A wizard may select [Spell] and [Wizard] feats as bonus feats.
Unless otherwise stated, a Spell feat is a spell-like ability that provokes attacks of opportunity - if you take damage while casting you must make a Concentration check or lose the spell. A spell may be maintained by concentration regardless of duration - rounds spent concentrating do not count against the spell's duration, and you can stop concentrating on such a spell then start again.
You may apply the Ability Focus feat to a spell.
A [Spell] feat is considered to have a caster level equal to your character level, and a spell level equal to half your character level (rounded down). Effects which would increase the caster level of a spell (such as [Reserve] feats) instead increase your effective character level for determining its effects, or your effective skill ranks/modifier if the spell's effects are based on a skill.
For the sake of keeping illusions sane across multiple senses, the following skills are merged:
Perception: Spot, Listen and Search
Stealth: Hide and Move Silently
Improved Casting [Wizard]Prerequisites: Any [Spell] feat
Benefit: Select one [Spell] feat you possess. Using that feat does not provoke an attack of opportunity.
Special: You may select this feat multiple times, choosing a different spell each time.
Distant Casting [Wizard]Prerequisites: Any [Spell] feat
Benefit: Select one [Spell] feat you possess with a range other than Personal or Touch. If the spell is range Close it increases to Medium and if range Medium it increases to Long; otherwise the spell's range is doubled. This does not affect the size of lines, cones and similar effects.
Special: You may select this feat multiple times, choosing the same spell or a different spell each time. The effects stack.
Methodical Casting [Wizard]Prerequisites: Skill Focus, any [Spell] feat
Benefit: Select one spell which requires a check in a skill in which you have selected Skill Focus. You may take 20 on that skill check, but your casting time becomes 20 times longer (usually 1 minute). You are flat-footed during this time.
Spell Break [Fighter, Wizard]Benefit: In place of an attack, you may attempt to destroy a spell or magical effect. Make a melee touch attack opposed by the caster's caster level check; if you succeed then the spell is dispelled, as if by
dispel magic. Any bonuses and penalties which would apply to your dispel checks (such as the granted power of the Inquisition domain) also apply to this touch attack. You may dispel only one effect per use of Spell Break, and cannot attempt to dispel effects which you are not aware of. If you successfully dispel a spell with a target (e.g.
bull's strength, but not a standalone spell like
summon monster or
wall of fire) then the target takes damage equal to the caster level of the spell.
Spell Immunity [General]Benefit: Select one [Spell] feat. You are immune to the direct effects of that feat, positive or negative, but can still be affected indirectly. For instance a vampire with Spell Immunity (Light) could not be harmed by magical daylight, though he could still use it to see by (normal daylight would affect him normally).
Special: You may select this feat multiple times, choosing a different spell each time.
Spirit Familiar [General]Prerequisites: Knowledge (any) 2 ranks
Benefit: As a standard action you can summon a lesser familiar to your side (you summon the same being each time). Treat this as an
unseen servant effect, except that it is has a visible form resembling a Diminutive animal, skill ranks equal to your own, an Intelligence score equal to your highest mental ability score, and a racial bonus on checks with each Knowledge skill equal to your cross-class ranks in that skill (if any). A lesser familiar can make Knowledge checks even though an unseen servant can normally make checks only in skills that can be used untrained. It is capable of sight and hearing, and can speak with you telepathically.
Special: A character with this feat may select the Obtain Familiar feat without meeting the prerequisites. For the purposes of determining his familiar's abilities, as well as the effects of any feats which modify familiars, he is considered to have an arcane caster level equal to his character level.
Special: If a character with this feat gains a familiar, he loses his lesser familiar. Instead, his familiar gains the lesser familiar's Knowledge bonuses and Int score (if higher than its existing Int score), though making a Knowledge check at the increased bonuses requires a full-round action as it searches its memories on the topic. If his familiar is slain, he regains access to his lesser familiar until it is replaced.
