Wizard

Prospero and Roger Bacon, the two main characters in a story that seems crammed with wizards, were wizards. They knew seven different runic alphabets, could sing the Dies Irae all the way through to the end, and knew what a Hand of Glory was. Though they could not make the moon eclipse, they could do some very striking lightning effects and make it look as though it might rain if you waited long enough.

―John Bellairs, The Face in the Frost (1969)

Upon selecting this class, a mage must decide whether to be a pure wizard, devoted to the study of all types of magic, or a specialist wizard (presented separately below), devoted to a specific school of magic or esoteric branch of wizardry. Generalist wizards are masters of metamagic and item crafting, but their main strength is in the number and breadth of their available spells. Such wizards are exemplified by Prospero (cited above). Mazirian the Magician, from Jack Vance’s The Dying Earth, is also a wizard.

Table 1: The Wizard Hit Dice: d4

Class Level Base Attack Spell Capacity Special
1st +0 1st Arcane bond, artificer, generalist spell
2nd +1 2nd
3rd +1 3rd
4th +2 4th Low arcana
5th +2 5th
6th +3 6th
7th +3 7th
8th +4 8th Metamagic mastery
9th +4 9th
10th +5 10th
11th +5 11th
12th +6/+1 12th Low arcana
13th +6/+1 13th
14th +7/+2 14th
15th +7/+2 15th
16th +8/+3 16th Low arcana
17th +8/+3 17th
18th +9/+4 18th
19th +9/+4 19th High Arcana
20th +10/+5 20th High Arcana

Saving Throws: Wizards gain a +2 class bonus to Intuition and Will saves.

Bonus Skills: A generalist wizard gains 1 free rank per class level in Concentration, Knowledge (linguistics), Knowledge (lore), and Spellcraft. These are otherwise treated as class skills.

Class Skills: Craft (all), Fly, Knowledge (all except Warfare), Planar Sense, Profession (all).

Skill Ranks per Level: 0 + Int modifier.

Bonus Languages: You may substitute Draconic, Aklo, or another arcane language for one of the bonus languages available to you due to a high Intelligence score.

Favored Class: When gaining a level of wizard as a favored class, rather than choosing +1 hp or skill point, you can instead select one of the following options:

  • Elder Craftsman (Ex): You gain a +1 competence bonus to any Craft skill of your choice. You may select this option multiple times; each time, select a different Craft skill or increase the bonus of an existing skill by +1 (to a maximum such bonus equal to half your class level). This otherwise duplicates the effects of Skill Focus feat.

  • Practiced Sage (Ex): You gain a +1 competence bonus to any Knowledge skill of your choice. You may select this option multiple times; each time, select a different Knowledge skill or increase the bonus of an existing skill by +1 (to a maximum such bonus equal to half your class level). This otherwise duplicates the effects of Skill Focus feat.

  • Spell Mastery (Ex): Each time you select this option, choose one spell you know. You can prepare that spell without referring to your spellbooks.

  • Spell Knowledge (Ex): Add one spell from the class spell list to your spellbook, familiar, or eidetic memory; this does not count against your personal numen (see below). The level of the spell must be a level that you are capable of preparing.

Weapon and Armor Proficiency: Wizards have Simple proficiency with light and heavy clubs, crossbows, daggers, and darts, and Martial proficiency with quarterstaves. They are not proficient with any type of armor or shields. Armor can cause spells with somatic components to fail (see below).

Spellcasting: You cast prepared arcane spells drawn from the sorcerer/wizard spell list. Your spellcasting attribute is Intelligence.

You must choose and prepare your spells ahead of time by getting 8 hours of sleep and spending 1 hour studying your spellbook (see below) or consulting your eidetic memory or familiar (see Arcane Bond, below). While studying, you decide which spells to prepare.

He knew what he had to do the next day and he did not like it at all. But he shrugged and went to his satchel, and from it he took his large manuscript magic book. Prospero leafed through the book until he came to a section with the black-letter heading ‘Necromancy.’ These pages did not have the grease stains and bottle marks that the others did, because Prospero had never had to use this section of the book. Years before, many years before, he had copied down what Michael Scott had taught him. Now, like a novice, he pored over pentagrams and circles, and his long tobacco-stained fingers ran back and forth over strange curlicued words and dark-sounding chants.

The Face in the Frost

Spellbooks: Unless you have Eidetic Memory or a spell storing familiar (see below), you must study your spellbook each day to prepare spells. You cannot prepare any spell not recorded in your spellbook unless you have the Spell Mastery feat. You begin play with a spellbook containing all 0-level wizard spells (except those from your prohibited schools, if any; see Arcane Schools) plus three 1st level sorcerer/wizard spells of your choice. You also select a number of additional 1st level spells equal to your Intelligence modifier to add to the spellbook. At each new wizard level, you gain two new spells of any spell level or levels that you can cast (based on your new wizard level) for your spellbook.

You can potentially buy scrolls and transcribe the spells thereon into your spellbooks (or imprint them into your eidetic memory or familiar) with a Linguistics check, but doing so uses up numen (Chapter 6) equal to the cost of the scroll (25 x spell level x caster level). You can also add spells found in other wizards' spellbooks to your own, at the same cost (again using Linguistics to decipher the other wizard’s writings). Because of the numen cost involved, it is inadvisable to assume that ready cash and/or a few wizard friends always equals more spells known.

If you have the Eidetic Memory arcane bond (q.v.) you do not need physical spellbooks, but the above still apply, and you still have special requirements for preparing spells.

Bonus Spells: Generalist wizards are extremely versatile. They can prepare any spell from their class list as a bonus spell (see Spellcasting Table 1 in Chapter 7) of the appropriate level.

Arcane Bond (Ex): At 1st level, you form a powerful bond with an object, a creature, or your own mind. This bond can take one of several forms, as listed below. Once you choose one of these options, it is permanent and cannot be changed, nor can you gain an additional option through a feat or other class feature.

  • Bonded Object: You have a personal staff, wand, or weapon that serves as a focus for your magic. Bonded items, including wizard’s staves, are described in Appendix A.

  • Diligent Preparation: You spend great effort preparing your spells to be cast with maximum efficiency. You use your Intelligence modifier, rather than your Charisma modifier, to modify Concentration skill checks. You also determine the saving throw DCs of your spells and school abilities using your Intelligence modifier, rather than your Charisma modifier.

  • Eidetic Memory: You do not need a spellbook (q.v.), either to record spells you know or to prepare known spells. You can learn spells normally, either through gaining levels in wizard or learning from other spellbooks, and you must pay all the normal costs for learning new spells (for example, you might use special incenses when memorizing the formulae in a trance, instead of using special inks for transcription). Source: Dragon magazine, issue 357.

  • Familiar: A familiar is a conjured being that takes the form of an animal; it enhances your skills and senses and can aid you in magic. Rules for familiars are found in Appendix B.

Artificer (Ex): At 1st level, a generalist wizard gains Imbue Item as a bonus feat. When crafting magic items, you spend 10% less gold for raw materials. You also require 25% less time to create those items (this supersedes the Arcane Builder discovery from Ultimate Magic). Items you personally craft count only half of their effective price towards your magical item affinity score (“numen”—see Chapter 6).

Low Arcana (Ex): At 4th, 12th, and 16th levels, you gain a bonus Arcane feat (chapter 5) or Metamagic feat (chapter 7). You must meet all prerequisites normally.

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 (maximum 7/day at 20th level). Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

High Arcana: At 18th level, you are acknowledged as an archmage, a master of arcane magic. At 19th and 20th levels, an archmage gains the opportunity to select a special ability from among those described below.

Arcane Spells and Armor

Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component (or if a familiar is performing the somatic components—see below), an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although Concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

High Arcana

The following are meant as representative examples; alternate arcana can be chosen with referee permission. For abilities that allow saving throws, the DCs, unless otherwise noted, are equal to 10 + half your class level + your Charisma modifier.

Table 1a: High Arcana

Arcanum Description
Additional bond Gain a second arcane bond
Arcane fire Bolt of force deals damage
Automatic metamagic Apply metamagic feat at no cost
Bonus feat Gain bonus Arcane feat
Discard item You gain all bonded item benefits without retaining item
Eldritch breach Roll twice vs. SR, etc.
Epic mage armor Personal mage armor (+20)
Immortality You stop aging
Improved spell capacity Gain 10th level spell slot
Knowing stare Hold monster gaze
Mastery of shaping Change shape of area spells
Mind over matter Use Int bonus in place of other
Name of bondage Speaking your name summons a hostile monster
Name of dread Speaking your name causes fear
Name of power Know when your name is spoken
Presence of the mage Morale penalties within 30 ft.
Sanctum Permanent magnificent mansion
Spell power You cast spells at +1 caster level
Unimpeded magic Your spells function normally on other planes

Additional Bond (Su): You gain a second Arcane Bond (q.v.). This can be the same form as the first (i.e., you could conceivably have two familiars), or a different one.

Arcane Fire (Sp): You gain the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level), useable at will as a full-attack action, that deals 1d6 points of force damage per level of the highest-level spell you have prepared and uncast. If you actually consume a prepared spell in order to create the arcane fire, damage is doubled (2d6 per level of the spell), but the spell is lost as if you had cast it.

Automatic Metamagic (Su): Choose one metamagic feat you know. You can apply this feat at will to any spell you cast, without increasing the spell level or casting time. However, the total metamagic cost cannot be greater than +1 spell level (metamagic cost reduction for stacking metamagic feats does not apply). You can select this Arcanum twice, allowing you to add the effects of another +1 spell level cost feat, or else allow the use of a single +2 spell level cost metamagic feat.

Bonus Feat: You gain a bonus arcane or metamagic feat for which you meet the prerequisites.

Discard Item (Su): If you have a bonded item, you can internalize all of the benefits it grants you. Thereafter, you can discard the item itself; you no longer need it to cast spells or gain its other benefits. This Arcanum supersedes the Magister’s greater aspect of power of the same name, from Arcana Unearthed (Malhavoc Press).

Eldritch Breach (Su): You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a Concentration check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result. This Arcanum supersedes the 1st tier Archmage ability of the same name, from Mythic Adventures.

Epic Mage Armor (Sp): Once per day you can cast mage armor as if affected by the Personal Spell feat (Chapter 7); the effect is also Heightened to 9th level (+20 armor bonus).

Immortality (Su): You discover a magical stay against aging, and from this point forward you take no penalty to your attribute scores from advanced age. If you are already taking such penalties, they are removed at this time. Source: Ultimate Magic.

Improved Spell Capacity (Sp): When you select this Arcanum, you gain one spell slot per day of any level up to one level higher than the highest-level spell you can already cast (which can be used to hold lower-level spells or spells whose level has been increased beyond 9th by the application of metamagic feats). You must have an Intelligence score of at least 20 in order to prepare a 10th level spell. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level. This Arcanum supersedes the feat of the same name, from the 3.5 edition System Reference Document (“Epic Feats”).

Knowing Stare (Su): Once per day you can invoke a 30-foot gaze attack; each living creature within the area must succeed at a Will save or be held for 1 round per class level you possess. This ability supersedes the Eldritch Master’s prestige class feature of the same name from Dragon magazine (issue 280).

Mastery of Shaping (Sp): You can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. Spells cast in this way always have a somatic component that you must perform, even if this would not otherwise be the case (for spells normally without one, or by using a Stilled spell or having a familiar to perform the somatic component for you).

Mind Over Matter (Su): You can use your uncanny intellect, coupled with secrets learned while studying magic, in situations that usually demand other attributes. Any time you would normally use some other attribute modifier (attribute check, skill check, melee attack and damage rolls, CMB, etc.), you may instead apply your Intelligence modifier as an insight bonus. For example, to force open a stuck door, you can make an Intelligence check to best position yourself for leverage and/or recall some secret knowledge about the magic stored within the wood of the door to get it open. This ability supersedes the Magister class feature of the same name, from Arcana Unearthed (Malhavoc Press).

Name of Bondage (Su): Fell creatures hasten to the sound of your name being spoken. Every time your name is said aloud and you are not present, a random monster appears and attacks the speaker. Roll 1d8 to determine the strength of the creature; 1 = summon monster I, 2 = summon monster II, etc. You can choose the list from the summon monster tables. The effect uses your caster level and Concentration bonus, but because you don’t really care if they’re controlled or not, you need not have the Thaumaturgist feat.

Name of Dread (Su): Anyone other than you who speaks or hears your name becomes unnerved. Listeners must save vs. Will or be shaken (if of greater than or equal HD to you) or frightened (if of fewer HD than you) for 1d4+1 rounds. The speaker receives no saving throw. This is a mind-affecting fear effect. Source: Dragon magazine, issue 359.

Name of Power (Su): You become instantly aware of it when anyone speaks your name (referring specifically to you). You learn the location and name of the speaker. This awareness is sufficient to allow you to scry on the individual as if you had just met the speaker. It does not convey enough information to allow you to teleport to the speaker’s location, though such information could be gathered through other magical means, including scrying. This Arcanum supersedes the Magister’s greater aspect of power of the same name, from Arcana Unearthed (Malhavoc Press), and also the Eldritch Master’s “mastered name” prestige class feature from Dragon magazine (issue 280).

Presence of the Mage (Su): Enemies within 30 ft. of you are shaken (no saving throw). Natural animals shy from you, becoming uneasy within 30 ft. Any attempt by you or your allies to influence an animal using a Charisma-based skill or ability (such has Handle Animal or wild empathy) within this area suffers a –2 penalty. This is a mind-affecting, fear effect from Dragon magazine, issue 359.

Sanctum (Su): You gain access to your own personal extradimensional sanctum. By concentrating for 1 minute without interruption, you conjure the door to your own personal sanctum, similar to a Widened (2x dimensions) magnificent mansion, but permanent and persistent (so you can store objects within the sanctum and retrieve them on future visits). When you conjure the sanctum's door, you decide which creatures can see and use it (to all other creatures it's invisible and impermeable). The door remains until you dismiss it—a standard action with unlimited range as long as you are on the same plane as the door. If you dismiss the door while you are outside the sanctum, all creatures other than your familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, your familiar (if any) can enter or leave the sanctum from any square adjacent to you, without using the conjured door. This Arcanum emulates the Archmage ability of the same name from Mythic Adventures.

Spell Power (Ex): You gain a permanent +1 enhancement bonus to Concentration checks and to your effective caster level (this is a specific exception to the rule limiting your caster level to your number of ranks in Concentration). Your spell capacity is not affected.

Unimpeded Magic (Su): Your spells function normally on all planes except those that are dead-magic, without the need to succeed at Spellcraft checks to alter them, or to prepare them specifically to suit the conditions of those planes. This supersedes the wizard substitution feature of the same name, from the Planar Handbook.

Specialist

Specialists gain spells outside of their specialty more slowly than in the core rules, but have far more potent abilities related to their school or branch of study. This version of the specialist wizard assumes a 20-level progression; however, it is equally possible to handle specialists as prestige classes, as described in Appendix C.

