Wizard
Beyond the veil of the everyday world hide the secrets that undergird reality. The works of beings beyond mortals, the legends of dimensions beyond the ultramundane, the lore of creations both wondrous and terrible -- such mysteries call to those with the ambition and the intellect to rise above the common folk to wrestle the reins of the multiverse away from nature. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on supernatural arts to work amazing wonders. Wizards are a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire. As a scholar of wizardly lore once said, "Do not meddle in the affairs of wizards, for they are subtle and quick to anger."
Role: Wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger. Some use magic to strengthen allies, others to weaken foes, others to blast enemies with power, others to trick and befuddle. Truly, one never knows what to expect from a wizard -- still, most are weak in combat and cannot take much punishment
Base Attack Bonus: +0.25 / level.
Caster Level: +1.0 / level.
Will Save: +1.0 / level.
Fort Save: +0.50 / level.
Reflex Save: +0.50 / level.
Hit Die: d4.
Level | Base Attack Bonus | Caster Level | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|---|
1st | +0 (+0.25) | 1 (1.0) | +0 (+0.50) | +0 (+0.50) | +1 (+1.0) | Tyro Signature: Wizard's Book |
2nd | +0 (+0.50) | 2 (2.0) | +1 (+1.00) | +1 (+1.00) | +2 (+2.0) | Interaction Play or Cantrip |
3rd | +0 (+0.75) | 3 (3.0) | +1 (+1.50) | +1 (+1.50) | +3 (+3.0) | Combat Play or Cantrip |
4th | +1 (+1.00) | 4 (4.0) | +2 (+2.00) | +2 (+2.00) | +4 (+4.0) | Exploration Play or Cantrip |
5th | +1 (+1.25) | 5 (5.0) | +2 (+2.50) | +2 (+2.50) | +5 (+5.0) | Tyro Tier Choice |
6th | +1 (+1.50) | 6 (6.0) | +3 (+3.00) | +3 (+3.00) | +6 (+6.0) | Adventurer Signature: Arcane Bond |
7th | +1 (+1.75) | 7 (7.0) | +3 (+3.50) | +3 (+3.50) | +7 (+7.0) | Interaction Play or Cantrip |
8th | +2 (+2.00) | 8 (8.0) | +4 (+4.00) | +4 (+4.00) | +8 (+8.0) | Combat Play or Cantrip |
9th | +2 (+2.25) | 9 (9.0) | +4 (+4.50) | +4 (+4.50) | +9 (+9.0) | Exploration Play or Cantrip |
10th | +2 (+2.50) | 10 (10.0) | +5 (+5.00) | +5 (+5.00) | +10 (+10.0) | Adventurer Tier Choice |
11th | +2 (+2.75) | 11 (11.0) | +5 (+5.50) | +5 (+5.50) | +11 (+11.0) | Hero Signature: School Power |
12th | +3 (+3.00) | 12 (12.0) | +6 (+6.00) | +6 (+6.00) | +12 (+12.0) | Interaction Play or Cantrip |
13th | +3 (+3.25) | 13 (13.0) | +6 (+6.50) | +6 (+6.50) | +13 (+13.0) | Combat Play or Cantrip |
14th | +3 (+3.50) | 14 (14.0) | +7 (+7.00) | +7 (+7.00) | +14 (+14.0) | Exploration Play or Cantrip |
15th | +3 (+3.75) | 15 (15.0) | +7 (+7.50) | +7 (+7.50) | +15 (+15.0) | Hero Tier Choice |
16th | +4 (+4.00) | 16 (16.0) | +8 (+8.00) | +8 (+8.00) | +16 (+16.0) | Legend Signature: Master of Arcane Lore |
17th | +4 (+4.25) | 17 (17.0) | +8 (+8.50) | +8 (+8.50) | +17 (+17.0) | Interaction Play or Cantrip |
18th | +4 (+4.50) | 18 (18.0) | +9 (+9.00) | +9 (+9.00) | +18 (+18.0) | Combat Play or Cantrip |
19th | +4 (+4.75) | 19 (19.0) | +9 (+9.50) | +9 (+9.50) | +19 (+19.0) | Exploration Play or Cantrip |
20th | +5 (+5.00) | 20 (20.0) | +10 (+10.00) | +10 (+10.00) | +20 (+20.0) | Legend Tier Choice |
Skill Proficiencies
The wizard's proficient skills (and the ability scores used to boost each skill) are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all skills, taken individually) (Int), Language (Draconic) (Int), Profession (Wis), Scrivening (Int), and Spellcraft (Int)
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiencies
Pick one weapon groups from this list: Crossbows, Hammers, Light Blades, and Thrown. You are proficient with all simple weapons in your chosen group. You are not proficient with martial or exotic weapons. You are not proficient with armor or shields. Note that armor interferes with a your gestures, which can cause your spells with somatic components to fail (see Arcane Spells and Armor).
