There is a Legacy version
here.Arcane Schools
Source Player Core pg. 198 2.0
Your arcane school is where you devoted yourself to the study of spellcraft. Whether you learned in the storied halls of a formal institution, via an apprenticeship with an archmage, or taught yourself from secondhand tomes, your arcane school indelibly set the curriculum and direction of your magic.
Curriculum Spells: You automatically add some of the spells listed in your school's curriculum to your spellbook. At 1st level, you add a cantrip and two 1st-rank spells of your choice. As soon as you gain the ability to cast wizard spells of a new rank, choose one of the spells from your curriculum of that rank to add to your spellbook. A superscript “U” indicates an uncommon spell. Your GM might allow you to swap or add other spells to your curriculum if they strongly fit the theme.
Spell Slots: Each day, you can prepare an extra cantrip from your curriculum. You also gain an extra spell slot at each spell rank for which you have wizard spell slots. You can prepare only spells from your school's curriculum in these extra slots. Any spell listed in your curriculum of a suitable spell rank is eligible to be prepared in each of these extra slots, regardless of how you added the spell to your spellbook.
School Spells: School spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to study your spellbook or conduct arcane research. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points. The full rules for focus spells appear here.
You learn the initial school spell, which is unique to your school. You can learn the advanced school spell with the Advanced School Spell feat.
![PFS Standard PFS Standard](Images\Icons\PFS_Standard.png)
School of Ars GrammaticaSource Player Core pg. 198 2.0Runes and wards, numbers and letters—they underpin all magic, making them the logical subject for a wizard who studies fundamental forces. Perhaps you studied at the Pathfinder Society's School of Spells or a similar institution, but whether you're lacing your words with magic to compel others, casting wards around your workshop, or destabilizing the very structure of an opponent's spells, you know this unassuming school carries elegant power.
Curriculumcantrips:
message,
sigil1st:
command,
disguise magic,
runic body,
runic weapon2nd:
dispel magic,
translate3rd:
enthrall,
veil of privacyU4th:
dispelling globeU,
suggestion5th:
sending,
truespeechU6th:
repulsion,
spellwrack7th:
contingency,
planar sealU8th:
quandary,
unrelenting observation9th:
detonate magicUSchool Spellsinitial:
protective wardsadvanced:
rune of observationSource Player Core pg. 199 2.0Magic is power, and there are always those who will use power for the art of battle. You may have studied in the military of a nation of the brink of war—Cheliax and Andoran perhaps, or Geb and Nex. You summon whirling energies that can lay waste to both soldiers and armies, while being sure not to neglect arcane countermeasures for common tactical complications or the shields and defenses that keep combatants alive on the battlefield.
Curriculumcantrips:
shield,
telekinetic projectile1st:
breathe fire,
force barrage,
mystic armor2nd:
mist,
resist energy3rd:
earthbind,
fireball4th:
wall of fire,
weapon storm5th:
howling blizzard,
impaling spike6th:
chain lightning,
disintegrate7th:
energy aegis,
true target8th:
arctic rift,
desiccate9th:
falling starsSchool Spellsinitial:
force boltadvanced:
energy absorptionSource Player Core pg. 199 2.0Whether you studied in Manaket's Occularium or the Academy of Applied Magic, you learned that the fruits of arcane studies—like any other field—should ultimately help the common citizen. You've learned the humble art of construction, of finding lost people and things, of moving speedily among buildings and moats—yet these same arts can be turned to demolition, and the constructs you animate to build bridges can just as easily tear them down.
Curriculumcantrips:
prestidigitation,
read aura1st:
hydraulic push,
pummeling rubble,
summon construct2nd:
revealing light,
water walk3rd:
cozy cabin,
safe passage4th:
creation,
unfettered movement5th:
control water,
wall of stone6th:
disintegrate,
wall of force7th:
planar palaceU,
retrocognition8th:
earthquake,
pinpointU9th:
foresightSchool Spellsinitial:
earthworksadvanced:
community restorationSource Player Core pg. 200 2.0As a scholar, you know all too well the importance of a sound mind. Thus, you attended a school—like the Farseer Tower or the Stone of the Seers—that taught the arts of befuddling lesser minds with figments and illusions or implanted sensations and memories.
Curriculumcantrips:
daze,
figment1st:
dizzying colors,
sleep,
sure strike2nd:
illusory creature,
stupefy3rd:
dream message,
mind readingU4th:
nightmare,
vision of death5th:
hallucination,
illusory scene6th:
never mind,
phantasmal calamity7th:
project image,
warp mind8th:
disappearance,
uncontrollable dance9th:
phantasmagoriaSchool Spellsinitial:
charming pushadvanced:
invisibility cloakSource Player Core pg. 200 2.0The uninitiated often think of wizards as cerebral, focused on their studies more than the body, yet your school of magic taught of the relationship between the two. Your magic, whether learned at a storied institution like Kintargo's Alabaster Academy or someplace more sinister, like the Fleshforges of Nex, focuses on the ways that living matter can be convinced into another shape for a time, allowing you to polymorph a seed into a vine, a human into a beast, or a harmless germ into a deadly toxin.
Curriculumcantrips:
gouging claw,
tangle vine1st:
jump,
pest form,
spider sting2nd:
enlarge,
humanoid form3rd:
feet to fins,
vampiric feast4th:
mountain resilience,
vapor form5th:
elemental form,
toxic cloud6th:
cursed metamorphosis,
petrify7th:
duplicate foe,
fiery body8th:
desiccate,
monstrosity form9th:
metamorphosisSchool Spellsinitial:
scramble bodyadvanced:
shifting formSource Player Core pg. 199 2.0Why use your magic to affect something as pedestrian as the physical world? Whether you studied at the College of Dimensional Studies in Katapesh or an underground school in haunted Ustalav, you've turned your magic past the Universe to the forces beyond, summoning spirits and shades, manipulating dimensions and planes, and treading in a place not meant for mortals.
Curriculumcantrips:
telekinetic hand,
void warp1st:
grim tendrils,
phantasmal minion,
summon undead2nd:
darkness,
see the unseen3rd:
bind undead,
ghostly weapon4th:
flicker,
translocate5th:
banishment,
invoke spirits6th:
teleportU,
vampiric exsanguination7th:
eclipse burst,
interplanar teleportU8th:
quandary,
unrelenting observation9th:
massacreSchool Spellsinitial:
fortify summoningadvanced:
spiral of horrorsSource Player Core pg. 200 2.0You eschew the idea that magic can be neatly expressed by the teachings of any single school or college, instead directing your self-study to pick up the best of every school of magic. In doing so, you'll find the truths that lie at the intersection of each school, coming closer to the ideal nature of arcane magic. One day, you'll uncover that single elegant theory detailing all magic (perhaps a theory bearing your name?), but until then, your studies continue.
No Curriculum You don't have a set curriculum, and so you don't have curriculum spells and can't benefit from abilities that specifically affect them. Instead, you gain an additional 1st-level wizard class feat, and you add one 1st- rank spell of your choice to your spellbook to represent your diverse studies.
Your studies into the very nature of magic itself have let you use it more efficiently—instead of using Drain Bonded Item only once per day, you can use it once per day for each rank of spell you can cast, recalling a spell of that rank each time.
School Spellsinitial:
hand of the apprenticeadvanced:
interdisciplinary incantation