2nd (2, +3 purchased^)- Protection from Evil Communal, Create Pit, Bull's Strength^, Rope Trick^, Summon Monster II^, Burning Arc, Spider Climb
1st (10, +2 Purchased^)- Protection from Evil, Shield, Mage Armor, Grease, Enlarge Person, Unseen Servent, Indentify, Magic Missle, Featherfall, Summon Monster I, Crafter's Fortune^, Color Spray^
You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Protective Ward (Su) (10/day, 5 rounds)
As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
(*125 gp removed for CLW wand for group) Gear: MW Backpack, MW Rapier, MW Composite Longbow Str +1, 40 Arrows, Wizard's kit [backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin], Mapmaker's Kit, Scroll box (10 scrolls)
3x Scrolls of Mage Armor (3rd Caster), 3x Scrolls Summon Monster I (3rd Caster), 1x Scroll of Protection from Evil Communal (3rd Caster), 13x Magic Missle Scroll (3rd Caster), MW Artisian tools, Muleback cords (crafted), Color Spray Wand (50 Charges), Potion of CLW
Protective Ward: 8/10 per day (5 rounds, +1 AC 10' radius)
Wand, Color Spray: 47/50
Hedge Magician (Magic)- Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
Seeker of Brightness (Elf, Race)- Choose a Knowledge skill (Arcana); you gain a +1 trait bonus on Knowledge checks of that type and on Perception checks.