who live under oppression and tyranny.  With the Idol dream they take the front line,  gleaming brightly as a beacon of better days to come.

### Allegro!

The magical girl's cheery melody makes their allies want to move!  As a move-equivalent action; she can allow an ally within 100ft to move up to their base speed instead.  At 5th level she can target 2 allies with each use of this ability,  and she can target an additional ally for every 4 levels she gains thereafter

### Virtuoso

The Magical Girl instantly adds 4 spells from the Bard spell list to their Spells Known, none of which can be of a level higher than the Magical Girl can currently cast. This Wish can be selected multiple times.

### Aria!

When a magical girl casts an offensive spell with verbal components they can attempt a perform check as a swift action; with a DC equal to 15 + 2x the spell level of the spell.  If they succeed the spell's DC increases by +1, deals an additional 1d4 sonic damage, and gains the [Sonic] descriptor. This die increases in size by one step for every 4 levels of Magus the Idol possesses; up to a maximum of 2d6 at 18th level.

### Irresistible!

Enemy creatures within 30ft of the magical girl take a -2 penalty to one type of save.  At 9th level this penalty increases to -3. At 12th level this penalty increases to a -4. This is a magical curse effect, and the type of save can be changed each time a Magical Girl prepares his / her spells. This ability can be suppressed at will. A magical girl must be at least level 6 to take this wish. This is a charm effect.

### Up to 11!

Once per day a magical girl is able to unleash a 30 foot cone of sonic force. Enemies inside this cone must make a fortitude save (DC = to 10 + CHA + 1/2 magical girl level) Any creature who fails takes 2d4 points of sonic damage per magical girl level (to a maximum of 40d4). Any unattended nonmagical objects in this cone with a hardness of ten or less are also shattered into dust.  At 15th level a magical girl can use this ability twice per day,  and at 20th level she can use it 3 times per day.  A magical girl must be at least 12th level to select this wish.

### Finale!

A magical girl adds Good Hope to their spellbook as a second level spell, and all bard spells with Finale in their name at their corresponding Bard spell level.  Rather than a Bardic Performance, a Magical Girl must have an active instance of Good Hope in existence to cast their Finale spells. Doing so immediately ends all active instances of Good Hope, and provides the benefit of the Finale. The Magical Girl must be able to cast second level spells before selecting this Wish.

### Tricks of the Trade!

A magical girl gains versatile performance as per the bard class feature.  At 11th level she can add a skill as per advanced versatile performance.

### Rock Idol!

A magical girl forms a bond with a musical instrument of their choosing. This instrument thereafter functions as a wizards arcane bond; and becomes magically empowered; functioning as a masterwork weapon without diminishing it's ability as an instrument. They can treat this instrument as any martial weapon of their choosing; and further enchant it as if they had the Craft Arms and Armor item creation feat.  While using their instrument as a weapon they does not need to have a free hand to cast spells or use spell combat.

### Flourish!

The magical girl gains Dazzling Display as a bonus feat; and increases it's effective range by 5ft per 2 Magus levels. At 12th level the time to make a dazzling display is reduced to a standard action.

### Choreography!

The magical girl gains a teamwork feat as a bonus feat.  She must meet the prerequisites for this feat.  In addition she can grant all her allies one teamwork feat she possesses.  The teamwork feat to be shared is selected when she regains spells and only benefits allies who can see or hear her.  A magical girl must be at least 6th level to select this wish.

### Fan Club!

The magical girl gains leadership as a bonus feat.  Her fans give her one gift of their choosing per month with a maximum value of up to 500 gp per magical girl level.  She gains 1.5x the normal amount of followers; and does not take the leadership penalty for moving around a lot.  A magical girl must be at least 9th level to select this wish.

### Dream Come True

The Magical Girl's dreams to become an Idol, and inspiration to millions finally become manifest. They gain a permanent +4 Profane bonus to their Charisma score; and the ability to replicate any Bardic Performance of their choosing once per day, acting as if they were a Bard with a level equal to their Magus level.

