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系統 Schools


Cheliax: Egorian Academy Infernal Binder School Cheliax: Egorian Academy Infernal Binder School

出典 Inner Sea Primer 29ページ
 The prestigious Egorian Academy of the Magical Arts in Cheliax’s capital city teaches a full spectrum of magic, both specialized and universalist, but the college is best known for its Infernal Binding program in the school of conjuration. An infernal binder learns the Names of Hell, and can use those powers to summon and bind devils to do her bidding. If she makes a single mistake in the binding, she opens herself to an eternity of torment. Egorian Academy wizards are recognized across Avistan as premier practitioners of the arcane arts. Many hold high positions in magical colleges across Golarion, but most seek to return one day to teach at their alma mater in Egorian.

Suggested Opposition Schools:Divination, illusion, or transmutation.

属性:秩序にして悪、秩序にして中立、中立にして悪、中立

必要条件:An infernal binder must choose a familiar as her arcane bond at 1st level.

Associated School:Conjuration.

Replacement Powers:The following school powers replace the acid dart and dimensional steps powers of the conjuration school.

Planar Knowledge(変則)/Planar Knowledge:As an infernal binder, you gain a +3 bonus on Knowledge (planes) checks.

Assume Control(超常)/Assume Control:At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner. At 9th level, you can use this ability to bargain with called creatures as if you were the caster who conjured them. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Imp Familiar(変則)/Imp Familiar:At 7th level, you gain Improved Familiar as a bonus feat, and must take an imp as a familiar. The imp replaces your current familiar.

Extradimension School Extradimension School

出典 Black Markets 26ページ

Associated School:Conjuration.

Replacement Powers:The following school power replaces the summoner’s charm power of the conjuration school.

Reshape Space(超常)/Reshape Space:Whenever you cast a spell that creates an extradimensional space or demiplane, increase the duration by a number of units (rounds, minutes, hours, etc.) equal to 1/2 your wizard level (minimum 1). At 20th level, you can make one spell that creates an extradimensional space or demiplane permanent. You can have no more than one such spell made permanent in this way at a time. If you designate another spell as permanent, the previous permanent spell ends.


Foresight School Foresight School

出典 Advanced Player's Guide 145ページ

Associated School:Divination.

Replacement Powers:The following school powers replace the diviner's fortune and scrying adept powers of the divination school.

Prescience(超常)/Prescience:At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Foretell(超常)/Foretell:At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Prophecy School Prophecy School

出典 Disciple's Doctrine 10ページ
Prophets who specialize in arcane magic often claim specialty in manipulating the powers of luck to their advantage.

Associated School:Divination.

Replacement Powers:The following replace the forewarned and scrying adept powers of the divination school.

Inspiring Prediction(超常)/Inspiring Prediction:A number of times per day equal to 3 + your Intelligence modifier, you can predict an ally’s success, bolstering others’ resolve. As a swift action, you can shout an inspiring prediction, granting each ally within 50 feet who can hear you a +4 luck bonus on her next attack roll, saving throw, or skill check.

In Accordance with the Prophecy(超常)/In Accordance with the Prophecy:A number of times per day equal to your Intelligence modifier, you can publicly declare that your next spell is guided by prophecy. When you do, the next spell you cast has a 20% chance of fizzling (1–20 on a d%). If the spell does not fail, treat the spell as if it had been modified by the Empower Spell feat, even if you do not have that feat. At 12th level, the chance that the spell fizzles is reduced to 15% (1–15 on a d%). At 16th level, the chance is reduced to 10% (1–10 on a d%)

Qadira: Mage of the Veil School Qadira: Mage of the Veil School

出典 Inner Sea Primer 29ページ
The city of Katheer is home to a great number of arcane colleges in the Qadiran tradition. Magic has a proud history in this land; its many schools compete with one another to find the best route to understanding the secrets of power.

Among these is the focused school of veil magic. Rather than controlling the elements or transforming the environment, mages of the veil focus on much more subtle magic—blending into their surroundings to watch, observe, and gather secrets, or fading from view completely for the sake of solitude. Most graduates of this college enter the service of the satrap as spies, scouts, or infiltrators.

必要条件:A mage of the veil must select disguise self as one of his spells known at 1st level.

クラス技能:A mage of the veil gains Bluff, Disguise, and Stealth as class skills.

Associated School:Illusion.

Replacement Powers:The following school powers replace the blinding ray and invisibility field powers of the illusion school.

Face in the Crowd(擬呪)/Face in the Crowd:At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.

This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability.

Master of the Veil(擬呪)/Master of the Veil:At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per wizard level. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive.


