The Magician

Hit Point Rate: 5

Favored Skills: Lore, Occultism

Proficiencies: The magician is proficient with no armor but with simple weapons. A magician requires one free hand in order to cast spells. Caster weapons, quarterstaffs and spell-activation items are an exception to this rule and may be held while casting.

Level BAB Fort Will Ref Class Features Archetype Features Racial & Background Features
1 -2 -2 +2 0 Spellcasting, Specialist Initial Archetype Power Origin Feat, Racial Features
2 -1 -1 +3 +1 Scroll Scholar Lesser Archetype Power Lesser Racial Power
3 0 0 +4 +2 Pure Arcana - -
4 +1 +1 +5 +3 Arcane Reservoir Moderate Archetype Power Moderate Racial Power
5 +2 +2 +6 +4 Counterspell Mastery - -
6 +3 +3 +7 +5 Ultimate Spell Greater Archetype Power Greater Racial Power

Class Features

Level 1

Racial Feature: Choose a Race and Subrace and receive all of their features, select your Origin feat.

Archetype Feature: Select your archetype and receive their basic features.

Spellcasting : The magician may cast spells from abjuration and four schools of his choice except for necromancy. He may cast cantrips from all schools except necromancy though. A magician prepares and casts spells just like a Wizard . His 0-Level spells may be ued as cantrips. He requires eight hours of rest to refresh his spells.To cast a spell, the magician must have an Intelligence score equal to 10 + the level of spell in question. When meditating a magician my reprepare his cantrips.

The magician's primary attribute is intelligence, which dictates both the DC of his spells and his bonus spells.

Spells per day
Level0123
1st34--
2nd45--
3rd463-
4th464-
5th4653
6th4664

Specialist : You are specialized in your bonus spells and your caster level for these spells increased by 1 and their DC by one. When your archetype is connected to a school of magic or descriptor, you receive that bonus for all spells of that school.

Level 2

Racial Feature: Lesser Power available

Archetype Feature: Lesser Power available

Scroll Scholar : When using scrolls, staffs and wands the magician may choose to use his own saving DCs and caster level.

While preparing spells the magician can temporarily add charges to a wand. To do so the magician leaves a spell slot unallocated with a spell level equal to the one the wand can cast and the wand receives two temporary charges or three when the spell of the wand is contains the a spell of the magicians specialty, which are lost once the wizard prepares his spells again. This ability only works with spells the magician has on his available spell schools.

Finally, magicians can use scrolls, staffs and wands from any spell school not only the ones they have chosen as their schools.

Level 3

Pure Arcana : The magician gains a +2 bonus to Occultism and a +2 bonus on caster level checks versus spell resistance or dispel checks.

Level 4

Racial Feature: Moderate Power available

Archetype Feature: Moderate Power available

Arcane Reservoir : The duration of all the magicians spells is increased by one step. From 1 turn (per level), to one minute (per level), to 10 minutes (per level) to 1 hour (per level). Spells that do not fall in these duration move up to the next longer duration. The spells lose effect once you reprepare your spell slots.

Level 5

Counterspell Mastery : The magician receives multiple bonuses when dispelling:

Muting Counterspells: If a magician successfully counters a spell, the caster of the countered spell may not cast spells for one round unless he succeeds a caster level check versus 10 + the magicians caster level.

Borrowing Counterspelling: If a magician uses dispel magic on a summon, he may choose to overtake control of the summoned creature for 1 turn per level. To do so, he has to succeed on a dispel check versus the summoner.

Stealing Counterspelling: If dispelling a single beneficial spell with a duration, he can choose to gain its benefits for up to 1 turn per level. If the spells duration would normally wear off earlier, it still does.

Level 6

Archetype Feature: Greater Power available

Racial Feature: Greater Power available

Ultimate Spell : The magician gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is based on his Intelligence modifier.

Specific advancement

Feats: Bolstered Enchantments, Superior Wand Usage, Ultimate Specialization, Ultimate Spell Specialization

Archetypes

Archetypes

Archmage Argent Savant Chronomancer Enchanter Evoker Geomancer Illusionist Sage Of The Serpent Transmuter Wayfarer

Archmage

Bonus Spells: An archmage learns two spells of his choice EVERY level. The chosen spells must be on his list.

Ultimate Spell: Break Enchantment.

Initial Archetype Power (Level 1): An Archmage gains the ability to casts wizard spells from one additional school of his choice except the necromancy school. He learns another school every odd level.

Lesser Archetype Power (Level 2): The Archemage counts as being one level higher to determine their spellcasting ability, e.g., they learn second level spells at level 2. At the sixth level, they gain an additional spell in every level up to the fourth. Caster level and DC are not changed.

Moderate Archetype Power (Level 4): An Archmage gains any one meta magic or item creation feat, he qualifies for. He may switch this feat once every 24 hours.