BlessConjure ItemCure Wounds
Cure Wounds [Spell]Prerequisites: Wis 13, Heal 1 rank
Benefit: As a full-round action you can restore 1d6 hit points to a touched creature (other than yourself), +1hp per HD of the target. This is a positive energy effect, and harms undead rather than healing them (Will half, DC = 10 + half your character level + your Cha modifier). No creature can regain more hit points from Cure Wounds within 24 hours than its normal maximum hp (i.e. a fighter with 20hp could receive no more than 20hp of healing in a day).
Special: When you gain this feat you may choose for it to be usable on yourself only, rather than other creatures only. You may select this feat multiple times, choosing a different target each time.
Combat Medic [Wizard]Prerequisites: Cure Wounds, Concentration 1 rank
Benefit: You can use your Cure Wounds feat as a standard action.
Normal: Using your Cure Wounds feat is a full-round action.
Mass Cure [Wizard]Prerequisites: Cure Wounds
Benefit: You can use your Cure Wounds feat on up to two targets within 10ft of you simultaneously, each receiving full benefit.
Special: You may select this feat multiple times. Each time after the first doubles the range and number of targets.
Restoration [Wizard]Prerequisites: Cure Wounds, Heal 6 ranks
Benefit: Select one condition from the following list for every 3 ranks of Heal you possess. Whenever you use your Cure Wounds feat you can also remove one or more of those conditions from the target. This subtracts from the amount healed as shown, though the target is still considered to have been healed the full amount when determining how much healing he can receive in a day. You cannot select a condition with a hp reduction higher than your ranks in Heal -3.
- Fatigued (3)
- Shaken (3)
- Sickened (3)
- Dazed (6)
- Diseased* (6)
- Staggered (6)
- Cursed* (9)
- Exhausted (9)
- Frightened (9)
- Nauseated (9)
- Poisoned* (9)
- Blinded (12)
- Deafened (12)
- Paralyzed (12)
- Stunned (12)
* Requires a Heal check against the DC of the effect. Success negates the effects of the condition for 1 round, during which its duration continues as normal. Success by 5 or more negates its effects for 1 day, and by 10 or more removes the condition completely. On a failed check the condition is not removed, but the target is still affected by Cure Wounds as normal. You are not automatically aware of the whether the roll has succeeded or failed.
Special: You may select this feat multiple times, choosing different conditions each time.
Skilled Healer [Wizard]Prerequisites: Cure Wounds, Heal 1 rank
Benefit: You can heal an additional number of hit points to any creature per day equal to your ranks in Heal, beyond their normal limit. For every 2 ranks in Heal you restore an additional hit point when using your Cure Wounds feat, to a maximum of the target's character level (i.e. this bonus is capped at +6 when used on an lv6 creature).
Normal: A creature can only receive total magical healing within 24 hours equal to its normal hit point total.
Revive [Wizard]Prerequisites: Cure Wounds, Wis 15, character level 9th
Benefit: Once per day, as an alternate use of your Cure Wounds feat you can restore a deceased creature to life, as long as their body is whole and they died within 1 round/character level. The target is healed upwards from 0hp as if you had used Cure Wounds on it normally, and is cured of nonmagical poisons and diseases. A spellcaster returned to life loses half its remaining spells for the day. After using this ability you take 1 point of damage per character level and become fatigued.
Greater Revive [Wizard]Prerequisites: Revive
Benefit: You may return creatures to life who have been dead for 1 day/character level.
Normal: Revive allows you to return creatures to life who have been dead for 1 round/character level.
Special: You may select this feat multiple times. Selecting this feat a second time allows you to return creatures to life who have been dead for 1 week/level. Selecting this feat a third time allows you to return creatures to life who have been dead for 1 year/level. Every time thereafter multiplies the maximum duration by 10.
Enchantment
Enchantment [Spell]Prerequisites: Cha 13
Benefit: Select one of the following effects which you can create as a standard action. These are mind-affecting effects which do not stack with themselves. You may only have one effect of each type in existence at a time.
- Charm: You can make a Diplomacy check to change a creature's attitude, as long as they are within Close range. You do not take any penalty for rushing your check.
- Fear: You can make an Intimidate check to demoralise one creature within Close range. The target is shaken for 1 additional round for every 5 points by which you succeed on the check. This is a fear effect.
