ACF: Immediate Magic
Other than having a single additional spell of each spell level, a specialist wizard functions like any other wizard. Your evoker's fireball spell deals as much damage as that of a conjurer, diviner, or necromancer, and doesn’t look any different. By taking the immediate magic alternative class feature, you gain a useful trick that sets you apart from other specialists. Though giving up your familiar is a hardship, it means you have one less thing to worry about in a fight. Every wizard who calls himself a specialist takes pride in wielding his preferred form of magic. Those who are exceptionally pure of purpose take this specialization to an entirely new level, disdaining breadth of skill in favor of even greater focus.
Level: 1st.
Replaces: If you select this class feature, you do not gain a familiar.
Benefit: You gain a spell-like ability that reflects your chosen school of magic. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half your wizard level (minimum 1st), and the caster level is your wizard level. The save DC (if any) is equal to 10 + 1/2 your wizard level + your Int modifier. This is an extraordinary ability.
You can’t activate this ability in response to an attack that you aren’t aware of. For instance, if an invisible rogue strikes at you, you can’t activate urgent shield to gain a bonus to your AC against the attack. All effects last until the start of your next turn unless otherwise noted.
To select this ability, you must also choose to specialize in a school of magic. The spell-like ability gained depends on your specialty (see below).
Urgent Shield (abjuration): You create a temporary shield of force that grants you a +2 shield bonus to AC.
Abrupt Jaunt (conjuration): You teleport up to 10 feet. You can’t bring along any other creatures.
Glimpse Peril (divination): You get a flash of foresight into the danger lying in your future. You gain a +2 insight bonus on the next saving throw you make before your next turn.
Instant Daze (enchantment): When an enemy that has HD equal to or less than your wizard level makes a melee attack against you, you can render him dazed (Will negates). This is a compulsion, mindaffecting ability.
Counterfire (evocation): When a visible enemy within 60 feet targets you with a ranged attack or spell, you can respond with a glowing arrow of force. This requires a ranged touch attack to hit and deals 1d6 points of damage per three wizard levels. Both attacks resolve simultaneously (neither can disrupt the other).
Brief Figment (illusion): You create a figment double of yourself (similar to mirror image). The image lasts until it is struck or until the start of your next turn.
Cursed Glance (necromancy): When a visible enemy within 60 feet targets you with an attack or spell, you can respond with a curse. If the enemy fails a Will save, he takes a –2 penalty to AC and on saving throws.
Sudden Shift (transmutation): You temporarily change your form to grant yourself a climb, fly, or swim speed equal to your current land speed. If you activate this ability during your turn, it lasts until the end of that turn; otherwise it lasts until the end of your next turn.





