Wizard Disciplines

Disciplines are abilities that wizards can use as often as they wish. Their effects are spell-like abilities, which means they can be dispelled or suppressed. Some discipline effects must be activated as described below, while others—such as Shield of the Seraphim—function all the time.
Activating a discipline provokes attacks of opportunity. However, some disciplines, like Debilitating Touch, count as armed attacks and thus do not provoke attacks of opportunity when used. Should a discipline effect that normally requires no activation be dispelled, it must be activated using a full-round action to resume functioning.

Wizards begin the game with the Arcanist and Gifts of Magic disciplines. They also choose one other discipline at 1st level; at every even-numbered level thereafter, instead of gaining a feat at that level, they may choose a new discipline or an enhancement to an existing one. (Note that all characters using this book gain a feat each level; see Chapter Three.) Each discipline enhancement has a minimum level requirement as described below.

Arcanist

You sense moderate or stronger magical auras on creatures and objects within 60 feet that you can see. This is not an action. You can feel dim (lingering) or stronger magical auras on creatures and objects you touch using a standard action. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Enchantments and illusions cannot be seen or felt in this way. Nyst’s magic aura often hides magical traps.

Further, using a standard action, you can create a personal arcane mark, either visible or invisible. If an invisible mark is made, a mage using this discipline can still see it, though not necessarily understand it. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

You may enhance Arcanist as follows:

Level Enhancement
2nd Detection: Using a standard action, you can detect magical auras through barriers: up to 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
2nd Reading: You can automatically read all scrolls or other common magical writings.
4th Enhanced aura vision: You can sense faint or stronger magical auras.
6th Enchantment sight: You can sense enchantment auras.
12th Illusion sight: You can sense illusion auras.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level as follows:

5th or lower Faint aura
6th–11th Moderate aura
12th–20th Strong aura
21st+ (artifact or deity level) Overwhelming aura

If an aura falls into more than one category, Arcanist indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). A lingering aura has an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Faint lingers 1d6 rounds
Moderate lingers 1d6 minutes
Strong lingers 1d6 × 10 minutes
Overwhelming lingers 1d6 days

Bolt of Bedevilment

Using a standard action and at least one free hand, you blast a bolt of magical energy that envelops one living target. The target’s total Hit Dice cannot be more than 2 HD higher than your own. The creature is dazed for 1 round + 1 round per three caster levels. No attack roll is necessary, but the target may attempt a Will saving throw to negate the attack (DC 10 + half your level + your Intelligence bonus). The bolt’s range is 25 feet + 5 feet per two levels.

You may enhance Bolt of Bedevilment as follows:

Level Enhancement
2nd Fascination: The target becomes fascinated rather than dazed. The effect lasts for as long as you concentrate + 1 round.
2nd Medium range: The range of the bolt increases to 100 feet + 10 feet per caster level.
4th Experienced use: Using this discipline does not provoke an attack of opportunity.
6th Enhanced potency: The Will save DC is +2 higher than normal.
8th Any target: There is no Hit Dice limit to your potential targets.
8th Multiple targets: The bolt blasts up to one target per two levels. No two targets may be more than 20 feet apart.
10th Stun: The target is stunned rather than dazed.
12th Enhanced duration: The target is dazed for 1 round per two levels.

Debilitating Touch

Using a free action and at least one free hand, you arm yourself with harmful magical energies. Your next touch inflicts 1d6 points of negative energy damage + 1d6 points per three caster levels.

Further, targets who fail a Fortitude saving throw (DC 10 + half your level + your Intelligence bonus) become fatigued. The damage heals undead creatures, although in a given day you can use it to heal only a number of different undead individuals equal to 1 + your Intelligence modifier + your level.

You may enhance Debilitating Touch as follows:

Level Enhancement
4th Exhaustion: The target is exhausted rather than fatigued.
6th Enhanced potency: The Fortitude DC is +3 higher than normal.
10th Greater damage*: The target suffers an additional 1d6 points of damage (total damage dice cannot exceed 1d6 per two caster levels).
12th Stun: If the saving throw fails, the target is stunned for 1 round in addition to other effects.

*You may select this enhancement more than once; its effects stack.

Eldritch Bolt

Using a standard action and at least one free hand, you blast a bolt of magical energy that inflicts 1d6 points of force damage + 1d6 points of force damage per three caster levels. To use this discipline, you must succeed at a ranged touch attack. The bolt’s range is 25 feet + 5 feet per two levels.

You may enhance Eldritch Bolt as follows:

Level Enhancement
2nd Attack bonus: You gain a +2 bonus on your ranged touch attack for the bolt.
2nd Long range: The bolt’s range increases to 400 feet + 40 feet per caster level.
4th Experienced use: Using this discipline does not provoke an attack of opportunity.
8th Chosen energy: You can choose for the bolt to inflict energy damage rather than force damage.
10th Greater damage*: Target suffers an additional 1d6 points of damage (total damage dice cannot exceed 1d6 per two caster levels).
14th Eye bolts: The bolt no longer requires a free hand but instead comes from your eyes. Further, you can fire a halfstrength bolt (half damage, half range, –4 attack penalty) as a free action every other round when you don’t fire a normal bolt.

