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Wizard Feats


Counterspell (Prepared) ReactionFeat 1


Witch​Wizard​
Source Pathfinder Player Core

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 magic to disrupt 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.


Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Familiar Feat 1


Magus​Sorcerer​Thaumaturge​Wizard​
Source Pathfinder Player Core

Magus, Sorcerer An animal serves you and assists your spellcasting.

Wizard You make a pact with a creature that serves you and assists your spellcasting.

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Magus

This indicates abilities from the magus class.

Sorcerer

This indicates abilities from the sorcerer class.

Thaumaturge

This indicates abilities from the thaumaturge class.

Wizard

This indicates abilities from the wizard class.

Reach Spell One ActionFeat 1


Bard​Cleric​Concentrate​Druid​Oracle​Sorcerer​Spellshape​Witch​Wizard​
Source Pathfinder Player Core

You can extend your spells' range. 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Bard

This indicates abilities from the bard class.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Druid

This indicates abilities from the druid class.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Spellbook Prodigy Feat 1


Wizard​
Source Pathfinder Player Core
Prerequisites trained in Arcana

You are particularly adept at learning spells to add to your spellbook. You gain the Magical Shorthand skill feat without needing to meet its prerequisites. Further, when you roll a critical failure on your check to Learn a Spell, you get a failure instead.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Widen Spell One ActionFeat 1


Druid​Manipulate​Oracle​Sorcerer​Spellshape​Witch​Wizard​
Source Pathfinder Player Core

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Cantrip Expansion Feat 2


Bard​Cleric​Magus​Oracle​Psychic​Sorcerer​Witch​Wizard​
Source Pathfinder Player Core

Bard, Oracle, Sorcerer Study broadens your range of simple spells.

Cleric You study a wider range of simple spells.

Magus, Wizard Dedicated study allows you to prepare a wider range of simple spells for every situation.

Psychic You expand what your mind can accomplish.

Witch Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells.


Prepared You can prepare two additional cantrips each day.

Spontaneous Add two additional cantrips from your spell list to your repertoire.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Bard

This indicates abilities from the bard class.

Cleric

This indicates abilities from the cleric class.

Magus

This indicates abilities from the magus class.

Oracle

This indicates abilities from the oracle class.

Psychic

This indicates abilities from the psychic class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Conceal Spell One ActionFeat 2


Animist​Concentrate​Necromancer​Spellshape​Witch​Wizard​
Source Pathfinder Player Core

Animist You speak with the unheard voice of the spirits.

Necromancer By shaping the magical energies and parameters of your spells through sheer concentration, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable.

Witch Through sheer mental effort, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable.

Wizard By shaping the magical energies and parameters of your spells all in your head through sheer concentration, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable.


If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Animist

This indicates abilities from the animist class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Necromancer

This indicates abilities from the necromancer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Elemental Defense One ActionFeat 2


Spellshape​Wizard​
Source Pathfinder Impossible Magic

You attune yourself to elemental power so that you gain a burst of protection when you call upon it. If your next action is to Cast a Spell that has at least one element trait (air, earth, fire, metal, water, or wood), you gain resistance to effects that have the element traits of your spell equal to twice the spell's rank. The resistance lasts until the beginning of your next turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Energy Ablation One ActionFeat 2


Spellshape​Wizard​
Source Pathfinder Player Core

As you direct destructive energy at a foe, you can divert some of its power into a protective barrier that shields you from harm. If your next action is to Cast a Spell that deals at least one type of energy damage (acid, cold, electricity, fire, force, sonic, vitality, or void), you gain resistance to an energy damage type of your choice equal to the spell's rank. The resistance lasts until the end of your next turn. You get the resistance regardless of whether or not your spell dealt damage.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Enhanced Familiar Feat 2


Animist​Druid​Magus​Sorcerer​Thaumaturge​Witch​Wizard​
Source Pathfinder Player Core
Prerequisites a familiar

Animist You are able to materialize more of your attuned apparition's essence, creating a more powerful vessel for it to inhabit and aid you with.

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.


Special Add the bonus familiar abilities you gain for being a witch to this amount. If your arcane thesis is Improved Familiar Attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Animist

This indicates abilities from the animist class.

Druid

This indicates abilities from the druid class.

Magus

This indicates abilities from the magus class.

Sorcerer

This indicates abilities from the sorcerer class.

