Water School

Cold Resistance (Ex): You gain Cold resistance 10. At 11th level, this resistance increases to 15. At 20th level, this resistance changes to immunity to Cold damage.

Cold Blast (Su) As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6 points of cold damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save negates the staggered 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.

Water Mastery (Su) At 6th level, as a free action you can make a Knowledge (Arcana) check anytime you are within 30 feet of a creature of the [Water] or [Cold] subtype to learn its type and all subtypes, including any information gained from a Knowledge check appropriate to its type. The DC of this check is 10 + the creature’s CR.

You also make a Knowledge (arcana) check as a free action whenever anyone within your line of sight casts a spell with the [Water] or [Cold] descriptors. The DC of this check is 15 + the spell’s level. On a successful check you know the name, level, and general effect of the spell being cast.

For any spells you learn with the [Water] or [Cold] descriptors, you gain the benefits of the Eschew Materials, Spell Mastery, and Spell Focus feats. At 12th level, you also gain the benefits of Spell Penetration with these spells. You do not need to actually have these feats to gain these benefits, and the benefits do not stack if you also take the feats for these spells.

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