A wizard that chooses to specialize in one school of magic, gaining additional Spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A Wizard that does not select a school receives the universalist school instead.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional Spell slot of each spell level he can cast, from 1st on up. Each day, a Wizard can prepare a spell from this specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Specialist School is a one of many Class Features in Pathfinder: Wrath of the Righteous. Class Features are generally passive benefits that characters gain based on their Class but can also sometimes be active Skills that you can use in combat. Abilities in Pathfinder: Wrath of the Righteous can be used for both dealing damage to Enemies, inflict Status Ailments, buff characters or just protect you.
Specialist School Information
Specialist School Possible Selections
Wizards can select one of the eight available specialist schools. If a Wizard decides not to specialize, it can go the Universalist route, a more versatile but less focus approach.
The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare Spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Protective Ward: As a Standard Action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five Wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Energy Absorption: At 6th level, you gain an amount of Energy Absorption equal to 3 times your Wizard 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.
The Conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your Wizard level (minimum 1). This increase is not doubled by Extend Spell.
Acid Dart: As a Standard Action, you can unleash an acid dart targeting any foe within 30 feet as a ranged Touch Attack. The acid dart deals 1d6 points of acid damage +1 for every two Wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores Spell Resistance.
Dimensional Steps: At 8th level, you can use this ability to teleport up to 30 feet as a Move Action. You can use this ability a total number of times per day equal to your Wizard level.
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Forewarned: You receive a bonus on initiative checks equal to 1/2 your Wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner's Fortune: When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to your 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Foretell: At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a -2 penalty on those rolls instead. You can use this ability for a number of rounds equal to your Wizard level. These rounds do not need to be consecutive.
The enchanter uses magic to control and manipulate the minds of his victims.
Enchanting Smile: You gain a +2 enhancement bonus on Persuasion checks and saving throws against enchantment spells. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level.
Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Aura of Despair: At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your Wizard level. Enemies within this aura take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Intense Spells: Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell, you can roll twice to penetrate a creature's spell resistance and take the better result.
Force Missile: As a Standard Action, you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elemental Wall: At 8th level, one per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. The elemental wall otherwise functions like wall of fire. At 12th level and every 4 levels thereafter, you can use this ability one additional time per day, to a maximum of 4 times at level 20.
Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Blinding Ray: 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 wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Invisibility Field: At 8th level, you can make yourself Invisible as a Swift Action for a number of rounds per day equal to your Wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Power over Undead: You receive Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use this feat. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Grave Touch: As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your Wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Sight: At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your Wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Contsructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
Transmuters use magic to change the world around them.
Physical Enhancement: You gain +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five Wizard levels you possess to a maximum of +5 at 20th level. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist: As a Standard Action, you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged Touch Attack. The telekinetic fist deals 1d4 points of Bludgeoning Damage +1 for every two Wizard levels your possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Change Shape: At 8th level, you can change your shape for a number of rounds per day equal to your Wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like Beast Shape III or Elemental Body II.
Wizard who do not specialize (known as universalists) have the most diversity of all arcane spellcasters.
Hand of the Apprentice: You cause your melee weapon to fly from your grasp and stirke a foe before instantly returning to you. As a Standard Action, you can make a single attack using a melee weapon at range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a Combat Maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Metamagic Mastery: At 8th level, you can extend or alter the range of your next spell as though using the Extend or Reach spell feat accordingly. 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.
Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permament is not affected by this feat.
Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
At 12th level, you can empower your next spell as though using the Empower Spell feat. Empowering costs 2 daily usages of metamagic mastery.
Maximized Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables.
At 20th level, you can quicken your next spell as though using the Quicken Spell feat. Quickening costs 4 daily usages of metamagic mastery.
Quicken Spell: Casting a quickened spell is a Swift Action. You can perform another Action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 Full-round action cannot be quickened.
How to Acquire Specialist School
Specialist School can be obtained by the following classes:
Specialist School can be cast by using the following Items:
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Specialist School Tips & Notes
- Notes & Tips go here