Table 2: The Specialist Hit Dice: d4

Class Level Base Attack

Spell

Capacity

Special
1st +0 1st Arcane bond, arcane school, school power
2nd +1 2nd Specialist bonus +1
3rd +1 3rd
4th +2 4th School power
5th +2 5th
6th +3 6th Specialist bonus +2
7th +3 7th
8th +4 8th School power
9th +4 9th
10th +5 10th Specialist bonus +3
11th +5 11th
12th +6/+1 12th School power
13th +6/+1 13th
14th +7/+2 14th Specialist bonus +4
15th +7/+2 15th
16th +8/+3 16th School power
17th +8/+3 17th
18th +9/+4 18th Specialist bonus +5
19th +9/+4 19th School power
20th +10/+5 20th Master specialist

Saving Throws: As wizards, specialists gain a +2 class bonus to Intuition and Will saves.

Bonus Skills: You receive one free rank per class level in Concentration. In addition, each school has one or more bonus skills, in which you receive 1 free rank per class level. These is otherwise treated as class skills, but does not count against your total number of skill points.

Class Skills: Craft (all), Fly, Knowledge (all except Warfare), Planar Sense, Profession (all), Spellcraft.

Skill Ranks per Level: 2 + Int modifier.

Favored Class: Instead of +1 hp or skill point, you may select one of the following:

  • Spell Mastery (Ex): Each time you select this option, choose one school spell you know. You can prepare that spell without referring to your spellbooks.

  • Spell Knowledge (Ex): Add one spell from your specialist school to your spellbook, familiar, or eidetic memory. These bonus spells do not count against your personal numen.

Weapon and Armor Proficiency: Specialist wizards have Simple proficiency with light and heavy clubs, daggers, darts, crossbows, and quarterstaves. They are not proficient with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spellcasting: You prepare and cast spells as a standard wizard. Additional spells from high Intelligence can be of any school except a barred school (see below). For example, a 1st level Abjurer with a 15 Intelligence could prepare one 1st level abjuration spell (his school spell; see below) and one 1st level spell from a non-prohibited school (his additional 1st level spell due to high Intelligence). You can learn spells from your school that are on other class lists as if they were arcane (wizard) spells.

Bonus Spells: Your bonus spells (see Spellcasting Table 1 in Chapter 7) can be any spells from your specialty school of the appropriate levels. Spells prepared as bonus spells must still be in the specialist's spellbook.

Arcane Bond (Ex): As per the wizard’s class feature of the same name, except that your default bond is a bonded item appropriate to your specialist school (you need not select the default item listed, although it is generally the most effective and thematically-appropriate choice). Bonded items are described in Appendix A.

Some options are proscribed based on your barred schools, as noted under each specialist school.

Arcane School: Each specialist chooses a single traditional school of magic (see below) or an esoteric branch of wizardry (Appendix D) in which to specialize. Once made, this choice cannot be changed.

This choice limits the spells you can use; each specialist school has two opposition (“barred”) schools listed below, representing the sacrifice of knowledge in one area in order to gain mastery in another. Barred schools for each school are listed under that school’s description. You cannot learn, prepare, or cast spells from barred schools without the Spell Reprieve feat (q.v.). To use spell trigger items for barred schools, you must succeed at relevant Spellcraft checks, as if you had no spellcasting ability.

You can learn, prepare, and cast spells from within your school from the cleric and druid lists. For example, an evoker could prepare divine power as a 4th level spell. However, you treat them as if they were from non-specialist, non-barred schools.

School Power: As you gain power, you learn an array of potent abilities based on your school of specialization. School powers are detailed for each specific specialist type in the following section. You can always choose to take a bonus arcane feat in place of a school power. Other substitutions may also be possible with referee approval (for example, a thematically-appropriate 9th level sorcerer bloodline power might be substituted for an 8th level school power).

Unless otherwise noted, for school powers that allow saving throws, the save DC is equal to 10 + half your class level + your Charisma modifier. If you have Spell Focus with your specialist school, apply that bonus to your school power DCs as well.

Specialist Bonus (Ex): Also starting at 2nd level, you gain a +1 competence bonus on certain effects related to your school or esoteric branch of wizardry. This bonus improves by +1 per 4 class levels thereafter, as shown in Table 2. Your specialist bonus applies to the following:

  • Concentration, Spellcraft. and other skill checks related to spells, magic, and items of your specialist school. This also applies to your effective Concentration bonus for purposes of determining how difficult your spells are to dispel.

  • Your saving throws against spells and spell-like abilities from your specialist school. This bonus does not stack with the effects of the Arcane Defense feat, and counts as Arcane Defense in the appropriate school for purposes of qualifying for feats with Arcane Defense as a prerequisite.

  • Add your specialist bonus, in rounds, to the duration of non-instantaneous spells from your specialist school (thus, a 6th level enchanter’s Enchantment spells last an additional 2 rounds). This ability supersedes the conjurer’s “summoner’s charm” ability from the core rules, the Malconvoker’s “deceptive summons” prestige class feature from Complete Scoundrel, the “extended enchantment” ability from the 3.5 edition System Reference Document, (“Class Variants: Specialist Wizard Variants”), the “lingering evocations” ability from the Advanced Player’s Guide, and the Master Transmogrifist’s “extended change” prestige class feature from Complete Arcane.

  • You gain school-specific application(s) of your specialist bonus, as described under the entry for that school or branch (see below).

Master Specialist (Su): At 20th level, you have obtained the deepest knowledge in your area of specialization. You gain a “capstone” ability depending on your school of specialization or esoteric branch of wizardry, as described under the school powers section for that school or branch.


Specialist Schools

The following descriptions detail each arcane school specialty and its corresponding specialist school powers. The specialist school abilities listed here represent the standard (default) array; however, variants are possible. Examples of variant specialists are provided below for abjurers and necromancers.

Abjurer

The abjurer masters the art of defensive and warding magics.

Bonus Skill: Endurance.

Barred Schools: Conjuration, Necromancy. Keep in mind that the mage armor spell has been moved from conjuration to abjuration.

Arcane Bond: Your default arcane bond is a talisman (Appendix A). You cannot choose a familiar (Appendix B) because Conjuration is a barred school.

Specialist Bonus: Your specialist bonus has four additional effects, as follows:

  • Abjurant Armor (Su): Any time you cast one or more spells on yourself that grant you an armor and/or shield bonus to AC, you gain an additional enhancement bonus equal to your specialist bonus. This bonus supersedes the Abjurant Champion prestige class feature of the same name (Complete Mage), and the Abjurative Potency feat from Dragon magazine (issue 325).

  • Energy Resistance (Ex): You gain resistance to all energy types (acid, cold, electricity, fire, force, negative energy, and sonic) equal to 5 x your specialist bonus. These stack with existing resistances, if any.

  • Resistance (Ex): You gain a resistance bonus on all saving throws equal to your specialist bonus.

  • Swift Abjuration (Su): You can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat (but without any increase in spell level). The maximum spell level you can quicken in this manner is equal to your specialist bonus. This ability supersedes the Abjurant Champion prestige class feature of the same name, from Complete Mage.

Bestow Abjuration (Sp): Starting at 1st level, when casting an abjuration spell that normally has a range of Personal, you can instead choose to cast it as a touch spell that affects a single creature. If the normal effect is an emanation centered on you, you can instead choose to cast the abjuration as a touch spell that emanates from the touched creature.

Improved Counterspell (Sp): Also at 1st level, you gain Improved Counterspell as a bonus feat.

Halo of Shelter (Su): Starting at 4th level, you can help protect your allies from harm. Each day, you receive a pool of temporary hit points equal to 5 x your class level. These can be assigned as you see fit, dividing them between you and any touched allies you choose. For example, a 4th level abjurer with 3 companions might provide each party member with 5 temporary hit points, or simply provide the fighter with 20. These temporary hit points last until lost, or until you use this ability again the next day.

Legion’s Protection (Ex): You are generally expected to protect your whole party from harm, not just selected members. At 8th level, you gain Communal Spell and Mass Effect Spell (Chapter 7) as bonus metamagic feats. The metamagic cost for using these feats in conjunction with Abjuration spells is reduced by a number of spell levels equal to half your specialist bonus (minimum +0). Note that using this ability with shield of faith simulates the abjurer’s protective ward ability from the Core rules. This abilioty also emulates the War Weaver’s eldritch tapestry, from Heroes of Battle.

Energy Absorption (Su): At 12th level or higher, you gain an amount of energy absorption equal to 5 x your class 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. Energy damage you absorb can be released as a standard action as a ray with close range, dealing the appropriate amount and type of energy damage on a hit.

Enduring Protection (Ex): At 16th level, your abjurations last longer than normal. You gain Extend Spell as a bonus feat, and the metamagic cost for using this feat in conjunction with Abjuration spells is reduced by a number of spell levels equal to half your specialist bonus (minimum +0).

Counterspell Mastery (Su): Starting at 19th level, when you counterspell a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.

Master Specialist (Su): At 20th level, the effect of your resistance specialist bonus extends to all allies within 60 ft. of you.

Variant Abjurer: Keeper of the Cerulean Sign

An abjurer of the Cerulean Sign is adept at keeping extraplanar menaces at bay. He or she gives up general skill in magical duels in order to focus on this area of specialty, which is an adaptation of the prestige class of the same name from Lords of Madness and of the Riftwarden from Paths of Prestige.

Replace the standard Abjurer school powers listed above with the following:

Specialist Bonus: Your specialist bonus has the following additional effect:

  • Eradication (Su): Apply your specialist bonus as a sacred bonus on saving throws against the spells and spell-like, supernatural, and extraordinary abilities of aberrations and outsiders. It also applies to the save DC of, and Concentration checks related to, any spell or spell-like or supernatural ability that you use against outsiders or aberrations, or that counters, dispels, or prevents planar travel or teleportation.

Invoke the Cerulean Sign (Su): At 1st level, you can channel energy as if you had the Planar Channeling feat, but only to damage aberrations and outsiders. Use your class level as your effective channeling level; if you also have levels in cleric or archivist, they provide Full synergy.

Planar Scourge (Su): Starting at 4th level, any aberration or outsider failing its save against your Cerulean Sign is affected as follows, according to its Hit Dice:

Target Hit Dice Effect
Your level -10 or below Stunned
Up to your level -5 Dazed
Up to your level Staggered
Up to 2 x your level Sickened
More than 2 x your level None

The effects are cumulative and last a number of rounds equal to half your class level (minimum 1). This ability is modeled after the invoke cerulean signLoM spell, and also subsumes the “unstable bonds” ability from Advanced Player’s Guide and the Riftwarden’s “planar scourge” ability from Paths of Prestige.

Planar Purge (Su): Starting at 8th level, any extraplanar creature that fails its save against a your Cerulean Sign is banished to its home plane (as the banishment spell). Extraplanar creatures that save against the channeled energy are unaffected by this ability, but still take half damage from planar channel as normal.

Portal Warding (Su): Starting at 12th level, you can place a potent warding effect on any doorway or magic portal as a full round action. A summoned outsider or an aberration can pass through a warded doorway or magic portal only if it makes a successful Will save; otherwise it cannot use the doorway or portal and takes 1d6 force damage per class level you possess.

Mental Backlash (Su): Beginning at 16th level, you reflexively lash out at any aberration, evil outsider, or cultist that targets you but fails to affect you with a mind-affecting spell or ability. When this power is activated, the attacker must make a Fortitude save or take 1d6 points of damage per keeper level and become nauseated for 1d4 rounds. A successful saving throw halves the damage and negates the nausea.

Aura of Protection (Su): Starting at 19th level, you are constantly surrounded in a 20-ft. radius by one of the following effects: cloak of chaos, holy aura, shield of law, unholy aura. Each time you prepare spells for the day, you can select which effect to radiate.

Cleanse Aberration (Sp): At 20th level, as a standard action you can attempt to utterly destroy a single aberration or evil outsider within close range. The target must make a Fortitude save or be killed, as if by the 3.5 edition implosion. If the target is destroyed, you heal a number of hit points equal to the number of hit points the thing had when it died.

Conjurer

The conjurer focuses on the study of summoning monsters and opening gates between the planes.

Bonus Skill: Knowledge (the planes).

Barred Schools: Illusion, Transmutation.

Arcane Bond: Your default arcane bond is a familiar (Appendix B), which you can improve using your Thaumaturgist feat. Alternately, you can select a specialist implement appropriate to the school of conjuration (Appendix A).

Specialist Bonus: You gain three primary effects.

  • Augment Summoning, Greater (Su): Apply your school bonus as a profane bonus to the Strength and Constitution of creatures you conjure with a summon monsters spell. This stacks with the effects of the Augment Summoning feat, if you have it. Source: 3.5 ed. System Reference Document, “Class Variants: Specialist Wizard Variants.” This also supersedes the Master Specialist’s minor conjuration esoterica (Complete Mage).

  • Bolster Summons (Su): Your summoned creatures apply your specialist bonus to Will saves against banishment and dismissal. This ability supersedes the moderate conjuration esoterica from the Master Specialist prestige class (Complete Mage).

  • Calling, Improved (Su): Add your specialist bonus to your effective Leadership score, for purposes of the Thaumaturgist feat.

School Powers: You can select bonus arcane feats (e.g., Augment Summoning, Cloudy Conjuration, Imbued Summoning) in the place of school powers, if you so choose.

Rapid Summoning (Ex): Starting at 1st level, whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes one full round to cast (e.g., summon monster), the casting time is reduced to a full attack action. Conjurations that normally require a full attack action take you standard action instead (allowing you to cast and take a move action in the same round). This ability represents the variant conjurer class feature of the same name from the 3.5 edition System Reference Document (“Class Variants: Specialist Wizard Variants”), and also supersedes the major conjuration esoterica from the Master Specialist prestige class (Complete Mage) and the Academae Graduate feat from the Curse of the Crimson Throne Player’s Guide.

Thaumaturgist: You gain Thaumaturgist as a bonus feat (Chapter 5) at 1st level, allowing you to summon and control extraplanar beings.

Spontaneous Summons (Sp): Starting at 4th level, you can sacrifice a prepared spell in order to cast a summon monster spell of the same or lower level.

Creator’s Will (Sp): At 8th level, you learn to 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 10th level, this ability improves to major creation. You can use this ability a number of times per day equal to half your class level. Source: Advanced Player’s Guide.

Contingent Conjuration (Sp): A 12th level conjurer can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having you cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs. The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether you want it to, although most conjurations can be dismissed normally. You can have only one contingent conjuration active at a time. This power supersedes the Thaumaturgist prestige class feature of the same name, from the 3.5 edition System Reference Document.

Summoned Legion (Su): Starting at 16th level, whenever you use a summon monster spell, you summon one extra creature of the same kind. This supersedes the Malconvoker’s “fiendish legion” prestige class feature, from Complete Scoundrel.

True Name (Sp): At 19th level, your researches into ancient tomes and your inquisitions of bound spirits have led you to one of the best-hidden secrets of the multiverse: the true name of an outsider—the name that defines the very essence of the creature and that gives the speaker control over the being. Choose an extraplanar being with a CR no greater than 22. You can call on this being once, to either demand one service from it (this does not count against your Thaumaturgy limits), or to attempt to bind it. After the first time you call on this being, your knowledge of its true name is no longer sufficient for you to control it.

