Instead of specializing in a one of the primary schools of magic, a wizard can choose to specialize in aligned spellcasting. Like a normal arcane school, an aligned school grants a number of school powers and one bonus spell slot of each level the wizard can cast (except cantrips). This bonus spell slot can be used to prepare any spell from the cleric spell list with an alignment descriptor that matches the wizard's school. The wizard need have this spell written in his spellbook.
Unlike a normal arcane school, each aligned school requires the wizard to select his opposed alignment as his opposition school (good opposes evil, chaos opposes law). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell with his opposed alignment descriptor.
Unlike a normal arcane school, each aligned school requires the wizard to select his opposed alignment as his opposition school (good opposes evil, chaos opposes law). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell with his opposed alignment descriptor.
Chaos School
Freedom’s Friend (Su)
You gain a +2 insight bonus on saving throws made against effects which inflict the entangled condition and to your CMB against grapple combat maneuvers. This bonus increases by +1 for every 5 wizard levels you have, up to a maximum of +6 at 20th level. At 20th level, you gain freedom of movement as a constant spell-like ability and are immune to the grappled and entangled conditions.
Liberation (Sp)
You may cast liberating command as a spell-like ability a number of times per day equal to 3 + your Intelligence modifier. If your target is bound, grappled, or otherwise restrained by an effect that the target could escape with a successful saving throw made during their next turn (such as hold person), the target instead gains a new saving throw against that effect.
Anarchic Aura (Sp)
At 8th level, you can emit a 5-foot aura that fills those around you with anarchic passion. Creatures who begin their turn in this aura are dazed by feelings of passion and anarchy. After a creature has been dazed by this ability, a creature who begins its turn in this aura must attempt to make a melee attack against a lawful ally it can see, as per murderous command, though it targets its nearest lawful ally, instead of its nearest ally. If the creature has no lawful allies, nothing happens. A Will saving throw negates both of these effects. This is a mind-affecting compulsion effect. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
You gain a +2 insight bonus on saving throws made against effects which inflict the entangled condition and to your CMB against grapple combat maneuvers. This bonus increases by +1 for every 5 wizard levels you have, up to a maximum of +6 at 20th level. At 20th level, you gain freedom of movement as a constant spell-like ability and are immune to the grappled and entangled conditions.
Liberation (Sp)
You may cast liberating command as a spell-like ability a number of times per day equal to 3 + your Intelligence modifier. If your target is bound, grappled, or otherwise restrained by an effect that the target could escape with a successful saving throw made during their next turn (such as hold person), the target instead gains a new saving throw against that effect.
Anarchic Aura (Sp)
At 8th level, you can emit a 5-foot aura that fills those around you with anarchic passion. Creatures who begin their turn in this aura are dazed by feelings of passion and anarchy. After a creature has been dazed by this ability, a creature who begins its turn in this aura must attempt to make a melee attack against a lawful ally it can see, as per murderous command, though it targets its nearest lawful ally, instead of its nearest ally. If the creature has no lawful allies, nothing happens. A Will saving throw negates both of these effects. This is a mind-affecting compulsion effect. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
Evil School
Selfish Casting (Su)
When you cast spell which targets only you, you gain a number of temporary hit points equal to the spell’s level. This temporary hit points last for 1 hour and do not stack with themselves. At 20th level, you also gain these temporary hit points when you cast a spell with the evil descriptor.
Torturous Brand (Sp)
As a standard action you can cast a torturous brand onto a creature within 30 feet. That creature takes 1d6 points of nonlethal damage for 1 round + 1 round per 3 wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Consume Power (Sp)
At 8th level, you can conjure an aura, as per death knell aura, for a number of round per day equal to your wizard level. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
When you cast spell which targets only you, you gain a number of temporary hit points equal to the spell’s level. This temporary hit points last for 1 hour and do not stack with themselves. At 20th level, you also gain these temporary hit points when you cast a spell with the evil descriptor.
Torturous Brand (Sp)
As a standard action you can cast a torturous brand onto a creature within 30 feet. That creature takes 1d6 points of nonlethal damage for 1 round + 1 round per 3 wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Consume Power (Sp)
At 8th level, you can conjure an aura, as per death knell aura, for a number of round per day equal to your wizard level. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
Good School
Bastion Against Evil (Su)
You gain a +1 sacred bonus on saving throws made against effects effects created by evil outsiders and spells with the evil descriptor. This bonus increases by 1 for every 5 wizard levels you have, up to a maximum of +5 at 20th level. At 20th level, you become immune to spells with the evil descriptor.