*You may select this enhancement more than once; its effects stack.

Familiar

A familiar is an extension of your own soul given a quasi-real substance in the world. Often, your familiar is not visible to the other characters—it is little more than a voice in your head, keeping you company (after a fashion) and helping you remember things you might otherwise forget. As such, taking an extra round to consult your familiar grants you a +1 bonus to any Intelligence-based skill check.

When you take a standard action to focus upon your familiar, you can make it manifest as any Tiny animal you wish. It is important to note that the familiar is not an animal, but a spiritual creation—it is not a true “creature” in the most basic sense, so it is not subject to spells and attacks that target creatures. The familiar cannot move from a space that is not adjacent to you (i.e., the space you occupy).

A manifested familiar can speak to you aloud. It can watch your back, granting you a +2 bonus to Spot and Listen checks. It can also help remember important parts of spells for you, allowing you
to cast all spells with a +1 bonus to caster level. If any other creature (ally or otherwise) touches a manifested familiar, the familiar disappears for 1d10 rounds. During this period you suffer a –1 penalty to caster level. Familiars use your Armor Class and cannot be touched by accident—only by intentional choice. (Doing so is considered the height of rudeness, but it can
be a useful tactic in a fight.) Ranged attacks targeting a familiar always miss. Area of effect attacks do not harm them—other than being dispelled by the touch of someone other than you, a familiar cannot be harmed or affected in any way. Likewise, the manifested familiar cannot attack, nor can it manipulate objects, other than very minor changes to your gear: It can crawl into your pocket, hide up your sleeve, and so forth. A familiar that you ignore even for a moment stops manifesting. Mainly, this occurrence is up to the DM’s discretion. A player cannot
say, “I keep my familiar manifested all the time,” because no one can maintain that kind of concentration and hope to accomplish anything else. As a rule of thumb, assume that if you manifest your familiar, it remains for 10 rounds or the duration of an encounter, whichever is longer. The familiar of a sleeping, stunned, or unconscious wizard always stops manifesting.

You may enhance Familiar as follows:

Level Enhancement
4th Extended range: Your manifested familiar can move up to 5 feet per level away from you, allowing it to scout or spy for you. It cannot communicate with you unless it is adjacent
to you, however, or unless you have the extended link enhancement.
6th Extended link: A familiar that has moved away from you can still communicate with you mentally.
6th Aligned form: Henceforth, your familiar takes on the appearance of a Tiny humanoid creature that suits your alignment: a little angelic being if you are good, and a tiny devil if you are evil. A manifested familiar in this form increases by +1 the save DC of spells cast against targets of the opposing alignment (evil targets if you are good, good targets if you are evil). If you are neither good nor evil, you cannot use this enhancement.
8th Otherplanar spirit: The familiar is imbued with an otherdimensional spirit of the same alignment as your own. Henceforth, it can offer insights beyond your own knowledge, adding an additional +2 bonus to Intelligence-based checks. The DM can choose occasionally to play the familiar as an NPC offering advice or instruction.
10th Elemental form: Henceforth, your familiar takes on the appearance of a Tiny humanoid creature composed of one of the four elements. Once per day, for 1 round per level, it can take the form of a Medium version of the elemental in question. The elemental acts as you decide (but cannot move from you without the extended range enhancement). In this fully functional material form, the familiar can affect objects and even fight. Others can touch it without dispelling
it, but spells and ranged attacks can target it just like any elemental. If it is slain, the familiar becomes dormant for twenty-four hours, offering you no benefits.
10th Greater aligned form: If you have adopted the (evil) aligned form enhancement, your familiar can take the form of an imp (if you are lawful), a quasit (if you are chaotic) or either
(if you are neutral). You can activate this effect once per day; it lasts 1 round per level. The fiend acts as you decide (but cannot move from you without the extended range enhancement). In this fully functional material form, the familiar can affect objects and even fight. Others can touch it without dispelling it, but spells and ranged attacks can target it just like any outsider. If it is slain, the familiar becomes dormant for twenty-four hours, offering you no benefits. If you are good, the familiar takes the form of a small winged angelic being of lawful good or chaotic good alignment. This being has the same statistics as an imp (if you are lawful), a quasit, (if you are chaotic), or either one (if you are neutral). If you are neither good nor evil, you cannot use this enhancement.
12th Large elemental form: If you have adopted the elemental form enhancement, your elemental familiar can take the form of a Large elemental instead of Medium once per day.
14th Greater range: Your manifested familiar can move up to 50 feet per level away from you, allowing it to scout or spy for you. It cannot communicate with you unless it is adjacent,
however, or unless you have the extended link enhancement.
16th Greater elemental form: If you have adopted the elemental form enhancement, your elemental familiar can take the form of a greater elemental.
18th Elder elemental form: If you have adopted the elemental form enhancement, your elemental familiar can take the form of an elder elemental.

