Wizard Feats

At each level that you gain a wizard feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.

Drain Bonded Item
Level 1 Wizard Arcane

You expend the power stored in your bonded item. During your
turn, you gain the ability to cast one spell you prepared today
and already cast, without spending a spell slot. You must still
Cast the Spell and meet the spell’s other requirements.

Level 1 Abjuration Arcane Wizard

Trigger: A creature Casts a Spell that you have prepared.

When a foe Casts a Spell and you can see its manifestations,
you can use your own magic to 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 (page 458).

Eschew Materials
Level 1 Wizard

You can use clever workarounds to replicate the arcane essence
of certain materials. When Casting a Spell that requires material
components, you can provide these material components without
a spell component pouch by drawing intricate replacement sigils
in the air. Unlike when providing somatic components, you still
must have a hand completely free. This doesn’t remove the need
for any materials listed in the spell’s cost entry.

Level 1 Wizard

You make a pact with creature that serves you and assists your
spellcasting. You gain a familiar (page 217).

Hand of the Apprentice
Level 1 Wizard

Prerequisites: universalist wizard

You can magically hurl your weapon at your foe. You gain the
hand of the apprentice universalist spell. Universalist spells
are a type of focus spell, much like school spells. You start
with a focus pool of 1 Focus Point. See Arcane Schools on page
207 for more information about focus spells.

Reach Spell
Level 1 Wizard Concentrate Metamagic

You can extend the range of your spells. If the next action you
use is to Cast a Spell that has a range, increase that spell’s range
by 30 feet. As is standard for increasing spell ranges, if the spell
normally has a range of touch, you extend its range to 30 feet.

Widen Spell
Level 1 Wizard Manipulate Metamagic

You manipulate the energy of your spell, causing it to 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.

Cantrip Expansion
Level 2 Wizard

Dedicated study allows you to prepare a wider range of simple
spells. You can prepare two additional cantrips each day.

Conceal Spell
Level 2 Wizard Concentrate Manipulate Metamagic

Hiding your gestures and incantations within other speech
and movement, you attempt to conceal the fact that you are
Casting a Spell. If the next action you use is to Cast a Spell,
attempt a Stealth check against one or more observers’
Perception DCs; if the spell has verbal components, you
must also attempt a Deception check against the observers’
Perception DC. If you succeed at your check (or checks)
against an observer’s DC, that observer doesn’t notice you’re
casting a spell, even though material, somatic, and verbal
components are usually noticeable and spells normally have
sensory manifestations that would make spellcasting obvious
to those nearby.

This ability hides only the spell’s spellcasting actions and
manifestations, not its effects, so an observer might still see a
ray streak out from you or see you vanish into thin air.

Enhanced Familiar
Level 2 Wizard

Prerequisites: a familiar

You infuse your familiar with additional magical energy. You
can select four familiar or master abilities each day, instead
of two.

Special 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.

Bespell Weapon
Level 4 Wizard

You siphon spell energy into one weapon you’re wielding. Until
the end of your turn, the weapon deals an extra 1d6 damage
of a type depending on the school of the spell you just cast.

  • Abjuration force damage
  • Conjuration or Transmutation the same type as the weapon
  • Divination, Enchantment, or Illusion mental damage
  • Evocation a type the spell dealt, or force damage if the
    spell didn’t deal damage
  • Necromancy negative damage
Linked Focus
Level 4 Wizard

Prerequisites: arcane bond, arcane school

You have linked your bonded item to the well of energy that
powers your school spells. When you Drain your Bonded Item to
cast a spell of your arcane school, you also regain 1 Focus Point.

Silent Spell
Level 4 Wizard Concentrate Metamagic

Prerequisites: Conceal Spell

You’ve learned how to cast many of your spells without
speaking the words of power you would normally need to
provide. If the next action you use is Casting a Spell that has
a verbal component and at least one other component, you can
remove the verbal component. This makes the spell quieter and
allows you to cast it in areas where sound can’t carry. However,
the spell still has visual manifestations, so this doesn’t make
the spell any less obvious to someone who sees you casting it.
When you use Silent Spell, you can choose to gain the benefits
of Conceal Spell, and you don’t need to attempt a Deception
check because the spell has no verbal components.