Spells and Spell Casting
At first level your caster level is one, and you can cast arcane spells, which are drawn from the arcane spell list presented in Spell Lists. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by one caster level every time you gain a wizard level. As an arcanist, intelligence is your spell casting ability score.
KNOWN SPELLS LIST: Each time you gain a caster level, you learn two new spells. Because you are an arcanist, you may choose to pick spells from the arcane spell list. The level of the spell cannot exceed your new wizard level.
SAVING THROWS: A saving throw against one of your spells has a difficulty class (DC) of 9 + 1/2 spell slot used + your Casting Ability Score modifier. Certain feats and class abilities can modify your save DCs. Example: an Int 18 wizard casting a 1st level spell with a 4th level slot has a DC for that spell of 9 +4 +2 = 15. The +2 comes from the 4th level slot used; the level of the spell itself is not relevant.
School Specialization
Your study of magic has led you to an interest and facility in a particular school of magical study. When you take your first level as a wizard, you also choose your specialty school, which determines your choice of some class abilities.
Select a school whenever you first take the wizard class. When you do, you also gain a special ability called "school arcana." You are especially talented with magic from your school: You gain an +2 bonus on Spellcraft and Know (Arcana) skill checks when your school is involved. When you write spells from your school into your spellbook, the cost is half the usual amount.
Each school has an opposition school. You have a -5 penalty on Spellcraft and Know (Arcana) skill checks when magic from your opposition school is involved. When you gain a wizard level and add two spells to your known spell list, you cannot add an opposition school spell. You cannot add opposition spells to your spellbook. You may, however, learn and use cantrips from your opposition school.
Here are the nine schools and the arcana for each:
- Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer. Opposition school is Divination.
Arcana - Resistance (Ex): You gain resistance equal to one quarter of your wizard level (minimum 1) to an energy type of your choice, chosen each day after resting and refreshing your spell slots. - Conjuration: Spells that involve teleportation, bringing creatures or materials to you, or sending you to other places. A conjuration specialist is called a conjurer. Opposition school is Transmutation.
Arcana - Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to one quarter of your wizard level (minimum 1). - Divination: Spells that reveal information. A divination specialist is called a diviner. Opposition school is Abjuration.
Arcana - Forewarned (Su): You receive a bonus on Spot and Search checks to detect an approaching foe. This surprise check bonus is equal to one quarter of your wizard level (minimum +1). Even if you fail the check to notice the foe, you can always act in the surprise round, although you are still considered flat-footed until you take an action. - Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter. Opposition school is Necromancy.
Arcana - Enchanting Smile (Su): You gain an enhancement bonus on Bluff and Diplomacy skill checks equal to one quarter of your wizard level (minimum +1). - Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker. Opposition school is Illusion.
Arcana - Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add one quarter of your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. - Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist. Opposition school is Evocation.
Arcana - Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to one quarter of your wizard level (minimum 1) after you stop maintaining concentration. - Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer. Opposition school is .
Arcana - Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 1 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 9 + 1/2 your wizard level + your Charisma modifier. - Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter. Opposition school is Conjuration.
Arcana - Physical Enhancement (Su): You gain an enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus is equal to one quarter of your wizard level (minimum 1). You can change this bonus to a new ability score each day after resting and refreshing your spell slots. - Universal: Spells that manipulate other spells or magic itself. Only a limited number of spells fall into this category. Opposition school is a school of your choice.
Arcana - Magic Intuition (Su): If you identify a spell via Spellcraft as it is being cast, then you gain a bonus against that spell on saving throws, armor class, and counterspell attempts equal to one quarter of your wizard level (minimum 1). If you research a new or existing spell (see Independent Research, below), then your cost in time and gold is half, and you get the same bonus on checks to research it (equal to one quarter of your wizard level (minimum 1)).
Class Abilities
TYRO THROUGH LEGEND TIER PROGRESSION
Levels 1, 6, 11, and 16: Signature Ability: At level 1, you gain a wizard's book. At level 6, an arcane bond (a familiar or bonded tool). At level 11, a school power. And at level 16, a special lore power.
