Home >Classes >3rd Party Classes >Samurai Sheepdog >S-Class Characters >S-Class Wizard >

Arcane School Powers

Contents

School Powers

When you select your arcane school at 1st level, you also gain one of its associated powers. You gain additional arcane school powers at 6th, 12th, 18th, and 20th level.

Limited Uses per Day: When using an arcane school power that is limited to 3 + Intelligence modifier times per day, an s-class wizard can expend a 3rd-level or lower spell slot as a free action to first regain a number of uses equal to the spell level, up to his maximum.

General school powers are available to all wizards, regardless of their school. Universal school powers are only available to universalists.

General School Powers

Arcane Shorthand (Ex)

Benefit(s): Spells you add to your spellbook from your arcane school cost half as much to scribe and use half as many pages (you can fit up to four cantrips from your school on a single page).

Esoteric Studies (Sp)

Benefit(s): Choose a spellcaster you consider an ally and a number of spells they can cast equal to your Intelligence modifier. Add those spells to your spellbook. They are arcane, wizard spells for you. These spells are treated as one level higher unless they also appear on the wizard spell list. These spells must be at least one level below the highest spell level you can cast.

Special: You can select this power more than once.

Flexible Preparations (Ex)

Benefit(s): When you prepare your spells each day, you can choose to keep a number of spell slots up to 4 + your Intelligence modifier (minimum 1) flexibly prepared. Instead of preparing a single spell within each of these slots, you can partially prepare two spells from your arcane school. Anytime after you prepare these flexible slots, you can spend a standard action to finalize one slot, choosing one of the two spells to be finished and fully prepared in that slot.

Imbue Power (Su)

Prerequisite(s): 6th level, infuse power.

Benefit(s): When you use a wand or other spell-trigger item to cast a spell from your arcane school, use your own caster level instead of the item’s caster level to determine the effects of the spell.

Infuse Power (Su)

Benefit(s): When you use a scroll or other spell-completion item to cast a spell from your arcane school, use your own caster level instead of the item’s caster level to determine the effects of the spell.

Intense Spells (Su)

Benefit(s): Whenever you cast a spell from your arcane school 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 the Empower Spell feat or similar effects. This damage is of the same type as the spell.

Redirect Spell

Prerequisite(s): 20th level.

Benefit(s): Whenever you succeed at a saving throw against a spell from your arcane school, that spell is reflected back at its caster, as per spell turning.

Weird Flex (Su)

Prerequisite(s): 6th level, flexible preparations.

Benefit(s): As a move action, you can change one of your prepared school spells into a flexible spell slot containing two of your school spells instead. You can use this ability once per day at 6th level, plus one additional time per day for every 4 levels beyond 6th (10th, 14th, and so on).

Abjuration School Powers

Arcane Barrier (Su)

Prerequisite(s): Arcane ward, 20th level.

Benefit(s): As a swift action, you can cause your arcane ward to affect a 30-foot-radius area, centered on you. Once set, the ward does not move. You and your allies within the area benefit from your arcane ward until it is reduced to 0 hit points or you dismiss it with another swift action.

Special: If you also have projected ward, your arcane ward begins each day with hit points equal to twice your wizard level + your Intelligence modifier.

Arcane Ward (Su)

Benefit(s): The first time you cast an abjuration spell of 1st level or higher each day, you also weave a protective ward of magic around yourself. This ward lasts for 24 hours, and has hit points equal to your wizard level + your Intelligence modifier. When you would take damage, the damage is applied to your ward first, and any excess is dealt to you after. This does not prevent other effects related to the damage, such as ability or energy damage or drain, bleed, burn, or being grabbed, but ongoing damage is still applied to your ward before it is dealt to you.

Your arcane ward does not dissipate when it reaches 0 hit points. When you cast an abjuration spell after the first each day, the ward regains hit points equal to twice the spell’s level, up to its maximum.

Canny Abjurer (Ex)

Benefit(s): When you cast an abjuration spell that requires a caster level check, you gain a competence bonus on the check equal to your half your wizard level.

Counterspell Mastery (Su)

Prerequisite(s): 6th level.

Benefit(s): You gain Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent’s spell once per day as an immediate action (instead of a readied action). You must use a spell at least one level higher than the spell being countered to use this ability. You can use this ability once per day at 6th level, plus one additional time per day for every 4 levels beyond 6th (10th, 14th, and so on).

Deflection Aura (Su)

Limit: 3 + Intelligence modifier per day.