However; this Fame comes with a cost. Many Idols come to realize that their Idol identity has completely taken over their lives. They have next to no remaining privacy, with most aspects of their daily life constantly scrutinized by paparazzi, media, and ravenous hordes of fans. Some Magical Girl's begin to forget who they even were to begin with, their stage personality becoming the shallow whole of their being.

In any settlement beyond the Size of a village, the Magical Girl will constantly be assailed for autographs, photos, and gestures such as hugs or small performances. In addition, once per week, at random, an NPC will constantly try to steal a personal affect of the Magical Girl's, or reveal a secret of theirs, normally pertaining to their personal relationships. These stolen objects aren't always valuable in and of themselves, and more often than not consist of undergarments, footwear, or even used objects such as stale bathwater, or discarded linens.

## Rival

The rival dream gathers in the hearts of children who are already strong.  Those who wish they could shoulder the burdens of others,  and fight their battles for them.  The rival dream is not for the faint of heart,  but these children were never timid.  The scars on their bodies are their badges of honor.

### Plated Battle Dress!

The magical girl gains proficiency with medium armor, and ignores spell failure for her Magus spells in Medium armor.  At 7th and 13th level the armor check penalty of any Medium armor she wears decreases by 1, and the maximum dexterity increases by 1.  This counts as armor training 1 and 2 for the purposes of meeting prerequisites. This Wish can be selected twice, the second time allowing the Magical Girl to apply the wish's effects to heavy armor as well as medium.

### Magical Aegis!

The magical girl gains the bodyguard feat as a bonus feat.  At 6th level and every 3 levels thereafter she increases her reach for the purposes of using this feat by 5ft.

### Go Through Me!

The magical girl can issue a challenge to the field of enemies, forcing them to face her first.  She gains Call Out as a bonus feat, Ignoring standard prerequisites. At 12th level she can use this ability in place of a spell with spell combat; targeting a single enemy.  They can use this ability 3+CHA times per day.  A magical girl must be at least 6th level to select this wish.

### Hard to Kill!

The magical girl gains DR / - equal to her CHA mod against enemies affected by her Go Through Me! wish.  A magical girl must have the Go Through Me! wish and be at least 6th level to select this wish.

### I’ve Got a Little Bit Left!

The magical girl adds Martyr’s Bargain and Paladin’s Sacrifice to her spells known. A magical girl must be at least 6th level to select this wish.

### Avenge Me!

Allies who perceive the magical girl fall in battle become enraged. If an ally can see or hear the Magical Girl when they are killed or knocked unconscious by Hit Point damage; they gain a morale bonus to weapon attack and damage rolls; equal to 1/4th the magical girl's class level for 1d4+1 round(s).

### Resolve!

Each time they rest and prepare spells; the magical girl gains temporary HP equal to two times her total number of HD.  This temp HP stacks with other sources of temp HP.  This temp HP refreshes if the Magical Girl spends at least ten minutes out of combat.  A Magical Girl must be at least 6th level to select this wish.

### Perseverance!

The Magical Girl gains one of the following feats as a bonus feat: Iron Will, Lightning Reflexes, or Great Fortitude. At 6th level; they gain the Improved version of the feat they previously selected. This wish can be selected up to three times, and grants access to a different pair of feats each time it's selected.

### Facetank!

The Magical Girl gains an additional amount of max HP equal to 2x her total number of HD. Each time the Magical Girl levels up after selecting this wish, they gain an additional +2 Hit Points per HD.

### Perfect Skin!

Once per day as an immediate action; the magical girl’s skin hardens upon being attacked. This ability functions as stoneskin, using the magical girl's caster level. At 15th level, they can use this ability twice per day. A magical girl must be at least 12th level to select this wish. At Magus level(s) 15th and 18th the Magus gains an additional use of Perfect Skin! per day.