Thaumaturge

This indicates abilities from the thaumaturge class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Nonlethal Spell One ActionFeat 2


Manipulate​Spellshape​Wizard​
Source Pathfinder Player Core

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 void trait, that spell gains the nonlethal trait.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Bespell Strikes Free ActionFeat 4


Oracle​Sorcerer​Wizard​
Source Pathfinder Player Core

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip spell.


Oracle You siphon spell energy into one weapon you're wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the divine trait if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).

Sorcerer You siphon spell energy into one weapon you're wielding or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the trait of your bloodline's magical tradition if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).

Wizard You siphon spell energy into one weapon you're wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the arcane trait if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Wizard

This indicates abilities from the wizard class.

Call Wizardly Tools One ActionFeat 4


Source Pathfinder Player Core
Prerequisites arcane bond

You're mystically connected to your wizardly tools, ensuring you can always find them when you've misplaced them. You teleport your bonded item or spellbook to you. It arrives in your hand if you have a free hand or at your feet if you don't. The item must be within 1 mile and have 1 Bulk or less.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Teleportation

Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.

Wizard

This indicates abilities from the wizard class.

Incriminating Spell One ActionFeat 4


Concentrate​Spellshape​Wizard​
Source Pathfinder Impossible Magic

You can attempt to blame someone else for your attempt to modify a target's mind. If the next action you use is to Cast a Spell with the mental trait, choose a creature within 60 feet that the target can sense. The target will think that creature, instead of you, attempted to alter its mind when it succeeds at its save. If the target attempts to [/act sense-motive] on either you or the incriminated creature, they must compare the results to your spell DC instead of the target's Deception DC. If the incriminated creature is obviously incapable of using magic, the target gains a +2 circumstance bonus to their perception check to Sense Motive.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Linked Focus Feat 4


Wizard​
Source Pathfinder Player Core
Prerequisites arcane bond, curriculum spells

You have linked your bonded item to the well of energy that powers your school spells. Once per day when you Drain your Bonded Item to cast one of your arcane school's curriculum spells, you also regain 1 Focus Point.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Spell Protection Array One ActionFeat 4


Arcane​Manipulate​Wizard​
Source Pathfinder Player Core

You inscribe a circle of arcane runes that dampen enemies' magic. You create a glowing magic circle in a 5-foot burst within 30 feet. Creatures in the circle gain a +1 status bonus to saving throws against magic. The circle lasts until the end of your next turn, and you can Sustain it, to a maximum duration of 1 minute.

Effect: Spell Protection Array


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Arcane

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to arcane magic.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Wizard

This indicates abilities from the wizard class.

Undying Conviction Feat 4


Uncommon​Aura​Cleric​Oracle​Wizard​
Source Pathfinder Book of the Dead
Prerequisites able to create or control undead, cleric with a negative font, oracle of bones, or necromancer wizard

Your presence has a bolstering effect on your undead minions. Undead creatures under your control and within a 30-foot emanation around you gain a +2 status bonus to saving throws to resist vitality damage and to Will saving throws to resist effects that would make them controlled.

Effect: Under Control

Effect: Undying Conviction

Special This feat has the trait matching your spellcasting tradition.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Aura

An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.

Cleric

This indicates abilities from the cleric class.

Oracle

This indicates abilities from the oracle class.

Wizard

This indicates abilities from the wizard class.

Convincing Illusion ReactionFeat 6


Wizard​
Source Pathfinder Player Core
Prerequisites expert in Deception

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Detonating Spell One ActionFeat 6


Uncommon​Cleric​Concentrate​Oracle​Sorcerer​Spellshape​Witch​Wizard​
Source Pathfinder Lost Omens Knights of Lastwall

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 rank 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.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Explosive Arrival Free ActionFeat 6


Source Pathfinder Player Core

Your summoned creature appears in a detonation of arcane runes. If your next action is to Cast a Spell with the summon trait, all creatures in a 10-foot emanation around the creature you summoned take 1d4 fire damage per spell rank. If the creature summoned has the acid, cold, electricity, sonic, or spirit trait, you can deal damage of that type instead.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Irresistible Magic Feat 6


Wizard​
Source Pathfinder Player Core

You've studied ways of overcoming the innate defenses against magic 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Shrink Spell Feat 6


