Wizard

Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, 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 grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.

Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist 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.

The term mage covers a wide spectrum of spellcasters and magic users across the world. They may wish to protect good or destroy everything around. However, they still follow one common belief: the gates contain unlimited power and they sit waiting to be harnessed. Unlike druids (gaining power from the gate via nature) or clerics (gaining power from the gate via faith), mages channel energy directly. Mages discovered,
long ago, that certain shortcuts exist to channel the potent energies from the gates. These came in the form of words in the ancient language of the dragons. Some take seconds to spout while others take hours, but by understanding the potential and workings of the verse, a mage can channel immense power in specific ways to create amazing affects that break every natural law of science.

Mages all share a common desire to study the behavior of these ancient words and discover new ways to utilize their potential. Some spellcasters believe they walk the path to understanding the ways of the universe while some mages claim they understand it better than any others that channel power from these realms. Alternate spellcasters often believe mages simply shortcut their power but there is no denying mages possess the greatest spells in the world.

GAME RULE INFORMATION

Abilities: Though a good Constitution and Dexterity is always important, for mages, the greatest asset is a high Intelligence. A high Intelligence affects the power of a mage's spells and how many of those spells he can cast.
Alignment: Any.
Hit Die: d6.

CLASS SKILLS

The mage's class skills (and the key ability for eacThe wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

The Mage

Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Scribe Totem, Arcane School, Cantrips, Focus Totem 3 1
2nd +1 +0 +0 +3 Arcane Bond 4 2
3rd +1 +1 +1 +3 Bonus Feat 4 2 1
4th +2 +1 +1 +4 4 3 2
5th +2 +1 +1 +4 Bonus feat 4 3 2 1
6th +3 +2 +2 +5 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Bonus feat 4 5 4 3 3 2
11th +5 +3 +3 +7 Foundation Spell Capacity 4 5 4 4 3 2 1
12th +6/+1 +4 +4 +8 Bonus feat 4 5 5 4 3 3 2
13th +6/+1 +4 +4 +8 4 6 5 4 4 3 2
14th +7/+2 +4 +4 +9 Bonus feat 4 6 5 5 4 3 3
15th +7/+2 +5 +5 +9 4 6 6 5 4 4 3
16th +8/+3 +5 +5 +10 Bonus feat 4 7 6 5 5 4 3
17th +8/+3 +5 +5 +10 4 7 6 6 5 4 4
18th +9/+4 +6 +6 +11 Bonus feat 4 7 7 6 5 5 4
19th +9/+4 +6 +6 +11 4 8 7 6 6 5 4
20th +10/+5 +6 +6 +12 Bonus feat 4 8 7 7 6 5 5

CLASS FEATURES

Weapon and Armor Proficiency: Mages are proficient with all simple weapons and with light armor but not with medium or heavy armor or shields. Light armor does not interfere with a mage's movements, but medium and heavy do, which can cause his spells to fail.

Spells: A wizard casts arcane spells drawn from the wizard spell list presented at the end of this entry. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the mage table above. In addition, he receives bonus spells per day if he has a high Intelligence score.

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

A mage may only know a certain number of spells. Unlike druid spells, few mage spells require material components and few require somatic components. They all require verbal components.

Spontaneous Casting: A mage can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can "lose" a prepared spell of second level or higher in order to cast any 1st or 0 level spell he knows.

Scribe Totem: At 1st level, a mage gains Scribe Totem as a bonus feat.

Arcane Bond: At 2nd level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for familiars appear on page 82, while rules for bonded items are given below.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Chapter 5). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Familiars
A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats 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. An animal companion cannot also function as a familiar.

A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

If a familiar is lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Familiar Special Ability
Bat Master gains a +3 bonus on Fly checks
Cat Master gains a +3 bonus on Stealth checks
Hawk Master gains a +3 bonus on sight-based and opposed Perception checks in bright light
Lizard Master gains a +3 bonus on Climb checks
Monkey Master gains a +3 bonus on Acrobatics checks
Owl Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness
Rat Master gains a +2 bonus on Fortitude saves
Raven* Master gains a +3 bonus on Appraise checks
Viper Master gains a +3 bonus on Bluff checks
Toad Master gains +3 hit points
Weasel Master gains a +2 bonus on Reflex saves
*A raven familiar can speak one language of its master’s choice as a supernatural ability.

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind as described in the Pathfinder RPG Bestiary, but with the following changes.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Classes
Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to calculate the familiar’s melee attack bonus with natural weapons. Damage equals that of a normal creature of the
familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Ref lex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

Master Natural Class Level Armor Adj. Int Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind
9th–10th +5 10 —
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13 —
17th–18th +9 14 —
19th–20th +10 15 —

Natural Armor Adj.: The number noted here is in addition to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Ref lex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the
conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s 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.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Bonus Feats: At 3rd, 5th, 10th, and every two levels after, a mage gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, spell mastery feat or Foundation Spell. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The mage is not limited to the categories of item creation feats, metamagic feats, spell mastery feats or Foundation Spell feats when choosing these feats.

