Specialist Wizards – General

Schools of Magic

There exist nine different categories or schools of magic. Spells vary between schools according to the types of magical energy they utilize. Each school has its own special methods and practices.

Although called schools, the schools of magic are not organized places where a person goes to study. The word “school” identifies a magical discipline. A school is an approach to magic and spell casting that emphasizes a particular sort of spell. Practitioners of a school of magic may set up a magical university to teach their methods to beginners, but this is not necessary. Many powerful wizards learned their craft studying under reclusive masters in distant lands.

The nine schools of magic are: Abjuration (Abj), Alteration (Alt), Conjuration (Con), Enchantment (Enc), Divination (Div), Illusion (Ill), Evocation (Evo), Necromancy (Nec), and Universal (Uni).

Wizard Specialist Requirements

Specialist

School

Race

2nd Ability

Required Opposed School

2nd Opposed School (select one)

Alchemist Alteration Human, ½ Elf Dexterity Abjuration Necromancy or Conjuration
Conjurer Conjuration Human, ½ Elf Constitution Divination Evocation or Alteration
Diviner Divination Human, ½ Elf, Elf Wisdom Conjuration Enchantment or Abjuration
Enchanter Enchantment Human, ½ E Elf, Elf Charisma Evocation Necromancy or Divination
Illusionist Illusion Human, Gnome Dexterity Necromancy Abjuration or Evocation
Invoker Evocation Human Constitution Enchantment Conjuration or Illusion
Necromancer Necromancy Human Wisdom Illusion Enchantment or Alteration
Theurgist Abjuration Human Wisdom Alteration Illusion or Divination

Of these schools, eight are greater schools while the ninth, Universal, is a minor school. The minor school of Universal includes spells available to all wizards.

Specialist Wizards

A wizard who concentrates his effort in a single school of magic is a specialist. There are specialists in each type of magic, although some are extremely rare. Specialist wizards have advantages and disadvantages when compared to mages. The number of spells they can cast increases, but they lose the ability to cast spells of the school in opposition to their specialty (opposite it in the diagram). Their ability to research and create new spells within their specialty is increased, but the initial selection of spells in their school may be quite limited. Each Specialist gains access special powers unavailable to generalist wizards. Overall, players must consider the advantages and disadvantages carefully. If using these optional rules, ignore the Illusionist class from the Player’s Handbook.

Not all wizards can become specialists. The player character must meet certain requirements to become a specialist. Most specialist wizards must be single-classed; multi-classed characters cannot become specialists, except for gnomes, who seem to have more of a natural bent for the school of illusion than characters of any other race. Dual-class humans can choose to become specialists. The dedication to the particular school of magic requires all the attention and concentration of the character. He does not have time for other class-related pursuits.

In addition, each school has different restrictions on race, ability scores, and schools of magic allowed. Note that universal is not available as a specialty. The spells of this group, vital to the functioning of a wizard, are available to all wizards.

Race lists those races that, through either a natural tendency or a quirk of fate, that can specialize in branch of the Art. Note that the gnome, though unable to be a regular mage, can specialize in illusions.

Second Ability lists the secondary ability needed to study intensively in that school. All schools require at least the minimum Intelligence demanded of a mage and an additional ability, as listed, at 14+.

Required Opposed Schools is always the school directly opposite the character’s school of study in the diagram.

2nd Opposed School is one of the schools to either side of the required opposed school on the diagram. The Wizard must select one to disallow due to the nature of the character’s school. For example, an evoker cannot learn enchantment spells, must choose to forego either conjuration or illusion spells, and cannot use magical items that duplicate spells from these schools.