### Shrug It Off!

The magical girl can dig a little deeper to shrug off conditions.  As a immediate action she can delay the sickened,  shaken,  or fatigued conditions on herself for 1d4+1 round(s). They are still technically afflicted by the condition(s), but suffer none of the penalties for the short duration. These conditional penalties resume immediately after this duration expires. At 9th level she can delay the Nauseated or Frightened condition(s).  At 12th level they can delay the staggered condition; and are affected as per [Delay Poison] for the ability's duration. The Magical Girl can use this ability 3 + CHA mod times per day.

### Impossible Resilience!

When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your CON Modifier. You can be healed by magic as if you were alive. If you are healed enough hit points that you would no longer be dead, you are alive again, but you gain one permanent negative level. You are still dead during this time in-between.

### Dream Come True

Once per day the magical girl can declare a last stand as an immediate action.  This can be declared in response to taking damage, even if the damage would slay the magical girl.  For 1d4+1 round(s) thereafter the magical girl can not be killed by HP damage (Including the triggering damage).  Damage taken continues to accrue; and the Magical Girl can die once the duration expires, if they remain in negative values of HP afterwards.

Suffering the Brunt of so many blows to protect others however; comes at a cost. Each time the Magical Girl uses this Dream come True; they are subject to horrible scarring and injury. This scarring effect cannot be undone by any magic short of a Wish or Miracle; and even then, it only reduces the scarring penalties back down to a -4, never fully erasing the scars, nor memories of pain endured.

These scars impart a permanent -4 to all Charisma based skill checks (other than Intimidate) with each use of the ability. This penalty stacks infinitely.

## Warrior

Sometimes a smile and empathy is not enough.  When a child realizes that friendship can’t solve everything,  they may dream of warrior.  Sometimes the safety of your friends requires the death of your enemies.  These children become the arbiters of that calculus.

### Singing Blade!

Upon selecting this Wish, the Magical Girl gains Weapon Training 1. This wish can be selected multiple times; granting the next stage of weapon training with each selection, up to Weapon Training 4. A Magical Girl must be 6th level to select this Wish for the first time, 9th for the second, 12th for the 3rd, and 15th for the fourth selection.

### Perfect Skin!

Once per day as an immediate action; the magical girl’s skin hardens upon being attacked. This ability functions as stoneskin, using the magical girl's caster level. At 15th level, they can use this ability twice per day. A magical girl must be at least 11th level to select this wish.

### Flips and Tricks! (Ex)

Select one feat from the following list: Improved Bull Rush, Improved Dirty Trick, Improved Disarm, Improved Drag, Improved Grapple, Improved Overrun, Improved Reposition, Improved Steal, Improved Sunder, or Improved Trip. When performing the maneuver corresponding to their chosen feat; the magical girl can treat their class level as her base attack bonus when determining her CMB. They do not need to meet the standard prerequisites to receive these feats; or their improved versions.

### Pretty isn't it?

Pick one exotic weapon, the magical girl gains the exotic weapon proficiency and weapon specialization feats for that weapon, even if she does not normally qualify.

### Pep in my step!

Whenever the magical girl rolls for initiative, she can roll twice and take either result. At 7th level, she can always act in the surprise round, but if she fails to notice the ambush, she acts last, regardless of her initiative result (She acts in the normal order in following rounds). At 11th level, she can roll for initiative three times and take any one of the results.

### Zoom Zoom! (Ex)

Once per day, the magical girl can move up to her speed as an immediate action. She can use this ability one additional time per day at 7th level and 15th level.

### Extension of Myself (Ex)

Select one weapon with which the magical girl is proficient. She gains Weapon Focus with that weapon. At 8th level, she gains Improved Critical with that weapon. At 12th level, she gains Greater Weapon Focus with that weapon. She does not need to meet the prerequisites to receive these feats.

### Sword Components!

The magical girl no longer needs a hand free to cast spells.

### Thinking with Portals!

The Magus instantly adds Dimensional Door to his / her spellbook as a fourth level Magus spell; and gains Dimensional Agility as a Bonus Feat. The Magical Girl must be level 9th before selecting this Wish.