Level 2, 7, 12, and 17 Interaction Ability: You gain an interaction play for your school or an interaction cantrip (see below).
Level 3, 8, 13, and 18 Combat Ability: You gain a combat play or a combat cantrip (see below).
Level 4, 9, 14, and 19 Exploration Ability: You gain an exploration play or an exploration cantrip (see below).
Level 5, 10, 15, and 20 Wizard Choice: Select a wizard interaction, combat, or exploration ability of the appropriate tier or lower that you have not yet chosen, or choose a magic feat.
Cantrips
At certain non-signature levels, you have the choice of a Play the Slots ability or a cantrip. The particular cantrip allowed varies by level:
Playing the Slots
At most levels, you have the option to select a “Play the Slots” power as an interaction, combat, or exploration class ability; this spell-like ability is known as a “play.” You can make one play per round. To do so, you exchange one of your spell slots for a numeric bonus for a particular purpose. The size of the bonus is equal to the level of the slot used. Using a second level slot grants a +2 bonus; a 19th level slot grants a +19 bonus. The bonuses granted by a play do not stack with themselves or with other plays. Plays are always personal, affecting only you, except for conjuration plays, which affect any single creature the conjurer has summoned or called. There are three types of plays: interaction, combat, and exploration. The activation time and duration depends on how many plays of the same type you have:
- One play of the same type, full-round action to activate, lasts 1d4 rounds
- Two plays of the same type, standard action to activate, lasts 2d4 rounds
- Three plays of the same type, move action to activate, lasts 3d4 rounds
- Four plays of the same type, swift action to activate, lasts 4d4 rounds
The following table summarizes all possible plays.
TYPE | Interaction | Combat | Exploration |
---|---|---|---|
Abjuration | Escape Artist checks and saves vs being entangled | Armor class | Saves vs traps, terrain hazards, and haunts |
Conjuration | Aid Another, Survival, and Search checks for a conjured creature | Attacks for a conjured creature | Climb, Fly, and Swim checks for a conjured creature |
Divination | Sense motive checks | Initiative rolls | Search checks |
Enchantment | Perform and Disguise checks | Will saves | Ride checks |
Evocation | Intimidation checks | Touch attacks with evocation spells | Survival checks to resist cold and hot extremes |
Illusion | Stealth checks | Reflex saves | Saves vs illusions |
Necromancy | Heal checks | Stabilization checks | Survival checks to track |
Transmutation | Disguise and Break checks | Fortitude saves | Climb, Fly, and Swim checks |
Universal | Spellcraft checks to identify magic items and spells cast | Spell penetration checks | Knowledge (Arcana) checks |
Example: A Transmuter selects a cantrip at level 2, a combat play (fort saves) at level 3, an exploration play (movement skills) at level 4, and a magic feat at level 5. As a full-round action, she can sacrifice a spell to give herself a bonus on fortitude saves for 1d4 rounds -- or she can similarily give herself a bonus in movement skills for 1d4 rounds. She takes an interaction play at level 7 and a combat play at level 8. Now she has one interaction and one exploration play, activating as a full-round action, lasting 1d4 rounds. She has two combat plays, activating as a standard action, lasting 2d4 rounds.
Wizard's Book
You gain a wizard’s book, a tome of magical writings and spells. If you spend an uninterrupted hour every day studying your book (typically in the morning, after resting), you can add a number of spells from it to your list of spells known -- the number of spells you can add to your known spells list is equal to your odd (column A) Intelligence modifier (minimum 1). You can cast these selected spells just like you cast the spells on your known spells list.
In addition, you can cast a spell from your book without using a slot. Doing so increases the casting time to ten minutes, and you must have your book in hand or open in front of you while you are casting. You can do this a number of times per day equal to one quarter of your character level (minimum 1).
There are four sources you can use to scribe spells into your spell book.
- Inspiration: When you first gain your book, and every even character level thereafter, you are inspired by your studies. Choose an arcane spell from your specialization school that you do not know but that you can cast (that is, the level of the spell is equal to or less than the highest level slot you possess). You can add this spell to your book. There is no cost to source inspired spells. (There is a cost to write them into your book, see below.)
- Independent Research: You can also research a spell independently, duplicating an existing arcane spell or creating an entirely new one. Creating a brand-new spell is left up to GM discretion, but in general, be guided by the power of existing spells when setting spell level, what the spell does, and variable effects. The cost to research a new spell is 1,000 gp per spell level. The time required is one week of research time. It also requires a Spellcraft check and a Knowledge (arcana) check; the DC for these checks is 10 plus the level of the spell to be researched. If you fail either check, your time and gold are wasted, but you can try again.