Gifts of Magic

Using a standard action, you can perform minor tricks. The effects are minimal and have severe limitations. Below are examples of what you can accomplish with this discipline:
• You can slowly lift 1 lb. of material.
• You can color, clean, or soil items in a 1-foot cube each round.
• You can chill, warm, or flavor 1 lb. of nonliving material.
• You can create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You can produce as much noise as one normal human per caster level. Thus, you can use this discipline to create talking, singing, shouting, walking, marching, or running sounds. The noise can be virtually any type of sound within the volume limit. A horde of rats running and squeaking
is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise of sixteen humans, while a roaring dire tiger is equal to the noise of twenty humans.
• You can create small objects, but they look crude and artificial. The materials are extremely fragile and cannot be used as tools, weapons, or spell components.

You cannot use Gifts of Magic to deal damage or affect the concentration of spellcasters. The discipline’s effects lack the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only one hour.
Common tricks include producing ethereal music, brightening faded flowers, creating glowing balls that float over your hand, generating puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and making little whirlwinds to sweep dust under rugs.

You may enhance Gifts of Magic as follows:

Level Enhancement
4th Mending: You can repair small breaks or tears in objects. Using mending, you can weld a broken metallic object such as a ring, chain link, medallion, or slender dagger, providing only one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over. You can repair a magic item, but the mending does not restore the item’s magical abilities. You cannot affect creatures (including constructs) or mend warps, such as those caused by a warp wood spell.
Mending takes a half hour.

Shield of the Seraphim

An invisible field of magical force constantly protects you. You gain an armor bonus to Armor Class of +2 plus 1 additional point per four caster levels.

You may enhance Shield of the Seraphim as follows:

Level Enhancement
2nd Hardened shield*: You enjoy an additional +1 bonus (but may not total more than +1 per two levels).
6th Thickened shield: You gain damage reduction 2/magic.
8th Energy shield*: You gain resistance 10 to one energy type of your choosing (once you choose the energy type, it cannot change).
8th Shared protection*: You can extend the shield to any one adjacent creature.
16th Insight: Rather than a shield of force, the armor bonus to Armor Class changes to an insight bonus. This shift reflects your growing supernatural awareness.

*You may select this enhancement more than once; its effects stack.

Telekinesis

Using a standard action and at least one free hand, you may move an object of up to 5 lbs. per level from a distance of 25 feet + 5 feet per two levels. The object moves up to 20 feet per round. As long as you concentrate, and the object remains within range, you can continue
moving it. You cannot use fine manipulation, however—you can move a backpack, but you can’t undo the clasp and open it. You cannot move an object with such force that it harms another creature
or object, or itself.

You may enhance Telekinesis as follows:

Level Enhancement
4th Unseen servant: The telekinetic effect can act independently of you, exactly as described in the unseen servant spell in the Core Rules. You cannot use this effect while using the base Telekinesis discipline effect.
4th Experienced use: Using this discipline does not provoke an attack of opportunity.
6th Fine manipulation: You can manipulate objects as if you were using one hand. This allows you to untie knots, open jars, and so forth. You can even write with a quill, albeit crudely.
6th Medium range: The range of the telekinesis increases to 100 feet + 10 feet per caster level.
8th Creatures: You can affect creatures as well as objects.
10th Greater capacity: The effect’s weight limit increases by 100 lbs.
12th Violent thrust: You use telekinesis to hurl an object at another object within 20 feet. To hit the target object, you must succeed on an attack roll using your base attack bonus + your Intelligence modifier. Weapons cause standard damage (with no Strength bonus; note that arrows
or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 lbs. (for less dangerous objects such as barrels) to 1d6 points per 25 lbs. (for hard, dense objects such as boulders), up to a maximum of 10d6 points of
damage total.
10th Extra fine manipulation: You can manipulate objects as if you were using two hands. This allows you to tie knots and perform similarly intricate actions.
16th Maximum capacity: The effect’s weight limit increases by 500 lbs.

Telepathy

You can carry on a mental conversation with a single intelligent target at a distance of 100 feet per level. Using this discipline requires a standard action to establish the connection; thereafter no action is required for one minute per wizard level; at that point, it must be reestablished. Unwilling targets may attempt a Will saving throw to resist (DC 10 + half your level + your Intelligence bonus). This discipline is language dependent.

You may enhance Telepathy as follows:

Level Enhancement
2nd Telepathic network: You can communicate with one person per level simultaneously.
8th Language independent: You can use telepathy regardless of any language barrier.
10th Increased range: The range becomes 100 miles per level.
16th Unlimited range: The range has no limit; the telepathy works even across planes.

Wizard Disciplines

A Gathering Darkness RayNewland RayNewland