- Message: You can communicate with one creature within Close range as if you had the Telepathy special ability (the target of this effect does not gain any ability to respond in the same way).
- Phantasm: You create false sensations which duplicate the effects of an Illusion spell (any basic option), except that it is perceived by a single creature within Close range and ends if they leave that range. Unlike an Illusion this ability affects all senses, but the bonus is capped at +10, the required check is always a Bluff check, and the target is entitled to a Will save (DC = 10 + half your character level + your Cha modifier) to resist. If you possess feats which modify the Illusion spell you may apply them to this ability.
Special: You may select this feat multiple times, choosing a different effect each time.
Extra Enchantment [Wizard]Prerequisites: Enchantment
Benefit: You may have one additional enchantment of each type in effect at a time.
Normal: You may only have one enchantment of each type you can use in affect at a time.
Special: You may select this feat multiple times. Each time after the first doubles your total number of enchantments.
Rapid Enchantment [Wizard]Prerequisites: Enchantment
Benefit: You may use your Enchantment feat as a swift action, as long as you use it only once in this round.
Dynamic Phantasm [Wizard]Prerequisites: Enchantment (Phantasm)
Benefit: You may change the parameters of a phantasm you have created as a free action.
Normal: The appearance of a phantasm is set when it is created and cannot be changed.
Implant Phantasm [Wizard]Prerequisites: Enchantment (Phantasm)
Benefit: Your phantasms do not fade after the target is out of range, but run their normal duration.
Lasting Phantasm [Wizard]Prerequisites: Enchantment (Phantasm)
Benefit: When you create a phantasm you may increase the duration of the effect by one step on the following progression: Concentration -> 1 round/level -> 1 minute/level -> 1 hour/level -> 1 day/level -> Permanent.
Special: You may select this feat multiple times. Its effects stack.
Programmed Phantasm [Wizard]Prerequisites: Dynamic Phantasm
Benefit: You can set a "script" for a phantasm to follow, changing at particular times or when a trigger is met; a trigger must be based on things the target can perceive or think. For instance you could create a phantasm which caused the target to see the richest merchant in town as a demon, but this would apply to the person the target believed to be the richest merchant in town regardless of his actual wealth. The target receives a Will save whenever the phantasm is triggered - success ends the effect.
Telepathy [Wizard]Prerequisites: Enchantment (Message)
Benefit: You gain Telepathy out to the range of your Enchantment feat.
Enchanting Gaze [Wizard]Prerequisites: Enchantment, Rapid Enchantment
Benefit: You may use your Enchantment feat as a gaze attack out to its normal range, as long as you use it only once in this round. This does not allow you to surpass the normal number of enchantments you can have in effect at a time - if you would affect multiple creatures at once you choose which ones are affected.
Energy Ray
Energy Ray [Spell]
Prerequisites: Cha 13
Benefit: Choose acid, cold, electricity, fire or sonic damage. As a standard action you can fire a ray of energy as a ranged touch attack with range Close (25ft +5ft/character level), dealing 1d8 damage per character level with no saving throw (or 1d6 damage per character level if you selected sonic damage).
Special: You may select this feat multiple times, choosing a different element each time.
Energy Barrage [Wizard]
Prerequisites: Energy Ray
Benefit: You can use a variant of your Energy Ray feat as an attack action. Treat this as an attack with a javelin, except that it deals damage of the same type as your Energy Ray and you add your Charisma bonus to damage in place of your Strength bonus.
Energy Ball [Wizard]
Prerequisites: Energy Ray
Benefit: When using Energy Ray, instead of targeting a single creature you may create a 10ft spread at any point within range. A Reflex save (DC = 10 + half your character level + your Cha modifier) halves this damage.
Special: You may select this feat multiple times. Each time after the first increases the radius of the spread by 5ft.
Energy Bolt [Wizard]
Prerequisites: Energy Ray
Benefit: When using Energy Ray, instead of targeting a single creature you may create a 60ft line. A Reflex save (DC = 10 + half your character level + your Cha modifier) halves this damage.