Benefit(s): As a standard action, you can create a 10-foot-radius aura of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. You and each of your allies in this area receive a +1 deflection bonus to Armor Class. This bonus increases by +1 for every five wizard levels you possess.

Disruption (Su)

Limit: 3 + Intelligence modifier per day.

Benefit(s): You gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 your wizard level (minimum 1).

Energy Absorption (Su)

Prerequisite(s): 6th level.

Benefit(s): You gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take any 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.

Energy Shield (Su)

Benefit(s): When you prepare spells for the day, you also create an energy shield that protects you from one energy type of your choice. Your shield grants you resistance 5 at 1st level plus 1 for every even level thereafter.

Energy Shield, Greater (Su)

Prerequisite(s): Energy shield, 20th level.

Benefit(s): Your energy shield grants a total resistance of 30 that you can divide between any number of energy types when you prepare spells for the day. If you apply that resistance to a single type of energy, you gain immunity until the next time you prepare spells instead.

Projected Ward (Su)

Prerequisite(s): Arcane ward, 6th level.

Benefit(s): When a creature you can see would take damage, you can use an immediate action to project your ward around both you and that creature until the start of your next turn.

Spell Resistance (Su)

Benefit(s): You gain spell resistance equal to 11 + your wizard level.

Conjuration School Powers

Acid Dart (Sp)

Limit: 3 + Intelligence modifier per day.

Benefit(s): 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. This attack ignores spell resistance.

Create Gear (Su)

Limit: 3 + Intelligence modifier per day.

Benefit(s): At 1st level, you can create any object that weighs no more than 1 pound per wizard level you possess. Creating an object in this way is a standard action. The Item remains for 1 minute before fading away, although it disappears after one round if it leaves your possession. Creating an Item to an exact specification might require a Craft skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal, cannot contain any moving parts, and must be something with which you are at least familiar. You could use this ability to create a key to your lock box, but not a vial of alchemist’s fire or a new key you haven’t possessed for at least 24 hours.

Creator’s Will (Sp)

Prerequisite(s): 8th level.

Benefit(s): You can cast minor creation as a spell-like ability. You can have no more than one minor creation active at a time. If you cast the spell again, the previous casting immediately ends. At 12th level, this ability improves to major creation. You can use this ability a number of times per day equal to 1/2 your wizard level.

Dimensional Steps (Sp)

Prerequisite(s): 8th level.

Benefit(s): You can use this ability to teleport up to 30 feet per wizard level each 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.

Permanent Summons (Su)

Prerequisite(s): 20th level, summoner’s charm.

Benefit(s): You can change the duration of all summon spells you cast (such as summon monster IX) to permanent. You can have no more than one summon spell made permanent in this way at one time. If you designate another summon spell as permanent, the previous spell immediately ends.

Shift (Su)

Limit: 3 + Intelligence modifier per day.

Benefit(s): You can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet).

Summoner’s Charm (Su)

Benefit(s): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by the Extend Spell feat.

Divination School Powers

Always Ready (Su)

Prerequisite(s): 20th level, forewarned.

Benefit(s): Anytime you roll initiative, assume the roll resulted in a natural 20.

Diviner’s Fortune (Sp)

Limit: 3 + Intelligence modifier per day.

Benefit(s): 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 1/2 your wizard level (minimum +1) for 1 round.

Foretell (Su)

Prerequisite(s): 8th level.

Benefit(s): You can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. 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.

Forewarned (Su)

Benefit(s): 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).

Prescience (Su)

Limit: 3 + Intelligence modifier per day.

Benefit(s): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost.

Scrying Adept (Su)

Prerequisite(s): 8th level.

Benefit(s): 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.

Send Senses (Sp)

Limit: 3 + Intelligence modifier per day.

Benefit(s): As a standard action, you place a scrying sensor at a point within medium range (100 feet + 10 feet/wizard level) that you can see and have line of effect to. You can see or hear (not both) through this sensor for number of rounds equal to 1/2 your wizard level (minimum 1). The sensor otherwise functions as a clairaudience/clairvoyance spell with a caster level equal to your wizard level.

Enchantment School Powers

Aura of Despair (Su)

Prerequisite(s): 8th level.

Benefit(s): As a standard action, 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. This is a mind-affecting effect.

Beguiling Touch (Sp)

Limit: 3 + Intelligence modifier per day.

Benefit(s): 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.