Greater Archetype Power (Level 6): An Archemage receives a +2 bonus on opposed caster level checks.

Progression Options

Feats: None.

Classes: BlackMage, Magician

Argent Savant

Bonus Spells:

  • 1: Magic Missile, Shield
  • 2: Battering Ram (MoF), Scourge of Force (CoR)
  • 3: Many Jaws, Halt
  • Ultimate Spell:Wall of Force

Initial Archetype Power (Level 1): An Argent Savant has an always active mage hand as the 0 level spell, but the effective strength of the hand is the Argent Savants intelligence and its size is small and thus might be able to lift items with a higher weight than 5 pounds. Concentrating on that mage hand is a free action and does not break when taking damage. The argent savant may attack with this mage hand using the normal rules for fighting with a one handed weapon in melee. Only one hand at a time can be used that way.

Lesser Archetype Power (Level 2): Once per turn as a swift action when casting a force spell, the Argent Savant may choose a specific direction. When an any opponent fails a fortitude save the Argent Savant pushes the opponent by 1.5m per spell level in the specified direction. This movement does not provoke attacks of opportunity. Special: When you improve a spell that already pushes your opponent, the distance is added and targets that fail their saving throw provoke an attack of opportunity.

Moderate Archetype Power (Level 4): An Argent Savant gains +4 bonus on attack rolls using mage hand and force spells. They deal two additional points per dice with force spells.

Furthermore, any strength score of a spell can be substituted by the Argent Savants intelligence modifier.

Greater Archetype Power (Level 6): The Argent Savant may cast first level force spells as a move action.

Protective force spells, which give bonus to armor class share the enchantment bonus of a spellcasting item with the matching spell school.

Progression Options

Feats: Force Bull

Classes: Magician

Chronomancer

Bonus Spells:

  • 1: Deja Vu (arcane version of the psionic power); Haste, Swift; Senescence
  • 2: Snake Swiftness, that provides a swift action if no attack is made; Nerveskitter (SpC)
  • 3: Haste, Time Hop (arcane version of the psionic power)
  • Ultimate Spell: Time Stop that only lasts 1 round
The chronomancer is specialized in time spells. All spells from the time domain/mystery, those that have time in their name or are bonus spells of the chronomancer receive the time descriptor.

Initial Archetype Power (Level 1): A chronomancer has good reflex saving throws and +4 on attack rolls.

A chronomancer has a different action economy. They have a standard action that can be converted into any other action (even immediate) and a move action. They have a swift action that is separate from the immediate action and a regular immediate action. The standard action and the move action can be combined into a full round action as normal.

Lesser Archetype Power (Level 2): A chronomancer may cast a spell with perfect timing to separate the casting from time where it takes effect. When casting a spell with perfect timing, the normal cast action is only priming the spell. It stays inactive for now. The chronomancer may activate a spell with perfect timing as an immediate action. When the spell is activated, it takes effect as if it were cast at that moment.

Any spell with perfect timing receives the time descriptor.

When a spell with perfect timing is activated after the chronomancers next turn, it receives a +2 bonus to CL and DC during the encounter when it is placed.

After the spells duration or the encounter if it would normally be less, the spell with perfect timing expires and is lost.

Moderate Archetype Power (Level 4): A chronomancer may choose to perform their turn when taking any immediate action. They are limited to one turn per round and may skip their normal turn to use this ability.

Greater Archetype Power (Level 6): The chronomancer may cast spells with the time descriptor and prime spells for perfect timing as an immediate action.

Progression Options

Feats: None.

Classes: Cleric, Magician

Enchanter

Bonus Spells:

Initial Archetype Power (Level 1): An Enchanter receives the enchantment school as bonus school.

HD caps on his enchantment spells are eliminated and the enchanter may use `Person` spells on all creature types.

Lesser Archetype Power (Level 2): An enchanter adds +4 to all his charisma based skill checks versus opponents which are under the influence of one of his enchantment spells.

When casting an spell on an opponent in melee, attacks of opportunity, from anyone, are not provoked if the target fails their saving throw.

Moderate Archetype Power (Level 4): If an enchanter is able to cast a spell of the enchantment school upon an opponent that is not hostile to the enchanter, or under gentleman's agreement, the DC of that spell increases by 2.

The duration of all enchantment spells with a duration longer than one single turn is heightened to the next duration type. Rounds → minutes → ten minutes → hours → days.

Greater Archetype Power (Level 6): The enchanter can turn any enchantment spell that targets a single creature into a multi target spell which targets one creature per three caster levels. All have to be within 9m of each other. Furthermore, the enchanter may turn enchantment spells which target multiple creatures or an area into single target spells.

