--Able to cast 3rd level or higher Arcane spells
--Knowledge (Arcana) 5 ranks, Spellcraft 8 ranks
--Any one Metamagic feat
Level Base Atk Fort Ref Will Special Essences Spellcasting
1. +0 +0 +0 +2 Imbue with Essence (least) 2 --
2. +1 +1 +1 +2 Spellgrace +1 3 +1 to existing level
3. +1 +1 +1 +3 Essence Aura 3 +1 to existing level
4. +2 +1 +1 +3 Imbue with Essence (lesser) 4 --
5. +2 +2 +2 +4 Spellgrace +2 5 +1 to existing level
6. +3 +2 +2 +4 Essence Empowerment 5 +1 to existing level
7. +3 +2 +2 +5 Imbue with Essence (greater) 6 --
8. +4 +3 +3 +5 Spellgrace +3 7 +1 to existing level
9. +4 +3 +3 +6 Double Essence 7 +1 to existing level
10. +5 +3 +3 +6 Imbue with Essence (perfect) 8 +1 to existing level
Class Skills (2+Int): As Wizard.
Imbue with Essence (Sp): At will, once per ally, per round, as a move action, an Essensmith may grant an ally within 30ft a small boon to his or her next attack. These boons, known as Essences, are special spell-like abilities that modify their attack by adding special effects in a manner similar to a Warlock's Eldritch Essences modify the Warlock's Eldritch Blast.
Starting at 1st level an Essensmith knows two Essences drawn from the Least Essence list. As he gains levels, the Essensmith learns additional Essences and unlocks more powerful Essences. Each Essence has an additional special effect which can be activated after the targeted ally hits with his next attack by expending a spell slot of the appropriate level. Least Essences require a spell slot of 1st level or higher, Lesser require a spell slot of 3rd level or higher, Greater require a spell slot of 5th level or higher, and Perfect require a spell slot of 7th level or higher.
The saving throw against any Essence you grant is 10+1/2 your Character Level+Your Intelligence modifier.
Spellgrace (Ex): Because of your increasing knowledge and manipulation of magic itself, at 2nd level you gain a +1 bonus to AC and to all saving throws against spells, and spell-like abilities. This bonus increases by 1 every three levels beyond 2nd.
Essence Aura (Su): Starting at 3rd level you are able to invest some of your own personal magic power into Essences used near you causing foes to find those Essences a bit more difficult to resist. Enemies within 15ft of you take a -2 penalty to saving throws against Essences you've granted.
Essence Empowerment (Su): Starting at 6th level you are able to siphon some magical energy from foes that become effected by Essences near you. Once per round, when an enemy within 15ft of you fails its saving throw against an Essence you've granted, the next spell you cast before the end of your next turn gains a +2 bonus to its saving throw DC.
Double Essence (Ex): Starting at 9th level your understanding and mastery of Essences becomes so great that you can employ two at once - one at maximum power, and another smaller one. When you spend your move action to grant an ally an Essence, you may grant a second Essence at the same time as long as the second is two stages below the first (if the Essence is Greater the second must be Least).
Shifting Sand - Treat the modified attack as a Trip attempt as well as a standard attack. If you expend a 1st level or higher spell slot, the attack deals +2d6 damage and the defender's square becomes difficult terrain.
Static Shock - The attack deals +1d6 electricity damage and the struck target takes a -2 penalty to its next attack roll. If you expend a 1st level or higher spell slot, the defender must make a Fort save or have a 50% chance to fail its next action.
Chilling Blow - The attack deals +1d6 cold damage and the struck target takes a -2 penalty to Dexterity for 1 round. If you expend a 1st level or higher spell slot, the defender must make a Fort save or become Immobilized for 1d4+1 rounds during which time the penalty to Dexterity remains.
Blazing Salvo - The attack deals +1d6 fire damage and the struck target catches fire for 1 round (1d6 fire damage unless they spend a full round action to extinguish it). If you expend a 1st level or higher spell slot, the defender must make a Ref save or catch fire for 1d6+1 rounds and take +50% damage from Fire during that time.
Hurricane Strike - The beneficiary gains a Fly speed equal to his land speed until the end of his turn and may move before and after the attack as if via the Spring Attack feat. Treat the modified attack as an attack against all targets adjacent to the beneficiary. If you expend a 3rd level or higher spell slot, struck foes must make a Ref save or be tossed away by fierce winds, dropping anything they carry, and landing prone a number of feat away in the direction of the attacker's choosing equal to 5ft/caster level.
Glacial Freeze - The attack deals +2d6 cold damage and the struck target's movement speeds are all reduced by 1/2 for 1 round. If you expend a 5th level or higher spell slot, the defender must make a Fort save or become frozen solid within 6 inches of ice for 1d4+1 rounds during which time he takes 2d6 cold damage at the start of each of his turns and is effectively paralyzed (though because of the ice he cannot be coup de grace'd). Even if his save succeeds he takes a -2 penalty to Dexterity and his movement speeds are reduced by 1/2 for 1d4+1 rounds.
Azurewrath - The attack deals +4d6 cold damage and the struck target takes a penalty to Dexterity equal to 1d6+3 for 1 round. If you expend a 7th level or higher spell slot, the defender must make a Fort save or die, frozen within a tower of ice. Even if the save is successful the defender takes 3d6+6 Dexterity damage and 1d6+3 Constitution damage.