Dazing Burst (Sp)

Prerequisite(s): 12th level, dazing touch.

Benefit(s): When you use dazing touch, you can spend two uses to instead target one or more humanoid creatures within medium range (100 ft. + 10 ft./wizard level), no two of which may be more than 30 ft. apart.

Dazing Touch (Sp)

Limit: 3 + Intelligence modifier per day.

Benefit(s): 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.

Enchanting Smile (Su)

Benefit(s): 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.

Force of Will (Su)

Prerequisite(s): 20th level.

Benefit(s): any creature that succeeds at a saving throw against an enchantment spell you have just cast is still affected for 1 round if the spell has a duration greater than 1 round.

Irresistible Demand (Sp)

Prerequisite(s): 8th level.

Benefit(s): 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.

Shape Emotions (Su)

Prerequisite(s): 8th level.

Benefit(s): As a standard action, you can emit a 30-foot aura to either ward off or welcome emotional influence for a number of rounds per day equal to your wizard level.

If you choose to ward, you and your allies within this aura receive a +4 morale bonus on saves against mind-affecting spells and effects, and any fear effects targeting you or your allies are reduced by one step (shaken has no effect, frightened becomes shaken, and panicked becomes frightened).

If you choose to enhance emotional influence, enemies within the aura receive a –2 penalty on saves against mind-affecting spells and effects. These rounds do not need to be consecutive.

Surreptitious Control (Su)

Benefit(s): You can send thoughts and instructions telepathically to any creature within 60 feet that you have charmed or dominated as though you shared a common language. At 11th level, affected creatures can communicate back to you via the telepathic link as well.

Evocation School Powers

Ardent Evocations (Su)

Prerequisite(s): 20th level, intense spells general arcane school power.

Benefit(s): Whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result. Any dispel checks made against your evocation spells must be rolled twice, and your opponent must use the less favorable result.

Elemental Manipulation (Su)

Prerequisite(s): 8th level.

Benefit(s): As a standard action, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level.

For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.

Elemental Wall (Sp)

Prerequisite(s): 8th level.

Benefit(s): 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.

Force Missile (Sp)

Limit: 3 + Intelligence modifier per day.

Benefit(s): As a standard action, you can unleash a force missile that automatically strikes a foe and deals 1d4 force damage, as magic missile.

Special: If you also have intense spells, that power applies to the missile’s damage.

Lingering Evocations (Su)

Benefit(s): Any evocation spell you cast with a duration greater than instantaneous lasts an additional number of rounds equal to 1/2 your wizard level (minimum +1).

Versatile Evocation (Su)

Limit: 3 + Intelligence modifier per day.

Benefit(s): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, and glowing cinders left on the ground would still act as difficult terrain).

Wind Servant (Sp)

Limit: 3 + Intelligence modifier per day.

Benefit(s): As a standard action, you can generate a blast of air that hurls an unattended object (or objects) or an object in your possession up to 30 feet in a straight line. If you have a free hand, you can catch an object hurled toward yourself. You can move objects weighing up to 1 pound per wizard level. Objects are not thrown with enough force to cause damage, although fragile objects like alchemical weapons shatter on contact with a creature or hard surface. To hit a creature with an object, you must succeed at a ranged touch attack.

Illusion School Powers

Bedeviling Aura (Su)

Prerequisite(s): 8th level.

Benefit(s): 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. 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.

Binding Darkness (Sp)

Limit: 3 + Intelligence modifier per day.

Benefit(s): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it.

Blinding Ray (Sp)

Limit: 3 + Intelligence modifier per day.

As a standard action, you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes the target to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead.

Extended Illusions (Su)

Benefit(s): 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).

Invisibility Field (Sp)

Prerequisite(s): 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.

Permanent Illusion (Su)

Prerequisite(s): 20th level, extended illusions.

Benefit(s): 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.

Shadow Step (Sp)

Prerequisite(s): 8th level.

You can use this ability to walk through the Shadow Plane and reappear as a standard action. You can travel up to 30 feet per wizard level per day in this fashion, either in a single round or broken up across multiple shadow steps. This movement must be used in 5-foot increments and does not provoke attacks of opportunity.

Travel through the Shadow Plane is imprecise; when you arrive, you re-enter 1 square off target, as per the rules for thrown splash weapons. If this would place you in an occupied square, you instead arrive in the nearest safe location. When you arrive, you are cloaked in shadow and gain concealment as the blur spell for 1 round. You may bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. They likewise re-enter off target (roll for each creature) and are cloaked in shadow for 1 round.