The enchanter may learn all enchantment spells one spell level earlier and reduces the spell level of learned enchantment spells by one.

Progression Options

Feats: Team Building

Classes: BlackMage, Magician

Evoker

An Evoker receives the evocation school as bonus school.

Bonus Spells:

  • 0:Any one first level evocation spell of choice
  • 1:Any one second level evocation spell of choice
  • 2:Any one third level evocation spell of choice
  • 3:Any one fourth level evocation spell of choice
  • Ultimate Spell:Any 5th level evocation spell of choice

Initial Archetype Power (Level 1): The evoker may change the energy type of any evocation spell they cast to another energy type (fire, cold or electricity).

Lesser Archetype Power (Level 2): The evoker receives +2 on spell attack rolls and +2 on rolls to pierce spell resistance.

Moderate Archetype Power (Level 4): The evoker can turn any evocation spell that targets an area or multiple targets into a single ray.

The evoker may change the damage type of spells to force. Doing so lowers the damage die by one step (e.g., from d6 to d4). They may also do the opposite, e.g., creating magic fire missles that deal 1d6 + 1 points of damage per missle

Greater Archetype Power (Level 6): The evoker can modify an area spell by changing the area's shape to either a cylinder (3m radius, 9m high), a 12m cone, four 3m cubes, a ball (3m-radius spread), or a 18m line. The sculpted spell works normally in all respects except for its shape. For example, a lightning bolt whose area is changed to a ball deals the same amount of damage, but affects a 6m-radius spread.

The evoker learns all evocation spells one spell level earlier, not just their bonus spells.

Progression Options

Feats: None.

Classes: Magician, Warmage

Geomancer

The Geomancer is a specialist in all earth descriptor spells.

Bonus Spells:

  • 1:Fist of Stone (SpC), which provides an unnamed bonus to strength; Hail of Stone, without max cl (SpC)
  • 2:Iron Skin (pfsrd), Soften Earth and Stone
  • 3:Stone Shape, Weapon of Impact
  • Ultimate Spell:Stone Skin; Earthquake, medium range and 6m area of effect

Initial Archetype Power (Level 1): A Geomancer gains the improved unarmed strike feat, average base attack bonus and has good fortitude saves.

Lesser Archetype Power (Level 2): Spells and magic items that provide natural armor class or armor bonus, also provide the same number as bonus damage to slam attacks from the geomancer. Spells and magic items that provide enchantment bonus to slam attacks, also provide bonus to natural armor class of the geomancer.

Choose one spell with earth descriptor for each spell level you can cast, the spell does not expire while you are conscious.

Moderate Archetype Power (Level 4): When a Geomancer takes damage, as an immediate action they may sacrifice spell slots to reduce the damage taken from this instance. The damage is reduced by 10 x the total sacrificed spell level, you may sacrifice up to one spell per spell level. When a Geomancer does not have any spell slots left, the damage is halved instead.

Greater Archetype Power (Level 6): Whenever the Geomancer expends a spell slot, they can choose to create a devastating aftershock, during their next turn: When you decide to create an aftershock, count the number of expended spells until the aftershock is triggered and the counter resets. The Geomancer may expend additional spell slots for an increased effect. The total number of spell levels cannot exceed their level. The aftershock can be triggered by the geomancer during their next turn, otherwise takes place automatically at the end of their next turn. When the geomancer does a slam attack or casts an earth spell the aftershock bursts, dealing 1d6 points of damage per sacrificed spell level to everyone within 3m of the Geomancer and everyone within 3m of active geomancer earth spells. No target can be affected twice and creatures under the effect of earth spells can be excluded. A reflex save halves the damage. The aftershock ability counts as a 3rd level spell-like ability and allows spell resistance.

Progression Options

Feats: None.

Classes: Magician

Illusionist

An illusionist receives the illusion school as bonus school.

Bonus Spells:

  • 1: Instant Diversion (RotD), Net of Shadows (SpC)
  • 2: Phantasmal Assailants (SpC), Vertigo (PHBII)
  • 3: Mask of the Ideal (CM), Shadow Binding (SpC)
  • Ultimate Spell:Replicate

Initial Archetype Power (Level 1): A Illusionist may prepare any of their damage dealing spells as shadow conjuration, the spell becomes an illusion spell with the shadow subtype. The original saving throw is removed, instead it may make a will save to disbelieve and have no further effect. If the targets fail their will save, resistances etc do not apply.

Lesser Archetype Power (Level 2): As a full-round action the Illusionist may use the senses of an illusion instead of his own. Breaking this effect is a free action.

Moderate Archetype Power (Level 4): An illusionist may concentrate on a number of illusion spells equal to his charisma modifier as a free action and use any illusion as origin of his spells.

Additionally, the Illusionist gains a +2 on DCs when an opponent cannot perceive the illusionist.

