level: 1
type: ability

Found 190 matches

Wizard Feats
Level 1

At 1st level and every even-numbered level thereafter, you
gain a wizard class feat. These feats begin on page 209.

Drain Bonded Item
Level 1 Arcane Wizard

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.

Counterspell
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.

Familiar
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 Concentrate Metamagic Wizard

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 Manipulate Metamagic Wizard

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.

Additional Lore
Level 1 General Skill

Prerequisites: trained in Lore

Your knowledge has expanded to encompass a new field. Choose
an additional Lore skill subcategory. You become trained in it. At
3rd, 7th, and 15th levels, you gain an additional skill increase
you can apply only to the chosen Lore subcategory.

Special You can select this feat more than once. Each time
you must select a new subcategory of Lore and you gain the
additional skill increases to that subcategory for the listed levels.

Adopted Ancestry
Level 1 General

You’re fully immersed in another ancestry’s culture and
traditions, whether born into them, earned through rite of
passage, or bonded through a deep friendship or romance.
Choose a common ancestry. You can select ancestry feats
from the ancestry you chose, in addition to your character’s
own ancestry, as long as the ancestry feats don’t require any
physiological feature that you lack, as determined by the GM.