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Wizard - d20PFSRD
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
Magic - d20PFSRD
Magic Circle: A magic circle is paramount in daemon-summoning—not to contain the fiend so much as to anchor it in place until it is completely bound by the conjurer. More than one summoner has fallen prey to the ravenous hunger of an uncontrolled daemon, and few live to make the mistake twice.
Mage Armor - d20PFSRD
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction.
Sorcerer/Wizard - d20PFSRD
Pathfinder Chronicles: Guide to the River Kingdoms Spotlight You create a mobile area of bright light centered on one target while simultaneously suppressing other light sources surrounding it.
Mage Hand - d20PFSRD
Mage Hand. School transmutation; Level bard 0, magus 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0. CASTING. Casting Time 1 standard action Components V, S. EFFECT. Range close (25 ft. + 5 ft./2 levels) Target one non-magical, unattended object weighing up to 5 lbs. Duration concentration Saving Throw none; Spell Resistance no ...
Spells by Class - d20PFSRD
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Archmage - d20PFSRD
The archmage is the master of arcane magic, and many of the abilities of this path enhance your ability to cast arcane spells or greatly increase their potency. In addition, may of the options in this path increase your knowledge of magic and of those who wield it.
Mage’s Tattoo - d20PFSRD
Mage’s Tattoo. Prerequisite: Spell Focus. Benefit: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day.
Mage Armor – PF2 SRD - d20PFSRD
While wearing mage armor, you use your unarmored proficiency to calculate your AC. Heightened (4th) You gain a +1 item bonus to saving throws. Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.
Spellslinger - d20PFSRD
Mage Bullets (Su) A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm.