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