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ARCANE SCHOOL

WIZARD CLASS FEATURE 1

Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school. Arcane schools are described in detail on page 207.

If you don’t choose a school, you’re a universalist, a wizard who believes that the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater flexibility. Universalist wizards are described on page 209.

TABLE 1: ARCANE SCHOOLS
Name Description
Abjuration As an abjurer, you master the art of protection, strengthening defenses, preventing attacks, and even turning magic against itself.
Conjuration As a conjurer, you summon creatures and objects from places beyond, and use magic to transport to distant locales.
Divination As a diviner, you master remote viewing and prescience, learning information that can transform investigations, research, and battle strategies.
Enchantment As an enchanter, you use magic to manipulate others’ minds.
Evocation As an evoker, you revel in the raw power of magic, using it to create and destroy with ease.
Illusion As an illusionist, you use magic to create images, figments, and phantasms to baffle your enemies.
Necromancy As a necromancer, you call upon the powers of life and death.
Transmutation As a transmuter, you alter the physical properties of things, transforming creatures, objects, the natural world, and even yourself at your whim.
Universal Instead of specializing narrowly in an arcane school, you can become a universalist wizard—by studying all the schools equally, you devote yourself to understanding the full breadth of the arcane arts.

If you specialize in an arcane school, rather than studying each school equally (as universalists do), you gain an extra spell slot at each spell level for which you have wizard spell slots. You can prepare only spells of your chosen arcane school in these extra slots. In addition, you can prepare an extra cantrip of your chosen school. You also add another arcane spell of your chosen school to your spellbook.

You learn a school spell, a special type of spell unique to your arcane school. 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 perform arcane research.

TABLE: WIZARD FOCUS SPELLSSCHOOL SPELLS
Non School Spells Level Summary
uEfficient apportSM 1 Walking over to an item to pick it up is so much effort.
Abjuration School Spells Level Summary
uProtective ward 1 You emanate a shimmering aura of protective magic.
uEnergy absorption 4 You gain resistance 15 to acid, cold, electricity, or fire damage from the triggering effect (one type of your choice).
Conjuration School Spells Level Summary
uAugment summoning 1 You augment the abilities of a summoned creature.
uDimensional steps 4 You teleport to a location up to 20 feet away within your line of sight.
Divination School Spells Level Summary
uDiviner’s sight 1 You glimpse into the target’s future.
uVigilant eye 4 You create an invisible eye sensor, as clairvoyance (page 324).
Enchantment School Spells Level Summary
uCharming words 1 You whisper enchanting words to deflect your foe’s ire.
uDread aura 4 You emit an aura of terror.
Evocation School Spells Level Summary
uForce bolt 1 You fire an unerring dart of force from your fingertips.
uElemental tempest 4 Your spellcasting surrounds you in a storm of elemental energy.
Illusion School Spells Level Summary
uWarped terrain 1 You create illusory hazards that cover all surfaces in the area (typically the ground).
uInvisibility cloak 4 You become invisible, with the same restrictions as the 2ndlevel invisibility spell.
Necromancy School Spells Level Summary
uCall of the grave 1 You fire a ray of sickening energy.
uLife siphon 4 You use some of the spell’s magic to heal yourself, regaining 1d8 Hit Points per level of the spell.
Transmutation School Spells Level Summary
uPhysical boost 1 You temporarily improve the target’s physique.
uShifting form 4 You gain one of the following abilities of your choice.
Universal School Spells Level Summary
uHand of the apprentice 1 You hurl a held melee weapon with which you are trained at the target, making a spell attack roll.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300.