Being a specialist does have significant advantages to balance the trade-offs the character must make. These are:

  • Bonus Spells: With a high Intelligence score a specialist gains bonus spells. If the character has an Intelligence score between 13-15, they receive an extra first level spell. If the Intelligence score is 16 or 17, they receive an extra second level spell and if 18 or 19, they receive an extra third level spell. The bonus spells can only be acquired if the specialist is at a high enough level to cast that spell level. Bonus spells are cumulative. In addition, a specialist gains one additional spell per spell level provided the additional spell come from the specialist’s school. Thus, a 1st-level illusionist could have two spells–one being any spell he knows and the other limited to spells of the illusion school.
  • Spells: A specialist casts arcane spells. Like a wizard, a specialist is limited to a certain number of spells of each spell level per day. Specialists have an enhanced understanding of spells within their school, they receive a +1 bonus when making saving throws against those spells when cast by other wizards. Likewise, other characters suffer a -1 penalty when making saving throws against a specialist casting spells within his school. Both of these modifiers can be in effect at the same time–for example, when an enchanter casts an enchantment spell at another enchanter, the modifiers cancel each other out.
  • Enhanced Spell Acquisition: Whenever a specialist reaches a new spell level, he automatically gains one spell of his school to add to his spell books. The CK selects the spell or, at the CK’s option, the player can pick. Presumably, the character has discovered this new spell during the course of his research and study.
  • Enhanced Research Ability: When a specialist wizard attempts to create a new spell (using the rules given in the CKG), the CK should count the new spell as one level less (for determining the difficulty) if the spell falls within the school of the specialist. An enchanter attempting to create a new enchantment spell would have an easier time of it than an illusionist attempting to do the same would.
  • Enhanced Learning Ability: Specialists also gain a +2 bonus on Intelligence checks to learn the spells of their chosen school.

General Rules for All Specialist Wizards

Specialist Experience Progression

Level

HD

BtH

Title

EPP

1

1d4

0

Apprentice

0

2

2d4

+1

Aspirant

2,601

3

3d4

+1

Novice

5,201

4

4d4

+1

Adeptus Minimus

10,401

5

5d4

+1

Adeptus Minoris

20,801

6

6d4

+2

Adeptus Magister

42,501

7

7d4

+2

Adeptus Magister Maximus

85,001

8

8d4

+2

Adeptus Magister Augustus

170,001

9

9d4

+2

Wizard

340,001

10

10d4

+3

Magus

500,001

11

10d4+1 HP*

+3

Magus Magister

750,001

12

10d4+2 HP*

+3

Magus Maximus

1,000,001

13

10d4+3 HP*

+3

Magus Magnus

1,250,001

14

10d4+4 HP*

+3

Socii Arch Magus

1,500,001

15

10d4+5 HP*

+3

Arch Magus Magister

1,750,001

16

10d4+6 HP*

+3

Arch Magus Maximus

2,000,001

17

10d4+7 HP*

+3

Arch Magus Augustus

2,250,001

18

10d4+8 HP*

+3

Philosophus Magister

2,500,001

19

10d4+9 HP*

+3

Philosophus Maximus

2,750,001

20

10d4+10 HP*

+3

Philosophus Magnus

> 3,000,001

Note on Titles: Adepts Minimus or Minoris will usually refer to themselves simply as adepts outside of a mystic lodge, wherein precision in one’s title is required. Adeptus Magisteri will typically call themselves Magisters, Master Magisters or August Magisters as appropriate. A Magus will usually refer to themselves as a Mage (plural Magi), a Socii Arch Magus (lit. Fellow Arch Mage) will often call himself a Sorcerer (or Sorceress, if female). An Arch Mage may or may not use the descriptor for his title outside of a mystic lodge while a Philosophus of any degree will call himself a Philosopher, Great Arch Mage or even just a Wizard outside of the Mystic Lodge. General Wizards (as presented in the PHB) will use the same titles as specialists.

