type: ability

Found 978 matches

Spell Tinker
Level 16 Concentrate Wizard

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.

Decipher Writing
Secret Exploration Concentrate

You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.

The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.

  • Critical Success You understand the true meaning of the text.
  • Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
  • Failure You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it.
  • Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message.
Earn Income
Downtime

You use one of your skills to make money during downtime.

The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.

When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank (as listed on Table 4–2: Income Earned).

You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.

  • Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.
  • Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.
  • Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.
  • Critical Failure You earn nothing for your work and are fired immediately. You can’t continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.
Identify Magic
Secret Exploration Concentrate

Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it.

  • Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
  • Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.
  • Failure You fail to identify the magic and can’t try again for 1 day.
  • Critical Failure You misidentify the magic as something else of the GM’s choice.
Learn a Spell
Exploration Concentrate

Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.

You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.

To learn the spell, you must do the following:

  • Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
  • Have materials with the Price indicated in Table 4–3.
  • Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on Table 4–3). Uncommon or rare spells have higher DCs.

If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it’s added to your list; if you have a spell repertoire, you can select it when you add or swap spells.

  • Critical Success You expend half the materials and learn the spell.
  • Success You expend the materials and learn the spell.
  • Failure You fail to learn the spell but can try again after you gain a level. The materials aren’t expended.
  • Critical Failure As failure, plus you expend half the materials.