Master Specialist (Su): At 20th level, the doors of the multiverse are thrown wide open to you. You can use dimension door, greater teleport (self and up to 50 lbs. of gear only), plane shift (self only), and sending at will as spell-like abilities.

Diviner

Diviners are masters of remote viewing, prophecies, and using magic to explore the world. Pythea (the Oracle at Delphi), the head of Mimir in Norse mythology, and the manteis from the 2nd edition Celts Campaign Sourcebook are diviners.

Bonus Skills: Knowledge (lore), Perception.

Barred Schools: Evocation, Transmutation.

Arcane Bond: Your default arcane bond is a chalice as a specialist implement (Appendix A). Alternatively, you can choose the wizard’s Eidetic Memory bond, or a watchful spirit (see below). You cannot choose a wand because Evocation is a barred school.

Watchful Spirit: Rather than a familiar, your arcane bond is with a disembodied spirit that occasionally gives you warnings of impending danger. Once per day, you can reroll any initiative check just before learning your place in the initiative order. If the second roll is worse than the first one, you can choose to disregard the watchful spirit and use the first roll.

Specialist Bonus: Your specialist bonus manifests itself in the following ways.

  • Diviner's Fortune (Sp): 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 your specialist bonus for 1 round. You can use this ability on yourself as a move action.

  • Forewarned (Su): You apply your specialist bonus as an insight bonus to initiative. As an insight bonus, this overlaps with (does not stack with) the initiative bonus gained from your Alertness feat during surprise rounds.

  • Occult Knowledge (Su): Apply your specialist bonus as an enhancement bonus to Knowledge (lore) and Perception checks.

Alertness (Ex): You gain Alertness as a bonus feat (the uncanny dodge abilities gained at 4 ranks in Perception supersede the moderate divination esoterica from the Master Specialist prestige class, from Complete Mage).

Evasion (Ex): At 4th level you gain evasion, as the rogue class feature of the same name. If you already have the evasion ability, your diviner level provides Full synergy for purposes of determining its improvements (improved evasion, etc.).

Foretell (Su): At 8th level, you learn to 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, 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, but activation is a swift action. Source: Advanced Player’s Guide.

Scrying Adept (Su): At 12th 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 penalty on their saves to avoid your scrying attempts equal to half your class level. When using a divination spell that requires concentration, you gain information from the spell 1 round sooner than normal (so you gain information from the first 2 rounds with 1 round of concentration, and information from the third round in the second round of concentration); this supersedes the Diviner’s Delving feat from the Advanced Players Guide.

Revealing Divination (Sp): Starting at 16th level, gain true seeing (as the spell) as a continuously active spell-like ability. This power supersedes the moderate divination esoterica from the Master Specialist prestige class (Complete Mage).

Guarded Mind (Su): Sometimes your peering into places that mortals were not meant to see attracts unwanted attention, and you gradually learn to defend against that. At 19th level, you gain a permanent mind blank effect.

Master Specialist (Su): At 20th level, you can take 20 on all Knowledge skill checks. Your attunement to the fundamental underpinnings of reality has also become so advanced that once per week, you can cast wish as a spell-like ability. This ability does not require a material component and has no base numen cost (the costs for creating magic items or raising attribute scores remain in effect; see Chapter 7)..

Enchanter

I have reason to conclude that he who would get me into his power without my consent would use me as he pleased when he had got me there, and destroy me too when he had a fancy to it; for nobody can desire to have me in his absolute power unless it be to compel me by force to that which is against the right of my freedom―i.e., make me a slave.

―John Locke, Concerning the True Extent and

End of Civil Government (1689)

The enchanter uses magic to control and manipulate the minds of his victims. Morgan le Fey, from Sir Thomas Malory’s Le Morte d’Arthur, is an enchantress.

Bonus Skill: Diplomacy.

Barred Schools: Divination, Evocation.

Arcane Bond: Your default arcane bond is a pendant (Appendix A) as a specialist implement. You may instead select to have a charmed slave, one who has been under the sway of your enchantments for so long that he or she serves you without question. The maximum CR of your charmed slave is equal to half your class level; within this limit, you advance your servant as you see fit (subject to referee approval).

You cannot select a wand as your arcane bond because Evocation is a barred school for you. You cannot select an eidetic memory as your arcane bond because Divination is a barred school for you.

Specialist Bonus: This bonus applies as follows.

  • Charming Smile (Su): Apply your specialist bonus as an enhancement bonus to Charisma checks; to Bluff, Diplomacy, and Streetwise skill checks; and for purposes of calculating your leadership score if you gain the Leadership feat. Add Bluff and Streetwise to your list of class skills.

  • Powerful Enchantment (Su): For enchantments that affect only a set number of Hit Dice (e.g., daze, sleep), add your specialist bonus to the total number of HD.

  • Unsettling Enchantment (Su): Any foe required to save against an enchantment spell you cast takes a morale penalty equal to your specialist bonus on attack rolls and to AC for 1 round, regardless of the result of the save. This is a mind-affecting fear effect. Source: Complete Mage.

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 class level + your specialist bonus (because of your powerful enchantment ability) are unaffected.

Combat Enchanter (Ex): Starting at 4th level, targets of your [charm] spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies. In addition, subjects of your compulsion spells do not get a bonus on saves due to being forced to take an action against their natures. This ability supersedes the minor enchantment esoterica from the Master Specialist prestige class (Complete Mage).

Aura of Despair (Su): Starting at 8th level, you can learn to emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. Enemies within this aura are shaken, and also take a –2 morale penalty on damage rolls (no save).

Force of Will (Su): At 12th level, 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. Affected creatures can communicate back to you via the telepathic link as well. Source: Advanced Player’s Guide.

Stubborn Enchantment (Su): Starting at 16th level, any creature that successfully saves against one of your enchantment spells must save again 1 round later (as if you had cast the spell again) with a +4 bonus on the save. You can use this ability up to 3 times per day. This ability supersedes the moderate enchantment esoterica from the Master Specialist prestige class (Complete Mage).

Instant Daze (Sp): Starting at 19th level, as an attack of opportunity, you can daze an enemy who strikes you in melee (Will negates). This is a mind-affecting compulsion. Creatures with HD greater than your wizard level + your specialist bonus are immune. You can’t activate this ability in response to an attack you are unaware of. Source: Players Handbook II.

Master Specialist (Su): At 20th level, you are immune to charm and compulsion effects, and all allies within 30 feet of you gain a +5 arcane bonus to resist such effects (unless they come from you). Additionally, if an opponent attempts to use a mind-affecting ability against you, you can target that foe with any mind-affecting spell you have prepared as an immediate action.

Evoker

Bonus Skill: Knowledge (warfare).

Barred Schools: Enchantment, Illusion.

Arcane Bond: Your default bonded item is a wand (Appendix A). You may instead select a specialist implement (generally in the form of a ceremonial dagger), a familiar (generally a winged one capable of scouting for you and calling in your artillery strikes), a bonded weapon, or eidetic memory (spellbooks are easily lost or ruined on a battlefield).

Specialist Bonus: Your specialist bonus applies to the following.

  • Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, you deal additional damage of the appropriate type equal to 1d6 x your specialist bonus. This bonus damage applies only once to a given spell, not once per missile or ray, but it can be split between multiple missiles or rays as you see fit. The bonus damage is not increased by Empower Spell or similar effects.

School Powers: In substitution for one or more of the school powers described below, evokers can select bonus feats such as Blistering Spell, Brimstone Spell, Irresistible Evocation, Piercing Cold Evocation, Searing Evocation, etc.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you can spontaneously change half or all of the damage dealt (your choice) to one of the other energy types listed.

  • At 10th level, add sonic energy to the list, and you can mix up to three energy types in whatever proportions you desire.

  • At 14th level, add negative energy to the list.

  • At 18th level add force, and you can freely intermix any number of energy types (the total damage stays the same).

This ability changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to referee discretion. Source: Advanced Player’s Guide.

Counterfire (Sp): Beginning at 4th level, when a visible enemy within 60 ft. targets you with a spell or ranged attack, you can spend an attack of opportunity to make a simultaneous ranged touch attack against that opponent for 1d6 force damage per level of the highest-level evocation spell you have prepared and ready for use. Counterfire does not provoke an attack of opportunity. You can’t activate this ability in response to an attack you are unaware of. Source: Players Handbook II.

Energy Manipulation (Su): At 8th level, you can radiate your Versatile Evocation ability in a 30-foot aura. 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 evoker level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your number of ranks in Concentration. 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. Source: Advanced Player’s Guide.

Evocation Mastery (Su): At 12th level, choose one metamagic feat with the word “Evocation” in its name (except Inexorable Evocation). You need not know this feat already. All of your evocation spells with the appropriate descriptor (if applicable) are automatically modified as if by that feat, with no increase in spell level or casting time.

Clinging Evocation (Su): Starting at 16th level, any creature that fails its save against one of your evocation spells takes damage again 1 round later equal to half the damage it took when you cast the spell. You can use this ability up to 3 times per day. This ability supersedes the moderate evocation esoterica from the Master Specialist prestige class (Complete Mage).

Penetrating Evocation (Su): When you reach 19th level, your evocation spells and spell-like abilities no longer allow spell resistance (i.e., the text under the “spell description” heading changes from “yes,” if applicable, to “no”). Among other things, this means that you can affect golems with them. If you chose Irresistible Evocation as your 16th level automatic metamagic feat, you receive no further benefit at 19th level (i.e., you cannot retrain your 16th level choice).

Master Specialist (Su): At 20th level, your evocation spells and spell-like abilities that deal direct hit point damage carry all energy types simultaneously. They ignore all energy resistance and spell resistance, and do not allow saving throws for half damage (if normally applicable). In addition, any creature with vulnerability to a specific energy type is similarly vulnerable to all of your damaging evocations.

Illusionist

Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes. An example of an illusionist is Coleman Collins, from Peter Straub’s Shadowland.

Bonus Skill: Sleight of Hand.

Barred Schools: Conjuration, Evocation.

Arcane Bond: Your default arcane bond is a specialist implement (Appendix A) in the form of a mirror (those with a more theatrical bent can choose a mask, top hat, cape, etc. instead). You cannot choose a familiar (Appendix B) because Conjuration is a barred school for you, and you cannot choose a wand (Appendix A) because Evocation is a barred school.

Specialist Bonus: Your specialist bonus applies in the following ways:

  • Cloak of Shadow (Su): You can cloak your form in shifting shadows, providing you with a degree of concealment (miss chance 5% x your specialist bonus). You can dismiss or resume this effect as a free action. While your cloak of shadow is active, you can make Stealth checks as if you had concealment. Cloak of shadow doesn't function in bright or full daylight, and it is the equivalent of a [darkness] spell of level equal to your specialist bonus, for the purpose of interacting with light spells. This ability supersedes the Shadowcraft Mage’s prestige class feature of the same name, from Races of Stone, and also the moderate illusion esoterica from the Master Specialist prestige class (Complete Mage).

  • Extended Illusions (Su): Any illusion spell you cast (of any level) with a duration of “concentration” lasts a number of additional rounds equal to your specialist bonus after you stop maintaining concentration.

  • Shadow Illusion (Su): You are able to infuse certain figments (silent image, minor image, major image, persistent image, and programmed image) with material from the Plane of Shadow, making them partially real, to an extent equal to 5% x your specialist bonus (maximum 100% real). The subschool of these spells changes from [figment] to [shadow]. This bonus is also added to the extent to which your shadow conjurations and shadow evocations are real. This supersedes the Shadowcraft Mage’s prestige class feature of the same name and “powerful shadow magic” class feature, from Races of Stone, the Shadowcrafter’s “enhanced shadow spells” class features from Underdark, and the Shadowcaster’s “shadowy specialization” variant class feature from Inner Sea Magic.

  • Stage Magician (Ex): Apply your specialist bonus as an enhancement bonus to Escape Artist, Sleight of Hand, Perform (acting), and Stealth checks. Also add these skills to your list of class skills.

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 class level + your specialist bonus are dazzled for 1 round instead.

Chains of Disbelief (Su): Starting at 4th level, even if a viewer disbelieves an illusion created you and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saying throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on an Intuition save to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw. Source: 3.5 edition System Reference Document, “Class Variants: Specialist Wizard Variants.”

Bedeviling Aura (Su): At 8th level, you learn to 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. Source: Advanced Player’s Guide.

Dazzling Illusion (Su): Starting at 12th level, whenever you cast an illusion spell, you can choose to render all enemies within 30 feet dazzled for 1 round per level of the spell. Blind creatures are immune to this effect. This supersedes the feat of the same name from Complete Mage.

Insidious Illusion (Su): Starting at 16th level, creatures can't identify your illusion spells with Spellcraft, including checks attempted as part of arcane sight, detect magic, or similar effects. When any creature employs an ability, magic item, or spell that would detect or pierce an illusion cast by you, the user must make an opposed Concentration check in order to succeed. The detecting creature can check only once per divination spell or effect used, no matter how many of your illusions are active in the area. Source: Races of Stone; this also subsumes the Fabulous Figments feat from Mythic Adventures.

Coiled Illusion (Su): At 19th level, you can coil an illusion upon itself. Any creature that disbelieves the illusion sees a second illusion within the translucent outline of the first, as if you had cast the spell a second time. Effectively, after a creature disbelieves the first illusion, it sees a second illusion in its place, which it must attempt to disbelieve separately. You must determine the features of the second illusion as you cast the first. If the second illusion is especially similar to the first one, creatures that study or interact with it receive a +4 bonus on the save to disbelieve the effect. This ability emulates the Veiled Illusionist’s naga veil prestige class feature from Paths of Prestige.

Master Specialist (Su): At 20th level, you are immune to illusions, automatically seeing them for what they are. In addition, your ties to the Plane of Shadow are strong enough that you gain the following spell-like abilities, usable 1/day each: shadow walking, phase door, plane shift (Plane of Shadow). The latter two abilities function despite your normal inability to access spells from the school of conjuration.

Necromancer

Tribute was borne to them by fleshless porters from outlying realms; and plague-eaten corpses, and tall mummies scented with mortuary balsams… Dead labourers made their palace-gardens to bloom with long-perished flowers; liches and skeletons toiled for them in the mines, or reared superb, fantastic towers to the dying sun. Chamberlains and princes of old time were their cupbearers, and stringed instruments were plucked for their delight by the slim hands of empresses with golden hair that had come forth untarnished from the night of the tomb. Those that were fairest, whom the plague and the worm had not ravaged overmuch, they took for their lemans and made to serve their necrophilic lust.

―Clark Ashton Smith,

“The Empire of the Necromancers” (1932)

The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies. John Dee and Edward Kelley were supposedly amateur necromancers; on the other end of the scale, Wavyhill from Larry Niven’s What Good Is a Glass Dagger? is a more powerful necromancer, and Nathaire from Clark Ashton Smith’s “The Colossus of Ylourgne,” is an extremely powerful necromancer.

Bonus Skills: Heal, Knowledge (the planes).

Barred Schools: Abjuration, Enchantment. Unlike most specialists, you can learn, prepare, and cast spells from your specialist school from the Cleric list (and any spells with the word “undead” in the name) as if they were wizard Necromancy spells (i.e., they can be gained as school bonus spells). Also keep in mind that the entire conjuration (healing) subschool as been moved into the school of Necromancy.

