ARCANE SCHOOLS
Abjuration
The abjurer uses magic against itself and masters the art of defensive and warding magics.
Resistance (Ex): You gain resistance equal to your wizard level to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day.
Energy Absorption (Su): At 8th level, you gain an amount of energy absorption equal to 3 times your wizard 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.
Lattice (Su): At 20th level, you may spend a standard action to wrap yourself in a mobile sphere of lattice crystals for a number of minutes equal to your wizard level. While encased, you gain improved cover against all attacks, have a fly speed of 60 feet with perfect maneuverability, and ignore difficult terrain. You may carry others with you inside the sphere, if you can physically pick them up but they are effectively unable to act while within.
Conjuration
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1).
Aura of Banishment (Su): At 8th level, as a free action you can emit a 30-foot aura of banishment for one round. You may emit this aura for a total number of rounds per day equal to his wizard level. These rounds do not need to be consecutive. Any summoned or called creature in the area (except those you specify) must attempt a Will save each round. Once the creature fails a Will saving throw, it is staggered as long as it remains inside the aura. If it fails a second Will saving throw, it is immediately sent back to its home plane, and the spell or effect that summoned it immediately ends. If that spell or effect summoned more than one creature, only the creature that failed its saving throws is affected. If the summoned creature was a companion, it cannot be summoned again for 1 minute.
Permanent Summons (Su): At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Divination
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1).
Tugging Strands (Su): At 8th level, as a non-action, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
Perfect Knowledge: At 20th level, anytime you roll initiative or a Knowledge check, assume the roll resulted in a natural 20.
Enchantment
The enchanter uses magic to control and manipulate the minds of his victims.
Beguiling Touch (Sp): You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Irresistible Demand (Sp): At 8th level, you can force others to do your bidding. As a standard action, you attempt to dominate a creature as though using the dominate monster spell, except that the creature must have a number of Hit Dice equal to or less than your wizard level. The targeted creature receives a Will saving throw each round to negate the effect. The DC is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can dominate creatures for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. You must concentrate as a standard action to maintain control over a dominated creature.
Reflective Mind: At 20th level, whenever you succeed at a saving throw against a mind-affecting effect, a spell of the enchantment school, or an effect from the Mind sphere, that spell or effect does not affect you and is instead reflected back at its caster, treating you as if you had cast the spell (such as for the purpose of charm or domination effects).
Evocation
Evokers revel in the raw power of magic and can use it to create and destroy with shocking ease.
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 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.
Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard 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 wall of fire.
Penetrating Spells (Su): At 20th level, whenever you cast an evocation spell, you can roll twice to penetrate a creature’s spell resistance and take the better result.
Illusion
Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round).
Bedeviling Aura (Su): At 8th level, as a standard action you can emit a 30-foot aura that bedevils your enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be flanked. This is a mind-affecting effect. Maintaining this effect is a free action, and you can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
Permanent Illusion (Su): At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Necromancy
The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
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 3 + 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 10 + 1/2 your wizard level + your Charisma modifier.
Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +2 profane bonus on all attack rolls and saving throws, as well as 2 temporary hit points per Hit Die and a +4 bonus to its channel resistance. These bonuses last for a number of rounds equal to your Intelligence modifier. The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Spirit Touch (Sp): At 20th level, you can touch incorporeal creatures as if your body, natural weapons, and wielded weapons were all under the effects of the ghost touch weapon special ability. You may activate or suppress this ability as a free action, and while this ability is active, you are immune to the touch attacks of shadows, ghosts, and other incorporeal creatures.
Transmutation
Transmuters use magic to change the world around them.
Battleshaping (Su): As a swift action, you may grant himself one of the following traits as a swift action: darkvision 60ft, low-light vision, a bite attack, a gore attack, or two claw attacks. This trait lasts for a number of rounds equal to 1/2 your wizard level and stacks with polymorph effects. At 11th level, you can grant two traits in this fashion. You can only be under the effects of one use of this ability at any time. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
Permanent Change (Su): At 20th level, you can make one of your polymorph effects permanent. You can have no more than one effect made permanent in this way at one time. If you designates another polymorph as permanent, the previous permanent effect ends.
Universalist
Wizards who do not specialize (known as universalists) have the most versatility of all arcane casters.
School Dabbler (Ex): You gain an additional spell slot of each spell level you can cast.
Wizard’s Tricks (Sp): You can cast detect/read magic, light, mage hand, and prestidigitation as at-will spell-like abilities. When you scribe a new spell into your spellbook, that spell takes up one page less than it otherwise would (minimum 1 page per spell), and the scribing cost is reduced by 25%.
Insightful Preparation (Su): At 8th level, whenever you prepare arcane spells, you gain the following benefits, as long as you have at least one spell of the highest spell level that you can cast prepared from the school of magic specified below.
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Abjuration: You gain DR 1/magic.
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Conjuration: You gain a 1 armor bonus.
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Divination: You gain a +2 bonus on Perception checks.
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Enchantment: You gain a +1 bonus on Will saving throws.
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Evocation: You gain a +1 bonus on initiative checks.
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Illusion: You gain a +2 bonus on Deception checks.
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Necromancy: You gain 1d4 temporary hit points.
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Transmutation: Your natural armor bonus is increased by +1.
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Universal: You gain a +2 bonus on Spellcraft checks.
Impossible Magic (Su): At 20th level, your magic will forever be unimpeded. Whenever you cast an arcane spell, you can expend a spell slot of the same level to reinforce the effect. Any attempt to counterspell a reinforced spell automatically fails.