School Specialist (Transmutation)
Spellcasters Only

Source

Galactic Magic pg. 41

The school specialist grants alternate class features at 2nd, 4th, 9th, and 12th levels. Each school specialist gains 2nd- and 9th-level abilities, and a school specialist’s 4th- and 12th-level alternate class features vary based on their specialist school. Only characters who have the spells class feature can take this archetype.

Transmuters specialize in transformative magic.

Features

When you regain your daily spell slots, you gain one additional spell slot of the highest spell level you can cast. At 12th level, you also gain one additional spell slot for your second-highest spell level you can cast. You can use these bonus spell slots only to cast transmutation spells.

Source

Galactic Magic pg. 40

When you cast a transmutation spell of 1st level or higher, you retain part of its energy for 1 minute. You can expend this energy to gain one of the following benefits for 1 round:

  • You gain an enhancement bonus to your land speed equal to 5 feet × the transmutation spell’s level.
  • You gain a special unarmed strike that deals bludgeoning, piercing, or slashing damage; the strike deals 1d4 damage per level of the spell. You can add your key ability score modifier rather than your Strength modifier on melee attacks rolls with this unarmed attack.

Source

Galactic Magic pg. 41

You add two spells to your list of spells known. These spells must be of different levels and selected from the transmutation school. At 12th level and again at 15th level, you gain an additional spell known from your specialist school of any level you can cast.

Source

Galactic Magic pg. 40

Recycle SpellSp

Level 12

As a reaction when you or an adjacent ally succeed at a saving throw against a spell, you can redirect some of the magic into a weapon you touch. This augments the weapon as shifting surge. If the triggering spell was 3rd- or 4thlevel, the additional damage increases to 2d8 (or 1d8 if the weapon affects an area or multiple targets). If the triggering spell was 5th- or 6th-level, the additional damage increases to 2d12 (or 1d12 if the weapon affects an area or multiple targets). Once you use recycle spell, you can’t do so again until you rest for 10 minutes to recover Stamina Points.

Source

Galactic Magic pg. 41


Dragonscript

ID

e798bbc53cd7fc470c87f961
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