Name | Prerequisite | Description |
---|---|---|
Arcane Might | Wizard 6th | You may spend an arcane reservoir point as a reaction to add half your casting ability modifier to your MSB and Physical saves against Maneuvers. This effect lasts until the start of the wizard’s next turn. |
Bonus Magic Feat (Su) | - | The wizard may select a single magic feat that he qualifies for and gains it as a bonus feat. The wizard may select this study more than once. |
Bonus Talent (Su) | - | The wizard gains a single spell or talent of his choice that he qualifies for. The wizard may select this study more than once. |
Complex Components | Wizard 8th | The wizard gains a single component discipline feats. The wizard may gain this feat even if he already had a component discipline feat. |
Consume Magic (Su) | Arcane Reservoir, Traditionalist Casting Type | Rather than spending spell points, the wizard may choose to lose a prepared charge of a spell as a free action, granting his arcane reservoir a number of points as if he had spent spell points to refill it equal to the number of spell points that were spent on the lost spell charge. |
Counterspell Expert | Wizard 4th, Counterspell talent | When countering a spell of another caster you may roll twice and take the better result on your dispel check against the targeted spell. You may use this ability once per day per 4 wizard levels you possess. |
Eternal Youth (Ex) | Wizard 20th, Transmutation Dedicated Study | You discover the cure for aging, taking no penalty to your physical ability scores from age. If you are already taking such penalties, they are removed at this time. In addition you become immune to magical aging effects. |
Evocation Missile | Magic Missile, Wizard 5th | The wizard may treat his magic missile as an evocation spell for the purposes of effects that rely on the wizard casting an evocation spell. |
Explosive Defense (Su) | Wizard 4th, Evocation Dedicated Study | When a spell you cast prevents damage (with DR or Resistance), you may spend an arcane reservoir point as a reaction to cause the attacking creature to take 1d6 points of untyped damage for every 5 points of damage prevented. The creature must be within 30 feet of you to receive damage from this effect; and doing so immediately ends the spell granting the DR or Resistance bonus. |
Familiar (Su) |
| The wizard gains the service of a familiar who is the representation of his arcane power. The wizard gains a creature of his choice from the companion page. Regardless of its type the creature has the following differences from a normal companion. The wizard’s companion progresses at the rate of 1 hit dice per 4 SPB levels(minimum 1) The familiar’s hit points are equal to half the wizard’s total hit points. The wizard may not directly apply companion talents to the familiar with his normal talents. The familiar’s size is by default tiny rather than medium or small. While the wizard’s companion is alive and within close range of the wizard he may cast spells normally even without an implement; and his familiar is treated as a +1 implement (improving by an additional +1 every 3 wizard levels after 1st to a maximum of +5). If the wizard’s familiar dies or moves beyond close rage the wizard must make concentration checks to cast as if he was missing his implement, even if he is holding another one. If the wizard’s familiar dies he must perform a ritual lasting 8 hours and costing 200 gp per SPB to bring it back. |
Familiar, Improved | Familiar | The familiar gains the benefits of two companion talents the wizard qualifies for, as if he had the summon companion spell. The wizard may select this study more than once. |
Familiar, Powerful | Familiar, Wizard 10th | The wizard’s familiar now progresses at the rate of a normal companion using the wizard’s SPB to determine progression. |
Greater Signature Spell | Wizard 10th | The wizard gains a +2 bonus to concentration checks when casting his signature spell, and a +2 bonus on opposed checks to prevent his spell from being countered or dispelled. |
Invigorating Destruction (Su) | Evocation Dedicated Study | When casting an evocation spell that deals damage, you gain a number of temporary hit points equal to the total number of dice used to determine the damage caused by the spell. Temporary hit points from this ability do not stack and last 1 hour. |
Magic Missile (Su) | - | Once per round as a 3 AP action wizard may spend 1 arcane reservoir point to fire a bolt of pure arcane energy at a creature dealing 1d4 points of untyped damage. This effect has a range of 30 feet + 5 feet per SPB. The wizard need not make an attack roll as the missile unerringly seeks its target, though still needs line of effect. For every 5 SPB the wizard possesses, the damage improves by an additional 1d4. The wizard may add the enhancement bonus of his implement to the damage of this ability. Due to its pure arcane form, Magic Missile is highly susceptible to spell resistance and is treated as a spell for the purposes of determining if it may affect a creature. Creatures with spell resistance treat their spell resistance as double for the purposes of determining if they would be affected by magic missile. |
Magic Missile, Greater | Improved Magic Missile, Wizard 14th | The wizard is no longer limited to once per round for using his magic missile ability. In addition the wizard may increase the arcane reservoir cost by 1 to reduce the AP cost of magic missile to 1 AP. |
Magic Missile, Improved | Magic Missile, Wizard 6th | The wizard reduces the AP cost to use magic missile to 2 AP. The wizard may also increase the arcane reservoir cost by 1 to increase the damage from 1d4 to 1d6. |
Overcome Limits | - | The wizard may choose to spend 1 additional spell point when preparing a spell (if prepared), or casting it (if spontaneous) to ignore the BCB and SPB penalty for his opposition schools for that single cast of the spell. |
Perfect Form (Su) | Wizard 10th, Transmutation Dedicated Study | When casting a transmutation spell that grants an enhancement bonus to a physical ability score, you may spend an arcane reservoir point to improve the bonus by 2. At 15th level this bonus improves by an additional 2. |
Planar Adaptation (Su) | Wizard 8th, Conjuration Dedicated Study | The wizard is continually under the protection of planar adaptation ritual. |
Quick Study (Su) | Wizard 6th, Traditionalist Casting Type | Once per day per 6 wizard levels the wizard may spend an arcane reservoir point as a 4 AP action to lose a prepared spell charge, returning any spell points used to prepare the spell. If the wizard has no charges dependent on the spell lost in this way he may replace the spell or a single talent used in the charge with a different one from his spell source. The wizard may then replace the lost spell charge with a new spell charge of his choice. |
School Defense | Wizard 4th | The wizard gains a +1 bonus to saves against spells matching his school from his dedicated study feature. At 10th level and every 10 wizard levels thereafter this bonus improves by an additional 1. |
Shadow Spells | Traditionalist Casting Type | The wizard may prepare an additional two spell charges as long as he prepares his spells in dim light. He may only cast these additional prepared spell charges while in dim or normal light |
Steel Mind (Su) | Wizard 4th | The wizard gains a +2 bonus on Mental saving throws and may add half his wizard level to concentration checks against damaging effects. |