Absalom: Arcanamirium Crafter School Absalom: Arcanamirium Crafter School

出典 Inner Sea Primer 28ページ
The most famous magical college of the Inner Sea region, the Arcanamirium of Absalom teaches a broad array of specialties, but its most intensive specialty is no specialization at all. It is one of the primary training academies of universalist magic on Golarion, and the wizards who graduate from the school become well respected, well paid, and highly soughtafter in their homelands. An Arcanamirium crafter is one of the builders of the arcane world, assembling magic items with facility, skill, and power. He is intimately familiar with the craft and practice of imbuing items with arcane power, and works with precision even early in his career to help create some of the most powerful magic items of Golarion.

Associated School:Universalist.

Replacement Powers:The following school power replaces the hand of the apprentice power of the universalist school.

Metacharge(変則)/Metacharge:As an Arcanamirium crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.

Aether(Elemental School) Aether (Elemental School)

出典 Elemental Master's Handbook 20ページ
Aether is a strange and complex substance that occurs where the Elemental Planes touch the Ethereal Plane. Wizards who study aether use it to manipulate objects on the Material Plane. The aether elemental school is an elemental arcane school a wizard can specialize in instead of one of the standard schools of magic.

Like a normal arcane school, the aether elemental school grants a number of school powers, as well as one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the aether elemental school’s spell list (see below). Unlike a normal arcane school, the aether elemental school requires the wizard to select a single element as his opposition school (air, earth, fire, or water, from pages 142–143 of the Pathfinder RPG Advanced Player’s Guide, for example). The wizard does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

Aether Magic:Add the following spells to your wizard spell list at the listed spell level: 0—telekinetic projectileOA, 2nd—spiritual weapon, 4th—spiritual allyAPG, 5th—ethereal envelopeOA, 6th—animate objects, 7th—ectoplasmic eruptionOA, 9th—telekinetic stormOA.

Aether Supremacy(超常)/Aether Supremacy:You gain a +2 enhancement bonus on Sleight of Hand checks. This bonus increases by 1 for every 5 wizard levels you have. In addition, you can cast mage hand at will as a spell-like ability that uses your caster level. At 5th level, you can attempt Sleight of Hand checks against a target within 30 feet, though the skill check DC increases by 5, and any creature within line of sight of either you or the target can attempt an opposed Perception check to notice the attempt. At 10th level, you can attempt a Sleight of Hand check as a move action with only a –10 penalty. At 20th level, whenever you attempt a Sleight of Hand check, assume the roll resulted in a natural 20.

Telekinetic Protection(超常)/Telekinetic Protection:As a swift action, you can grant yourself protection against nonmagical attacks by forming a field to telekinetically deflect them. You gain DR 5/magic for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Receptive Vibrations(超常)/Receptive Vibrations:At 8th level, you are constantly surrounded by ephemeral and invisible strands of aether, increasing your awareness of your surroundings. You are never denied your Dexterity bonus to AC against attacks made within 30 feet of you because you are flat-footed or because your assailant is unseen. In addition, you gain a bonus on Perception checks to avoid being surprised equal to half your wizard level.

Aether Elementalist Wizard Spells
0 - telekinetic projectile
1st - floating disk, magic missile, unseen servant
2nd - ablative barrier, blur, pilfering hand, spiritual weapon
3rd - blink, ectoplasmic snare, force punch, tiny hut
4th - resilient sphere, spiritual ally, telekinetic charge, telekinetic maneuver
5th - condensed ether, ethereal envelope, interposing hand, mage's faithful hound, secret chest, telekinesis, wall of ectoplasm
6th - animate objects, enemy hammer, forceful hand, leashed shackles
7th - ectoplasmic eruption, ethereal jaunt, grasping hand, phase door
8th - clenched fist, telekinetic sphere
9th - etherealness, telekinetic storm

Ice School Ice School

出典 Elemental Master's Handbook 21ページ
Associated School:Air or Water.

Replacement Powers:The following school powers replace the lightning flash and cyclone powers of the air school and the cold blast and wave powers of the water school.

Freezing Shards(超常)/Freezing Shards:As a standard action, you can cause shards of ice to burst forth from the ground around you. The shards deal 1d4 points of piercing damage and 1d6 points of cold damage + 1 point for every 2 wizard levels you have to all creatures within 5 feet of you. A successful Reflex save (DC = 10 + half your wizard level + your Intelligence modifier) negates the piercing damage and halves the cold damage. The shards remain until the beginning of your next turn; during this time, the area is difficult terrain. You are not affected by your own freezing shards and can move through the area normally. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Icy Shackles(超常)/Icy Shackles:At 8th level, as a standard action, you can make a melee touch attack against a foe to conjure icy restraints around its ankles, reducing its base speed to 5 feet and dealing it an amount of cold damage at the beginning of its turn equal to your Intelligence modifier. The manacles have AC 10, hardness 0, and 30 hit points, and a creature can destroy them with a successful Strength check (DC = 10 + half your wizard level + your Intelligence modifier) as a standard action. The icy shackles melt away after 1 minute. You can use this ability a number of times per day equal to your Intelligence modifier.

Smoke School Smoke School

出典 Elemental Master's Handbook 21ページ
Associated School:Air or Fire.