Arcane Bond: Your default arcane bond is a specialist implement in the form of a bone or similar fetish, or a weapon (sickle, scythe, or other harvest-inspired implement). You can instead choose the familiar option, and declare one of your undead followers (attracted using the Command Undead feat) as your familiar as well.

Specialist Bonus:

  • Flesh and Spirit (Ex): Apply your specialist bonus as an enhancement bonus to Heal and Knowledge (the planes) checks. Heal is a class skill for you.

  • Master of Undeath (Ex): Add your specialist bonus to your number of ranks in Knowledge (the Planes) when determining your undead leadership score for the Command Undead feat.

  • Undead Resistances (Ex): Apply your specialist bonus as a profane bonus to saving throws against fear, death effects, disease, energy drain, and negative energy. You also gain resistance to negative energy equal to 5 hp x your specialist bonus.

School Powers: In addition to the powers listed below, necromancers can learn Divine feats for which they meet the prerequisites in place of school powers (examples of feats often selected in this manner include Bolster Resistance and Corpsecrafter). Substituting the Black Lore of Moil feat (q.v.) is also popular.

Channel Negative Energy (Su): A necromancer works with the raw stuff of life and death. Starting at 1st level, you can channel negative energy as an evil cleric of level equal to your necromancer level (if you can already channel negative energy, your necromancer levels stack with the levels from that class when determining your channeling dice and the save DC). You also gain Command Undead as a bonus feat.

Grave Touch (Sp): Also at 1st level, you gain the effects of the Daunting Strike feat, but by touch (melee touch attack needed) rather than through a weapon strike. Your BAB for purposes of the effect is equal to your class level.

Life Sense (Sp): Starting at 4th level, you can sense the ebbing of life forces and the pulse of necromantic energy around you. You gain the continuous effects of deathwatch and detect undead (as the spells). You can also cast speak with dead at will as a spell-like ability.

Zone of Desecration (Su): At 8th level, you begin to project an aura of desecration (as the spell) in an emanation around yourself. This aura is centered on you and moves with you; it extends to a radius of 5 ft. per class level you possess. This ability supersedes the True Necromancer’s prestige class feature of the same name from Libris Mortis, and also the minor necromancy esoterica from the Master Specialist prestige class (Complete Mage).

Fearsome Necromancy (Su): Starting at 12th level, any foe required to save against a necromancy spell you cast is shaken for 1 round per level of the spell, regardless of the result of the save. This mind-affecting fear ability does not stack with any other fear effect (it can't make a foe worse than shaken). This supersedes the feat of the same name from Complete Mage.

Bind Spirit (Sp): At 16th level, you learn to trap the spirits of creatures in gems. You must ready an action for the moment the target dies (i.e., is reduced to –10 hp or below), and it receives an Intuition save to avoid the effect. If trapped, the target cannot be restored to life, etc., until its spirit is free again (either by 1 day per class level passing, or by breaking the gem prior to that). While you have possession of the gem containing the trapped soul, you may do one of the following once per day: get the answer to a yes/no question from the soul (it is compelled to speak the truth), speak one of the spirit’s languages for 1 hour, or use the ranks of one of the spirit’s skills for 1 minute. The gem must be worth at least 500 gp in mundane terms, but a trapped soul is worth far more: it can be bartered with night hags and other fiends, or used in the construction of magical items (see Chapter 6, under “souls”). Source: Dragon magazine, issue 312.

Unhallowed Aura (Su): At 19th level, your zone of desecration aura also carries the effects of an unhallow spell. Because it is centered on a person (you) and not tied to a site, you gain no fixed spell that operates in conjunction with the unhallow effect.

Master Specialist (Su): At 20th level you gain an aura of animation. Creatures that die within your aura of desecration are automatically animated 1 round later as zombies (not necessarily under your control).

Variant Necromancer: Deathwalker

This variant is from Dragon magazine (issue 312), and also draws on the Dread Necromancer from Heroes of Horror. A Deathwalker is a necromancer who takes on traits of undeath as he progresses in skill. This variant class is only 16 levels long; 17th-20th levels are automatically taken as a lich (see Chapter 2).

Arcane Bond: Your default arcane bond is a specialist implement in the form of a phylactery.

Specialist Bonus:

  • Fortification (Ex): You have a chance of ignoring extra damage from sneak attacks, critical hits, and/or Vital Strikes equal to 5% x your specialist bonus.

  • Shroud of Death (Su): Apply your specialist bonus as a profane bonus to saving throws against poison, paralysis, mind-affecting effects, sleep, and stunning.

  • Undead Resistances (Ex): Apply your specialist bonus as a profane bonus to saving throws against fear, death effects, disease, energy drain, and negative energy. You also gain resistance to negative energy equal to 5 hp x your specialist bonus.

Master of the Dead (Su): At 1st level, you gain the ability to channel negative energy (as a standard necromancer), and also gain the Command Undead feat. You have pale skin, a low body temperature, and glassy-looking eyes. A DC 25 Knowledge (the planes) check reveals these as traits of one starting along the path of the Deathwalker.

Charnel Touch (Su): Also at 1st level, you gain the ability to inflict negative energy as a melee touch attack with the same effects as your channeled negative energy. You can deliver this touch through a spectral hand spell.

Fear Aura (Su): Beginning at 4th level, you can radiate a 5-ft.-radius fear aura as a free action. Enemies in the area must succeed on a Will save or become shaken. A creature who successfully saves cannot be affected by your fear aura for 24 hours.

Death's Embrace (Ex): At 8th level, you no longer need eat, drink, or sleep (although you must still rest to regain spells), and are immune to magical sleep effects. You are also immune to disease, sickness, and nausea. You gain the ability to heal damage instead of taking damage from negative energy (as an undead creature). However, your skin becomes stretched, and your eyes appear hollow. You receive a –2 profane penalty on Charisma, Bluff, and Diplomacy checks against non-undead.

Enervating Touch (Su): At 12th level, you gain the ability to bestow negative levels with your charnel touch attack. Each day, you can bestow a total number of negative levels equal to half your class level, but no more than two negative levels with a single touch. Activating this class feature is a swift action. A dread necromancer can use the spectral hand spell to deliver this attack from a distance.

Edge of Apotheosis (Ex): At 16th level, your preparations for the passing from life into undeath are nearly complete. You construct a phylactery (see lich entry in Chapter 2) which does not count against your personal numen; subsequent improvements in your phylactery as you gain levels in lich likewise do not count against your personal magical item allowance.

Transmuter

He had once known a great Anduan magician who believed he had mastered the trick of changing his shape, but after six months of meditation, and nearly a week of incantations in a series of agonizing body postures, he uttered the last awesome spell and succeeded only in making his nose nearly nine feet long and driving himself insane.

―Stephen King, The Eyes of the Dragon (1987)

Transmuters use magic to change the world around them. The witch Circe, from Homer’s epic The Odyssey, is a transmuter.

Bonus Skill: Craft (alchemy).

Barred Schools: Due to the breadth of this school (even after moving some spells out of it), transmuters have three barred schools. However, transmuters are flexible as well, and no two are alike. You can choose any three of the following to be barred schools: Abjuration, Conjuration, Divination, Enchantment, and Necromancy.

Arcane Bond: Your default arcane bond is a ring, which follows the rules for specialist implements (Appendix A). A transmuter with Conjuration as a barred school cannot choose a familiar (Appendix B). A transmuter with Divination as a barred school cannot choose an eidetic memory.

Specialist Bonus: Your specialist bonus applies in two ways:

  • Physical Enhancement (Su): You gain an enhancement bonus equal to your specialist bonus to one physical attribute score (Strength, Dexterity, or Constitution) or to your natural armor. Each time you prepare spells, you can allocate the total bonus as you see fit. Starting at 18th level, this bonus applies to natural AC and one physical attribute score.

  • Tenacious Transmutation (Su): If one of your transmutation spells is successfully dispelled or negated, its effects persist for a number of additional rounds before dissipating equal to your specialist bonus. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is still temporarily functioning. Source: This ability supersedes the feat of the same name from the Advanced Player’s Guide, and also the minor transmutation esoterica from the Master Specialist prestige class (Complete Mage)

Shapechanger (Sp): You acquire the [shape-changer] subtype and the following suite of spell-like abilities (as Racial Spell-Like Abilities described in Chapter 7, but using your specialist level in place of your number of ranks in Concentration): 1stenlarge person, 2ndalter self, 3rdbeast shape I or monstrous physique I; 4thbeast shape II, elemental body I, or monstrous physique II; 5thbeast shape III, elemental body II, or momstrous physique III; 6thbeast shape IV, elemental body III, form of the dragon I, or monstrous physique IV; 7thelemental body IV, form of the dragon II, or giant shape I; 8thform of the dragon III or giant shape II; 9thshapechange. These abilities all have a range of Personal. Rather than using the standard durations, you can remain in an assumed form indefinitely (until either you choose to dismiss it or the effect is dispelled). This ability supersedes the Master Transmogrifist prestige class feature of the same name, from Complete Arcane.

Effortless Change (Ex): At 4th level, you learn how to change your form through a simple act of will. You can choose to apply the benefits of the Still Spell and Silent Spell feats (even if you doesn’t have the feats) to any transmutation spell or spell-like ability you cast on yourself to change your form (such as alter self, beast shape, or elemental body). This benefit does not increase the spell’s level or casting time, nor it require any special preparation. This ability supersedes the Master Transmogrifist prestige class feature of the same name, from Complete Arcane.

Shifter Magic (Su): At 8th level, your spells are always treated as being affected by the Natural Spell feat when you are shapechanged, allowing you to cast spells in any form.

Ravaging Transmutation (Su): Starting at 12th level, when a creature successfully saves against a transmutation spell you cast, it takes 1d6 damage per level of the spell (Fortitude save for half). This ability supersedes the moderate transmutation esoterica of the Master Specialist prestige class (Complete Mage).

Override Transmutation (Su): At 16th level, as an immediate action, you can reroll any failed Fortitude save against a transmutation spell or ability. If the effects last more than one round, you can attempt a new save each round as a swift action. This power supersedes the ability of the same name from Races of Eberron, and also the minor transmutation esoterica of the Master Specialist prestige class (Complete Mage).

Transmutable Memory (Ex): Starting at 19th level, you can give up a prepared spells and prepare different spells in their place, as long as the number of newly prepared spell levels is equal to or less than the number of spell levels given up (0-level spells don't count). You can “trade out” up to one spell level per 2 class levels you possess. For example, a 19th level transmuter who uses this power can lose one 5th level spell and two 2nd level spells from memory (a total of nine spell levels, half the character's class level) and prepare two new 3rd level spells and a 4th level spell (for example). Using this ability requires a number of minutes of concentration equal to the number of spell levels given up. If your concentration is broken during this time, all spells to be lost are gone and no spells are gained in their place. Source: 3.5 edition System Reference Document, “Class Variants: Specialist Wizard Variants.”

Master Specialist (Su): At 20th level, you can create completely imaginary forms when you use polymorph, polymorph any object, or shapechange on yourself, choosing a single aspect of a second monster whose form you could assume using the spell you are casting, and adding it to the form you are actually assuming. Your available options include the following: replace the base form’s natural armor bonus with that of the second form; add the second form’s movement modes; add one of the second form’s natural attack types (with the appropriate reach), if the base form doesn’t have that attack type already; add an extraordinary special attack of the second form; add an extraordinary special quality of the second form; or replace one of the base form’s physical ability scores, if both the base form and the second form are the same size category. (For example, if a young red dragon is the base form and a giant octopus is the second, you could add the octopus’s eight tentacle rakes to the dragon’s available natural attacks.)


Appendix A: Bonded Objects

"...And [you are] a fool not to have borne a blade and so enchanted it… or a mirror, a chalice, or a wand to brace your magic.”

―Roger Zelazny, Prologue to Trumps of Doom (1985)

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond usually fall into one of the following categories: specialist implement, staff, wand, or weapon—although alternative objects are possible, subject to referee approval. 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; mirrors, chalices, and the like need merely be held. You may use your bonded object in one hand to perform the somatic components of spells.

A bonded object must be an actual object; you cannot designate your fist as a bonded weapon, or your heart as a specialist implement, etc., unless the said body part has been severed and is now a separate item from you (removal of your heart would kill you, so this is not recommended).

Enhancing Bonded Items: You can add additional magic abilities to your bonded object as if you had the Imbue Item feat and appropriate Craft skill, if you meet 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 Imbue Item feat). 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.

You can designate an existing magic item as your bonded item. This functions in the same way as replacing a destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Damaged Items: A bonded object has a minimum hardness of 5 + half your class level, and has 25 hp + 2 per class level you possess. If a bonded object is damaged, it is restored to full hit points the next time you prepare your spells. If the object of an arcane bond is 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 enhancements of the previous bonded item.

General Bonded Item Abilities

As you gain in power, you gain additional abilities pertaining to your bonded item, as shown below.

Table A-1: Bonded Item Abilities

Minimum Class Level Abilities
1st Arcane focus, arcane implement
2nd Attunement
6th Arcane implement, improved
10th Summon item
14th Arcane implement, greater
18th Swift summoning

Arcane Focus (Ex): While using your bonded object, the object acts as an arcane focus component for your spells, eliminating the need for material components costing less than 5 gp. If attempt to cast a spell without your bonded object worn or in hand, you must use the normal material components, and must succeed at a Concentration check or lose the spell. The DC for this check is equal to 15 + (2 x the spell's level).

A hand-held bonded item automatically has the somatic property, allowing you to perform somatic spell components with the hand holding the item.

Arcane Implement: Your bonded object gains a special ability based upon its type (specialist implement, staff, wand, or weapon; see specific bonded item descriptions below).

Attunement (Su): Beginning at 2nd level, you are always aware of the approximate distance and relative direction of your bonded item. This ability supersedes the Reliquarian’s “attunement” prestige class feature, from Relics & Rituals: Excalibur (Sword & Sorcery Studios).

Arcane Implement, Improved: Starting at 6th level, your bonded item gains an additional ability dependent upon its type (see below).

Summon Item (Sp): Starting at 10th level, you can summon your bonded item to appear immediately in your hand as a standard action. The weapon can be up to 10 miles per class level away, although if it is in someone else's possession or in a locked room, you must make a Concentration check (DC 25) to summon it. This ability supersedes the Mage Blade class feature of the same name from Arcana Evolved (Malhavoc Press).

Arcane Implement, Greater: At 14th level, the improved arcane implement ability gained at 6th level improves again.

Swift Summoning (Sp): Starting at 18th level, you can use your summon item ability as a free action once per round.

Specialist Implements

These bonded items are used by specialist wizards to focus their already formidable powers within a single school of magic. The most typical forms of implements are as follows: abjuration—talisman; conjuration—baton, bottle, or brazier; divination—chalice or mirror; enchantment—pendant or crown; evocation—ceremonial dagger; illusion—mirror or cape; necromancy—bone fetish; transmutation—ring. Alternatives appropriate to the character might also be possible, subject to a reasonable explanation and referee approval.