Special: You may select this feat multiple times. Each time after the first increases the length of the line by 30ft.
Energy Burst [Wizard]
Prerequisites: Energy Ray
Benefit: When using Energy Ray, instead of targeting a single creature you may create a 20ft-radius burst centred on you. A Reflex save (DC = 10 + half your character level + your Cha modifier) halves this damage.
Special: You may select this feat multiple times. Each time after the first increases the radius of the burst by 10ft.
Energy Cone [Wizard]
Prerequisites: Energy Ray
Benefit: When using Energy Ray, instead of targeting a single creature you may create a 30ft cone-shaped spread. A Reflex save (DC = 10 + half your character level + your Cha modifier) halves this damage.
Special: You may select this feat multiple times. Each time after the first increases the length of the cone by 15ft.
Illusion
Illusion [Spell]Prerequisites: Int 13
Benefit: Select one of the following effects which you can create as a standard action, as well as a sense to target (including unusual senses like tremorsense and
detect thoughts). These effects can be penetrated by True Seeing. You may only have one effect of each type in existence at a time.
- Conceal Self: You meld into your surroundings, gaining a bonus on Stealth checks depending on the sense targeted. An illusion of this type can never target the sense of touch. This effect lasts until you attack, take damage or dimiss it.
- Conceal Object: As Conceal Self, except that it applies to an object and fades after 1 minute/level. Attended objects may resist this effect with a Will save (DC = 10 + half your character level + your Cha modifier).
- Image: You can create a stationary illusion which lasts as long as you concentrate. Make a Bluff check opposed by the Perception check of each viewer, with a bonus depending on the sense targeted. When creating an illusion of a creature or object, you may make a check in the relevant Knowledge or Craft skill instead.
- Disguise Self: You can change your appearance to that of another creature of approximately the same size and build, granting a bonus on Disguise checks depending on the sense targeted. This effect lasts until you dismiss it.
- Disguise Object: You can change the appearance of an object for 1 minute/level or until you dismiss it. This otherwise functions as Image, except that the illusion moves with the object. Attended objects may resist this effect with a Will save (DC = 10 + half your character level + your Cha modifier).
- Disguise Other: As Disguise Self, except that it applies to a touched creature (other than yourself) and fades after 1 minute/level. Targets may resist this effect with a Will save (DC = 10 + half your character level + your Cha modifier).
The bonus granted depends on the sense targeted, being +10 for the viewer's most reliable usable sense (sight for a human, hearing for a human in darkness, smell for a dog, etc.) and +5 for any other sense. The bonuses for targeting multiple senses stack.
A creature who lacks or cannot use the targeted sense does not perceive the illusion at all. A creature who can perceive information with an unaffected sense that contradicts the illusion is aware that one of its senses is being fooled, and the bonus is reduced by -5 for each sense which is unaffected (minimum +0). Do not take contradictory smells into account unless the difference in smell is particularly strong, or the viewer has the Scent ability.
Illusions which target touch can alter the texture of an object within, but not its apparent shape or size; touch-based illusions which do not contain something solid are disbelieved automatically when touched. Illusions which create false temperatures only affect creatures touching the illusion or inside the illusion.
Special: You may select this feat multiple times, choosing a different effect each time.
Advanced Illusion [Wizard]Prerequisites: Illusion
Benefit: Choose one sense. When you use the Illusion feat you may target that sense in addition to or in place of the sense you chose for that feat.
Special: You may select this feat multiple times, choosing a different sense each time.
Dynamic Illusion [Wizard]Prerequisites: Illusion
Benefit: You may change the parameters of an illusion you have created as a free action.
Normal: The appearance of an illusion is set when it is created and cannot be changed.
Extra Illusion [Wizard]Prerequisites: Illusion
Benefit: You may have one additional illusion of each type in effect at a time.
Normal: You may only have one illusion of each type you can use in affect at a time.
Special: You may select this feat multiple times. Each time after the first doubles your total number of illusions.