Wizard​
Source Pathfinder Impossible Magic
Prerequisites Counterspell

You've learned to manipulate space to narrow the impact of other spells. When you use Counterspell to attempt to counteract a spell that has an area of a burst, cone, or line and does not have a duration, you reduce the area of the spell if you fail to counteract it. Remove 5 feet from the radius of a burst or emanation or 10 feet from the length of a cone or line.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Split Slot Feat 6


Wizard​
Source Pathfinder Player Core

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 rank lower than the highest-rank 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 allβ€”for example, it isn't available for use with Drain Bonded Item.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Steady Spellcasting Feat 6


Bard​Cleric​Druid​Magus​Necromancer​Oracle​Psychic​Sorcerer​Witch​Wizard​
Source Pathfinder Player Core

Confident in your technique, you don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat. If you succeed, your action isn't disrupted.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Bard

This indicates abilities from the bard class.

Cleric

This indicates abilities from the cleric class.

Druid

This indicates abilities from the druid class.

Magus

This indicates abilities from the magus class.

Necromancer

This indicates abilities from the necromancer class.

Oracle

This indicates abilities from the oracle class.

Psychic

This indicates abilities from the psychic class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Advanced School Spell Feat 8


Wizard​
Source Pathfinder Player Core
Prerequisites arcane school

You gain access to the advanced teachings of your arcane institution, learning a powerful new school spell. You gain the advanced school spell for your arcane school.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Bond Conservation One ActionFeat 8


Manipulate​Spellshape​Wizard​
Source Pathfinder Player Core
Prerequisites arcane bond

Requirements The last action you used was to Cast a Spell enabled by Drain Bonded Item.


By efficiently and carefully manipulating the arcane energies unleashed by your bonded item, you can conserve just enough power to cast another spell, though this second spell is slightly weaker. You gain an extra use of Drain Bonded Item. You can use it to cast a spell 2 or more ranks lower than the previous spell, and must use it before the end of your next turn or you lose it.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Chaotic Spell One ActionFeat 8


Uncommon​Bard​Manipulate​Oracle​Sorcerer​Spellshape​Witch​Wizard​
Source Pathfinder Wake the Dead #3

This is the secret of chaotic magic - your foe can hardly predict and counter your moves if you yourself have no idea what will happen. If the next action you use is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, roll a d6. The spell's damage type changes to the type below associated with the result of the roll, and each creature who is damaged by the spell takes the listed additional effect.

1 (Acid): Sickened 1

2 (Cold): –10 ft. penalty to all Speeds until the end of your next turn

3 (Electricity): Off-Guard until the end of your next turn

4 (Fire): Persistent fire damage equal to the spell's rank

5 (Force): No added effect

6 (Sonic): Deafened for 2 rounds


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Bard

This indicates abilities from the bard class.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Form Retention Feat 8


Wizard​
Source Pathfinder Player Core

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 ranks 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-rank slot with Form Retention, you would cast a 2nd-rank Animal Form that lasts for up to 10 minutes. If the spell can be Dismissed, that doesn't change.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Helt's Spelldance Three ActionsFeat 8


Uncommon​Bard​Sorcerer​Witch​Wizard​
Source Pathfinder Lost Omens Firebrands
Prerequisites expert in Performance

Ranik Helt knows a special technique to hide his spells as part of a performance, and you've learned this technique. Ostentatiously performing, you move across the battlefield, taking foes aback and creating an opening for your spell. Attempt a performance check against all observers' Perception DCs. Then, Stride once or twice. During this movement, you don't trigger reactions that are triggered by your movement from the creatures against which you succeeded on your Performance check.

After your movement, you can Cast a Spell. If you used one Stride, you can cast either a 1-action or a 2-action spell; if you used two Strides, you can only cast a 1-action spell. If you critically succeed on your check against any creature, they take a –1 circumstance penalty to their saving throws against any spell you cast as part of your Helt's Spelldance due to your distracting performance.

