The siege mage combines his arcane mastery with a supernatural link to siege engines.
At 1st level, the siege mage gains Siege Engineer as a
bonus feat, even though he does not meet the prerequisites for that
This ability replaces Scribe Scroll.
At 1st level, a siege mage can bond with a single siege engine within 30 feet and line of sight as a standard action.
He can utilize the power of this link to aim and fire the siege engine
remotely (as long as he’s within 30 feet), though it still requires a
crew to reload the siege engine. At 10th level, he can reload, aim, and
fire the siege engine purely by the power of this link, and no longer
needs a crew to control the siege engine. It still takes the normal
required amount of time and actions to control a siege engine in this
This ability replaces arcane bond. The siege mage can end this bond with a free action. A siege mage can bond with a siege engine in this manner a number of times per day equal to his Intelligence modifier (minimum 1) but can only be bonded with one siege engine at a time.
As a swift action,
a siege mage can sacrifice one of his spells to empower the next attack
he makes before the end of his turn with a siege engine he is bonded
with. When he does, the siege engine attack gains a bonus on its attack roll
or targeting roll equal to the level of the spell he sacrificed, and a
bonus to damage equal to 3 × the level of the spell.
The strange rituals needed to empower all forms of siege engines takes a level of dedication and perseverance that limits a wizard’s
time to unlock other arcane mysteries. At 1st level, the siege mage
forsakes three schools of magic. Once chosen, these opposition schools
cannot be changed. A siege mage who prepares spells from his opposition
school must use two spell slots of that level to prepare the spell. In
addition, the siege mage takes a –4 penalty on any skill checks made
when crafting a magic item that has a spell from one of his opposition
This ability replaces arcane school.