Spell Penetration
Level 6 Wizard

You’ve studied ways of overcoming the innate magical
resistance that dragons, otherworldly beings, and certain
other powerful creatures have. Any creature that has a status bonus to saving throws
against magic reduces that bonus by 1 against your spells.

Steady Spellcasting
Level 6 Wizard

Confident in your technique, you don’t easily lose your concentration when you Cast a
If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you
succeed, your action isn’t disrupted.

Advanced School Spell
Level 8 Wizard

Prerequisites: arcane school

You gain access to a powerful new school spell depending on your arcane school. If you’re an
abjurer, you gain energy absorption; if you’re a conjurer, you gain dimensional steps; if you’re a
diviner, you gain vigilant eye; if you’re an enchanter, you gain dread aura; if you’re an evoker, you
gain elemental tempest; if you’re an illusionist, you gain invisibility cloak; if you’re a necromancer,
you gain life siphon; and if you’re a transmuter, you gain shifting form. The descriptions of these
spells are on pages 406–407. Increase the number of Focus Points in your focus pool by 1.

Bond Conservation
Level 8 Wizard Manipulate Metamagic

Prerequisites: arcane bond

By carefully manipulating the arcane energies stored in your bonded item as you drain it, you
can conserve just enough power to cast another, slightly weaker spell. If the next action you
use is to Cast a Spell using the energy from Drain Bonded Item, you gain an extra use of Drain
Bonded Item
. You must use this extra use of Drain Bonded Item before the end of your next
turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels
lower than the first spell cast with Drain Bonded Item

Universal Versatility
Level 8 Wizard

Prerequisites: universalist wizard, Hand of the Apprentice

You can access the fundamental abilities of any school of magic. During your daily
preparations, choose one of the eight school spells gained by 1st-level specialist wizards.
You can use that school spell until your next daily preparations. When you Refocus, you can
choose a different school spell from among those eight school spells, replacing the previous
one. Increase the number of Focus Points in your focus pool by 1.

Overwhelming Energy
Level 10 Wizard Manipulate Metamagic

With a complex gesture, you alter the energy of your spell to overcome resistances. If the
next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance
to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage
the spell deals, including persistent damage and damage caused by an ongoing effect of the
spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.

Quickened Casting
Level 10 Wizard Concentrate Metamagic

In a mentally strenuous process, you modify your casting of a spell to take less time. If
your next action is to cast a wizard cantrip or a wizard spell that is at least 2 levels lower
than the highest-level wizard spell you can cast, reduce the
number of actions to cast it by 1 (minimum 1 action).

Scroll Savant
Level 10 Wizarad

Prerequisites: expert in Crafting

During your daily preparations, you can create two temporary
scrolls containing arcane spells from your spellbook. These
scrolls follow the normal rules for scrolls (page 564), with some
additional restrictions. Each scroll must be of a different spell
level, and both spell levels must be 2 or more levels lower than
your highest-level spell. Any scrolls you create this way become
non-magical the next time you make your daily preparations. A
temporary scroll has no value.

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

Clever Counterspell
Level 12 Wizard

Prerequisites: Counterspell, Quick Recognize

You creatively apply your prepared spells to Counterspell a
much wider variety of your opponents’ magic. Instead of being
able to counter a foe’s spell with Counterspell only if you have
that same spell prepared, you can use Counterspell as long as
you have the spell the foe is casting in your spellbook. When
you use Counterspell in this way, the prepared spell you expend
must share a trait other than its tradition with the triggering
spell. At the GM’s discretion, you can instead use a spell that
has an opposing trait or that otherwise logically would counter
the triggering spell (such as using a cold or water spell to
counter fireball or using remove fear to counter a fear spell).
Regardless of what spell you expend, you take a –2 penalty to
your counteract check, though the GM can waive this penalty if
the expended spell is especially appropriate.