Effect: Helt's Spelldance

All creatures that observed you become temporarily immune to your Helt's Spelldance for 10 minutes.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Bard

This indicates abilities from the bard class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Knockback Spell One ActionFeat 8


Manipulate​Spellshape​Wizard​
Source Pathfinder Impossible Magic

You imbue your spells with magical force to knock creatures back. If the next action you use is to Cast a Spell that has an area of a burst, cone, emanation, or line; has no duration; and requires creatures to attempt a Reflex or Fortitude save, the spell unleashes a forceful blast that pushes creatures away, in addition to its other effects. Each creature that failed its save against the spell is pushed 5 feet, and those who critically failed are pushed 10 feet. If the spell is a cone, emanation, or a line, you push the creature away from yourself. If the spell is a burst, you push the creature away from the center of the burst.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Knowledge is Power (Wizard) Feat 8


Wizard​
Source Pathfinder Player Core

Your academic knowledge about a creature allows you to subtly alter your magic to defeat them. When you critically succeed at a Recall Knowledge check about a creature, you can invoke your knowledge to make the creature take a –1 circumstance penalty to either AC and saves against the next attack you make against it, or the next spell you cast that it needs to defend against. The creature takes the same penalty to its attack or DC the next time it attacks against you or causes you to attempt a save against one of its effects.

If you share this information with your allies, they gain the benefits as well. If not used, the bonuses end after 1 minute.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Spellbinding Speech One ActionFeat 8


Auditory​Concentrate​Linguistic​Mental​Wizard​
Source Pathfinder Impossible Magic
Prerequisites expert in Performance

All the time you've spent discussing esoteric theses and performing spell incantations has made your words magical even when you aren't casting a full spell. Choose a creature within 30 feet who can hear and understand you, and attempt an Arcana check against their Will DC. On a success, your seemingly mundane speech is laced with spellbinding magic, preventing your target from using reactions until the start of your next turn. Regardless of the result, the creature is temporarily immune to your Spellbinding Speech for 24 hours.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Auditory

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Linguistic

An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Wizard

This indicates abilities from the wizard class.

Overwhelming Energy One ActionFeat 10


Druid​Manipulate​Sorcerer​Spellshape​Wizard​
Source Pathfinder Player Core

Druid With a complex gesture, you call upon the primal power of your spell to overcome enemies' resistances.

Sorcerer You alter your spells to tear through an enemy's defenses.

Wizard Multiple circles of runes rotate around your hand as you overcharge your spell to tear through your enemy's defenses.


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Druid

This indicates abilities from the druid class.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Quickened Casting Free ActionFeat 10


Bard​Concentrate​Necromancer​Oracle​Sorcerer​Spellshape​Witch​Wizard​
Source Pathfinder Player Core

Frequency once per day


Bard If your next action is to cast a bard cantrip or a bard spell that is at least 2 ranks lower than the highest-rank bard spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).

Witch You accelerate your spellcasting. If your next action is to cast a witch cantrip or a witch spell that is at least 2 ranks lower than the highest-rank witch spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).

Wizard Straining your mind, you collapse as much of your spell's formulas as you can, resulting in a shorter but much more complex incantation. If your next action is to cast a wizard cantrip or a wizard spell that is at least 2 ranks lower than the highest-rank wizard spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).

Others 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).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Bard

This indicates abilities from the bard class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Necromancer

This indicates abilities from the necromancer class.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Scroll Adept Feat 10


Wizard​
Source Pathfinder Player Core
Prerequisites expert in Crafting

During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. Each scroll must be of a different spell rank, and both spell ranks must be 2 or more ranks lower than your highest-rank 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 sold. As normal for a scroll, these are consumable items of light Bulk, and someone holding the item in one hand can Cast the Spell from it if it's on their spell list, using their spell attack modifier and spell DC.

If you have master proficiency in spell DC, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Shared Focus One ActionFeat 10


Concentrate​Wizard​
Source Pathfinder Impossible Magic
Prerequisites focus pool

Your magical expertise allows you to perform a metaphorical sleight of hand to manifest a Focus Point. Choose a willing ally within 30 feet who also has a focus pool. The target gains 1 temporary Focus Point until the start of your next turn, at which time it's lost, even if not spent. This temporary Focus Point is separate from the Focus Points in their focus pool, allowing them to have it even if they're at their pool's maximum. The creature then becomes temporarily immune to Shared Focus until their next daily preparations.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Wizard

This indicates abilities from the wizard class.

Spatial Awareness Feat 10


Wizard​
Source Pathfinder Impossible Magic

Your study of different planes of existence makes you more attuned to teleportation effects. You gain a +1 circumstance bonus when you attempt to counteract a teleportation effect.

