Archives of Nethys

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Wizard Class Details | Arcane Discoveries | Schools | Archetypes

Air (Elemental School)

Source Advanced Player's Guide pg. 142 (Amazon)
The air elementalist uses the forces of the wind, sky, clouds, and lightning to confuse and destroy his foes, all while flying through the air with ease.

Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.

Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Cyclone (Su): At 8th level, you can create a vortex of turbulent wind around yourself as a standard action. This vortex has a radius of up to 10 feet and a maximum height of 10 feet per wizard level you possess. Any ranged attack passing through this vortex automatically misses. Any flying creature moving through the vortex must make a Fly skill check or immediately fall from the sky, taking falling damage (the creature cannot make a Fly check to reduce or negate this damage). Creatures on the ground cannot pass through the vortex without first making a Strength check. The DC of this check is equal to 10 + your caster level. The vortex is faintly visible and can be spotted with a DC 15 Perception skill check. 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.

Ice School

Source Elemental Master's Handbook pg. 21
Associated School: Air or Water.

Replacement Powers: The following school powers replace the lightning flash and cyclone powers of the air school and the cold blast and wave powers of the water school.

Freezing Shards (Su): As a standard action, you can cause shards of ice to burst forth from the ground around you. The shards deal 1d4 points of piercing damage and 1d6 points of cold damage + 1 point for every 2 wizard levels you have to all creatures within 5 feet of you. A successful Reflex save (DC = 10 + half your wizard level + your Intelligence modifier) negates the piercing damage and halves the cold damage. The shards remain until the beginning of your next turn; during this time, the area is difficult terrain. You are not affected by your own freezing shards and can move through the area normally. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Icy Shackles (Su): At 8th level, as a standard action, you can make a melee touch attack against a foe to conjure icy restraints around its ankles, reducing its base speed to 5 feet and dealing it an amount of cold damage at the beginning of its turn equal to your Intelligence modifier. The manacles have AC 10, hardness 0, and 30 hit points, and a creature can destroy them with a successful Strength check (DC = 10 + half your wizard level + your Intelligence modifier) as a standard action. The icy shackles melt away after 1 minute. You can use this ability a number of times per day equal to your Intelligence modifier.

Smoke School

Source Elemental Master's Handbook pg. 21
Associated School: Air or Fire.

Replacement Powers: The following school powers replace the lightning flash and cyclone powers of the air school and the fire jet and dancing flame powers of the fire school.

Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.

Body of Smoke (Sp): At 8th level, you can assume a gaseous form (as per the spell of that name) as a swift action for a number of minutes per day equal to your wizard level. This duration does not need to be consecutive, but it must be used in 1-minute increments.

Air Elementalist Wizard Spells

0 - message
1st - air bubble, alter winds, feather fall, gentle breeze, shocking grasp, windy escape
2nd - aggressive thundercloud, elemental speech, elemental touch, glide, gust of wind, gusting sphere, levitate, resist energy, summon monster 2, whispering wind
3rd - air geyser, cloak of winds, draconic reservoir, elemental aura, fly, gaseous form, hostile levitation, lightning bolt, protection from energy, resist energy, communal, wind wall
4th - absorbing inhalation, aggressive thundercloud, greater, ball lightning, cloud shape, detonate, dragon's breath, elemental body i, miasmatic form, protection from energy, communal, river of wind, shout, summon monster 4
5th - elemental body ii, fickle winds, lightning arc, overland flight, planar adaptation, planar binding, lesser, suffocation, summon monster 5, wind blades
6th - chain lightning, elemental body iii, path of the winds, planar binding, sirocco, summon monster 6
7th - control weather, elemental body iv, fly, mass, planar adaptation, mass, scouring winds, summon monster 7
8th - planar binding, greater, shout, greater, stormbolts, summon monster 8
9th - gate, ride the lightning, suffocation, mass, winds of vengeance