### Nothing Personnel Kid!

When the magical girl performs a successful critical attack during an attack made with either the dimensional assault or dimensional dervish feats, she adds +4 to the DC of any critical feat(s) she applies to the attack

### Dream Come True

The magical girl selects one weapon.  Attacks with this weapon automatically confirm critical hits and the damage multiplier increases by one (from x2 to x3,  and so on).  Additionally she cannot be disarmed of this weapon.

However; the fighting takes a toll on the Magical Girl's mind. Eventually combat becomes so second nature; that they become outright Bloodthirsty, growing bored when they spend long outside of combat; and gaining a blatant disregard for the fragility of life. Some even forget why they began fighting in the first place, abandoning any semblance of ideals in exchange for a chance at more fighting. Each day the Magical Girl spends without killing another sentient creature imparts a -1 Penalty on Will saves, as they look for any and every reason to unleash their pent up energies. This penalty stacks with itself, and has no limit.

## Witch

Children fascinated with magic’s ability to change their circumstances dream of witch.  With the flick of a wrist a squadron can vanish in a conflagration. Children who grapple with impossible problems,  and need miraculous solutions become bastions of magical energy.

### Heart of Fire!

The magical girl gains Empower Spell as a bonus feat. In addition, once per day, they can effect any one Magus spell they cast as if it were under the effects of an Empower spell. This daily use does not increase the casting time or the effective level of the spell. A magical girl must be at least level 6 to select this wish.

### Overflowing Friendship!

The magical girl gains Maximize Spell as a bonus feat. In addition, once per day, they can affect any one Magus spell they can cast as if it were under the effects of an Maximize spell. This daily use does not increase the casting time or the effective level of the spell. A magical girl must be at least level 12th to select this wish.

### Irresistible!

Enemy creatures within 30ft of the magical girl take a -2 penalty to one type of save.  At 9th level this penalty increases to -3. At 12th level this penalty increases to a -4. This is a magical curse effect, and the type of save can be changed each time a Magical Girl prepares his / her spells. This ability can be suppressed at will. A magical girl must be at least level 6 to take this wish.

### Eye of Destruction!

Select a single school of magic. The magical girl’s Magus spells of the selected school deal an additional +1 damage per die rolled. This Wish can be selected more than once, and it's effects stack, though it's effects can be applied to a single school of magic no more than once.

### Effortless Magic!

The magical girl gains Quicken Spell as a bonus feat. In addition, once per day, they can affect any one Magus spell they can cast as if it were under the effects of a Quicken spell. This daily use does not increase the casting time or the effective level of the spell. A magical girl must be at least level 15th to select this wish.

### Emergency Spells!

The magical girl can cast three spells per day as if they were modified by the Still Spell and Silent Spell feats. This does not increase the effective level of the spell, nor it's casting time. A magical girl must be at least level 6 to take this wish.

### Blended Styles!

The magical girl gains a Bloodline Mutation. This arcana can be selected more than once, but a different mutation must be selected each time.

### Protective Ward!

The Magical Girl can attempt a counterspell as an immediate action, and gains a bonus equal to 1/2 her Magus level on spellcraft checks made to identify hostile spells. At 14th level they gain Spell Parry as a bonus feat.

### Dream Come True

The magical girl’s spell DCs increase by 2.  Additionally they gain a Bloodline Mutation of their choosing, that functions exclusively for their Magus spells.

This mutation comes with a cost however, as the potent magic in the Magical Girl's body begins tearing away at their physical form. Each time they attempt to use the benefit of one of their bloodline mutations; they must sacrifice a number of hit points equal to the spell's level to gain the mutation's benefits. This nonlethal damage cannot be healed in any way other than resting, short of a Wish or Miracle. If this nonlethal damage ever drops the Magus below 0 HP, they are violently and suddenly disintegrated, (Per the disintegrate spell), leaving behind only a find trace of ash. The Magus's equipment remains unaffected,