Counterspell
|
|
Advanced Player's Guide
|
Common
|
Abjuration, Arcane, Sorcerer, Witch, Wizard
| 1 |
—
|
When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it.
|
—
|
Eschew Materials
|
|
Core Rulebook
|
Common
|
Wizard
| 1 |
—
|
You can use clever workarounds to replicate the arcane essence of certain materials.
|
—
|
Familiar
|
|
Dark Archive
|
Common
|
Magus, Sorcerer, Thaumaturge, Wizard
| 1 |
—
|
An animal serves you and assists your spellcasting.
|
—
|
Hand of the Apprentice
|
|
Core Rulebook
|
Common
|
Wizard
| 1 |
universalist wizard
|
You can magically hurl your weapon at your foe.
|
—
|
Reach Spell
|
|
Advanced Player's Guide
|
Common
|
Bard, Cleric, Concentrate, Druid, Metamagic, Oracle, Sorcerer, Witch, Wizard
| 1 |
—
|
You can extend your spells’ range.
|
—
|
Spellbook Prodigy
|
|
Advanced Player's Guide
|
Common
|
Wizard
| 1 |
trained in Arcana
|
You are particularly adept at learning spells to add to your spellbook.
|
—
|
Widen Spell
|
|
Advanced Player's Guide
|
Common
|
Druid, Manipulate, Metamagic, Oracle, Sorcerer, Witch, Wizard
| 1 |
—
|
You manipulate the energy of your spell, causing it to spread out and affect a wider area.
|
—
|
Cantrip Expansion
|
|
Dark Archive
|
Common
|
Bard, Cleric, Magus, Oracle, Psychic, Sorcerer, Witch, Wizard
| 2 |
—
|
Study broadens your range of simple spells.
|
—
|
Conceal Spell
|
|
Advanced Player's Guide
|
Common
|
Concentrate, Manipulate, Metamagic, Witch, Wizard
| 2 |
—
|
Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are casting a spell.
|
—
|
Energy Ablation
|
|
Advanced Player's Guide
|
Common
|
Metamagic, Wizard
| 2 |
—
|
When you cast energy spells, you retain some of that energy as a protective barrier.
|
—
|
Enhanced Familiar
|
|
Dark Archive
|
Common
|
Druid, Magus, Sorcerer, Thaumaturge, Witch, Wizard
| 2 |
a familiar
|
You infuse your familiar with additional primal energy, increasing its abilities.
|
—
|
Nonlethal Spell
|
|
Advanced Player's Guide
|
Common
|
Manipulate, Metamagic, Wizard
| 2 |
—
|
You can alter offensive spells to be less deadly.
|
—
|
Bespell Weapon
|
|
Advanced Player's Guide
|
Common
|
Oracle, Sorcerer, Wizard
| 4 |
—
|
You siphon the residual energy from the last spell you cast into one weapon you’re wielding.
|
—
|
Call Bonded Item
|
|
Advanced Player's Guide
|
Common
|
Concentrate, Conjuration, Teleportation, Wizard
| 4 |
arcane bond
|
You're mystically connected to your bonded item and can call it to your hand.
|
—
|
Irezoko Tattoo
|
—
|
Absalom, City of Lost Omens
|
Uncommon
|
Bard, Champion, Cleric, Druid, Magus, Monk, Oracle, Psychic, Ranger, Sorcerer, Summoner, Witch, Wizard
| 4 |
expert in Arcana or Occultism
|
Your face bears an intricate magical tattoo known as the irezoko, a badge of your understanding of your chosen field of magic and a recognition of your advancement within Absalom's College of Mysteries.
|
—
|
Linked Focus
|
|
Core Rulebook
|
Common
|
Wizard
| 4 |
arcane bond; arcane school
|
You have linked your bonded item to the well of energy that powers your school spells.
|
—
|
Silent Spell
|
|
Core Rulebook
|
Common
|
Concentrate, Metamagic, Wizard
| 4 |
Conceal Spell
|
You’ve learned how to cast many of your spells without speaking the words of power you would normally need to provide.
|
—
|
Undying Conviction
|
|
Book of the Dead
|
Uncommon
|
Aura, Cleric, Necromancy, Oracle, Wizard
| 4 |
able to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard
|
Your presence has a bolstering effect on your undead minions.
|
—
|
Convincing Illusion
|
|
Advanced Player's Guide
|
Common
|
Illusion, Wizard
| 6 |
expert in Deception
|
You use your deceptive skills to make your illusions seem even more real.
|
—
|
Detonating Spell
|
|
Knights of Lastwall
|
Uncommon
|
Cleric, Concentrate, Metamagic, Oracle, Sorcerer, Witch, Wizard
| 6 |
—
|
Your spell becomes volatile and explosive.
|
—
|
Spell Penetration
|
|
Core Rulebook
|
Common
|
Wizard
| 6 |
—
|
You’ve studied ways of overcoming the innate magical resistance that certain powerful creatures have.
|
—
|
Split Slot
|
|
Advanced Player's Guide
|
Common
|
Wizard
| 6 |
—
|
You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it.
|
—
|
Steady Spellcasting
|
|
Dark Archive
|
Common
|
Bard, Cleric, Druid, Oracle, Psychic, Sorcerer, Witch, Wizard
| 6 |
—
|
You don’t lose spells easily.
|
—
|
Advanced School Spell
|
|
Core Rulebook
|
Common
|
Wizard
| 8 |
arcane school
|
You gain access to a powerful new school spell depending on your arcane school.
|
—
|
Bond Conservation
|
|
Core Rulebook
|
Common
|
Manipulate, Metamagic, Wizard
| 8 |
arcane bond
|
By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell.