Specialist Implement (Sp): Your implement, when used as an arcane spellcasting focus, grants you Spell Focus in your school of specialization as a bonus feat.

Also, the item can be used once per day to cast any one spell from your specialist school that you have in your spellbook and are capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by you, including casting time, duration, and other effects dependent on level. This spell cannot be modified by metamagic feats or other abilities.

Specialist Implement, Improved (Su): At 6th level, the arcane implement also grants Greater Spell Focus.

In addition, all 1st level spells from your specialist school that you cast using the implement are extended to double their normal duration, as if by the Extend Spell feat, only without an increase in casting time and without using up a higher-level spell slot. The highest level of school spells affected increases by +1 per 4 class levels thereafter (2nd level spells at 10th, 3rd level spells at 14th, and 4th level spells at 18th level). This extension overlaps (does not stack) with the increase in duration normally provided by your specialist bonus. This ability supersedes the Abjurant Champion’s “extended abjuration” prestige class feature from Complete Mage and the Thaumaturge’s “extended summoning” prestige class feature from the 3.5 edition System Reference Document.

Specialist Implement, Greater (Su): At 14th level, the implement grants a +1 enhancement bonus to the effective caster level for spells in your school of specialization. This is a specific exception to the general rule limiting your caster level to your number of ranks in Concentration.

Staff

“Do you know what happens to a wizard’s staff when the wizard dies?” Prospero saw the wavering cowled shape reflected in the candlelit pane. It held a long black staff. Suddenly there was a loud crack and the staff bent, twisted, writhed into an ugly bent branch covered with cancerous scabbed growths. The figure cast the shuddering piece of wood to the floor and said quietly: “He is dead. Go home.”

The Face in the Frost.

The staff is the quintessential generalist wizard’s bonded item, capable of storing a variety of spells. A specialist wizard with a bonded staff treats the item as a bonded weapon (q.v.), rather than using these rules.

Spellstaff (Sp): A 1st level bonded staff is treated as a Staff magic item, even if you do not have the Imbue Item feat. At 1st level, choose one 1st level spell known to imbue into the staff; this spell can then be cast using a charge from the staff. When you gain access to a new level of spells, you can add one spell known of that level to the staff’s repertoire. For example, a 5th level wizard’s staff would have one 1st level, one 2nd level, and one 3rd level spell in it. When fully charged, your staff has a number of charges equal to 1 + half your class level (maximum 10); it can be recharged as normal for a magic staff. Casting a spell from your staff costs 1 charge for 1st – 3rd level spells, 2 charges for 4th – 6th level spells, and 3 charges for 7th – 9th level spells.

Staff Fighting (Su): Starting at 6th level, both ends of your staff have an enhancement bonus equal to half the number of charges remaining in the staff. If you strike a foe with both ends of a magic staff in the same round, you can immediately activate one of the spells from the staff as a swift action. The spell must target or be centered either on you or the target struck (or on any corner of your or your target's space, in the case of an area spell). This ability supersedes the Eilserv School feat, from Drow of the Underdark.

Retributive Strike (Sp): At 14th level, you gain the ability to intentionally break your staff as a standard action (ignoring its hardness and hp). All charges in the staff are released in a 30-foot spread dealing force damage. All within 10 feet of the broken staff take hit points of damage equal to 8 times the number of charges in the staff, those between 11 feet and 20 feet take damage equal to 6 times the number of charges, and those 21 feet to 30 feet distant take 4 times the number of charges in hp. A Reflex save reduces damage by half. You have a 50% chance (01–50 on d%) of traveling to another plane of existence, but if you do not (51–100), the explosive release of spell energy destroys you (no saving throw).

Wand

Black pointed with a cloven hoof at a streak of red among the rubble. "Pick it up."

"Jelerak's wand?"

“The Red Wand of Falkyntyne. There is nothing subtle about it. It is one of the most efficient magical blasting instruments ever created.”

―Roger Zelazny, The Changing Land (1981)

Bonded wands are essentially blasting instruments, capable of focusing your arcane might into offensive firepower. A character with Evocation as a barred school cannot choose a wand as an arcane bond.

Eldritch Blast (Sp): Starting at 1st level, you gain the ability to fire a bolt of energy from your wand as a standard action. This strikes as a ranged touch attack (a ray) with close range (25 ft. + 5 ft. per 2 levels), dealing 1d6 damage per level of the highest-level spell you have prepared and ready to cast. If you have the Imbue Item feat, you can imbue your wand with enhancement bonuses to attacks and damage and/or magical weapon properties which apply to the eldritch blast it creates.

Your eldritch blast otherwise functions as the sorcerer class feature of the same name, except that you need your bonded wand in order to invoke it. The nature of your eldritch blast, and the type of damage it deals, depend on your specialist school or esoteric branch (as described below). For those that mimic specific sorcerer eldritch blasts, the improved blast ability is gained at 6th level (in place of your improved arcane implement ability), and the greater blast is gained at 14th level (in place of your greater arcane implement ability). If you have levels in sorcerer, your wizard levels and sorcerer levels stack for purposes of determining your wand’s eldritch blast abilities.

  • Universal (generalist wizard): Your eldritch blast deals force damage. Starting at 6th level, you can spontaneously apply any metamagic feat you know to your eldritch blast as if it were an appropriate Innate Metamagic feat. Starting at 14th level, you can instead cause the eldritch blast to carry the effects of any spell you have prepared (or that your wand is imbued with), in addition to dealing damage; this uses up the spell (or charge) normally.

  • Abjuration: Your eldritch blast deals force damage. Starting at 6th level, it also creates a backsplash of force in front of you when activated, acting as a shield spell for 1 round. Starting at 14th level, any creature struck is also targeted by a resilient sphere effect (as the spell).

  • Conjuration: Your eldritch blast deals acid damage. Starting at 6th level, you can choose to reduce the damage in order to cause the discharge to also summon a random monster to attack the target. This effect is equivalent to a summon monster spell of level equal to half the number of dice of damage sacrificed; the blast must always deal at least 1d6 damage. For example, if you have a 5th level spell prepared, your eldritch blast could deal 1d6 acid damage and also create a summon monster II effect.

  • Evocation: Your eldritch blast mimics that of the Kensai battle sorcerer.

  • Necromancy: Your eldritch blast mimics that of the Undead sorcerer bloodline.

  • Transmutation: Your eldritch blast mimics that of the Protean sorcerer bloodline.

  • Alienist: As Conjuration.

  • Arcane Disciple: Your eldritch blast mimics the effects of variant channeled energy (see Cleric) for that domain, except in the form of a ray rather than a burst.

  • Argent Savant: As Evocation.

  • Magaambyan Arcanist: As Celestial bloodline.

  • Rainbow Servant: As Elemental Air bloodline.

  • Wild Magic: Your eldritch blast deals disintegration damage. Starting at 6th level, it also acts as a rod of wonder whenever you discharge it. Starting at 14th level, those affected can also be affected by corporeal instability, as the protean sorcerer bloodline’s greater blast effect (DC 10 + level of the highest-level spell you have available + your Charisma modifier).

  • Wu Jen: Your eldritch blast mimics that of the Elemental bloodline corresponding to your element, or the Verdant bloodline (for wood), etc.

Weapon

A bonded weapon, or athame, is often favored by eldritch knights. A bonded weapon counts as an arcane focus for your spellcasting (replacing inexpensive material components) and you always treat it as if it had the somatic property, even if it has no remaining enhancement bonus.

Arcane Enhancement (Su): As long as you have an arcane spell of at least 1st level prepared and uncast, your bonded weapon gains an enhancement bonus when you are wielding it. This bonus is equal to the level of the highest-level spell you have remaining (e.g., a 17th level wizard’s athame has an effective enhancement bonus of +9 as long as he has at least one 9th level spell prepared and uncast); as long as the enhancement bonus is at least +1, you can trade in the remainder for special properties (as described in Chapter 6). You can change out your bonded weapon’s properties each day when you prepare spells.

If any special weapon property’s cost is not fully covered by remaining enhancement bonus potential, that property must be downgraded (if possible), or becomes inactive, as described for the ranger’s favored weapon lore.

Athame Defense (Su): Starting at 6th level, your bonded weapon strikes at anyone other than you who picks it up or attempts to use it, unless you specifically command it not to. The item strikes once per round until dropped, using your attack bonuses. Resolve the attack as if you were wielding the weapon. This ability supersedes the Mage Blade class feature of the same name, from Arcana Evolved (Malhavoc Press).

Mageblade (Ex): Starting at 14th level, you gain the effects of the Spellstrike and Battle Touch feats, but these apply only to your bonded weapon.

Appendix B: Familiars

A familiar is a fiendish, celestial, fey, or other arcane spirit that aids you in your study of magic. It appears in the form of an Tiny animal (of CR no greater than ½) chosen by a you, and uses that animal’s Hit Dice, base attack bonus, base save bonuses, skills, and feats, but it is a magical beast (or fey) for the purpose of effects that depend on its type. You cannot select a familiar as your arcane bond if you have Conjuration as a barred school.

A familiar grants a bonus feat to you; choose from the following, as appropriate for that creature type: Deep Intuition, Fleet, Great Fortitude, Improved Deep Intuition, Improved Iron Will, Improved Natural Armor, Lightning Reflexes, Skill Focus (any), Superior Initiative, Toughness. With referee permission, an alternative feat of similar power might be chosen for a specific familiar.

A familiar also gains additional abilities based on your number of ranks in Spellcraft (Table B-1).

If a familiar is reduced to 0 hp or below, it is banished, but can be re-summoned by conducting a minor ritual that takes 30 minutes. Until it is replaced, the master casts spells as if he or she were one level lower than is actually the case. A familiar can also be banished by a banishment, dismissal, or similar spell, but this entails no level loss.

Familiar Basics

Use the basic statistics for a creature of the familiar's kind, but with the following changes.

Armor Class: Your familiar gains a bonus to its existing natural armor bonus equal to 1 + half your class level (maximum +11 at 20th level).

Hit Dice: The familiar has 1 HD per class level you possess.

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

Attacks: Use your base attack bonus, as calculated from all your 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 save, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Intuition +2, Will +0) or yours (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 you might have.

Intelligence: 6 + half your class level.

Skills: 6 + Intelligence modifier skill points per Hit Die. Familiars treat Acrobatics, Athletics, Bluff, Concentration, Fly, Knowledge (all), Perception, Planar Sense, Spellcraft, and Stealth as class skills.

Table B-1: Familiar Abilities

Ranks in Spellcraft Abilities
1 Lookout, improved evasion, share spells, empathic link, store spells
2 Deliver touch spells
4 Speak with master
6 Speak with animals of its kind
8 Guide magic
10 Imbue with spells
12 Spell resistance
14 Scry on familiar
16 Cooperative magic

Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master's total number of ranks in Spellcraft, as shown on Table B-2. The abilities are cumulative.

Lookout (Ex): When your familiar is within 10 ft. per class level of you, you and the familiar each gain a +2 circumstance bonus to Perception.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex 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 (Su): You can cast a personal spell (with a target of “you”) on your familiar as a touch spell, instead of on yourself. You may cast spells on your familiar even if the spells do not normally affect creatures of the familiar's type.

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

Store Spells (Su): You can choose to use your familiar as a repository for your spells. In this manner, your familiar gains something akin to eidetic memory (see above), but can confer the spells to you during the time you prepare your spells. Although this eliminates the need for spellbooks, it is incredibly risky, because if the familiar dies, all your spells are lost with it until a new familiar can be obtained. You can choose not to use your familiar as a spell repository, and to retain spellbooks instead.

Deliver Touch Spells (Su): If you have at least 2 ranks in Spellcraft, your familiar can deliver touch spells for him. If you and your familiar are in contact at the time you cast a touch spell, you can designate your familiar as the “toucher.” Your familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If you have at least 4 ranks in Spellcraft, you and your familiar can communicate verbally as if using a common language. Other creatures do not understand the communication without magical help. Vermin familiars communicate with their masters and other vermin of their kind (see below) by way of a strange combination of behaviors, slight changes in coloration, and even the excretion of scents, subtle and otherwise. As with other types of familiars, other creatures cannot understand this communication without magical aid.

Speak with Animals of Its Kind (Ex): If you have at least 6 ranks in Spellcraft, your 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.

Guide Magic (Su): If you have at least 8 ranks in Spellcraft, you can assign your familiar the task of concentrating on a spell or spell-like ability that is maintained through concentration. You can act normally while your familiar controls the spell. A familiar can concentrate on only one spell at a time. Assuming it is hiding somewhere on your person (a pocket, etc.) or nearby, it need not make Concentration checks to maintain the spell if you are threatened or take damage.

Imbue with Spells (Su): If you have at least 10 ranks in Spellcraft, you can imbue your familiar with a number of spells that the familiar can then cast on its own. At 10th level, you can imbue a single 0-level spell. Unlike other cantrips, the familiar can only cast this spell once. At 12th level, and every two levels thereafter, you can imbue another spell into your familiar, each one level higher than the previous (1st at 12th level, 2nd at 14th level, and so on, up to a 5th level spell at 20th level). This spell is cast as if you had cast it. Every spell imbued in this way consumes two of your available spell slots of that level until the spell is cast (0-level spells reduce the number of 0-level spells she can prepare by 2). When you prepare spells, you can remove imbued spells from your familiar.

Spell Resistance (Ex): If you have at least 12 ranks in Spellcraft, your familiar gains spell resistance equal to 11 + your number of ranks.

Scry on Familiar (Sp): If you have at least 14 ranks in Spellcraft, you may scry on your familiar (as if casting the scrying spell) once per day. In addition, you can see through your familiar’s eyes at will (rendering you blind in the meantime) and/or hear through its ears (likewise rendering you deaf in the meantime)

Cooperative Magic (Su): If you have at least 16 ranks in Spellcraft, your familiar can perform the somatic components of your spells for you. You must still perform any verbal components and supply material components (if applicable) as normal. However, you do not lose the spell if you fail to cast defensively unless the familiar also fails to cast defensively (using your Concentration bonus).

Incorporeal Familiars

At your option, your familiar spirit can be fully incorporeal (this supersedes the Shadowform Familiar feat from Champions of Ruin). Such familiars have the advantage of being difficult to injure, but they have limitations that normal familiars do not. Only you can see or interact with an incorporeal familiar, and it cannot leave your space. This means that such a familiar cannot be used as a messenger or scout. However, you are no longer limited to standard familiar animal types, and can add the following creature types and associated bonus feats (for example): cougar (Leadership); crane (Dodge); raccoon (Chaotic Mind); wolf (Improved Flanking).

Improved Familiars

He was not the conventional stuff from which familiars were made, of course. Most were simpering, mindless functionaries, plucked by their summoners from the In Ovo—the space between the Fifth and the Reconciled Dominions—like lobsters from a restaurant tank. He, on the other hand, had been a professional actor in his time, and fêted for it.

―Clive Barker, Imagica (1991)

If you have the Thaumaturgist feat (Chapter 5), you can improve your familiar as if it were a follower or cohort; this supersedes the Improved Familiar feat from the core rules. An improved familiar gains standard familiar abilities (Table B-1) only if it is of a CR 2 or more lower than you would normally be eligible for.

