(Magus, Sorcerer, Wizard) An animal serves you and assists your spellcasting. You gain a familiar.
(Thaumaturge) Whether by following occult rituals, piecing together scraps of arcane theory, or some other method, you've called forth a creature that now serves as your constant companion in your studies of the supernatural. You gain a familiar.
You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line
You can use clever workarounds to replicate the arcane essence of certain materials. When Casting a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn't remove the need for any materials listed in the spell's cost entry.
You can magically hurl your weapon at your foe. You gain the Hand of the Apprentice universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point.
See Arcane Schools for more information about focus spells.
You are particularly adept at learning spells to add to your spellbook. You can Learn a Spell in half the time it normally takes.
Further, when you roll a critical failure on your check to Learn a Spell, you get a failure instead. When you roll a failure, you can try again after 1 week.
Trigger A creature Casts a Spell that you have prepared
When a foe Casts a Spell and you can see its manifestations, you can use your own magic to counter it. You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
You can hide your magical gestures and incantations within your speech and movement in an attempt to conceal the fact that you are Casting a Spell.
If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers' Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers' Perception DC. If you succeed at your check (or checks) against an observer's DC, that observer doesn't notice you're Casting a Spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.
This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
A greater understanding of your magic broadens your range of simple spells.
You can prepare two additional cantrips each day.
You can alter offensive spells to be less deadly. If your next action is to Cast a Spell that deals damage and doesn't have the death or negative trait, that spell gains the nonlethal trait.
When you cast energy spells, you retain some of that energy as a protective barrier.
If your next action is to Cast a Spell that deals energy damage, whether or not it successfully deals damage, you gain resistance to that type of energy equal to the spell's level (minimum 1) until the end of your next turn.
If the spell deals more than one type of energy damage, choose one and gain resistance to that type.
(Druid) You infuse your familiar with additional primal energy, increasing its abilities.
(Magus) You infuse your familiar with more magical energy.
(Sorcerer, Wizard, Witch) You infuse your familiar with additional magical energy.
(Thaumaturge) By applying the best of multiple traditions of magic, you've found a more efficient way for your familiar to store its energy.
You can select four familiar or master abilities each day, instead of two.
You've learned how to cast many of your spells without speaking the words of power you would normally need to provide.
If the next action you use is Casting a Spell that has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can't carry. However, the spell still has visual manifestations, so this doesn't make the spell any less obvious to someone who sees you casting it.
When you use Silent Spell, you can choose to gain the benefits of Conceal Spell, and you don't need to attempt a Deception check because the spell has no verbal components.
You're mystically connected to your bonded item and can call it to your hand. If your bonded item is 1 Bulk or less, you teleport your bonded item into your hand from up to 1 mile away.
Frequency once per day
You have linked your bonded item to the well of energy that powers your school spells. When you Drain your Bonded Item to cast a spell of your arcane school, you also regain 1 Focus Point.
Your presence has a bolstering effect on your undead minions. Undead creatures under your control and within a @Template[type:emanation|distance:30] around you gain a +2 status bonus to saving throws to resist positive damage and to Will saving throws to resist effects that would make them controlled.
Effect: Undying Conviction
Special This feat has the trait matching your spellcasting tradition.
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell.
You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.
Your spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the level of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals.
Trigger A creature succeeded, but didn't critically succeed, at a Perception check or Will save to disbelieve an illusion from a spell that you cast.
Requirements You are within 30 feet of the observer and the illusion.
You use your deceptive skills to make your illusions seem even more real. Attempt a Deception check against the target's Perception DC. If you succeed, the target fails to disbelieve the illusion.
Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a @Check[type:flat|dc:15]. If you succeed, your action isn't disrupted.
You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it.
When you prepare your spells for the day, you can choose one spell slot at least 1 level lower than the highest-level spell you can cast and prepare two spells in that slot.
When you Cast a Spell from that slot, choose which spell to cast. Once you've chosen, the unused spell dissipates as though you hadn't prepared it at all-for example, it isn't available for use with Drain Bonded Item.
You've studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.
You have trained your mind and body to tolerate polymorph magic for longer periods of time, so long as you prepare for the change appropriately.
When preparing a polymorph spell that lasts 1 minute and grants a battle form, you can prepare the spell in a slot 2 levels higher than normal. This doesn't grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes.
For example, if you prepared Animal Form in a 4th-level slot with Form Retention, you would cast a 2nd-level animal form that lasts for up to 10 minutes. If the spell can be Dismissed, that doesn't change.
You can access the fundamental abilities of any school of magic. During your daily preparations, choose one of the eight school spells gained by 1st-level specialist wizards. You can use that school spell until your next daily preparations. When you Refocus, you can choose a different school spell from among those eight school spells, replacing the previous one. Increase the number of Focus Points in your focus pool by 1.
Requirements The last action you used was Drain Bonded Item.
By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell.
If the next action you use is to Cast a Spell using the energy from Drain Bonded Item, you gain an extra use of Drain Bonded Item. You must use this extra use of Drain Bonded Item before the end of your next turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels lower than the first spell cast with Drain Bonded Item.
You gain access to a powerful new school spell depending on your arcane school.