Greater Archetype Power (Level 6): After casting an illusion spell, a illusionist may swap his position with one of his illusions and he may choose to even swap the looks of his illusions and of himself as with the disguise spell.

The Illusionists illusion spells seem very real, even opponents with true seeing need to succeed a will save to disbelieve them.

Progression Options

Feats: True Replication

Classes: Magician

Sage Of The Serpent

Bonus Spells:

  • Ultimate Spell:Choose a fourth level spell or maneuver from your specialists school or discipline

Initial Archetype Power (Level 1): Instead of the normal spells and schools known, the Sage of the Serpent knows the abjuration school, the diamond mind discipline and may choose 6 freely from any school of magic or martial discipline. They primary ability is intelligence. You are a specialist in one of your schools or disciplines of choice.

The Sage of the Serpent needs to prepare their maneuvers using normal spells slots of an equal level and must learn maneuvers like spells. Stances have a duration of one encounter or 10 minutes per level whichever is shorter.

The Sage of the Serpent has average base attack bonus and receives weapon proficiencies from the diamond mind discipline and their specialists discipline (if any). They may perform any spell gestures using those weapons.

Lesser Archetype Power (Level 2): The Sage of the Serpent learns the arcane strike feat. When the Sage of the Serpent does a strike maneuver using a spell slot, they count as having used arcane strike with a spell slot of the same level.

Moderate Archetype Power (Level 4): The Sage of the Serpent uses arcane tricks to improve their strike maneuvers. Treat maneuvers as spells for improvements, e.g., you may use metamagic. However, empower would only improve the bonus damage of a weapon attack based strike maneuver and not the weapon damage itself.

Furthermore, you increase damage from strike maneuvers by 1d6 per bonus caster level, i.e., bonus to caster level gained through feats such as arcane thesis. The caster level gained by advancing levels does not provide bonus a bonus to strike maneuvers. If the strike maneuver grants multiple attacks, such as steel wind, add only half the amount of bonus dice.

Greater Archetype Power (Level 6): If you expend a spell slot for a feat, such as arcane strike, the spell level counts as being one level higher.

Progression Options

Feats: Arcane Guard

Classes: Magician

Transmuter

A Transmuter receives the transmutation school as bonus school.

Bonus Spells:

Initial Archetype Power (Level 1): A transmuter may ignore the somatic or verbal components of spells with a range of personal or touch while polymorphed, and may cast those spells even when in an alternate form.

The transmuter may learn ranged personal polymorph spells, two spell levels earlier and receives +2 base attack bonus with natural weapons.

Lesser Archetype Power (Level 2): While polymorphing you receive the caster level of the highest polymorph spell as bonus to damage rolls.

A transmuter may choose any one spell from his spell list and may cast it from now on as if it were an transmutation spell. At level 3 and level 5 he may choose an additional spell.

Moderate Archetype Power (Level 4): A transmuter gains +2 on any ability score of his choice. He may change it as full-round action. In addition when casting a transmutation spell that targets himself he may use one of his spells with equal or lower level that allow him to take on an alternative form as a free action.

The transmuter may cast any trasmutation spell while being shapechanged or polymorphed.

Greater Archetype Power (Level 6): A transmuters bonuses from transmutation spells, except enchantment bonuses to attributes, stack with those of magic items.

The transmuters items keep functioning while he is in an alternate form.

Finally he receives the banned sculpt spell feat and may use it for transmutation spells.

Progression Options

Feats: Favourite Form, Masterful Combination:, Troll Blood, Unnatural Combination

Classes: Magician

Wayfarer

Bonus Spells:

  • 1: Benign Transposition (SpC), Longstrider (ranger spell)
  • 2: Baleful Transposition (SpC), Rope Trick
  • 3: G'Elsewhere Chant (SpC), Regroup (PHBII)
  • Ultimate Spell:Dimension Door cast as a move action

Initial Archetype Power (Level 1): A number of times per day equal to his Intelligence modifier, a wayfarer may use the ability skip journey to teleport 3m as an swift action.

Lesser Archetype Power (Level 2): The wayfarer may use skip journey as an immediate action. If they do this to avoid an opponents attack they have to succeed an initiative check equal to 10 + the attackers initiative modifier or the teleportation happens right after the attack.

Moderate Archetype Power (Level 4): A wayfarer may teleport 3m per intelligence modifier as a move action, provided that he has line of effect to the destination. In addition, a wayfarer may use a modified version of Spring Attack when teleporting - he may pause at any point during the line of transport, take a standard action (if he has one available), and then continue to his final destination.

Greater Archetype Power (Level 6): When teleporting (whether through his other archetype powers, spells, or SLAs), a wayfarer may bring along up to three adjacent allies.

Progression Options

Feats: Unlocked

Classes: Magician