In addition, you can choose to imbue your familiar with other abilities by investing personal numen in it, exactly as if it were a magic item (Chapter 6).

Appendix C: The Prestige Specialist

Instead of a wizard being able to specialize in a particular school of magic from the start, specialist wizards can be treated as prestige classes instead. Using this option, the base caster class is generally Wizard, although this need not be the case ― a character could just as easily be a bard/enchanter, a cleric/necromancer, or a battle sorcerer/abjurer. A fighter/abjurer makes a good stand-in for the Abjurant Champion prestige class from Complete Mage.

Prerequisites

Spellcasting: Minimum ranks Concentration equal to 4 per level in Prestige Specialist to be gained –1 (i.e., in order to gain a 4th specialist level, you must also have at least 15 ranks in Concentration).

School-Specific Requirements: Any wizard or cleric with Arcanist domain can enter any of the specialist prestige classes directly. Others must meet at least one of the prerequisites listed under each specialty, as follows:

  • Abjurer: Aasimar race, or one of the following: Celestial or Sevenfold Veil bloodline; access to Good or Protection domain; Mercy mystery.

  • Conjurer: Amber, Broken Pattern, or Chaos bloodline; access to Artifice or Travel domain.

  • Diviner: Destined bloodline; access to the Knowledge or Dark Knowledge domain; or access to the Oracular mystery.

  • Enchantment: Bard class; feytouched race; Beguiler, Fey, or Infernal bloodline; Charm or Mind domain.

  • Evoker: Druid or battle sorcerer class; half-fiend race; Abyssal, Boreal, Orc, Stormborn bloodline; Destruction, Fire, Fury, or War domain; Battle mystery.

  • Illusionist: Bard class; fetchling or gnome race; Beguiler, Fey, or Shadow bloodline; Trickery domain.

  • Necromancer: Undead race; Hag, Pestilence, or Undead bloodline; Death or Repose domain; Graves mystery.

  • Transmuter: Lycanthrope race; Chaos or Protean bloodline; Chaos domain.

  • Elementalist (Air): Feytouched (sylph) or genasi (air) race; Elemenatal Air or Genie (djinn) bloodline; Air or Weather domain; Wind mystery.

  • Elementalist (Earth): Mountain dwarf or genasi (air) race; Deep Earth, Elemental (Earth), or Genie (shaitan/dao) bloodline; Earth domain; Stone mystery.

  • Elementalist (Fire): Genasi (fire) race; Draconic (red), Elemental (fire), Genie (efreet), or Infernal bloodline; Fire domain; Flame mystery.

  • Elementalist (Water): Genasi (water) or water fey race; Aquatic Fey, Deep One, Draconic (black), Elemental (water), or Genie (marid) bloodline; Water domain; Waves mystery).

Table C-1: The Prestige Specialist Hit Dice: d6

Level Base Attack Spell Capacity Special Specialist Bonus
1st +0 School power (1st and 4th) +1
2nd +1 +1 level School power (8th) +2
3rd +1 +1 level School power (12th) +3
4th +2 +1 level School power (16th) +4
5th +2 +1 level School power (19th), master specialist +5

Saving Throws: Prestige specialists gain a +2 class bonus to Intuition and Will saves.

Bonus Skills: You receive one free rank per class level in Concentration. This is otherwise treated as a class skill, but does not count against your total number of skill points.

Class Skills: Craft (all), Fly, Knowledge (all), Profession (all), and Spellcraft.

Skill Ranks per Level: 2 + Int modifier.

Favored Class: Any character with wizard as a favored class also treats specialist wizard levels as favored class levels.

Weapon and Armor Proficiency: Specialist wizards gain no additional proficiency with weapons or armor.

Spellcasting: Add all spells from your specialist school to your class list.

Appendix D: Esoteric Branches of Wizardry

These esoteric branches of wizardry can be taken in place of specialist schools (either for the 20-level specialist progression or the Prestige Specialist variant), and generally work similarly. Because they are not traditional schools of magic, a school specialist wizard cannot select an esoteric branch as a barred school. Adjustments to school spells and barred schools are listed, and the specific powers associated with the esoteric branch are described.

Esoteric branches represent a convenient means of quickly converting a variant type of magic or arcane prestige class, and additional esoteric branches can be added by player and referee approval.

Bonus Skill: Unless otherwise noted, all esoteric branches have Knowledge (lore) as the school bonus skill.

Alienist

Alienists deal with powers and entities from terrifyingly remote reaches of space and time. For them, magical power is the triumph of the mind over the rude boundaries of dimension, distance, and often, sanity. With knowledge and determination, they pierce the barrier at the edge of time itself. In the Far Realm, outside time, Herculean minds drift, absorbed in contemplations of madness. Unspeakable beings whisper terrifying secrets to those who dare communication. These secrets were not meant for mortals, but the alienist plunges into abysses of chaos and entropy that would blast a weaker mind. An alienist's mad certainty is sometimes strong enough to sway others to believe in her own future transcendence. This branch of wizardry supersedes the prestige class of the same name, from Complete Arcane.

Arcane Bond: You gain a familiar. If you have the Thaumaturgist feat, you can add the pseudonatural template (Complete Arcane) to your familiar at the cost of +1 CR.

School Spells: All spells from the Far Realm sorcerer bloodline, Farspawn racial spell-like ability list, and Madness domain. In addition, you treat all summon monster spells as school spells. However, whenever you would use any summon monster spell to summon a creature with the celestial or fiendish template, it instead has the pseudonatural template (Complete Arcane). You cannot summon non-pseudonatural creatures (e.g., mephitis or howlers) with a summon monster spell.

Barred Schools: None. However, your contact with Far Realms entities damages your sanity, and you gain the following disadvantages:

  • Descent into Madness: Your Wisdom score is reduced by an amount equal to your specialist bonus.

  • Mental Corrosion: You take a penalty to all Diplomacy and Handle Animal checks equal to twice the magnitude of your specialist bonus.

Specialist Bonus:

  • Alien Blessing (Ex): Apply your specialist bonus as an insight bonus to all saving throws.

  • Insane Certainty (Ex): Add your specialist bonus to your total number of hit points.

  • Mad Certainty (Ex): Add your specialist bonus as a racial bonus to Bluff checks, and on Charisma-based checks to influence or control Far Realms entities.

Bonus Feats: You gain the following bonus feats at 1st, 4th, 8th, 12th, and 19th levels. Choose from the following: Augment Summoning, Spell Focus (conjuration), Thaumaturgist, and any metamagic feats. You must meet all prerequisites normally.

Timeless Body (Ex): At 16th level, you learn the secret of perpetual youth. You no longer take attribute penalties for aging (any penalties already taken remain in place), and you cannot be magically aged. Unless you achieve 20th level before then, you are stolen away by horrible entities when your allotted time is up, and you are never seen again.

Master Specialist (Su): At 20th level, because of long association with alien entities and intense study of insane secrets, you transcend your mortal form and becomes an alien creature. You gain the pseudonatural template from Complete Arcane.

Argent Savant

The argent savant regards spells that evoke or apply magical force as the noblest and most fascinating spells at her disposal. This esoteric branch subsumes the prestige class of the same name from Complete Arcane, and also the Force Missile Mage from Dragon magazine (#378).

Arcane Bond: Argent savants generally select a wand as their arcane bond (which functions exactly as an Abjurer’s wand).

School Spells: Any spells with the [force] descriptor or that create or use magical force.

Barred Schools: Enchantment, Necromancy.

Specialist Bonus:

  • Ablate Force (Ex): You gain energy resistance (force) in an amount equal to 5 x your specialist bonus.

  • Bonus Missiles (Su): Add half your specialist bonus to the number of missiles you produce when casting a magic missile spell.

  • Force Armor (Su): Increase the AC bonus from mage armor, shield, and similar spells, spell-like abilities, and supernatural abilities (those that improve AC by a [force] effect), by an amount equal to your specialist bonus.

  • Force Specialization (Ex): Apply your specialist bonus as competence bonus on attack rolls made with [force] spells, and to the damage they deal (for magic missile, the damage bonus applies to each missile, for Mordenkainen’s sword, it applies to each hit, etc.). This function also applies to your spell-like and supernatural abilities that have the [force] descriptor.

Urgent Shield (Su): At 1st level, you gain Urgent Shield as a bonus spell; your specialist bonus applies to the effect, so that it scales from +2 to +7 to AC.

Reflective Shield (Sp): At 4th level, you reflect magic missiles that target you, as if constantly under a spell turning effect.

Telekinetic Control (Su): Starting at 8th level, all spells you cast with the [force] descriptor have no somatic component, as if under a Still Spell feat (but with no increase in spell level or casting time).

Extended Force (Su): Starting at 12th level, all spells you cast with the [force] descriptor last twice as long as normal, as though affected by the Extend Spell feat (but with no increase in spell level or casting time).

Unbind Force (Su): At 16th level, you learn how to unweave a force spell or effect and liberate its magical energy. As a standard action, you can attempt to dispel a single [force] spell or effect within 60 feet (even those normally immune to dispel magic, such as wall of force). If successful, this immediately dispels the effect and deals 1d6 points of force damage per level of the dispelled spell to all creatures and objects within 10 feet of the unbound spell.

Absorb Force (Ex): At 19th level, you are immune to force damage and can pass through force effects (such as a forcecage) at will; you cannot be injured by force weapons. Whenever you successfully use your unbind force ability, you heal 5 hp per level of the [force] spell unbound.

Master Specialist (Sp): At 20th level, you are constantly surrounded by a cylinder of force. This provides you with a permanent mage armor effect, but the armor bonus is +20 (including your specialist bonus); if dismissed or dispelled, you can restore the effect as a standard action.

Disciple, Arcane

You are a devotee of a specific deity or planar power, who grants you arcane insights and greater powers in exchange for your loyalty and worship—or possibly your soul. Arcane disciples have an alignment aura as do clerics. This option supersedes the feat of the same name, from Complete Divine. More focused versions include the Magaambyan Arcanist and the Rainbow Servant (see below).

Arcane Bond: You gain a holy or unholy symbol, which functions as a specialist implement (Appendix A), except that the effects apply to your domain spells. Alternatively, you can choose a weapon (your deity’s favored weapon) or a familiar (some animal type favored by your deity). Prohibitions based on your barred school (see below) may apply.

School Spells: Choose two of your patron deity’s domains. Your school spells are chosen from the lists for those domains.

Barred Schools: Choose one barred school, which cannot be Abjuration or Conjuration. In addition, you cannot cast spells with an alignment descriptor opposite that of your patron’s alignment.

Specialist Bonus:

  • Domain Channeling (Su): When channeling energy, your specialist bonus applies to the save DC.

  • Domain Skill: For any skill listed as an “archivist skill” for your domain, you treat that skill as a class skill, and also apply your specialist bonus as a competence bonus to checks made with that skill.

Domain Access (Su): At 1st level, you gain the 1st level domain powers for both of your domains. You also gain Domain Channeling (Chapter 5) for one domain as a bonus feat.

Improved Domain Access (Su): At 4th and/or 8th level, you gain the appropriate domain powers in place of the corresponding school power.

Domain Feats: For the remaining levels at which you would normally gain school powers (12th, 16th, and 19th), choose a domain feat for your domain (if applicable) or a general divine bonus feat.

Master Specialist (Su): At 20th level, you gain the domain exemplar ability for one of your domains.

High Sorcery

Very rarely, a wizard will learn to tap into some external source of magical power, a wellspring of mana with which to power his spells. Such a wizard is midway between a wizard and a sorcerer, without the former’s feats and powers, and without the bloodline of the latter.

Arcane Bond: You must choose a bonded object, which serves as a conduit through which you draw arcane power. This item confers none of the normal abilities of a bonded item (although all the drawbacks apply). Instead, this conduit provides an array of daily spell slots, as shown in Table 2 of Chapter 7. You gain additional spells per day according to your Charisma bonus.

Barred Schools: None.

Specialist Bonus: None.

High Sorcery (Ex): At each level you gain, you choose how many of the spells from Table 1 in Chapter 7 are spells known (which you can cast using spell slots channeled through your bonded item) and how many are open slots that can be used to prepare spells. You gain additional prepared spell slots for a high Intelligence score; these cannot be used for spells known.

Preparing a spell uses up a “spells per day” slot of the appropriate level, but otherwise works exactly like a normal wizard’s preparation. Spells known work exactly as they do for a sorcerer.

You do not gain bonus spells (the “+1” notation in Table 1 of Chapter 7). You do not gain additional school powers at 4th, 8th, 12th, or 16th levels.

High Arcana: At 19th level, you gain one high Arcanum, selected from the list provided under the generalist wizard.

Master Specialist (Su): At 20th level, you are a High Magister, for whom the concepts of “prepared” and “spontaneous” spellcasting are interchangeable. Forget your existing spells known. Instead, each day you select and prepare an appropriate number of spells of each spell level, as a wizard; this requires no expenditure of spell slots. Instead, the prepared spells can be cast spontaneously using your daily spell slots, as a sorcerer is able to do. In this manner, you have all of the versatility of a wizard in terms of changing your spell selection, and all the versatility of a sorcerer in terms of casting whatever spells you need from that selection at any time.

Magaambyan Arcanist

Magaambyan arcanists are students of the Magaambya, an ancient academy of learning located in the heart of the Mwangi Jungle. The legendary Old-Mage Jatembe and his Ten Magic Warriors founded the school to reintroduce the light of learning to a world overcome by fear and despair. A Magaambyan arcanist studies and follows traditions of magic originally discovered by Old-Mage Jatembe himself, and utilizes these arcane secrets to continue Jatembe’s quest to bring decency and integrity to civilization. Most Magaambyan arcanists consider their studies to be a sacred duty and a tradition that spans the ages. ―Paths of Prestige.

Arcane Bond: Domain bond—you gain access to the Good domain, including bonus spells and granted powers, using your class level as your effective cleric level. You gain an aura of [Good], and detect and are affected by spells as though good-aligned.

School Spells: The spells on your domain spell list are considered school spells, as are any druid spells you know (see below).

Barred Schools: Necromancy. In addition, you are unable to cast spells with the [evil] or [darkness] descriptors.

Specialist Bonus:

  • Increased Spell Mastery (Ex): You gain an additional number of mastered spells (as the spell mastery favored class bonus) equal to your specialist bonus.

  • Righteous Contravention (Su): Apply your specialist bonus as a sacred bonus to overcome the spell resistance of [Evil] creatures or objects, and on checks to dispel spells cast by evil creatures, spells with the [evil] descriptor, or evil magic items.

Halcyon Magic (Su): When adding spells to your spellbook when leveling up, you can learn druid spells as arcane spells, as if they were on the Wizard spell list.

Spontaneous Spell Mastery (Ex): Starting at 4th level, each time you prepare spells, you can also change the spells for which you have Spell Mastery. In addition, you can “lose” any prepared spell to cast a spell of the same spell level or lower for which you have Spell Mastery.

Blessed Warding (Sp): Starting at 8th level, you are under a constant protection from evil effect. If this is dispelled, you can reactivate it as a swift action.

Immediate Spell Mastery (Sp): Starting at 12th level, once per day you can cast any spell you have mastered with the Spell Mastery feat, even if you haven’t prepared it that day.