Lasting Illusion [Wizard]Prerequisites: Illusion
Benefit: When you use the Illusion feat you may increase the duration of the effect by one step on the following progression: Concentration -> 1 round/level -> 1 minute/level -> 1 hour/level -> 1 day/level -> Permanent.
Special: You may select this feat multiple times. Its effects stack.
Programmed Illusion [Wizard]Prerequisites: Dynamic Illusion
Benefit: You can set a "script" for an illusion to follow, changing at particular times or when a trigger is met; triggers must be based on senses you possess, and the illusion can only detect things inside its area (eg. you could create an illusory scream whenever someone enters the illusion who does not look like you).
Shadow Illusion [Wizard]Prerequisites: Illusion
Benefit: You may choose to create an illusion which is solid, if fragile, allowing it to target the sense of touch without requiring a base of the same size and shape. Such an illusion has 1 hit point per two class levels you possess (minimum 1) and vanishes if destroyed, excess damage being applied to the object/creature it covers (if any). A shadow illusion weapon, suit of armor or shield is non-magical, non-masterwork and deals half damage or grants half the normal AC bonus (minimum 0).
A shadow illusion without a visual or touch aspect resembles a translucent cloud of shifting black slime to those senses; this is distinctive and can be recognised as a shadow illusion with a DC 10 Knowledge (arcana) check.
Light
Light [Spell]
Benefit: As a standard action you may touch an object and enchant it to shed light as a torch (bright illumination out to 20ft, shadowy illumination out to 40ft) for 1 minute/level. As long as you are touching the object you can maintain concentration on this effect as a free action. You may provide lower levels of illumination as you wish, and can adjust the illumination level as a swift action by touching the object.
Special: As a swift action you may touch an object you have enchanted in this manner and end the effect in a blinding flash - every creature within the radius of bright illumination must make a Fortitude save (DC = 10 + half your character level + your Cha modifier, creatures vulnerable to light take a -2 penalty on their save) or be blinded for 1 round and dazzled for 1 minute. This effect can be avoided in the same manner as a gaze attack - the caster is assumed to close their eyes while casting unless stated otherwise.
Brilliant Light [Wizard]
Prerequisites: Light
Benefit: Your Light spell provides bright illumination out to 40ft and shadowy illumination out to 80ft. Creatures who take penalties in bright light also take them within the radius of your Light spell. Creatures who fail their saves against your blinding flash are blinded for 1d4 rounds and dazzled for 1 minute.
Daylight [Wizard]
Prerequisites: Brilliant Light, Light
Benefit: Your Light spell provides bright illumination out to 60ft and shadowy illumination out to 120ft. 1 minute in the bright illumination provided by this spell is considered 1 round of exposure to sunlight, for creatures vulnerable to sunlight. Undead creatures in the radius of your blinding flash take 1d6 points of damage per character level you possess (or half damage if they succeed on the Fortitude save), as do oozes, slimes and fungi. Unlike the blinding effect, these creatures need not see the light to be damaged.
Corona [Wizard]
Prerequisites: Brilliant Light, Daylight, Light
Benefit: Your Light spell provides bright illumination out to 80ft, shadowy illumination out to 160ft, and is considered natural sunlight. Creatures who fail their saves against your blinding flash are blinded permanently, and the damage dealt by your Daylight feat increases to 1d8 points per character level.
Sunbeam [Wizard]
Prerequisites: Light
Benefit: As a standard action you may fire a ray out to Medium range (100ft +10ft/level) which affects the targeted creature as if by your light's blinding flash.
Shapeshift
Shapeshift [Spell]Benefit: Select one creature of your size category. You can change shape to resemble that creature (granting a +10 bonus on Disguise checks) or revert to your original form as a full-round action. Your appearance in this form is always the same, and you may choose for it to be based on a specific creature.
As you gain levels you may add menu options to this form as an astral construct, allowing you to further mimic this creature. These options are chosen when the feat is taken and can be changed whenever you gain a character level.
- Lv4: Menu A (1)
- Lv8: Menu A (2)
- Lv12: Menu A (1), Menu B (1)
- Lv16: Menu A (1), Menu B (2)
- Lv20: Menu B (2), Menu C (1)
- Every 4 levels beyond 20th: One additional item from Menu C
Special: In place of a menu option you may change size by one (A), two (B) or three (C) size categories as if under the effects of the
compression or
expansion power.
