Spell Countermeasures
[Level: 2]
You gain a +2 bonus to saving throws against spells and other magical effects.
Spell Focus
[Level: 3]
You gain Spell Focus as a bonus feat.
Spell Focus
[Level: 3]
Prerequisites: Ability to cast spells, character level 3rd.
Through careful study, you have developed methods to make your spells harder to resist.
Spell Grenade
[Level: 5]
You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. Casting a spell with spell grenade uses the spell’s standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted. Spells whose ranges are not touch don't benefit from this magic hack.
Spell Library
[Level: 14]
You gain one extra spell known for each level of spell you can cast. You must choose the new spells when you gain this magic hack. If you gain access to a higher level of spell after choosing this hack, you gain one extra spell known for that spell level.
Spell Penetration
Your spells break through spell resistance more easily than those of other spellcasters.
Spellbane
Prerequisites: Unable to cast spells or use spell-like abilities.
Your mind and body are fortified against magic.
Spellshot
[Level: 8]
You can cast an area spell with a casting time of 1 standard action or less through a ranged weapon, allowing you to use the weapon’s range rather than the spell’s range. You must target a single creature with your attack, and the spell’s area is centered on that creature, or originates at the creature’s location for a cone or line effect (oriented in whichever direction you choose), even if the spell would normally be centered on or originate from a point. You can fire the weapon as part of the standard action to cast the spell. You must fire the weapon during the round that the casting is completed, or the spell is wasted. If the attack misses, the spell is wasted. Spells with an emanation effect that would be centered on you don’t benefit from this magic hack.
Spellthrower
[Level: 2]
A weapon with the spellthrower fusion is able to have a single spell gem loaded into it at a time. It takes 1 minute to load a spell gem, and only gems containing a spell with a casting time of one standard action or less and a spell level no greater than one-quarter the weapon’s item level can be loaded into the weapon.
If you are proficient with and wielding the weapon, as a full action you can cast the spell contained within the spell gem rather than make a normal attack. This allows you to use the spell gem as if you were a spellcaster with the spell on your class’s spell list.
Unlike the normal rules for using a spell gem, it does not matter if the gem’s item level is higher than your caster level (even if your caster level is 0). However, if the spell gem’s item level is higher than your base attack bonus, once you’ve spent the full action to cast the spell, you must succeed at an attack roll with the weapon against an AC equal to the spell gem’s level + 1 or you fail to cast the spell. This roll represents your expertise with the weapon, and no actual attack or ammunition is used. If you fail to cast a spell from a spell gem, the spell is expended harmlessly and the spell gem is destroyed.
Spring Attack
Prerequisites: ex 15, Mobility, base attack bonus +4.
You can deftly move up to a foe, strike, and withdraw before it can react.