Replacement Powers:The following school powers replace the lightning flash and cyclone powers of the air school and the fire jet and dancing flame powers of the fire school.

Smokesight(超常)/Smokesight:You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.

Body of Smoke(擬呪)/Body of Smoke:At 8th level, you can assume a gaseous form (as per the spell of that name) as a swift action for a number of minutes per day equal to your wizard level. This duration does not need to be consecutive, but it must be used in 1-minute increments.

Magma School Magma School

出典 Elemental Master's Handbook 21ページ
Associated School:Earth or Fire.

Replacement Powers:The following school powers replace the acid cloud and earth glide powers of the earth school and the fire jet and dancing flame powers of the fire school.

Magma Furrow(超常)/Magma Furrow:As a standard action, you can send forth a 20-foot line of magma. Any creature in this line takes 1d6 points of fire damage + 1 point for every 2 wizard levels you have. A successful Reflex save (DC = 10 + half your wizard level + your Intelligence modifier) halves this damage. In addition, the ground in this area remains molten for another 1d4 rounds. Creatures that begin their turns in the area can move out that turn without penalty, but those that enter the area each take 1d6 points of fire damage. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Lava Shield(超常)/Lava Shield:At 8th level, you can create a barrier of lava to protect you for 1 round as a standard action. Choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover from attacks that pass through this edge, and you gain the benefits of fire shield (warm shield) while adjacent to the lava shield. You can dismiss the lava shield as a free action, and it disappears immediately if you leave your space. You can use this ability a number of rounds per day equal to half your wizard level.

Mud School Mud School

出典 Elemental Master's Handbook 21ページ
Associated School:Earth or Water.

Replacement Powers:The following school powers replace the acid cloud and earth glide powers of the earth school and the cold blast and wave powers of the water school.

Hindering Muck(超常)/Hindering Muck:As a standard action, you can create a 15-foot cone of sticky mud. Any creature in the cone must succeed at a Reflex save (DC = 10 + half your wizard level + your Intelligence modifier) or become entangled for 1 round for every wizard level you have. An affected creature can take a standard action that provokes attacks of opportunity to wipe off enough of the mud to remove the entangled condition. Jumping into a large body of water or being subject to an effect that creates a substantial amount of water (such as a casting of create water) removes all the mud on a creature. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Mud Missile(超常)/Mud Missile:At 8th level, you can fling a ball of hardened mud at a foe within 30 feet as a standard action. If you succeed at a ranged touch attack, the mud slams into the target’s face, dealing 1d6 points of bludgeoning damage for every 2 wizard levels you have and blinding the target for 1d4 rounds. A creature can remove the blinding mud from itself or another creature with a successful Strength check (DC = 10 + half your wizard level) as a standard action. You can use this ability a number of times per day equal to half your wizard level.

Void(Elemental School) Void(Elemental School)

出典 Dragon Empires Primer 29ページ
The void is a complex idea considered by some to be a fifth element—one that comprises thought, space, spiritualism, and insight. Wizards who tap into its mysterious powers gain control over energies that bind the earth to the heavens and the planes to their mysterious and eternal alignments, as well as the powers that stitch living beings to their spirits. The void elemental school presented here is an additional arcane school for the wizard class.

A wizard who specializes in the void element gains a number of school powers and one bonus spell slot of each level that the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the void elemental school’s spell list. Unlike a normal arcane school, the void elemental school requires the wizard to select a single element (air, earth, fire, or water) as his opposition school. A wizard must expend two spell slots to prepare a spell from his opposed elemental school as normal. He does not need to select a second opposition school.

For the sections below, a single asterisk (*) denotes a spell from the RPG Advanced Player’s Guide. A double asterisk (**) denotes a spell from Ultimate Magic.

Void Magic:Add the following spells to your wizard spell list at the listed spell level: 1st—keen senses, 3rd—twilight knife*, 4th— wandering star motes*, 6th—true seeing, 8th— moment of prescience.

Void Awareness(超常)/Void Awareness:Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess. At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.

Reveal Weakness(超常)/Reveal Weakness:When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Aura of Prescience(超常)/Aura of Prescience:At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.

Void Elementalist Wizard Spells
0 - guidance
1st - gravity bow, keen senses, shield, true strike
2nd - continual flame, haunting mists, invisibility, masterwork transformation, see invisibility, share memory
3rd - arcane sight, clairaudience/clairvoyance, dispel magic, nondetection, seek thoughts, tapestry's embrace, twilight knife
4th - minor creation, moonstruck, wandering star motes
5th - fabricate, major creation, mind fog, telepathic bond, teleport
6th - dispel magic, greater, legend lore, mage's lucubration, true seeing
7th - simulacrum, teleport, greater, vision
8th - mind blank, moment of prescience, orb of the void, whirlwind
9th - foresight, mage's disjunction, time stop

最終更新:2022年06月11日 23:24