Arcane Spells per Day

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

4

2

2

4

3

3

4

3

1

4

4

3

2

5

5

4

2

1

6

5

4

3

2

7

5

4

3

2

1

8

5

4

3

3

2

9

5

5

4

3

2

1

10

6

5

4

3

3

2

11

6

5

4

4

3

2

1

12

6

5

4

4

3

3

2

13

6

5

5

4

4

3

2

1

14

6

6

5

4

4

3

3

2

15

6

6

5

5

4

4

3

2

1

16

7

6

5

5

4

4

3

3

2

17

7

6

5

5

5

4

4

3

2

1

18

7

6

6

5

5

4

4

3

3

2

19

7

6

6

5

5

5

4

4

3

2

20

7

7

6

6

5

5

4

4

3

3

A specialist wizard can prepare one additional spell of their specialty school per spell level each day.

Spells: A specialist casts arcane spells. Like a wizard, a specialist is limited to a certain number of spells of each spell level per day.

Bonus Spells: With a high Intelligence score a specialist gains bonus spells. If the character has an Intelligence score between 13-15, they receive an extra first level spell. If the Intelligence score is 16 or 17, they receive an extra second level spell and if 18 or 19, they receive an extra third level spell. The bonus spells can only be acquired if the specialist is at a high enough level to cast that spell level. Bonus spells are cumulative.

Combined Arcane Spells by Level

0-Level: 1st-Level: 2nd-Level:
  1. Arcane Mark (Uni)
  2. Dancing Lights (Evo)
  3. Detect Ill (Div)
  4. Detect Magic (Uni)
  5. Detect Poison (Div)
  6. Endure Elements (Abj)
  7. Ghost Sound (Ill)
  8. Influence (Enc)
  9. Light (Evo)
  10. Mage Hand (Alt)
  11. Magical Aura (Ill)
  12. Mending (Alt)
  13. Message (Alt)
  14. Open/Close (Alt)
  15. Prestidigitation (Uni)

 

  1. Alter Size (Alt)
  2. Burning Hands (Evo)
  3. Change Self (Ill)
  4. Charm Person (Enc)
  5. Color Spray (Ill)
  6. Comp. Languages (Div)
  7. Darkness (Evo)
  8. Daze (Enc)
  9. Erase (Alt)
  10. Feather Fall (Alt)
  11. Floating Disk (Evo)
  12. Hold Portal (Abj)
  13. Hypnotism (Enc)
  14. Identify (Div)
  15. Jump(Alt)
  16. Magic Missile (Evo)
  17. Obscuring Mist (Con)
  18. Protection From Chaos Evil Good or Law (Abj)
  19. Read Magic (Uni)
  20. Shield (Abj)
  21. Shocking Grasp (Evo)
  22. Silent Image (Ill)
  23. Sleep (Enc)
  24. Spider Climb (Alt)
  25. Summon Familiar (Con)
  26. Undectecable Aura (Ill)
  27. Unseen Servant (Con)
  28. Ventriloquist (Ill)

 

  1. Acid Arrow (Con)
  2. Alter Self (Alt)
  3. Blur (Ill)
  4. Continual Flame (Evo)
  5. Darkness (Evo)
  6. Detect Thoughts (Div)
  7. Enhance Attribute (Alt)
  8. False Trap (Ill)
  9. Fog Cloud(Con)
  10. Hypnotic Pattern (Ill)
  11. Invisibility (Ill)
  12. Knock (Alt)
  13. Levitate (Alt)
  14. Locate Object (Div)
  15. Magic Mouth (Ill)
  16. Minor Image (Ill)
  17. Mirror Image (Ill)
  18. Misdirection (Ill)
  19. Protection From Arrows (Abj)
  20. Pyrotechnics (Alt)
  21. Ray of Enfeeblement (Nec)
  22. Remove Blindness/Deafness (Con)
  23. Rope Trick (Alt)
  24. Scare (Nec)
  25. See Invisibility ( Div)
  26. Shatter (Evo)
  27. Web (Con)
3rd-Level: 4th-Level: 5th-Level:
  1. Blink (Alt)
  2. Clairaudience/Clairvoyance (Div)
  3. Dispel Ill (Abj)
  4. Dispel Magic (Abj)
  5. Explosive Runes(Abj)
  6. Fireball (Evo)
  7. Fly (Alt)
  8. Gaseous Form(Alt)
  9. Gust of Wind (Evo)
  10. Haste (Alt)
  11. HoldPerson (Enc)
  12. Illusory Script (Ill)
  13. Invisibility Sphere (Ill)
  14. Lightning Bolt (Evo)
  15. Magic Circle (Abj)
  16. Major Image (Ill)
  17. Nondection (Abj)
  18. Secret Page (Ill)
  19. Stinking Cloud (Con)
  20. Suggestion (Enc)
  21. Summon Lesser Monster (Con)
  22. Tiny Hut (Evo)
  23. Tongues (Div)
  24. Water Breathing (Alt)

