You inherit the spells at each indicated magus level in the Spellbreaker Spells table as magus spells.
All abjuration wizard spells are added to your list of magus spells, and you learn the absorb elements* and shield spells as magus spells.
When a creature takes the Magic (Spellcast Attack) action against you or you fail a saving throw against a spell, you can take the Magic action as a reaction and expend X mana points to add 1d10 to your AC or to the saving throw.
You can take the Magic action to gain temporary hit points equal to your magus level + your Intelligence modifier. While you have these temporary hit points, if a creature targets you with a spell or magical effect, you can take a reaction to remove the temporary hit points and halve the damage dealt by the spell or magical effect.
Once you use this feature, you can't use it again until you finish a quick rest, unless you expend X mana points.
While conscious, you and any friendly creature within a number of feet equal to five times your magus level has resistance to spell damage.
When you take the Magic (Spellcast Attack) action with a magus spell or the Attack action with an attuned melee weapon and hit, you can cause the target to make an Intelligence saving throw. On a failed save, the target has one of its lowest spell slots expended, or its lowest hit die if it has no spell slots, and if the target is wounded, you can take the Magic action as a reaction to regain your choice of an expended level 1 spell slot or an expended hit die granted by your magus class.