Differences on Magic Traits
* **Beast of the Society:** Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.
Classically Schooled: * **Classically Schooled:** You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Dangerously Curious: * **Dangerously Curious:** You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Desperate Focus: * **Desperate Focus:** You gain a +2 trait bonus on concentration checks.
Diabolical Dabbler: * **Diabolical Dabbler:** Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Ghost Sight: * **Ghost Sight:** You receive a +2 trait bonus to Perception checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth).
Gifted Adept: * **Gifted Adept:** Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
* **Greater Adept of the Society (Wizard, Society):** You gain one additional 0-level spell slot.
* **Havoc of the Society (Sorcerer, Society):** Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.
Hedge Magician: * **Hedge Magician:** Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
Lucid Dreamer: * **Lucid Dreamer:** You receive a +1 trait bonus on Knowledge (planes) checks and a +2 trait bonus on Will saves against effects on your dreaming mind or subconscious, such as a night hag’s dream haunting ability, the nightmare spell, and illusions of the phantasm subschool.
Magical Knack: * **Magical Knack:** Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Magical Lineage: * **Magical Lineage:** Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Magical Talent: * **Magical Talent:** Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability‘s save DC is Charisma-based.
Mathematical Prodigy: * **Mathematical Prodigy:** You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.
Second Tongue: * **Second Tongue:** Any summoning or divination spell you cast to summon or contact a Great Old One or one of their minions is cast at +1 caster level.
Skeptic: * **Skeptic:** You gain a +2 trait bonus on all saving throws against illusions.
Theoretical Magician: * **Theoretical Magician:** You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.
* **Two-World Magic:** Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.