When a teleportation effect occurs within 60 feet of you, you detect the location of the effect as a precise sense. If the effect is a creature teleporting away from that space, you know the general direction of the location to which it teleported but not the distance. However, you can attempt to Identify Magic within an hour of the teleportation to know the location to which the creature teleported within 10 miles on a success or 1 mile on a critical success.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Clever Counterspell Feat 12


Wizard​
Source Pathfinder Player Core
Prerequisites Counterspell, Quick Recognition

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, you must still expend a prepared spell; the prepared spell you expend must share a trait with the triggering spell other than concentrate, manipulate, or its tradition trait. The GM might allow you to 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 Clear Mind to counter a fear spell).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Forcible Energy One ActionFeat 12


Manipulate​Spellshape​Wizard​
Source Pathfinder Player Core

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, cold, 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.

Effect: Forcible Energy


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Keen Magical Detection Feat 12


Fortune​Wizard​
Source Pathfinder Player Core

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fortune

A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

Wizard

This indicates abilities from the wizard class.

Magic Sense Feat 12


Detection​Oracle​Sorcerer​Wizard​
Source Pathfinder Player Core

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-rank Detect Magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-rank 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, primal, or occult).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Detection

Effects with this trait attempt to determine the presence or location of a person, object, or aura.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Wizard

This indicates abilities from the wizard class.

Necromancer's Visage Feat 12


Uncommon​Cleric​Oracle​Wizard​
Source Pathfinder Book of the Dead
Prerequisites ability to create or control undead, cleric with a negative font, oracle of bones, or necromancer wizard

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.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Cleric

This indicates abilities from the cleric class.

Oracle

This indicates abilities from the oracle class.

Wizard

This indicates abilities from the wizard class.

Redirect Teleportation ReactionFeat 12


Source Pathfinder Impossible Magic

Trigger A creature teleports into a space within 60 feet of you.


You're able to intercept a teleportation effect and change where a creature appears. You expend a prepared spell that has the teleportation trait. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell. The counteract rank for this effect is equal to the rank of the expended spell. If you succeed on your counteract check, you don't disrupt the spell. Instead, you choose an unoccupied space within 60 feet of you for the creature to teleport into. You can't choose a space that is obviously harmful (such as into a wall of fire or hazardous terrain) or would cause the target to fall.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Teleportation

Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.

Wizard

This indicates abilities from the wizard class.

Bonded Focus Feat 14


Wizard​
Source Pathfinder Player Core
Prerequisites arcane bond

Your connection to your bonded item increases your focus pool. Whenever you Refocus while your bonded item is in your possession, you completely refill your focus pool.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Dizzying Spell One ActionFeat 14


Concentrate​Spellshape​Wizard​
Source Pathfinder Impossible Magic

Your spell leaves a foe's head spinning and unable to concentrate. If your next action is to Cast a Spell that requires a Will saving throw and targets a single creature, the target is Stupefied 2 for 1 round if it fails its saving throw (or Stupefied 3 on a critical failure).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Reflect Spell Feat 14


Sorcerer​Witch​Wizard​
Source Pathfinder Player Core
Prerequisites Counterspell

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Secondary Detonation Array One ActionFeat 14


Manipulate​Spellshape​Wizard​
Source Pathfinder Player Core

You divert some of your spell's energy into an unstable runic array. If your next action is to Cast a Spell that deals damage, has no duration, and affects an area, a glowing magic circle appears in a 5-foot burst within that area. At the beginning of your next turn, the circle detonates, dealing 1d6 force damage per rank of the spell to all creatures within the circle, with a basic Reflex save against your spell DC. If the spell dealt a different type of damage, the circle deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Sepulchral Sublimation One ActionFeat 14


Uncommon​Cleric​Concentrate​Oracle​Spellshape​Wizard​
Source Pathfinder Book of the Dead
Prerequisites ability to permanently create or control undead, cleric with a negative font, oracle of bones, or necromancer wizard

Requirements You have at least one undead minion that you permanently control.


You repurpose the void 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 rank 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.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Oracle

This indicates abilities from the oracle class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Shift Spell One ActionFeat 14


Uncommon​Wizard​
Source Pathfinder #167: Ready? Fight!

Access member of the Magaambya

Requirements You have an active spell that affects an area and you are within the spell's range.


You move the spell's area to a new location within 120 feet. The spell's remaining duration is reduced by half. The spell no longer affects its previous area.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Wizard

This indicates abilities from the wizard class.