Special: Instead of choosing one form you may gain the ability to take any form, assigning an appearance and menu options each time. In this case, treat your class level as 4 lower for determining this feat's effects. If this would result in a class level lower than 1 you gain no benefit.
Improved Form [Wizard]Prerequisites: Shapeshift.
Benefit: The alternate form you assume through Shapeshift gains one additional menu item of the highest level to which you have access.
Rapid Shapeshift [Wizard]Prerequisites: Shapeshift.
Benefit: The action required for you to use the Shapeshift feat improves by one step on the following progression: full-round action->standard action->move action->swift action->immediate action.
Special: You may select this feat multiple times. Its effects stack.
Summon
Summon [Spell]
NOTE: Elemental monoliths can be summoned as if they were available to a theoretical "summon nature's ally X".
Prerequisites: Knowledge (nature) 5 ranks or Knowledge (the planes) 5 ranks
Benefit: Select one creature from a summon monster or summon nature's ally list of half your character level or lower (eg. a 6th-level character could choose from summon monster/nature's ally III). As a full-round action you may summon that creature in an adjacent space, and it persists until it is killed, banished, or dismissed by you (a summon can dismiss itself if you allow it, though for a creature of animal intelligence this counts as a trick). Summoned creatures instantly vanish when you are killed or unconscious. You always summon the same individual for a given species choice, thus you cannot summon multiple creatures of the same species unless you have chosen the option multiple times. A creature returned to its home plane is cured of all conditions but retains its hit point total; such creatures regain hit points in each hour as if they had rested for a day. A summon that is slain requires an additional hour before it begins recovery, and cannot be summoned in this time.
Special: Instead of a single creature, you may choose 2 creatures from a list of one level lower; at 20th level you must do this, due to the lack of a summon monster X spell. This stacks with itself, so that a 20th-level caster could choose 256 creatures from the summon monster I list if he wished. You may summon as many or as few of your monsters in a single action as you wish, as long as you do not summon the same individual more than once.
Special: Whenever you gain a character level you may change the creature(s) designated by this feat.
Special: You may select this feat multiple times, adding an additional creature or creatures each time. You may not have more than one creature of the highest available level summoned at a time, or lower-level creatures of equivalent combined value.
Master Summoner [Wizard]
Prerequisites: Summon
Benefit: You may have one additional creature of the highest available level summoned at a time, or lower-level creatures of equivalent combined value. You may not summon the same individual more than once.
Special: You may select this feat multiple times. Its effects stack.
Persistent Summons [Wizard]
Prerequisites: Summon
Benefit: Your summons remain in existence while you are unconscious, and for a number of rounds after your death equal to your character level.
Rapid Summoning [Wizard]
Prerequisites: Summon
Benefit: You may use your Summon feat as a standard action.
Surge
Surge [Spell]
Prerequisites: Dex 13
Benefit: As a swift action you may increase your speed for all movement modes by +50% for 1 round.
Special: When you select this feat you may choose for its benefits to apply to another creature you touch, rather than yourself.
Haste [Wizard]
Prerequisites: Surge
Benefit: Whenever you make one or more attacks as part of the same action while under the effects of Surge, you may make an additional attack at your highest bonus.
Speed Boost [General]
Prerequisites: Surge
Benefit: Your speed for all movement modes increases by +5ft.
Special: You may select this feat multiple times. Its effects stack.
Time Stop [Wizard]
Prerequisites: Haste, Surge
Benefit: In any round where you use Surge, you may take a full-round action to stop time for 1 round (as the time stop spell in the Player's Handbook). Your speed in all movement modes is doubled within the frozen time (this does not stack with Surge). After using this ability, you must wait 1d4+1 rounds before using it again.
TelekinesisTeleport
Teleport [Spell]
Prerequisites: Dex 13
Benefit: As a standard action, you may teleport up to your speed in any direction. You must have line of sight and line of effect to your destination. You cannot materialise inside a solid object.