If you're an abjurer, you gain Energy Absorption; if you're a conjurer, you gain Dimensional Steps; if you're a diviner, you gain Vigilant Eye; if you're an enchanter, you gain Dread Aura; if you're an evoker, you gain Elemental Tempest; if you're an illusionist, you gain Invisibility Cloak; if you're a necromancer, you gain Life Siphon; and if you're a transmuter, you gain Shifting Form.
Increase the number of Focus Points in your focus pool by 1.
During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. These scrolls follow the normal rules for scrolls, with some additional restrictions.
Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value.
If you have master proficiency in arcane spell DCs, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls.
(Druid) With a complex gesture, you call upon the primal power of your spell to overcome enemies' resistances.
(Sorcerer) You alter your spells to overcome resistances.
(Wizard) With a complex gesture, you alter the energy of your spell to overcome resistances.
If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature's immunities are unaffected.
Frequency once per day
If your next action is to cast a class cantrip or a class spell that is at least 2 levels lower than the highest-level class spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
Necromantic energy demonstrates your power over undead, creating a demeanor that commands their fear and respect. Undead creatures can immediately sense your Necromancer's Visage and tend to act accordingly. If you take a hostile action against an undead creature, it becomes permanently immune to your Necromancer's Visage, and your Necromancer's Visage ends. You can spend 10 minutes to restore your Necromancer's Visage, though any creatures that became permanently immune remain so. Each time an undead creature 2 or more levels lower than you attacks you, it must attempt a Will save against your spell DC. If you're also affected by sanctuary or a similar effect, only one affects the attacker (you choose which).
Critical Success The creature is permanently immune to your Necromancer's Visage.
Success The creature can attempt its attack and any other attacks against you this turn.
Failure The creature can't attack you and wastes the action. It can't attempt further attacks against you this turn.
Critical Failure The creature wastes the action and can't attempt to attack you as long as your Necromancer's Visage persists.
Special This feat has the trait matching your spellcasting tradition.
You creatively apply your prepared spells to Counterspell a much wider variety of your opponents' magic. Instead of being able to counter a foe's spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook.
When you use Counterspell in this way, the prepared spell you expend must share a trait other than its tradition with the triggering spell.
At the GM's discretion, you can instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using remove fear to counter a fear spell).
Regardless of what spell you expend, you take a -2 penalty to your counteract check, though the GM can waive this penalty if the expended spell is especially appropriate.
You sense magical dangers. When using the Detect Magic exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a magical effect or magic item and is in range of your Detect Magic.
You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward.
If your next action is to Cast a Spell that deals acid, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to.
This has no effect on creatures with resistance or immunity to the energy type you choose.
You have a literal sixth sense for ambient magic in your vicinity.
You can sense the presence of magic auras as though you were always using a 1st-level Detect Magic spell. This detects magic in your field of vision only.
When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).
When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more levels lower than your highest-level wizard spell slot.
Requirements You have at least one undead minion that you permanently control.
You repurpose the negative energy that flows through your minions at a moment's notice. Instantly destroy one undead minion within 60 feet that is permanently under your control. If your next action is to cast a necromancy spell from a spell slot, you don't expend the slot. The spell's level must be half the destroyed minion's level or lower and the spell can't have a duration.
Special This feat has the trait matching your spellcasting tradition.
Your connection to your bonded item increases your focus pool. If you have spent at least 2 Focus Points since the last time you Refocused and your bonded item is in your possession, you recover 2 Focus Points when you Refocus instead of 1.
When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster.
When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.
You've learned to alter choices you make when casting spells on yourself. After casting a spell on only yourself that offers several choices of effect (such as resist energy, spell immunity, or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy).
However, your tinkering weakens the spell's integrity, reducing its remaining duration by half. You can't use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to.
Trigger Your turn begins
You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells.
When your target proves resilient to your magical deceptions, you can try them again on someone else. When you cast an enchantment spell that targets one creature and that creature critically succeeds at its Will save, you can Cast the Spell again before the end of your next turn on a different creature without expending an additional spell slot. The second casting doesn't grant you any benefits that you would normally gain for Casting a Spell from a spell slot.
You've discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th level or lower and one that does not have a duration. You can reprepare a spell in this way even if you've already reprepared that spell previously in the same day.
If you have the Spell Substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn't have a duration. Once you've reprepared a spell in that slot even once, you can use your arcane thesis to substitute only spells without durations into that spell slot.
You've found a way to prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that's at least 2 levels lower than the slot you designate; the spell acts in all ways as a spell of 2 levels lower. You don't have any particular spell prepared in that slot until you cast it.
You can merge spells, producing multiple effects with a single casting. One slot of each level of spell you can cast, except 2nd level and 1st level, becomes a spell combination slot (this doesn't apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell levels below the slot's level, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect-both spells must require a ranged spell attack roll, require the same type of saving throw, or automatically affect the target.
When you cast a combined spell, it affects only one target, even if the component spells normally affect more than one. If any spell in the combination has further restrictions (such as targeting only living creatures), you must abide by all restrictions. The combined spell uses the shorter of the component spells' ranges. Resolve a combined spell as if were a single spell, but apply the effects of both component spells. For example, if the spell's target succeeded at the save against a combined spell, it would apply the success effect of each spell, and if it critically failed, it would apply the critical failure effect of both spells.
Altering your spells doesn't take any longer than casting them normally. You can use metamagic single actions as free actions.
You have mastered the greatest secrets of arcane magic. You gain an additional 10th-level spell slot.