Focus Totem: A mage's intelligence allows the recall of massive amounts of information. However, in the world of Amethyst, mages do not require daily study from a book. He only requires hardened study once for each spell. A mage finds fascination in the history of magic, believing rules exist in a seemingly unpredictable form. It is almost a scientific study of the ways of magic.

Non-human mages discovered long ago that certain words in vocal and written form channel immense energies from the gates. This power laid with the dragons for millions of years before the fey pursued this path. These words, found in the ancient tongue of the first language ever spoken, draconic, connect to specific energies-akin to spells. A mage must first understand how the word works in all ways, absorbing its meaning into his soul. The books of a spell caster reflect this knowledge learned. The bigger the library, the greater the understanding the mage possesses of the arcane arts.

The final key relies on the power word. The mage inscribes the word on his focus totem and memorizes it. When the mage speaks that word, the energy channels through the totem and the spell is cast. The most common focus totem is the spellbook. However, different cultures insist on different focus totems.

A mage begins play with a focus totem containing all 0- level mage spells plus three 1st-level spells of his choice. For each point of Intelligence bonus the mage has, the focus totem holds one additional 1st-level spell of his choice. At each new focus level, he gains two new spells of any spell level or levels that he can cast (based on his new mage level) for his totem.

Each level equates a symbol in the draconic language. O-Level spells resemble simple singular symbols, therefore taking virtually no space on the totem. The higher the spell level, the longer the word. To understand a word translates to one day per spell level for study of the word and its meaning. After that, the word's inscription on the totem carries potential.

A mage can only cast spells if his totem lays in possession (i.e.: holding it or simply touching it). The word in physical form must be in hand when the mage speaks it. If the totem is stolen or sundered, the mage is powerless. A mage stealing another's totem could result in copying the symbols. The thief mage still must take time to study them. As he learns from them, each word is removed from the totem and is transferred to the new totem.

However, additional spells must be found by quests. Certain high level spells are so rare; they can only be found inscribed on unique items spread around the world. Sometimes, mages must quest for them as others would quest for magic weapons. A mage's honor insists these items either remain in their location, or be taken to Kirjath-Sepher for storage. The mage must be able to cast the spell to inscribe the
word on his focus totem.

Foundation Spell Capacity: At 11th level, the Mage is able to cast foundation spells and is able to select Foundation Spell as one of his metamagic feats.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 3–16 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two
spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own.

SCHOOL SPECIALIZATION

Arcane Schools
The following descriptions detail each arcane school and its corresponding powers.

Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
The abjurer uses magic against itself, and masters the art of defensive and warding magics.

Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 def lection bonus to their AC for 1 round. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Energy Absorption (Su): At 6th 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.

Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
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). 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.

Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard 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: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
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 f lat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Diviner’s Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to ½ your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Scrying Adept (Su): At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, 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: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
The enchanter uses magic to control and manipulate the minds of his victims.

Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is ref lected back at its caster, as per spell turning.

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Aura of Despair (Su): At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this 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: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
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 damage is of the same type as the spell. 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.

Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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.

Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
Illusionists use magic to weave confounding images, figments, and phantoms to baff le 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). 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.

Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Invisibility Field (Sp): At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.

Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer. Necromancy is automatically classed as a prohibited school and players may not select it nor choose necromancy spells unless certain strict requirements are met, specifically, corrupting one's soul and locating the spells in question.
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. At 20th level, undead cannot add their channel resistance to the save against this ability.

Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. 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. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th.

Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
Transmuters use magic to change the world around them.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. 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.

Universal: Not a school, but a category for spells that all Mages can learn. A mage cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.
Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters.

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single
attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per
day equal to 3 + your Intelligence modifier.

Metamagic Mastery (Su): At 8th level, 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 or the casting time. You can use this ability once per day at 8th level and one additional time per day for every
two wizard levels you possess beyond 8th. 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 the level of the highest-level spell that you are capable of casting.

A school is one of nine groupings of spells, each defined by a common theme. If desired, a mage may specialize in one school of magic (see below). Specialization allows a mage to cast extra spells from his chosen school, but he then never learns to cast spells from some other schools. A specialist mage can prepare one additional spell of his specialty school per spell level each day. He also gains a +2 bonus on Spellcraft checks to learn the spells of his chosen school.

The mage must choose whether to specialize and, if he does so, choose his specialty at 1st level. At this time, he must also give up two other schools of magic (unless he chooses to specialize in divination; see below), which become his prohibited schools. A mage can never give up divination to fulfill this requirement.

Spells of the prohibited school or schools are not available to the mage, and he can't even cast such spells from scrolls, or fire them from wands. He may not change either his specialization or his prohibited schools later.

The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells.

ARCANE SPELLS AND ARMOR

Mages do not know how to wear most armor effectively. They may use light armor without penalty.

