As an illusionist, you use magic to create images, figments,
and phantasms to baffle your enemies. You understand
that perception is reality. You add one 1st-level illusion
spell (such as illusory object) to your spellbook. You learn
the warped terrain school spell (page 407).
As a necromancer, you call upon the powers of life
and death. While your school is often vilified for its
association with raising the undead, you understand that
control over life also means control over healing. You
add one 1st-level necromancy spell (such as grim tendrils)
to your spellbook. You learn the call of the grave school
spell (page 406).
As a transmuter, you alter the physical properties of things,
transforming creatures, objects, the natural world, and
even yourself at your whim. You understand that change
is inevitable. You add one 1st-level transmutation spell
(such as magic weapon) to your spellbook. You learn the physical boost school spell (page 407).
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.
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).
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.
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.
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.
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.