Extend Teleport [Wizard]
Prerequisites: Teleport
Benefit: As a swift action, you may increase your effective speed by 50% for the purposes of your Teleport feat, plus an additional +10ft (e.g. a character with a speed of 30ft could teleport up to 55ft, while a character with a speed of 100ft could teleport 160ft). This bonus lasts for 1 round.
Rapid Teleport [Wizard]
Prerequisites: Teleport
Benefit: You may use your Teleport feat as a move action.
Special: If you possess the Spring Attack and/or Shot on the Run feat, you may teleport before and after the attack instead of moving. The total distance teleported still cannot exceed your speed.
Teleporting Charge [Wizard]
Prerequisites: Rapid Teleport
Benefit: When you take the charge action, instead of moving as part of the charge you may teleport the same distance. You may end your charge in any square from which you could attack your target, not just the closest square to you, as long as you are capable of teleporting to that square.
Dancing Teleport [Wizard]
Prerequisites: Rapid Teleport, Perform (dance) 1 rank
Benefit: You do not provoke attacks of opportunity for using the Teleport feat. If you have levels in dervish, then whenever you could move while in a dervish dance you may instead teleport the same distance.
Special: This feat counts as both Mobility and Improved Casting (teleport) for meeting prerequisites. You may have both this feat and Mobility. If you already possess Improved Casting (teleport) when you gain this feat, you may trade it for another feat for which you meet the prerequisites.
Skilled Teleport [Wizard]
Prerequisites: Teleport
Benefit: Your Teleport feat ignores line of sight and line of effect.
Teleport Carrier [Wizard]
Prerequisites: Teleport
Benefit: You may bring one creature with you when you teleport, as long as you are in physical contact. Unwilling targets receive a Will save to resist (DC = 10 + half your character level + your Cha modifier).
Special: You may select this feat multiple times. Each time after the first doubles the number of creatures.
Ritual [Wizard]Benefit: Select one of the following rituals. You can use that ritual in conjunction with two or more other casters who also have this feat and have selected that ritual. Each ritual has a spell and level requirement - at least three participants must be of the required level, and at least one of these must be able to cast the required spell. The caster level for a ritual is equal to the lowest caster level among its participants. A ritual spell counts as the Spell feat it is based on for interacting with effects like the Spell Immunity feat. Unless otherwise stated rituals have a casting time of 1 minute, during which the casters must remain within 5ft of each other (or flank the target of the ritual, if it is not the casters themselves). If a ritual duplicates an effect with XP or expensive material components then you must supply those as normal (though XP costs can be divided among the casters).
- Binding (Enchantment, 15th): This ritual duplicates the binding spell from the Player's Handbook. The DC of this ritual increases by +1 for every participant who meets the caster level requirement beyond the first.
- Control Weather (Gust of Wind, 13th): This ritual duplicates the control weather spell from the Player's Handbook. For every caster who meets the caster level requirement and can cast both Gust of Wind and Energy Ray, increase the radius of the effect by half a mile and the duration by 2d12 hours.
- Gate (Summon, 17th): This ritual duplicates the gate spell from the Player's Handbook.
- Guards and Wards (Protection, 11th): This ritual duplicates the guards and wards spell from the Player's Handbook.
- Plane Shift (Teleport, 13th): This ritual duplicates the plane shift spell from the Player's Handbook, affecting the casters only. If all participants have the Rapid Teleport feat this ritual can be performed as a full-round action.
- Ritual Teleport (Teleport, 9th): This ritual duplicates the teleport spell from the Player's Handbook, affecting the casters only. If all participants have the Rapid Teleport feat this ritual can be performed as a full-round action.
- Resurrection (Cure Wounds, 13th): This ritual duplicates the resurrection spell from the Player's Handbook. If all participants have the Revive feat they may expend their daily use of that ability to instead duplicate true resurrection, but they also take the normal backlash of Revive. If one or more participants have the Greater Revive feat and their combined effects would result in a Revive spell with a longer time limit than the ritual, use that duration instead.
Special: You may select this feat multiple times, choosing a different ritual each time.