Altruistic Guardian (Su): Starting at 16th level, when a spell or supernatural effect that allows spell resistance targets allies within 30 ft. of you (or they are within its area of effect), you can use this ability as an immediate action to redirect the effects to yourself. You must make all appropriate saving throws for each ally, possibly making multiple saving throws against the same spell or effect. You suffer all damage, conditions, and other effects that your allies would have taken, possibly taking these multiple times. Area effects with a non-instantaneous duration can still affect your allies normally at a later time.

Timeless Body (Su): Upon attaining 19th level, you stop ageing. You no longer take attribute score penalties for aging, cannot be magically aged, and will not die of old age. Any age penalties you may have already incurred, however, remain in place.

Master Specialist (Su): At 20th level, you gain the Celestial simple template, although this does not increase your CR or effective character level. Your type changes to Outsider [Good].

Rainbow Servant

Other stories say that under Quetzalcoatl’s wise rule, Tula became a center of prosperity, artisanship, and good order. The ear of corn grew as large as a person’s arm, the amaranth as tall as a palm tree, and cotton came in many colors…

―Kay Almere Read and Jason J. Gonzalez, Mesoamerican Mythology: A Guide to the Gods, Heroes, Rituals, and Beliefs of Mexico and Central America (2000)

A rainbow servant is a wizard who has penetrated to the invisible step pyramid temples of the couatl in the high mountains and learned what they have to offer. This simulates the prestige class of the same name from Complete Divine.

Arcane Bond: Domain bond—at 1st level, you gain Domain Access (Air, Good, Law) as bonus feats. You cannot trade this for a different arcane bond and still follow the path of the rainbow servant. You yourself detect as both [good] and [lawful], and are susceptible to spells that affect those alignments. You are also affected as if you had the [air] subtype.

School Spells: The spells on your domain spell lists are considered school spells.

Barred Schools: You are unable to cast spells with any of the following descriptors: [acid], [chaotic], [earth], [evil], [water].

Specialist Bonus: Applies as a sacred bonus to saving throws against spells with the [chaotic] or [evil] descriptors, and against spells and spell-like abilities cast by [chaotic] or [evil] creatures.

Servant of the Upper Spheres (Sp): Starting at 1st level, you can use detect chaos/evil/good/law (one at a time) at will as a spell-like ability.

Lesser Domain Powers (Su): At 4th level, you gain the 1st level granted powers for the Good and Law domains, and 1st and 4th level granted powers for Air domain

Greater Domain Powers (Su): At 8th level, you gain the 8th level granted powers for the Good and Law domains.

Grow Wings (Su): At 12th level, you can grow multicolored, feathered wings like that of a couatl. The wings, which allow flight at a speed of 60 ft., have a daily duration of 1 minute per class level, divided up however you wish. It takes a move action to grow or eliminate the feathered wings. Restrictive clothing and armor of any kind prevents the wings from growing.

Cleric Spell Access (Ex): Starting at 16th level, you can learn and cast spells from the cleric list as if they were wizard spells, even if they don’t appear on the wizard spellcasting list. Cleric spells are considered arcane spells for you, meaning that the creature does not need a divine focus to cast them. This class feature grants access to the spells and enables you to read scrolls with cleric spells on them and use wands and staffs that contain cleric spells.

Telepathy (Su): Starting at 19th level, you can communicate mentally with any creature(s) within 100 ft. You can also use detect thoughts at will as a spell-like ability, but with a DC equal to 10 + half your class level + your Charisma modifier.

Master Specialist (Su): At 20th level, your type changes to Outsider [native]. You stop aging, and suffer no age penalties to attribute scores. In addition, you can use ethereal jaunt 3/day as a spell-like ability.

Wild Magic

This esoteric branch of magic supersedes the Wild Mage prestige class from Complete Arcane.

Arcane Bond: You can select the generalist wizard’s eidetic memory, or can choose a wand (Appendix A) as a bonded item.

School Spells: A wild mage selects his or her school bonus spells from the list of wild magic spells (see the 2nd edition Tome of Magic), or from choices approved by the referee.

Barred Schools: Enchantment, Necromancy.

Specialist Bonus:

  • Student of Chaos (Ex): Whenever you use a power or magic item that offers a randomly determined effect (e.g., when you create a wild surge, or use an item such as a bag of tricks or rod of wonder), you can shift d20 results by up to +/-1 per point of your specialist bonus (percentile results can be shifted by up to 25% per point of your specialist bonus).

Wild Magic (Ex): At wild mage casts spells differently from any other arcane spellcaster. Reduce your caster level by 3 for all spells you cast. However, every time you cast a spell, your use of wild magic adds 1d6 to your adjusted caster level. For example, a 9th level wild mage has a base caster level of 6th, not 9th, but his or her actual caster level varies from 7th to 12th for every spell cast. Caster level affects all level-based variables of a spell, including Concentration checks. The minimum caster level is 1st (even if, for example, a 1st level wild mage rolls a 1 on the 1d6).

Random Deflector (Su): At 4th level, you gain the ability to protect yourself from certain attacks with this ability. Using this ability is an immediate action. When activated, the random deflector lasts until the beginning of your next turn. The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (spells designating you as the sole target, but not area spells striking an area in which you happen to be the sole target) so that they instead attack or affect a random target within 20 feet of you (include yourself and your allies among the possible new targets). Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target’s AC, the new target receives a saving throw if a spell or effect allows one, and so on. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Chaotic Mind (Su): Starting at 8th level, the power of chaos infuses your mind. You gain the feat of the same name as a bonus feat. You also gain immunity to confusion and insanity spells and effects, and are shielded by a continuous nondetection effect (as the spell). You must be at least 8th level to select this ability.

Reckless Dweomer (Su): At 12th level you learn how to spontaneously convert your own spell energy into random, unpredictable results. As a standard action, you can eliminate a prepared spell or spell slot of at least 1st level to create an effect similar to that of activating a rod of wonder. Your student of chaos ability (q.v.) applies when you use your reckless dweomer ability.

Wildstrike (Sp): At 16th level, you gain the ability to make a wildstrike once per day. A wildstrike affects a single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds. Spell resistance applies, but the target receives no saving throw. While a wildstrike is in effect, there is a 50% chance each time the affected creature casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls as if it had activated a rod of wonder.

Wildstrike, Greater (Sp): At 19th level, a creature affected by your wildstrike automatically triggers a wild surge when attempting to use a spell or spell-like ability.

Master Specialist (Su): At 20th level, you continuously generate a wild magic zone in an aura with a radius of 30 ft. Your allies’ spells operate normally within this zone and do not erupt into wild surges. Your own spells never result in wild surges unless you want them to.

Variant: Wild Sorcerer

You can easily modify this esoteric branch of wizardry into a sorcerer bloodline, using the guidelines below.

  • Class Skill: Disable Device.

  • Bonus Spells: 1stpatternweave; 2ndnonsensical nullifier; 3rdalternate reality; 4ththere/not there; 5thvortex; 6thwildshield; 7thspell shape; 8thwildzone; 9thstabilize. These spells are from the 2nd edition Tome of Magic (David Cook et al., 1991).

  • Bonus Feats: Chaotic Mind, Deep Insight, Dodge, Eschew Materials, Improved Dispelling, Lightning Reflexes, Silent Spell, Skill Focus (Spellcraft).

  • Bloodline Arcana: Wild magic (see above).

  • Eldritch Blast: As described under the bonded item (wand) for this branch, in Appendix A.

  • Bloodline Powers: 1ststudent of chaos (+1, +1/4 levels thereafter); 3rdrandom deflector (this replaces your bloodline resistances); 9threckless dweomer; 15thwildtrike; 20th—master specialist power.

Witchcraft

This is a secretive branch of wizardry, in which the practitioner gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as hexes. The esoteric branch of witchcraft is described in Appendix E.

Wu Jen

Wizards of the orient, wu jen are feared and frequently shunned by society, and tend to be reclusive and withdrawn. They rarely live among others, normally abiding in the wilderness where they may purify their minds and bodies and contact the supernatural powers which enable them to command the elements and spirits. This version of the wu jen draws on the class as presented in Complete Arcane, and also includes the elementalist wizards in the Advanced Player’s Guide.

Each wu jen must choose one element—either a Western one (air, earth, fire, or water), or a variant Oriental one (metal or wood); a number of his or her class abilities depend on that element.

Arcane Bond: Your default arcane bond is a watchful spirit, a disembodied spirit that occasionally gives you warnings of impending danger. Once per day, you can reroll any initiative check just before learning your place in the initiative order. If the second roll is worse than the first one, you can choose to disregard the watchful spirit and use the first roll.

Alternatively, you can gain a Tiny elemental (“gen”) familiar (start with a Small elemental, then apply the Young simple template). It gains familiar abilities normally, per Appendix B, or you can advance it if you have the Thaumaturgy feat.

Some wu jen choose a wand (Appendix A); your eldritch blast mimics that of the appropriate Elemental sorcerer bloodline.

School Spells: A wu jen selects his or her school bonus spells from the list of wu jen spells given in Complete Arcane. Other spells from non-core sources, particularly those with elemental themes, can be added with referee approval—including spells from the druid class list.

Barred Schools: Instead of barred schools, you must abide by a number of taboos. Choose one taboo for each school power you receive. If you violate any of your taboos, you lose the ability to cast spells until the next time you are able to rest and prepare spells. Example taboos include:

  • Cannot eat meat or animal by-products (including most rations and the heroes’ feast spell);

  • Cannot own more than you can carry;

  • Must make a daily offering (such as food, flowers, or incense) to one or many spirits;

  • Cannot bathe (-4 to saves vs. disease);

  • Cannot cut your hair (-2 to Dex after 1 level);

  • Cannot touch a dead body;

  • Cannot drink alcohol or potions;

  • Cannot wear a certain article of clothing (belt, headband, cloak, etc.—something that is a common magic item slot);

  • Cannot light a fire (or use [fire] spells);

  • Cannot sit facing in a certain direction, and are always flanked from that direction (even by single opponents).

Specialist Bonus: The standard functions of your specialist bonus apply only to spells of the type or descriptor that match your chosen element (for example, if your element is air, it would apply to spells with the [air] or [electricity] descriptor. In addition, you gain the following:

  • Damage Reduction (Ex): If your element is Metal or Wood, you gain damage reduction equal to twice your specialist bonus against weapons made primarily from that material.

  • Elemental Mastery (Su): When casting spells of that type or descriptor, add half your specialist bonus as a sacred bonus to the spell DC.

  • Energy Resistance (Ex): If you have one of the four standard elements, you gain resistance to one energy type equal to 10 times your specialist bonus; at 18th level, you are immune. This overlaps with (does not stack with) the energy resistance granted by your favored terrain). Energy types are as follows: air = electricity; earth = acid; fire = fire; water = cold.

  • Planar Terrain (Ex): You gain favored terrain (appropriate Elemental Plane) with a bonus equal to twice your specialist bonus (maximum bonus 2 + half your total character level).

Weapon Proficiency: A wu jen gains Simple proficiency with all weapons. In addition, you gain Exotic proficiency with one of the following: dart, light club, light blowgun, light flail, quarterstaff, sickle, sling, spear, tonfa, or unarmed attacks.

Elemental Channeling (Su): At 1st level, you can channel elemental energy of the appropriate type as a cleric of level equal to your class level. This works as the variant channeling ability for the Air, Earth, Fire, or Water domain (or Forge domain for metal, or Wood domain for wood); once selected, you are eligible for the Command Elemental feat (which you can select as a school power).

Energy Substitution (Su): Starting at 4th level, when employing a spell with an energy descriptor (acid, electrical, fire, sonic, etc.), you can modify the spell so that half or all of the damage is appropriate to your element, as follows:

Specialist Element Damage Type
Air Electrical
Earth Acid
Fire Fire
Water Cold
Metal Piercing or Slashing
Wood Bludgeoning

This works similarly to the Versatile Evocation and Energy Admixture feats (Chapter 7), but does not increase the spell level or casting time. Source: 3.5 edition System Reference Document, “Class Variants: Specialist Wizard Variants” and “Divine Feats.”

Elemental Revelation (Su): At 8th level, you gain one revelation from the Incarnate mystery corresponding to your specialist element (air = wind; earth = Stone; fire = Flame; water = Waves; metal = Metal; wood = Wood). Use your wu jen class level in place of your incarnate level for determining whether you qualify for the revelation, and when determining its effects.

Elemental Body (Sp): Starting at 12th level, you can assume the form of a Medium elemental at will, as if by an elemental body II spell (the elemental type is appropriate to your specialist element; Wood and Metal wu jen use the earth elemental, with cosmetic changes appropriate to their element). At 15th level, you can become a Large air elemental instead (as per an elemental body III spell). At 18th level, you can become a Huge elemental (elemental body IV).

Elemental Might (Ex): At 16th level, you stop ageing, as the druid’s timeless body class feature. gain an inherent bonus to one attribute score; the attribute and magnitude of the bonus depend on your specialist element, as follows:

Element Attribute Bonus
Air Dexterity +2
Earth Strength +6
Fire Dexterity +2
Water Constitution +2
Metal Strength +6
Wood Constitution +2

Energy Affinity (Ex): At 19th level and above, you gain a +1 competence bonus to your effective caster level when casting spells of your specialist element’s subtype or descriptor. This is a specific exception to the rule that your caster level can be no higher than your total number of Hit Dice. Source: 3.5 edition System Reference Document, “Class Variants: Specialist Wizard Variants.”

Master Specialist (Su): At 20th level, you are immune to spells and effects related to your chosen element and its associated energy type. In the case of metal and wood, overcoming your damage reduction requires epic weapons of an appropriate material.

Appendix E: The Witch

The esoteric branch of witchcraft supersedes the Witch base class, as described in the Advanced Player’s Guide. Because of the large page count, it is presented here, rather than with the remainder of the esoteric branches.

Arcane Bond

A witch’s default arcane bond is a familiar with the “store spells” option (Appendix B), although you can choose a broomstick (as a generalist’s staff) instead. A rare variant witch known as a “gravewalker” gains a “spell poppet” instead of a familiar. Each gravewalker carries around a gristly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. A gravewalker's spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch's spells are granted by her familiar. The gravewalker must commune with her poppet each day to prepare her spells and cannot prepare spells that are not stored in the poppet. This ability replaces familiar. The following familiar ability works differently:

  • Deliver Touch Spells (Su): At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability (see below).

School Spells

At 1st level, when you gain your familiar, you must also select a patron. This patron is a vague and mysterious force, granting you power for reasons that you might not entirely understand. While these forces need not be named, they typically hold influence over one of the forces listed below. At each level that you would normally gain a school spell, you gain the appropriate patron spell instead. These spells are also automatically added to the list of spells stored by your familiar. The spells gained depend upon the patron chosen (use sorcerer bloodline spells, domain spells, etc. as choices; “unspeakable cult” bonus spells and patrons are especially appropriate).

Barred Schools

All spells not on the witch spells list (Advanced Player’s Guide) are treated as being from barred schools. Note that the witch’s spells list includes some spells not normally found on the wizard/sorcerer list; these spells are added to your list of class spells. Other spells from non-core sources, particularly curses and the like, can be added with referee approval.