|
—
|
Form Retention
|
|
Advanced Player's Guide
|
Common
|
Wizard
| 8 |
—
|
You have trained your mind and body to tolerate polymorph magic for longer periods of time, so long as you prepare for the change appropriately.
|
—
|
Universal Versatility
|
|
Core Rulebook
|
Common
|
Wizard
| 8 |
universalist wizard; Hand of the Apprentice
|
You can access the fundamental abilities of any school of magic.
|
—
|
Overwhelming Energy
|
|
Core Rulebook
|
Common
|
Druid, Manipulate, Metamagic, Sorcerer, Wizard
| 10 |
—
|
You alter your spells to overcome resistances.
|
—
|
Quickened Casting
|
|
Advanced Player's Guide
|
Common
|
Bard, Concentrate, Metamagic, Oracle, Sorcerer, Witch, Wizard
| 10 |
—
|
You are able to quickly cast a spell.
|
—
|
Scroll Savant
|
|
Core Rulebook
|
Common
|
Wizard
| 10 |
expert in Crafting
|
During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook.
|
—
|
Clever Counterspell
|
|
Core Rulebook
|
Common
|
Wizard
| 12 |
Counterspell; Quick Recognition
|
You creatively apply your prepared spells to counterspell a much wider variety of your opponents’ magic.
|
—
|
Diviner Sense
|
|
Advanced Player's Guide
|
Common
|
Divination, Fortune, Wizard
| 12 |
—
|
You sense magical dangers.
|
—
|
Forcible Energy
|
|
Advanced Player's Guide
|
Common
|
Manipulate, Metamagic, Wizard
| 12 |
—
|
You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward.
|
—
|
Magic Sense
|
|
Secrets of Magic
|
Common
|
Detection, Divination, Magus, Oracle, Sorcerer, Wizard
| 12 |
—
|
You have a literal sixth sense for magic.
|
—
|
Necromancer's Visage
|
|
Book of the Dead
|
Uncommon
|
Cleric, Necromancy, Oracle, Wizard
| 12 |
ability to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard
|
Necromantic energy demonstrates your power over undead, creating a demeanor that commands their fear and respect.
|
—
|
Bonded Focus
|
|
Core Rulebook
|
Common
|
Wizard
| 14 |
arcane bond
|
Your connection to your bonded item increases your focus pool.
|
—
|
Reflect Spell
|
|
Advanced Player's Guide
|
Common
|
Sorcerer, Witch, Wizard
| 14 |
Counterspell
|
You cause a spell to fire back at its caster.
|
—
|
Sepulchral Sublimation
|
|
Book of the Dead
|
Uncommon
|
Cleric, Concentrate, Metamagic, Necromancy, Oracle, Wizard
| 14 |
ability to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard
|
You repurpose the negative energy that flows through your minions at a moment's notice.
|
—
|
Shift Spell
|
|
Pathfinder #167
|
Uncommon
|
Wizard
| 14 |
—
|
You move an active spell's area to a new location.
|
Fists of the Ruby Phoenix
|
Superior Bond
|
|
Core Rulebook
|
Common
|
Wizard
| 14 |
arcane bond
|
When you draw upon your bonded item, you can leave a bit of energy within it for later use.
|
—
|
Effortless Concentration
|
|
Secrets of Magic
|
Common
|
Bard, Druid, Sorcerer, Summoner, Witch, Wizard
| 16 |
—
|
You can maintain a spell with hardly a thought.
|
—
|
Spell Tinker
|
|
Core Rulebook
|
Common
|
Concentrate, Wizard
| 16 |
—
|
You’ve learned to alter choices you make when casting spells on yourself.
|
—
|
Infinite Possibilities
|
|
Core Rulebook
|
Common
|
Wizard
| 18 |
—
|
You’ve found a way to prepare a spell slot that exists in your mind as many different possibilities at once.
|
—
|
Reprepare Spell
|
|
Core Rulebook
|
Common
|
Wizard
| 18 |
—
|
You’ve discovered how to reuse some of your spell slots over and over.
|
—
|
Second Chance Spell
|
|
Advanced Player's Guide
|
Common
|
Enchantment, Wizard
| 18 |
—
|
When your target proves resilient to your magical deceptions, you can try them again on someone else.
|
—
|
Archwizard's Might
|
|
Core Rulebook
|
Common
|
Wizard
| 20 |
archwizard's spellcraft
|
You have mastered the greatest secrets of arcane magic.
|
—
|
Metamagic Mastery
|
|
Core Rulebook
|
Common
|
Sorcerer, Wizard
| 20 |
—
|
Altering your spells doesn’t take any longer than casting them normally.
|
—
|
Reclaim Spell
|
|
Pathfinder #156
|
Uncommon
|
Wizard
| 20 |
Reprepare Spell
|
You have learned to manipulate reflections of magic, similar to the resonant reflections.
|
Extinction Curse
|
Spell Combination
|
|
Core Rulebook
|
Common
|
Wizard
| 20 |
—
|
You can merge spells, producing multiple effects with a single casting.
|
—
|
Spell Mastery
|
|
Advanced Player's Guide
|
Common
|
Wizard
| 20 |
—
|
You have mastered a handful of spells to such a degree that you can cast them even if you haven't prepared them in advance.
|
—
|
Worldsphere Gravity
|
|
Pathfinder #168
|
Uncommon
|
Metamagic, Wizard
| 20 |
—
|
Though creating demiplanes usually requires lengthy rituals, you know how to establish minor planar effects.
|
Fists of the Ruby Phoenix
|