If desired, mages can wear heavier armor (though they'll be clumsy in it); or they may gain training in the proper use of armor (with the various Armor Proficiency feats-medium, and heavy-and the Shield Proficiency feat). They can also multiclass to add a class that grants them armor proficiency. Even if a mage is wearing armor with which he is proficient, it might still interfere with spellcasting.

Armor restricts mages. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

CLASS FOCUS

For a mage, his focus path depends on the totem he chooses for himself. Specific totems offer certain additional abilities depending on their type. The mage must purchase these items during character generation. If he doesn't have the money, he cannot choose it as his totem. (If the item becomes mastercraft per the rules for armor, staff, or weapon, the mage need not pay the extra cost). A mage can change his totem later but it takes time and money. He must purchase the new item and invest 300 gp in materials. Transferring the spells also takes significant time (a day per spell). Totems can never be spread over multiple pieces (so it could never be armor).

The Book: The most common totem on Earth is the book. It is the most powerful totem and the easiest to master. Huge schools dot the planet dedicated to this belief. Mages using book totems, more than any other mage, believe that power from Attricana and Ixindar has its own rules and is not totally random, which means it can be eventually understood. Book mages remain popular with almost all fey, especially damaskan. Many humans use them as well.

Remember, all mages carry books, but the final draconic power words rest inscribed in the book mage's totem. As a result, it does not follow the same rules as spellbooks from the PHB and can hold all the spells the Mage will ever cast.

Because the book mage studies the science of magic more intently than any other mage, he gains a +1 bonus to all DCs for spells he casts. Because of the ease of studying the spellbook, the book mage only requires 30 minutes mediation instead of the standard hour every morning. Preparing, learning, and writing down more spells later also has the time halved. Because of the ease of access, the book mage gains a +1 bonus to all spellcraft rolls and a +2 bonus to all knowledge (arcane) rolls.

The Shield: Although the mage cannot use armor as a totem, he can choose a shield. The symbols start usually on the inside but as the mage learns more spells, they must eventually start to cover the front as well. As a result, this totem can never be a buckler. Very few cultures use the shield. The only notable examples are a few narros cities.

A mage choosing a shield focus gains proficiency with said shield but only with this specific shield (if the mage chooses a light steel shield, it's only this light steel shield and no other light steel shields he finds along the way). The shield can only be light steel, wooden, magnarros, coruthill, or angelite. The shield is counted as mastercraft. The item may be enchanted later but counts as a +1 shield already for the purposes of enchanting later (though not receiving said bonuses). The shield mage receives a reduction in his Arcane Spell failure chance of 5% for that shield and also gains a +1 bonus on all opposed spell checks.

The Staff: Outside of the book, the staff is one of the most common totems used. It was the second totem (after the book) that found circulation. Many less civilized communities capable of competent mages sometimes use the staff. A staff also remains popular with the traveling mage, as it's less clumsy and more effective outside of the book or weapon. Staff totem mages continue to stay fashionable with many fey races including chaparran and tenenbri, the latter using the staff almost exclusively. Although the book is the most favorable choice by in large, wandering adventurers see the staff more than any other.

Although considered a weapon, the staff falls into its own category. The mage is proficient with the staff for combat. The quarterstaff counts as being mastercraft. The item may be enchanted later but counts as a +1 weapon already for the purposes of enchanting later (though not offering any magical bonuses in combat).

When preparing spells, the mage selects one chosen spell slot. That spell is infused into the staff, ready to fire off when the final power word in spoken. This single spell, when finally cast, is boosted by +2 mage class levels, increasing damage, save DCs, range, etc. This spell is not stored and vanishes by the new day, forcing the mage to select another spell.

The Weapon: Although choosing a weapon appears seemingly without penalty, the benefits are double edged. A mage with a weapon totem fills himself with a need to wield it in combat, even though a mage could never match a fighter one-on-one. Weapons can be sundered and using a weapon, especially one to be enchanted later, places all the mage's possible power into a single item that can be taken away. This does not stop a large number of mages from using weapons, although most of these do not study the arts of the arcane with as much dedication as others. Weapon totem mages are less powerful in casting than book or staff totem mages. In spite of this, many human cultures embrace the weapon totem.

The mage choosing a weapon gains proficiency with said weapon (if not already so) but only with this specific weapon (if the mage chooses a longsword, it’s only this specific longsword and no other longswords he finds along the way). The weapon cannot be a gauntlet or a light melee weapon. It also cannot be a ranged weapon or a spiked chain. The weapon must be composed mostly of wood and/or steel (or magnarros, coruthill, or angelite). The weapon is counted as mastercraft. The item may be enchanted later but counts as a +1 weapon already for the purposes of enchanting later (though not offering any magical bonuses in combat).

Also, if the Mage wishes, he may turn a ready to cast spell requiring a ref save into a touch attack. The focus weapon MUST deliver the touch attack directly, though need not actually do any damage. The spell turns into a target only spell (no area effect or channeling), striking the target directly. That target no longer receives a ref save to avoid effects. If this ability is used, the weapon itself does not do damage.

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