Arcane Discoveries (Legendary)

## **Arcane Buffer**

**Benefit**: Select one type of magic item (potions, wondrous items, and so on). You gain the related item creation feat (such as Craft Wondrous Item) and create items of this type 50% faster than normal, also gaining a +6 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type. You must meet all prerequisites of this item creation feat.

**Special:** You may select this discovery multiple times; its effects do not stack. Each time you select this discovery, it applies to a different type of magic item.

## **Arcane Fatigue**

**Benefit**: Whenever a creature makes a successful saving throw against any of your spells, they take a -2 penalty on saving throws against any spells you cast for 1 minute or until they fail a saving throw against a spell you cast, whichever comes first. This penalty stacks with itself, but all instances of it end upon a creature failing a saving throw against a spell you cast.

## **Creative Destruction**

**Benefit(s)**: When you cast an evocation spell that deals damage, you gain a number of temporary hit points equal to two times the total number of dice used to determine the damage caused by the spell. Temporary hit points gained from this discovery do not stack and disappear after 1 hour.

## **Defensive Feedback**

**Benefit(s)**: When an abjuration spell you cast prevents damage (with damage reduction, energy resistance, or energy immunity) or if you are protected from damage by the passive ability of the abjuration school, if the attacking creature is within 30 feet of the protected creature, the foe takes 2d6 points of force damage for every 5 points of damage prevented.

## **Dimensional Bulwark**

**Benefit**: Whenever a creature attempts to use a teleportation effect or summon a creature within 60 feet of you or attempts to use a teleportation effect which would place them within 60 feet of yourself, you may attempt to block the effect. Make an opposed caster level check (1d20 + caster level) as an immediate action. If the check succeeds, the spell or effect fails and is wasted; otherwise, it is unaffected.

## **Evolved Summons**

**Benefit**: Whenever you summon a creature, it gains 1 evolution point as though it was a summoner’sAPG eidolon with the biped base form; this point must be used upon summoning it. At 6th level and every six levels thereafter, it gains an additional evolution point.

## **Evolved Undead**

**Benefit**: Whenever you create an undead creature (but not summon one), it gains 1 evolution point as though it was a summoner’sAPG eidolon with the biped base form; this point must be used upon creation of the undead. At 6th level and every six levels thereafter, it gains an additional evolution point.

## **Feral Speech**

**Benefit**: You gain the supernatural ability to speak with and understand the response of any animal or vermin as if using *speak with animals*. You can make yourself understood as far as your voice carries. This discovery does not predispose any animal addressed toward you in any way.

## **Golem Constructor**

**Prerequisite(s):** Wizard 6th.

**Benefit**: You have learned the art and craft of creating golems. When creating a golem, you count as having the Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct feats. You must meet all other construction requirements for the golem as normal.

## **Idealize**

**Prerequisite:** Wizard 6th.

**Benefit(s):** When a transmutation spell you cast grants an enhancement bonus to an ability score, that bonus increases by 4. At 20th level, the bonus increases by 6.

## **Infectious Charm**

**Prerequisite**: Wizard 10th.

**Benefit**: Anytime you target and successfully affect a single creature with a charm or compulsion spell and that creature is within 30 feet of another opponent, your spell has a chance of affecting the second creature as well. As a swift action immediately after affecting a creature with a charm or compulsion spell, you can cause the spell to carry over to the nearest creature within 30 feet. The spell behaves in all ways as though its new target were the original target of the spell.

## **Item Creation Feat**

**Benefit:** You gain two item creation feats of your choice. You must meet all prerequisites for these item creation feats.

## **Knowledge is Power**

**Benefit(s)** Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD, as well as treating your base attack bonus as equal to your level when determining your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects.

## **Multimorph**

**Benefit**: When you cast a spell of the polymorph subschool on yourself, you may spend a move action to assume another form allowed by the spell. You can do this as often as you like. This is a supernatural ability.

## **Observant Illusions**

**Benefit**: You can project your senses into any ongoing figment or shadow illusion you create. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a swift or move action.

While you are using its senses, your body is considered blinded and deafened.

## **Outstanding Concentration**

**Benefit**: You add your Intelligence modifier to your concentration checks, and whenever you roll a concentration check, you can roll twice, taking the better result.

## **Overclocked Casting**

**Prerequisite(s)**: Educated Metamagic class feature, Arcane School class feature.

**Benefit**: You can spend 1 use of your educated metamagic class feature as a free action to double your school bonus caster level bonus. If you do so, you cannot cast another spell from your specialty school until the end of your next round.

## **Resilient Illusions**

**Benefit**: Anytime a creature tries to disbelieve one of your illusion effects, make a caster level check. Treat the illusion’s save DC as its normal DC or the result of the caster level check, whichever is higher.

## **Spell Piercer**

**Benefit**: Whenever you fail to overcome a creature’s spell resistance, as a swift action you can reroll your caster level check. You must accept the new result, even if it is worse.

## **Staff-Like Wand**

**Benefit**: Similar to using a magic staff, you use your own Intelligence score and relevant feats to set the DC for saves against spells you cast from a wand, and you can use your caster level when activating the power of a wand if it’s higher than the caster level of the wand.

## **United Spell Focus**

**Prerequisite(s)**: Opposition Breakthrough class feature.

**Benefit**: You gain the Spell Focus feat for both your specialty school and whichever school you selected with the opposition breakthrough class feature. If you already possess the Spell Focus feat for either of these schools, you can replace it with another feat of your choice for which you qualify.