- Scroll: You can cast Read Magic and then copy a spell you can cast from an arcane scroll to your book. Doing so erases the spell from the scroll. The cost is the cost of the scroll.
- Another Wizard’s Book: You can cast Read Magic and then copy a spell you can cast from another wizard’s book to your own book. This does not erase the original. The cost is the cost of the spellbook, however you obtain it. Friendly wizards may allow you to copy from their books, typically charging 10 gp per spell level, or trading to copy spells from your book. A friendly caster may charge as much as 100 gp per level for a rare or uniquely researched spell, or may not part with it at any cost.
You cannot add a spell to your spell book if it is from your opposed school.
To copy a spell into your book requires one hour of work. The cost for ink and blank pages that you add to your book depends on the level of the spell, specifically, 50 gp per spell level. If you are making a duplicate spell book as a back up, the cost to add spells is half (25 gp per spell level) so long as you have your own original from which to copy. If your only book is lost or destroyed, pay full price to write them into your new book. In this case, you do not have to source those from your own inspiration or research but spells from scrolls or other spell books must be sourced again.
A spellbook containing common spells, useful as a source to add spells to your own book, can be purchased for 25 gp per spell level, summed for all the spells in the book. The price is higher if there are rare spells within, or other valuable content, or if the book has magical properties or protections. A spellbook can generally be sold for half the purchase price.
Arcane Bond
You form a powerful bond with an object or a creature, either an arcane tool or an arcane companion (often called a familiar). An arcane tool is an object you can use to enhance spellcasting and to serve as a magical item, while an arcane companion is a magical pet that enhances your magic and can serve as a helper.
Arcane Tool: You gain an arcane tool, an object that facilitates your casting, at no cost. Arcane tools must fall into one of the following categories: amulet, ring, staff, wand, or weapon. You can determine the exact materials and appearance as you prefer, but they may not be made of adamantine, darkwood, cold iron, or mithral. These objects are always masterwork quality. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If you attempt to cast a spell without your arcane tool worn or in hand, you must make a concentration check or lose the spell. The DC for this check is equal to 10 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
Once per day, often in the morning when you are studying your spell book, you can place a spell into your arcane tool, using a spell slot to do so. For the rest of that day, whenever you cast that spell, you gain a bonus on spell saving throw DCs, touch attack rolls, concentration checks, and effective caster level for determining variable effects when casting that spell. The bonus is equal to your character level divided by four.
You can add additional magic abilities to your bonded tool, spending the requisite time and gold, as if you had the required Enchanter Tree feat -- but you still have to meet the tier prerequisite of the feat. For example, a wizard with a bonded dagger must be at least 11th level to add magic abilities to the dagger, since Craft Arms and Armor is a Tier III feat. If the bonded tool is a staff, you can enchant it as a weapon at Tier III or as a staff using charges to trigger spells at Tier IV. If the arcane tool is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed, retaining all its bonded tool properties, and it can be used to craft a new wand. The magic properties of an arcane tool, including any magic abilities added to the object, only function for the wizard who owns it. Your tool is automatically attuned to you, and you do not have to spend experience points to attune it. If you die, or if you discard your tool, or if it is lost and replaced, it reverts to being an ordinary masterwork item of its type.
If an arcane tool is damaged, it is restored to full hit points the next time you study your spell book. If it is lost, discarded or destroyed, it can be replaced with a special ritual that costs 100 gp per character level -5. This ritual takes eight hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous arcane item. You can designate an existing magic item as your arcane tool. Doing so requires the same eight-hour ritual and the same amount. The newly bonded magic item retains its abilities while gaining the benefits and drawbacks of becoming an arcane item.
Arcane Companion: You gain an arcane companion, also known as a familiar, a tiny animal that aids you in your study of magic, at no cost. It has the appearance and many of the game statistics of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. You cannot have an arcane companion if you already have a companion of any other sort. See the general rules for companions for details on how to call your companion.
You may want to make a character sheet for your familiar. Use the basic statistics for a creature of the familiar's kind listed below. Your companion gains a hit die each time you level, per the the general rules for companions.
Choose from the following options for your companion. Note that all arcane companions are tiny in size.
- Bat - Size tiny; Speed 5 ft., fly 40 ft. (good); Attack bite (1d3); Ability Scores Str 1, Int 7, Wis 14, Dex 15, Con 4, Cha 5; Special Qualities blindsense 20 ft., low-light vision.
- Cat - Size tiny; Speed 30 ft.; Attack bite (1d3), 2 claws (1d2); Ability Scores Str 3, Int 7, Wis 12, Dex 15, Con 6, Cha 7; Special Qualities low-light vision, scent, racial +4 Climb, +4 Stealth.
- Owl - Size tiny; Speed 10 ft., fly 60 ft. (average); Attack 2 talons (1d3); Ability Scores Str 6, Int 7, Wis 14, Dex 17, Con 9, Cha 7; Special Qualities low-light vision, racial +8 Spot.
- Lizard - Size tiny; Speed 20 ft., climb 20 ft.; Attack bite (1d4); Ability Scores Str 3, Int 7, Wis 12, Dex 15, Con 6, Cha 2; Special Qualities +1 natural armor.
- Squirrel - Size tiny; Speed 30 ft., climb 30 ft.; Attack bite (1d3); Ability Scores Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 5; Special Qualities racial +4 Jump.
- Rat - Size tiny; Speed 20 ft., climb 20 ft., swim 20 ft.; Attack bite (1d3); Ability Scores Str 2, Int 7, Wis 13, Dex 15, Con 9, Cha 2; Special Qualities low-light vision, scent, racial +4 Stealth.
- Raven - Size tiny; Speed 20 ft., fly 40 ft. (average); Attack bite (1d2); Ability Scores Str 2, Int 7, Wis 15, Dex 15, Con 6, Cha 10; Special Qualities racial +4 Gather Information.
- Viper - Size tiny; Speed 20 ft., climb 20 ft., swim 20 ft.; Attack bite (1d2 + poison); Ability Scores Str 4, Int 7, Wis 13, Dex 17, Con 6, Cha 2; Special Qualities scent, weak poison (DC 9 +half HD +even (column B) Con modifier).
In addition to the capabilities above, when your arcane companion gains an even hit die, select one of the Class Special abilities listed below or one in the Companion rules. If the name of these abilities include a roman numeral, it indicates that the prior ones in the series are required before an advanced one can be taken.
- Beneath Notice (Su): While your companion uses total defense as a standard action, it will not be targeted with any attack that round unless you and all other allies are defeated. This does not prevent area attacks or other incidental damage caused by being on a live battlefield.
- Deliver Touch Spells (Su): Your arcane campanion can deliver touch spells for you. If you and your familiar are in contact at the time you cast a touch spell, you can designate your familiar as the “toucher.” The familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates.
- Familiar's Boon (Su): So long as your familiar remains within 1 mile of you, you gain a boon, chosen randomly. This boon lasts until your familiar dies or is dismissed; if the dead familiar is brought back, its boon remains the same. Roll a d10 after you commit to choosing this Class Special: (1) +3 on Jump checks; (2) +3 on Stealth checks; (3) +3 on Spot checks; (4) +3 on Climb checks; (5) +3 on Tumble checks; (6) +3 on Search checks; (7) +3 on Bluff checks; (8) +5 hit points; (9) +2 on Fortitude saves; (10) +2 on Reflex saves.
- Little Caster I (Su): Once per day, you can hand off a spell you have just cast to your familiar to maintain and control. A spell that requires concentration or actions after casting, such as Silent Image, Flaming Sphere, or Rainbow Pattern, can be handled by your familiar, so long as they remain within five feet per character level of you.
- Little Caster II (Su): Your familiar learns how to cast one arcane cantrip of your choice, making sounds and motions as it is physically able to serve as components nd using its caster level (half its hit dice). It can now take the Cantrip feat. It can cast no other spells.
- Little Caster III (Ex): Your companion can attune and use permanent magic items, even those that require a command word, but only if the item does not require hands. Any attunement xp costs are paid by you. If the item is worn in a body slot, your familiar can use only items that use the belt, eyes, head, and neck slots.
- Magically Fortified (Ex): Your familiar gains a +3 bonus on Fortitude saving throws.
- Perceive the Familiar (Sp): As a standard action, you may scry on your arcane companion (as if casting the scrying spell) once per day, with an extra use per day added at each even level after you gain your companion. You can cast through this Scrying as you can through the spell. Moreover, with a standard action that works only if your familiar is within 1 mile, you can see and hear what your familiar sees and hears for one minute per character level; those minutes need not be consecutive. While piggy-backing on your familair's sight and hearing, you are blind and deaf.