Magic Sense
Level 12 Wizard Detection Divination Arcane

You have a literal sixth sense for ambient magic in your vicinity.
You can sense the presence of magic auras as though you were
always using a 1st-level detect magic spell. This detects magic in
your field of vision only. When you Seek, you gain the benefits
of a 3rd-level detect magic spell on things you see (in addition
to the normal benefits of Seeking). You can turn this sense off
and on with a free action at the start or the end of your turn.

Bonded Focus
Level 14 Wizard

Prerequisites: arcane bond

Your connection to your bonded item increases your focus pool.
If you have spent at least 2 Focus Points since the last time
you Refocused and your bonded item is in your possession, you
recover 2 Focus Points when you Refocus instead of 1.

Reflect Spell
Level 14 Wizard

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.

Superior Bond
Level 14 Wizard

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
levels lower than your highest-level spell.

Effortless Concentration
Level 16 Wizard

Trigger: Your turn begins.

You maintain a spell with hardly a thought. You immediately
gain the effects of the Sustain a Spell action, allowing you to
extend the duration of one of your active wizard spells.

Spell Tinker
Level 16 Wizard Concentrate

You’ve learned to alter choices you make when casting spells
on yourself. After casting a spell on only yourself that offers
several choices of effect (such as resist energy, spell immunity,
or a polymorph spell that offers several potential forms), you
can alter the choice you made when Casting the Spell (for
instance, choosing a different type of damage for resist energy).
However, your tinkering weakens the spell’s integrity, reducing
its remaining duration by half.

You can’t use this feat if the benefits of the spell have already
been used up or if the effects of the first choice would persist in
any way after switching (for instance, if one of the choices was
to create a consumable item you already used, or to heal you),
or if the feat would create an effect more powerful than that
offered by the base spell. The GM is the final arbiter of what
Spell Tinker can be applied to.

Infinite Possibilities
Level 18 Wizard

You’ve found a way to prepare a spell slot that exists in your
mind as many different possibilities at once. Once during your
daily preparations, you can use a spell slot to hold that infinite
potential, rather than using it to prepare a spell. You can use this
spell slot to cast any spell from your spellbook that’s at least
2 levels lower than the slot you designate; the spell acts in all
ways as a spell of 2 levels lower. You don’t have any particular
spell prepared in that slot until you cast it.

Reprepare Spell
Level 18 Wizard

You’ve discovered how to reuse some of your spell slots over
and over. You can spend 10 minutes to prepare a spell that
you already cast today, regaining access to that spell slot. The
spell must be of 4th level or lower and one that does not have
a duration. You can reprepare a spell in this way even if you’ve
already reprepared that spell previously in the same day.

If you have the spell substitution arcane thesis, you can
instead prepare a different spell in an expended slot, as long as
the new spell doesn’t have a duration. Once you’ve reprepared
a spell in that slot even once, you can use your arcane thesis
to substitute only spells without durations into that spell slot.

Archwizard's Might
Level 20 Wizard

Prerequisites: archwizard’s spellcraft

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

Metamagic Mastery
Level 20 Wizard

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

Spell Combination
Level 20 Wizard

You can merge spells, producing multiple effects with a single
casting. One slot of each level of spell you can cast, except
2nd level and 1st level, becomes a spell combination slot (this
doesn’t apply to cantrips). When you prepare your spells, you
can fill a combination slot with a combination of two spells.
Each spell in the combination must be 2 or more spell levels
below the slot’s level, and both must target only one creature or
object or have the option to target only one creature or object.
Each spell in the combination must also have the same means of
determining whether it has an effect—both spells must require a
ranged spell attack roll, require the same type of saving throw,
or automatically affect the target.

When you cast a combined spell, it affects only one target,
even if the component spells normally affect more than one. If
any spell in the combination has further restrictions (such as
targeting only living creatures), you must abide by all restrictions.
The combined spell uses the shorter of the component spells’
ranges. Resolve a combined spell as if were a single spell, but
apply the effects of both component spells. For example, if the
spell’s target succeeded at the save against a combined spell, it
would apply the success effect of each spell, and if it critically
failed, it would apply the critical failure effect of both spells.