Superior Bond Feat 14


Wizard​
Source Pathfinder Player Core
Prerequisites arcane bond

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 ranks lower than your highest-rank wizard spell slot.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Effortless Concentration Free ActionFeat 16


Bard​Druid​Necromancer​Sorcerer​Summoner​Witch​Wizard​
Source Pathfinder Player Core

Trigger Your turn begins.


You maintain your active spells with hardly a thought. You immediately gain the effects of a Sustain action for one of your active class spells.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Bard

This indicates abilities from the bard class.

Druid

This indicates abilities from the druid class.

Necromancer

This indicates abilities from the necromancer class.

Sorcerer

This indicates abilities from the sorcerer class.

Summoner

This indicates abilities from the Summoner class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Scintillating Spell One ActionFeat 16


Concentrate​Light​Sorcerer​Spellshape​Wizard​
Source Pathfinder Player Core

Your spells become a radiant display of light and color. If your next action is to Cast a Spell that doesn't have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is Dazzled for 1 round, and those who critically failed are instead Blinded for 1 round.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Light

Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.

Sorcerer

This indicates abilities from the sorcerer class.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.

Spell Tinker Two ActionsFeat 16


Concentrate​Wizard​
Source Pathfinder Player Core

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 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).

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Wizard

This indicates abilities from the wizard class.

Infinite Possibilities Feat 18


Wizard​
Source Pathfinder Player Core

You can 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 ranks lower than the slot you designate; the spell acts in all ways as a spell of 2 ranks lower. You don't have any particular spell prepared in that slot until you cast it.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Reprepare Spell Feat 18


Wizard​
Source Pathfinder Player Core

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 rank or lower and can't 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. You can use spell substitution on that slot again, but you remain restricted to preparing only spells without a duration in that slot until the next time you make your daily preparations.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Second Thoughts ReactionFeat 18


Concentrate​Mental​Wizard​
Source Pathfinder Player Core

Trigger You cast a mental spell that targets one creature, and it critically succeeds at its Will save.


When your target proves resilient to your magical deceptions, you can try them again on someone else. You can Cast the triggering Spell a second time, targeting a different creature, without expanding an additional spell slot. You can do so only until the end of your next turn, and you can't use Second Thoughts on it after the second casting of the spell.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Wizard

This indicates abilities from the wizard class.

Archwizard's Might Feat 20


Wizard​
Source Pathfinder Player Core
Prerequisites Archwizard's Spellcraft

You have mastered the greatest secrets of arcane magic. You gain an additional 10th-rank spell slot.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Cunning Trickster Mask Feat 20


Rare​Archetype​Druid​Wizard​
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes. You can attempt to Feint a target from up to 30 feet away, and if you succeed or critically succeed in your Feint attempt, the target of your Feint takes a -2 circumstance penalty to saving throws against your spells until the start of your next turn. If you don't have the Conceal Spell feat, you gain it as a bonus feat, allowing you to disguise your spellcasting from others' eyes. If you already have the Conceal Spell feat, you can use Conceal Spell once per round as a free action instead of as a single action.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Emancipator's Mask Feat 20


Rare​Archetype​Druid​Wizard​
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a fortune effect. The GM might decide that this fortune effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to Escape.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Grand Medic's Mask Feat 20


Rare​Archetype​Druid​Wizard​
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself. You gain fast healing 5. If you lose a limb or other body part, it regrows within 1 day. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to have the spell also give that creature temporary Hit Points equal to the spell's rank until the start of your next turn.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Protective Spirit Mask Feat 20


Rare​Archetype​Druid​Wizard​
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn. Effect: Protective Spirit Mask

You also gain the Protector's Interdiction reaction.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Reclaim Spell Feat 20


Uncommon​Wizard​
Source Pathfinder #156: The Apocalypse Prophet
Prerequisites Reprepare Spell

You have learned to manipulate reflections of magic, similar to the resonant reflections. You reclaim the magic of an ongoing spell, using it reprepare a spell with a duration.

You Dismiss a Spell of 4th level or lower that you cast today from a spell slot with at least half its duration remaining, even if that spell can't normally be Dismissed.

You can then spend 10 minutes to reprepare the spell in that spell slot, as Reprepare Spell.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Wizard

This indicates abilities from the wizard class.