- Share Spells II: Any non-instantaneous spell you cast on yourself can, if you choose, affect both you and your familiar. The companion must be within 5 feet of you at the time of casting to receive this benefit, and the spell stops affecting the bonded creature if it moves farther than 5 feet away from you; it does not affect the creature again if it returns before the duration expires. The spell's duration is halved between you and your familiar (for example, a spell with a duration of 1 hour has a duration of 30 minutes for both you and your familiar. You may share any spells you can cast, except ones that do not affect creatures of that type. (Share Spells I is available to any companion per the Companion rules and is required for this ability.)
- Share Spells III: You can now also share plays (from the Play the Slots ability) and spells read from scrolls with your familiar, applying to both Share Spells I and Share Spells II functionality.
- Spell Resistance (Ex): Your familiar gains spell resistance equal to your caster level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance. Your familiar is not resistant to your own spells.
- Wizard's Helper I (Ex): If you have the Allied Spellcaster feat, then your familiar gains the feat as well. Moreover, your familiar gains one of the spells on your known list and treats it as known for the purpose of the feat, even though it cannot cast that spell. At each even character level you gain subsequently, add another of your known spells to your familiar's "list".
- Wizard's Helper II (Ex): Your familiar can use the Aid Other action to offer a +2 bonus to your Craft (Alchemy), Knowledge (Arcana), Spellcraft, Scrivening, and Use Magic Device checks.
School Power
You gain a supernatural or spell-like ability that is based on your school of magic. SLAs require a standard action to activate.
Abjuration School - Energy Absorption (Su): You gain an amount of energy absorption equal to 5 hit points per character level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
Conjuration School - Dimensional Steps (Sp): You can use this ability to teleport up to 50 feet per character level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Divination School - Scrying Adept (Su): You are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, add Scrying and Greater Scrying to your known spells list, although you cannot cast them unless you have a 7th level slot for Scrying and a 14th level slot for Greater Scrying. When you cast Scrying, (1) the casting time is 21 minutes minus your character level, (2) the duration is ten minutes per character level, and (3) the spells you can cast through scrying function 100% of the time. Finally, when you cast Greater Scrying, treat the subject as one step more familiar to you (very familiar subjects get a –10 penalty on their save to avoid your scrying attempts),
Enchantment School - Aura of Despair (Sp): You can emit a 30-foot aura of despair for a number of rounds per day equal to your character level. Enemies within this mind-affecting aura take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.
Evocation School - Elemental Wall (Sp): You can create a wall of energy that lasts for a number of rounds per day equal to your character level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like the wall of fire spell.
Illusion School - Invisibility Field (Sp): You can make yourself invisible as a swift action for a number of rounds per day equal to your character level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
Necromancy School - Life Sight (Su): You gain blindsight to a range of two feet per character level for a number of rounds per day equal to your character level. These rounds do not need to be consecutive. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability.
Transmutation School - Change Shape (Sp): You can change your shape for a number of rounds per day equal to your character level. These rounds do not need to be consecutive. This ability otherwise functions like your choice of beast shape I, II, or III.
Universalist School - Metamagic Mastery (Su): You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell slot needed or the casting time. You can use this ability once per day per character level. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above your caster level.
Master of Arcane Lore
You have mastered a branch of esoteric lore, and your studies grant you know-how beyond normal mortal limits. Pick one of the branches of lore below:
Crafting Lore: If you do not already know the Detect Magic cantrip, you gain it. You gain a bonus equal to half your character level on Knowledge (History) checks made about magic items and artifacts. You can identify any magic item completely by casting Detect Magic. You gain a bonus on all your item crafting checks, both mundane and magical, equal to half your character level. You may craft magical items requiring the creator to be a specific race, even if you are not of that race.
Rune Lore: If you have a wizard's book, you can add the following spells: Erase, Arcane Marking, Secret Page, and all arcane spells with the words "symbol" or "rune" or "runes" in the name. You may add these spells and cast them even if they are in your opposition school. If you do not have a wizard's book, you gain one, but only to add the spells mentioned. Adding these spells to your book takes half the usual time and cost. You can add spells you cannot yet cast, and cast them after you gain a sufficiently high spell slot. When you cast these spells, use your character level instead of your caster level, if higher, to determine variable effects. In addition, you can cast Glyph of Warding as a spell-like ability once per day, as an arcane spell, using your Intelligence and character level to determine effects. You gain a +5 bonus on Scrivening skill checks.