Spells Per Day:
Level (Spells Per Day)
0 (6)
1 (6)
2 (6)
3 (5)
4 (5) +1 Ring of Wizardry
5 (5) +1 Ring of Wizardry
6 (5)
7 (4)
8 (4)
9 (4)
Special Abilities and Feats (Spell Related):
Combat Casting
Benefit: You get a +4 bonus to Concentration checks made to cast a spell while on the defensive
Empower Spell
Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much
damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. For example, an
empowered magic missile deals one and one-half times normal damage (roll 1d4+1 and multiply the result by 1.5 for each missile).
Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected. Spells without random
variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell.s actual level.
Enlarge Spell
Benefit: An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased.
A spell whose area or effect is determined by its range (such as bless or a cone spell) has the dimensions of its area or effect increased
proportionally. An enlarged spell uses up a spell slot one level higher than the spell.s actual level.
Extend Spell
Benefit: An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not
affected by this feat. An extended spell uses up a spell slot one level higher than the spell.s actual level.
Heighten Spell
Benefit: A heightened spell has a higher spell level than normal (up to 9th level). Unlike other metamagic feats, Heighten Spell
actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and
ability to penetrate a minor globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult
to prepare and cast as a spell of its effective level. For example, a cleric could prepare hold person as a 4th-level spell (instead of a 2nd-
level spell), and it would in all ways be treated as a 4th-level spell.
Silent Spell
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses
up a spell slot one level higher than the spell.s actual level.
Spell Penetration
Benefit: You get a +2 bonus to caster level checks (1d20+caster level) to beat a creature.s spell resistance.
Greater Spell Penetration
Benefit: You get a +4 bonus to caster level checks (1d20+caster level) to beat a creature.s spell resistance. This does not “stack” with the Spell Penetration Feat.
Chain Spell
You can chain any spell that specifies one target and has a range greater than touch. The chained spell affects that target normally, then archs to affect one additional target per caster level. The caster does not have to affect his maximu number of targets. The caster choses his targets, each of which must be within thirty feet of the initial target. No target may be affected more than once. Secondary targets are affected by half damage (for damage causing spells), and may make Reflex saves for half again. If the spell does not cause damage, the Difficulty of any saving throw is reduced by 4.
To Chain a spell, the caster uses a spell slot three levels higher than the actual spell that he cast.
Scribe Scroll
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base
price of a scroll is its spell level multiplied by its caster level multiplied by 25 gp. To scribe a scroll, you must spend 1/25 of this base
price in XP and use up raw materials costing half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs
derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
Twin Spell
When a caster Twins a spell, the entire spell affects the target twice. The caster has twice to roll to overcome spell resistance, the subject must save against “two” spells when making a save. The victim of such a spell suffers all the effects of “both” spells individually.
For example, a caster casts Lightning on a subject. The subject makes two saves, one passing and one failing. The target takes full damage from the “first” spell, and ½ damage for the “second” spell.
“Twining” a spell uses a slot 4 levels higher than the actual spell cast.
Repeat Spell
A repeated spell is automatically cast again at the beginning of the next turn. No matter where the caster is or what he is doing (even casting another spell), the original spell (that this Feat was used on) “casts itself” again, affecting the same area and target (for non-area spells) if the original target is still within 30 feet of where the original spell was activated. If the spell required a target and that target is out of the thirty feet range, the second spell fails. This feat cannot be used on spells that have a Touch range.
A Repeated spell uses a slot three levels higher than the actual spell cast.
Emerald Spell Enhancement (Emerald Mage ability)
At third level, this allows an Emerald Wizard to use an emerald as a spell component and gain a +1 bonus to the difficulty to save against the spell, and +2 to bypass spell resistance or to counter/dispel another spell. Only one Emerald may be used per spell cast, and the value of the emerald makes no difference in it's effect.
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