You gain a +1 class bonus to your Will defense, or a +2 class bonus to Will if you already had a class bonus to your Will defense.
Creatures suffer a penalty to all saving throws against your spells equal to the higher of your Dexterity modifier or your Wisdom modifier.
Whenever any spell that you cast would push, pull, slide or fling an enemy, increase the distance that you may move that enemy by your the higher of your Dexterity modifier or your Wisdom modifier, plus your Expertise bonus.
During an extended rest, you may prepare one Rank 1 arcane spell from your spellbook. This spell becomes a daily feat that you can cast during the next day. If it is an attack spell, it inflicts an additional arcane affliction of the appropriate type in addition to its normal spell effects.
Special
This feat gains the following abilities at higher levels.
Level 1:
Your prepared daily arcane spell may be Rank 1 or Rank 2.
Rank 1 attack spells prepared with this feat that create a zone may be sustained as an immediate action so long as you continue to hold the spell's materia.
Level 5:
You may prepare an additional arcane spell from your spellbook during an extended rest, for a total of two prepared daily spells. Each spell may be up to Rank 3.
Rank 1 attack spells prepared with this feat that create a zone may be sustained as a free action so long as you continue to hold the spell's materia.
Rank 2 attack spells prepared with this feat that create a zone may be sustained as an immediate action.
Level 9:
You may prepare an additional arcane spell from your spellbook during an extended rest, for a total of three prepared daily spells. Each spell may be up to Rank 4.
Rank 1 attack spells prepared with this feat that create a zone last until the end of the encounter, and the zone may be dismissed as a free action.
Rank 2 attack spells prepared with this feat that create a zone may be sustained as a free action so long as you continue to hold the spell's materia.
Rank 3 attack spells prepared with this feat that create a zone may be sustained as an immediate action so long as you continue to hold the spell's materia.
Leveling Up
At each even level, you choose a new at-will Metamagic. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Metamagic; you may choose ranked Metamagics from this class feature or any of your other class features.
Until the stance ends, you may manipulate the item or object with an invisible hand crafted from arcane force. During your own turn, you may perform any mundane task that you could perform with your own hand with a -5 penalty, expending immediate, move or standard actions to perform those tasks as normal.
If you attempt to perform a weapon attack through the hand, use your own weapon proficiency with a -5 penalty; the hand has an effective Strength and Constitution score of 3 and an effective Dexterity score equal to your own Dexterity - 10 for the purposes of determining damage or lifting capacity.
The spell may be sustained as a free action until the end of the encounter. You do not gain any additional effects that occur when you sustain the spell normally, unless you expend the appropriate kind of action to do so.
A creature within 10 paces attempts to cast an at-will or ranked spell, trance or prayer of a lower rank than the per-encounter feat use expended to cast this metamagic (Arcana vs. 10 + the caster's level).
As you enter this stance, choose up to three metamagic stances that you know whose total ranks are less than the per-encounter feat rank expended to perform this metamagic. Until you end this stance, you gain the benefit of each of those stances.
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You may end this stance as a free action to cast any prepared Rank 2 or lower spell as your next action without losing the spell's preparation or expending a per-encounter feat use.
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