Specialist Bonus

None. The witch gains more powers than a normal specialist, but lacks a specialist bonus.

School Powers: Hexes

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + half your number of ranks in Concentration + your Charisma modifier. You can use any hex you know at will.

At 1st, 2nd, 4th, 6th, and 8th levels (each), you gain one of the following minor hexes:

Aura of Desecration (Su): At first level, a gravewalker witch can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +2 and the turn resistance of undead by +2. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.

Beast of Ill-Omen (Su): The witch imbues her familiar with strange magic, putting a minor curse upon the next enemy to see it. The enemy must make a Will save or be affected by bane. The witch can use this hex on her familiar at a range of up to 60 feet. The affected enemy must be no more than 60 feet from the familiar to trigger the effect; seeing the familiar from a greater distance has no effect (though if the enemy and familiar approach to within 60 feet of each other, the hex takes effect). The bane affects the closest creature to the familiar (ties affect the creature with the highest initiative score). Whether or not the target's save is successful, the creature cannot be the target of the bane effect for 1 day (later uses of this hex ignore that creature when determining who is affected).

Blight (Su): The witch can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time the witch and her familiar must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A witch can affect an area with a radius equal to her class level × 10 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse: Blight Hex—type curse; save Will negates; frequency 1/day; effect 1 Con damage. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A witch can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.

Cackle (Su): You can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony, charm, evil eye, fortune, or misfortune hex caused by you has the duration of that hex extended by 1 round.

Cauldron (Ex): You receive 1 free rank in Craft (alchemy) per class level, with a special +4 insight bonus on all checks.

Charm (Su): You can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if you had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to your Intelligence modifier. An Intuition save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

Coven (Ex): You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another witch with this hex, you can use the Aid Another action to grant a +1 circumstance bonus to the other witch’s effective caster level for 1 round. This bonus applies to that witch’s spells and all of her hexes.

Disguise (Su): You can change your appearance for a number of hours equal to your number of ranks in Concentration, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

Evil Eye (Su): You can cause doubt to creep into the mind of a foe within 30 feet that you can see. The target takes a –2 penalty on one of the following (your choice): AC, ability checks, attack rolls, saving throws, or skill checks. At 8th level the penalty increases to –4. This hex lasts for a number of rounds equal to 3 + your Intelligence modifier. A Will save reduces the duration to 1 round. This is a mind-affecting effect.

Feral Speech (Su): This hex grants you the ability to speak with and understand the response of any animal as if using speak with animals, though each time you use the hex, you must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. You can make yourself understood as far as your voice carries. This hex does not predispose any animal so addressed toward you in any way. At 12th level, you can use this hex to communicate with vermin.

Flight (Su): You grow lighter as you gain power, eventually gaining the ability to fly. At 1st level, you can use feather fall at will and gain a +4 racial bonus on Swim checks. At 3rd level, you can cast levitate once per day. At 5th level, you can fly, as per the spell, for a number of minutes per day equal to your class level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Fortune (Su): You can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Healing (Su): You can soothe wounds by touch. This acts as a cure light wounds spell. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 8th level, this hex acts like cure moderate wounds; at 12th it is equivalent to cure serious wounds; at 16th it is equivalent to cure critical wounds; and at 20th level it is equivalent to a heal spell.

Misfortune (Su): You can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. An Intuition save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Nails (Ex): Your nails are long and sharp, and count as natural weapons that deal 1d6 points of damage. These attacks are secondary attacks. If trimmed or sundered, the nails regrow in 1d4 days.

Poison Steep (Sp): You can use your cauldron to brew a foul toxin in which you can steep fruits and other delicious edibles, transforming them so that when eaten, they have the same effect as a poison spell. Brewing the toxin and then steeping the food takes 1 hour in total; steeping can affect up to 1 pound of food. The food is poisoned for 24 hours, and the poison cannot be transferred to other objects. The food tastes normal, but magic detects it as poisonous. You must have the cauldron hex to select this hex.

Prehensile Hair (Su): You can instantly cause your hair (or even your eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate your hair as if it were a limb with a Strength score equal to your Intelligence score. You hair has reach 10 feet, and you can use it as a secondary natural attack that deals 1d3 points of damage. Your hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from your elongated hair shrink away to nothing. Using your hair does not harm your head or neck, even if you lift something heavy with it. You can manipulate your hair in this manner a number of minutes each day equal to your class level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

Scar (Su): This hex curses a single target with horrible scars of your choosing, whether something as simple as a single letter on the target's forehead or blotchy, burn-like scars on his body. You must succeed at a touch attack (which does not provoke an attack of opportunity), and the target may make a Will save to resist. These scars do not hinder the target's actions or abilities in any way, but scarring a creature with the hex has two benefits: (1) you can use any of your hexes on that creature at a range of up to one mile, and (2) you are considered to have a body part from the target for the purpose of scry and similar divinations. You can withdraw this hex from a target as a move action at any range. The number of supernatural scars you can maintain at once is equal to your Intelligence bonus; once you reach this limit, you must remove the scar from a current victim in order to mark another. The scar is a magical curse, and it should persist through changing shapes (lycanthropic, the change shape monster ability, polymorph spells, and so on). Effects that remove curses can remove the scar.

Sea Creature Empathy (Ex): You can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using wild empathy. Uses your witch level in place of your ranks in Handle Animal.

Slumber (Su): You can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep except that there is no Hit Die limit. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to your number of ranks in Concentration. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Spontaneous Healing (Su): You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if you don't know that cure spell.

Swamp Hag (Sp): You gain favored terrain (swamps), as the ranger class feature of the same name, with a bonus equal to half your class level..

Tongues (Su): You can understand any spoken language, as comprehend languages. At 9th level, you can use this ability to speak any language, as per tongues.

Unnerve Beasts (Su): The target becomes offensive to animals (Intuition negates). Animals become distraught and aggressive in the victim's presence—horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to the your Intelligence modifier. A creature that saves against the hex cannot be affected by the hex for 1 day. The reaction of the animals is a mind-affecting charm effect, but the hex on the target is not.

Ward (Su): You can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. At 8th level and 16th level, the bonuses provided by this ward increase by +1. The ward lasts until the warded creature is hit or fails a saving throw. You know when a warded creature is no longer protected. You can have only one ward active at a time. If you use this ability again, the previous ward immediately ends. You cannot use this ability on yourself.

Water Lung (Su): An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 10 minutes per level. If you use this hex on yourself, you can maintain it while you sleep, allowing you to safely sleep underwater.

Major Hexes

At 10th, 12th 14th, 16th and, 18th levels, you gain major hexes. (In place of a major hex, you can select two minor hexes instead.)

Agony (Su): With a quick incantation, you can place this hex on one creature within 60 feet, causing it to suffer intense pain. The target is nauseated for a number of rounds equal to your class level (Fortitude save negates). If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Beast Eye (Su): You can project your senses into an animal within 100 feet, sensing whatever it senses. You cannot control the animal's actions. You can project your senses from that animal to another within 100 feet of it as a standard action, and can continue to make these sensory leaps, potentially viewing things very far from your actual location. You may return your senses to your own body as a free action. Normal animals get no saving throw against this ability, but animal companions, paladin mounts, and similar unusual animals may resist with an Intuition save.

You may use this ability on your own familiar as if it were an animal. If you have the coven hex, all other witches within 10 feet of you who also have the coven hex can see through the target animal at will, although you still control the ability. You can use this ability for a number of minutes per day equal to your class level. These minutes need not be consecutive, but they must be spent in 1-minute increments.

Cook People (Su): You must have the cauldron hex to select this hex. With it, you can create spells by cooking an intelligent humanoid creature in your cauldron, either alive or dead. Using this hex creates one meal or serving of food of your choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour. Eating the food provides one of the following benefits for 1 hour: age resistance, bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, neutralize poison (instantaneous), owl's wisdom, remove disease (instantaneous). Alternatively, you can shape the dough into a Small, humanlike creature, animating it as a homunculus for 1 hour. Using this hex or knowingly eating its food is an evil act.

Empathic Healing (Su): You can minister to a diseased or poisoned target, redirecting the affliction into yourself. For a poisoned target, you must tend to him as a standard action; he makes his next saving throw against the poison as normal, but you suffer the effects of the failed save instead of the poisoned creature. For a diseased target, you must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but you suffers the effects of the failed save instead of the diseased creature. You do not actually become poisoned or diseased (and are not contagious and does not need to be cured), but suffers the effects of the affliction as if you had been. A witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if you are immune to disease or poison.

Familiar Form (Sp): You can take the shape of your familiar (or a giant version of your familiar or a similar kind of animal) as if using beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire rat, or a larger rodent; one with a cat familiar can turn into a Tiny cat or a Large feline such as a tiger or lion; one with a monkey familiar can turn into a Tiny monkey or a Large gorilla, and so on. You can remain in animal form for a number of minutes per day equal to your class level.

Hag’s Eye (Su): You can create a magic sensor that you can see through. This functions as per the spell arcane eye. If you have the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although you still control it. You can use this eye for a number of minutes per day equal to your class level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Hidden Home (Sp): You can conceal or disguise your home and the area around it as if using mirage arcana. Before using the hex, you must spend 1 day pacing out the border of an area that measures roughly 40,000 square feet (approximately 200 feet by 200 feet) to define your home territory. Thereafter, you can use the hex to change the appearance of that area as a standard action as long as you are within the area. The illusion persists until you change or dismiss it. For the purpose of this ability, you can only have one “home” at a time.

Hoarfrost (Su): The target is rimed with a shell of frost needles that slowly work their way into its flesh (Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured. Break enchantment, dispel magic, remove curse, and similar spells end the effect. If the target saves, it is immune to this hex for 1 day. This is a [cold] effect.

Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target's saving throw is successful, it cannot be the target of this hex again for 1 day.

Infected Wounds (Su): The target's wounds become infected (Fortitude negates). The target takes 1 point of Constitution damage per day. After the first day, the target may save once per day to cure the infection. This is a disease effect.

Nightmares (Su): Calling upon fell powers, you can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. This functions as the spell nightmare each time the affected creature attempts to rest. An Intuition save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.

Pariah (Su): You can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal to your Intelligence modifier. Any other creature attempting to directly assist the target with a harmless spell or aid another action must attempt a Will save. If the save succeeds, the aiding creature is unaffected by this hex. If the save fails, the aiding creature can't follow through, the action is lost, and the aiding creature can't directly aid the target for the duration of this hex. This hex does not prevent the target from benefiting from area of effect spells.

Retribution (Su): You can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to your Intelligence modifier. A Will save negates this effect.

Speak in Dreams (Sp): You can contact a creature as if using dream. You can use this ability on a number of creatures per day equal to your Intelligence bonus, but can dream-speak to those creatures as often as desired throughout that time period.

Twin Soul (Su): If you or your familiar is gravely injured or about to die, the soul of the dying one immediately transfers to the other's body. The two souls share the surviving body peaceably, can communicate freely, and both retain their ability to think and reason. The host may allow the guest soul to take over the body temporarily or reclaim it as a move action. You can persist in this state indefinitely, or the guest can return to its own body (if available) by touch, transfer into a suitable vessel (such as a clone), or take over another body as if using magic jar (with no receptacle).

Vision (Su): You can grant a glimpse of the future to a creature touched. Granting a vision takes 1 minute, during which time you and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of the vision (subject to referee discretion). This is only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment of the witch that granted them. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. You cannot use this ability on yourself. Unwilling creatures receive an Intuition save to negate the vision.

Waxen Image (Su): You can spend a full-round action to create a crude and unnerving wax duplicate of a creature you can see within 30 feet. Once the image is complete, the subject must make an Intuition save. If the subject fails, you gain a small measure of control over the creature. Whenever you exercise this control, the creature receives a new save to end the effect. As a standard action, you can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, you can spend one of your uses to simply torture the image, causing the creature to be both sickened and staggered on its turn.

This effect occurs on your turn and does not impede the creature’s actions on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. You can use a waxen image a number of times equal to your Intelligence modifier before it melts. The is an enchantment (compulsion) effect.

Witch's Brew (Ex): You must have the cauldron hex to select this hex. When you use your cauldron to brew a potion, you may spend double the cost to create 2 identical potions that day instead of just 1. At 15th level, you may spend triple the cost to create 3 identical potions that day.

Grand Hexes

At 19th and 20th level, you gain a grand hex chosen from the following list. (You can choose two major or four minor hexes in place of a grand hex.)

Abominate (Sp): You can transform a creature within 30 feet into an aberration. This hex acts as baleful polymorph, except the target is transmuted into a Small, Medium, or Large aberration. The target's abilities are modified as monstrous physique IV. Whether or not its save is successful, a creature cannot be the target of this hex again for 1 day

Death Curse (Su): This powerful hex seizes a creature’s heart (Will negates). This hex has a range of 30 feet. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 points of damage + 1 point of damage per level of the witch. Slaying the witch that hexed the creature ends the effect, but any fatigue or exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.

Dire Prophecy (Su): You curse the target so he is doomed to die (Intuition negates). As long as the curse persists, the target takes a –4 penalty to his Armor Class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, you may end it by bringing its full force upon the victim. Doing so gives the victim a penalty equal to your number of ranks in Concentration to AC or on any single attack roll, opposed check, or saving throw. You must decide to apply this penalty before the roll to be modified is made. If you do not have line of sight to the target, the full force of the curse occurs when the referee considers it most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time. Whether or not the target’s save against the hex is successful, a creature cannot be the target of this hex for 1 day. This is a [curse] effect.

Eternal Slumber (Su): You can touch a creature, causing it to drift off into a permanent slumber (Will negates). If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying you ends the effect. You can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. You can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Forced Reincarnation (Su): You cause a creature within 30 feet to save vs. Will or die and be immediately reincarnated into a new body, as the spell. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Life Giver (Su): Once per day you can, as a full round action, touch a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component.

Natural Disaster (Su): Using this hex calls down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). You must concentrate for the duration of this effect. If disrupted, the effect immediately ends. You can only use this ability once per day.

Summon Spirit (Sp): You call forth the ghost of a humanoid creature with no more than 18 HD. The ghost has its own personality and desires, but is willing to bargain with you, as if you had cast greater planar ally. To seal an agreement, the ghost requires life energy from you equal to 1 temporary negative level (this is in addition to the standard payment for the ghost's service). This negative level persists as long as the ghost remains in the service; you can end the agreement as a standard action, immediately removing the negative level.

Witch’s Hut (Su): You can animate a hut, small house, covered wagon, tent, or similar construction as an Animated Object. The hut can be of up to Huge size (approximately 15 feet by 15 feet). The animated hut’s hardness increases to 8 and its hit points double. You can give the hut the following commands: guard (watches for trespassers within 120 feet using your Perception modifier, and screams if it spots any), hide (all entrances are hidden by illusory wall spells and locked with arcane lock), and move (moves at speed 60 on giant bird or bone legs as directed by you, even obeying commands such as “follow me from 100 feet away”). The hut remains animate for 24 hours, until you dismiss it or animate another, at which time the hut stops where it is and reverts to its non-magical state.