Angelic Form (Sp)
You may assume a minor angelic form as a standard action. This functions as lesser angelic aspect at 1st level, angelic aspect at 10th level, and greater angelic aspect at 16th level. You may assume this form for a number of minutes per day equal to your wizard level. The minutes need not be consecutive but must be spent in one minute increments.
Ward the Weak (Sp)
At 8th level, each day when you prepare spells, you can designate a single ally as your ward. Your ward gains the benefits of your bastion against evil ability and you can cast spells with a range of touch on that ally as though you were adjacent as long as you are within 30 feet.
You gain a +1 sacred bonus on saving throws made against effects effects created by evil outsiders and spells with the evil descriptor. This bonus increases by 1 for every 5 wizard levels you have, up to a maximum of +5 at 20th level. At 20th level, you become immune to spells with the evil descriptor.
Angelic Form (Sp)
You may assume a minor angelic form as a standard action. This functions as lesser angelic aspect at 1st level, angelic aspect at 10th level, and greater angelic aspect at 16th level. You may assume this form for a number of minutes per day equal to your wizard level. The minutes need not be consecutive but must be spent in one minute increments.
Ward the Weak (Sp)
At 8th level, each day when you prepare spells, you can designate a single ally as your ward. Your ward gains the benefits of your bastion against evil ability and you can cast spells with a range of touch on that ally as though you were adjacent as long as you are within 30 feet.
Law School
Weight of Judgement (Su)
When you inflict a bestow a condition which inflicts a penalty (such as shaken or sickened) that penalty is increased by -1 and an additional -1 for every 5 wizard levels you possess (maximum -5 at 20th level). This does not apply to penalties to ability scores. At 20th level, conditions you bestow which inflict penalties have their durations doubled (this increase does not stack effects such as Extend Spell).
Submission Brand (Sp)
As a standard action you can brand a foe within 30 feet (Fort negates). A non-lawful creature who is branded by this ability is shaken for 1 round + 1 round per 3 wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Judgement Day (Sp)
At 8th level, you can force a creature to submit to you or face your judgement. You may command a creature to take a single action (DC = 10 + 1/2 your wizard level + your Intelligence modifier). If the creature succeeds on its saving throw, it is sickened for a number of rounds equal to 1/2 your wizard level. If it fails, it takes one of the following actions of your choice:
Present Yourself: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Pay Fine: On its turn, the subject attempts to hand you an item it is holding. If you are not within the target’s reach, it attempts to throw the item into your square as a ranged attack (AC 5).
Confess: On its turn, the subject falls to the ground and voices a litany of confessions. The subject remains prone for 1 round, and may act normally while prone but takes any appropriate penalties. The subject cannot cast spells with verbal components, voice command words, or vocalize anything other than confessions.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
Embargo: Target cannot use, ready, draw, or prepare any item, weapon, component, or equipment for 1 round.
You can use this ability a number of times per day equal to your Intelligence modifier. This is a law effect.
When you inflict a bestow a condition which inflicts a penalty (such as shaken or sickened) that penalty is increased by -1 and an additional -1 for every 5 wizard levels you possess (maximum -5 at 20th level). This does not apply to penalties to ability scores. At 20th level, conditions you bestow which inflict penalties have their durations doubled (this increase does not stack effects such as Extend Spell).
Submission Brand (Sp)
As a standard action you can brand a foe within 30 feet (Fort negates). A non-lawful creature who is branded by this ability is shaken for 1 round + 1 round per 3 wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Judgement Day (Sp)
At 8th level, you can force a creature to submit to you or face your judgement. You may command a creature to take a single action (DC = 10 + 1/2 your wizard level + your Intelligence modifier). If the creature succeeds on its saving throw, it is sickened for a number of rounds equal to 1/2 your wizard level. If it fails, it takes one of the following actions of your choice:
Present Yourself: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Pay Fine: On its turn, the subject attempts to hand you an item it is holding. If you are not within the target’s reach, it attempts to throw the item into your square as a ranged attack (AC 5).
Confess: On its turn, the subject falls to the ground and voices a litany of confessions. The subject remains prone for 1 round, and may act normally while prone but takes any appropriate penalties. The subject cannot cast spells with verbal components, voice command words, or vocalize anything other than confessions.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
Embargo: Target cannot use, ready, draw, or prepare any item, weapon, component, or equipment for 1 round.
You can use this ability a number of times per day equal to your Intelligence modifier. This is a law effect.