Terror (Su)

Limit: 3 + Intelligence modifier per day.

Benefit(s): As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your wizard level are unaffected. This is a mind-affecting fear effect.

Necromancy School Powers

Bolster (Sp)

Limit: 3 + Intelligence modifier per day.

As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell.

Grave Touch (Sp)

Limit: 3 + Intelligence modifier per day.

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.

Healing Grace (Su)

Benefit(s): Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per spell level. This healing may be spread out between the targets of the spell in any way you choose. If you assign any of the healing to an undead creature, it instead takes 1 point of damage for each point assigned.

At 11th level, the amount of damage cured increases to 2 points of damage per spell level. This healing occurs when the spell is cast and has no effect on creatures that enter its area after the spell is in place.

Healing Grace, Greater (Su)

Prerequisite(s): 20th level, healing grace.

Benefit(s): The amount of damage cured by healing grace increases to 3 points of damage per level of the spell, and you can choose to have creatures you heal in this way automatically succeed on any saving throws they would make against the triggering spell.

Life Sight (Su)

Prerequisite(s): 8th level.

Benefit(s): 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 (16th, 20th, and so on). These rounds do not need to be consecutive.

Overpower Undead (Su)

Limit: 3 + Intelligence modifier per day.

Benefit(s): You receive Command Undead or Turn Undead as a bonus feat (your choice). You can channel energy as a cleric of your wizard level, but only to use the selected feat. You can add to this ability, such as with Extra Channel and Improved Channel, but not alter it, such as with Elemental Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier.

Overpower Undead, Greater (Su)

Prerequisite(s): 20th level, overpower undead.

Benefit(s): Undead targeted by your Command Undead or Turn Undead cannot add their channel resistance to the save against that ability.

Share Essence (Sp)

Limit: 3 + Intelligence modifier per day.

Benefit(s): As a standard action, you can share your vital energy with a living creature that you touch. You take 1d6 points of nonlethal damage + 1 for every two wizard levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. This ability has no effect if you are immune to nonlethal damage.

Transmutation School Powers

Augment (Sp)

Limit: 3 + Intelligence modifier per day.

Benefit(s): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to its natural armor. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round).

Battleshaping (Su)

Limit: 3 + Intelligence modifier per day.

Benefit(s): As a swift action, you grow a single bite (piercing), claw (slashing), gore (piercing), or slam (bludgeoning) attack that deals 1d6 damage of the listed type, plus additional damage equal to your Str modifier. The natural weapon lasts for 1 round and has a +1 enhancement bonus on attack and damage rolls for every four wizard levels you possess.

At 11th level, you can shape two claws or slams. Alternatively, you can grant your claw a critical threat range of 19-20, or any of your other natural attacks a critical multiplier of x3.

Perfection of Self (Su)

Prerequisite(s): 8th level.

Benefit(s): As a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.

Physical Enhancement (Su)

Benefit(s): 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.

Physical Might (Su)

Prerequisite(s): 20th level, physical enhancement.

Benefit(s): Apply your physical enhancement bonus to two physical ability scores of your choice.

Telekinetic Fist (Sp)

Limit: 3 + Intelligence modifier per day.

Benefit(s): 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.

Change Shape (Sp)

Prerequisite(s): 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 School Powers

As a universalist, your school powers are a little stronger than those of other wizards because you don’t gain additional spells per day.

Coercion (Ex)

Benefit(s): You gain a bonus on Use Magic Device checks equal to half your wizard level (minimum 1). You can always take 10 on Use Magic Device checks, except when activating an item blindly, and you do not automatically fail a Use Magic Device check if you roll a natural 1 on the check.

Detect Magic (Su)

Benefit(s): At will, you can use detect magic, as the spell. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magic, learning the aura’s strength and school as if having studied it for 3 rounds and succeeded at a Knowledge (arcana) check. While focusing on one individual or object, you do not detect magic in any other object or individual within range.

Duergar’s Insight (Su)

Prerequisite(s): 12th level, detect magic school power.

Benefit(s): Your detect magic also functions as analyze dweomer.

Hand of the Apprentice (Su)

Limit: 3 + Intelligence modifier per day.

Benefit(s): 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.

Metamagic Mastery (Su)

Prerequisite(s): 8th level.

Benefit(s): 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. Special: You can use this ability once per day each time it is selected. 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.