Sky Master Mask Feat 20


Rare​Archetype​Druid​Wizard​
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the aeromancers of the Shory Empire. You can harness residual magical power to fly. You gain a fly Speed equal to your Speed. Immediately after you Cast a non-cantrip Spell that targets only you, your fly Speed doubles until your next turn.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Spell Combination Feat 20


Wizard​
Source Pathfinder Player Core

You can merge spells, producing multiple effects with a single casting. One slot of each rank of spell you can cast, except 2nd rank and 1st rank, 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 ranks below the slot's rank, 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 effectβ€”both spells must require a ranged spell attack, 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Spell Mastery Feat 20


Wizard​
Source Pathfinder Player Core

You have mastered a handful of spells to such a degree that you can cast them even if you haven't prepared them in advance. Select any four spells of 9th rank or lower that are in your spellbook; each spell you select must be of a different rank. These spells are automatically prepared when you make your daily preparations, and you gain an extra spell slot for each spell. You can select a different combination of spells by spending 1 week of downtime studying your spellbook and retraining your mastered spells.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Wizard

This indicates abilities from the wizard class.

Spellshape Mastery Feat 20


Sorcerer​Wizard​
Source Pathfinder Player Core 2

Altering your spells doesn't take any longer than casting them normally. You can use spellshape single actions as free actions.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Sorcerer

This indicates abilities from the sorcerer class.

Wizard

This indicates abilities from the wizard class.

Stalking Feline Mask Feat 20


Rare​Archetype​Druid​Wizard​
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision. Immediately after you Cast a non-cantrip Spell with the shadow or darkness trait, you can attempt to Hide or Sneak as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to Hide and being undetected or Hidden to Sneak.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Storyteller's Mask Feat 20


Rare​Archetype​Druid​Wizard​
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future. You can cast Foresight once per day as an innate spell, either arcane if you have Wizard Dedication or primal if you have Druid Dedication, but the duration is 10 minutes instead of 1 hour. Immediately after you Cast a non-cantrip Spell that targets only a single foe, you can Recall Knowledge about that foe.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Thick Hide Mask Feat 20


Rare​Archetype​Druid​Wizard​
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask grants you the toughness of Elephant, the Conjured Chronicle. Increase your maximum number of Hit Points by 20. Immediately after you Cast a non-cantrip Spell that targets only you, you gain resistance 10 to all physical damage until the start of your next turn.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Tireless Guide's Mask Feat 20


Rare​Archetype​Druid​Wizard​
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease. Your allies can use Follow the Expert to follow you for any of your trained skills, in addition to skills in which you are an expert or better. When they follow you when you use a trained skill, their circumstance bonus is +1. Immediately after you Cast a non-cantrip Spell that targets only one ally, that ally can Stride as a free action.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Vigilant Mask Feat 20


Rare​Archetype​Druid​Wizard​
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication

Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between. You gain scent as a precise sense to a range of 60 feet. If you already have scent as a precise sense, increase its range by 60 feet. You can sometimes catch a faint whiff of magic itself. Immediately after you Cast a non-cantrip Spell, your scent extends between worlds, like Carmine Jaws's own. This causes you to be able to smell ethereal creatures, those in an extradimensional space with an aperture that's within your scent range, incorporeal creatures and objects, and other creatures and objects that are insubstantial or not fully in phase with reality. Unlike your normal scent, this is an imprecise sense.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Druid

This indicates abilities from the druid class.

Wizard

This indicates abilities from the wizard class.

Worldsphere Gravity One ActionFeat 20


Uncommon​Spellshape​Wizard​
Source Pathfinder #168: King of the Mountain

Frequency once per hour


Though creating demiplanes usually requires lengthy rituals, you know how to establish minor planar effects in imitation of Syndara's masterpieces. If your next action is to Cast a Spell of at least 5th rank from your spell slots that affects an area, you can apply one of the following planar effects to a 20-foot burst centered within the spell's area. The effect persists for 1 minute.

Gravitational Morass The pull of gravity is amplified here, creating greater difficult terrain. Flying creatures that pass through the area must succeed at a Reflex save against your spell DC or fall to the ground, taking bludgeoning damage equal to half the distance fallen.

Flowing Time Erratic timestreams aid you within this space. A creature that starts its turn in the burst is affected by Haste on that turn.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

Wizard

This indicates abilities from the wizard class.