 

  1. Arcane Eye (Div)
  2. Charm Monster (Enc)
  3. Confusion (Enc)
  4. Detect Scrying (Div)
  5. Dimension Door (Con)
  6. Emotion (Enc)
  7. Fear (Nec)
  8. Fire Shield (Evo)
  9. Fire Trap (Abj)
  10. Hallucinatory Terrain (Ill)
  11. Ice Storm (Evo)
  12. Illusory Wall (Ill)
  13. Improved Invisibility (Ill)
  14. Locate Creature (Div)
  15. Minor Creation (Con)
  16. Minor Globe of Invulnerability (Abj)
  17. Mirage Arcana (Ill)
  18. Mnemonic Enhancer (Alt)
  19. Phantasmal Killer (Ill)
  20. Polymorph Self/Other (Alt)
  21. Rainbow Pattern (Ill)
  22. Remove Curse (Abj)
  23. Resilient Sphere (Evo)
  24. Scrying (Div)
  25. Secure Shelter (Con)
  26. Seeming (Ill)
  27. Shadow Con (Ill)
  28. Shout (Evo)
  29. Solid Fog (Con)
  30. Wall of Fire (Evo)
  31. Wall of Ice (Evo)
  1. Animate Dead (Nec)
  2. Bind Elemental (Enc)
  3. Cloudkill (Con)
  4. Cone of Cold (Evo)
  5. Contact Other Plane (Div)
  6. Dream (Ill)
  7. Faithful Hound (Con)
  8. False Vision (Ill)
  9. Feeble Mind (Enc)
  10. Greater Shadow Conjuration (Con/Ill)
  11. Hold Monster (Enc)
  12. Magic Jar (Nec)
  13. Major Creation (Con)
  14. Nightmare (Ill)
  15. Passwall (Alt)
  16. Permanency (Uni)
  17. Persistent Image (Ill)
  18. Secret Chest (Alt)
  19. Shadow Evocation (Evo/Ill)
  20. Summon Monster (Con)
  21. Telekinesis (Alt)
  22. Telepathic Bond (Div)
  23. Teleport (Con)
  24. Transmute Mud
    and Rock
    (Alt)
  25. Wall of Force (Evo)
  26. Wall of Iron (Con)
  27. Wall of Stone (Con)

 

6th-Level: 7th-Level: 8th-Level:
  1. Anti-Illusion Shield (Abj)
  2. Antimagic Shell (Abj)
  3. ChainLightning (Evo)
  4. Control Weather (Alt)
  5. Disintegrate(Alt)
  6. Geas (Enc)
  7. Globe of Invulnerability(Abj)
  8. Greater Shadow Evocation (Ill)
  9. Guards and Wards (Abj)
  10. Legend Lore (Div)
  11. Mass Suggestion (Enc)
  12. Move Earth (Alt)
  13. Permanent Image (Ill)
  14. Programmed Image (Ill)
  15. Project Image (Ill)
  16. Shades (Ill)
  17. Transmute Flesh and Stone (Alt)
  18. Veil (Ill)

 

  1. Delayed Blast Fireball (Evo)
  2. Finger of Death (Nec)
  3. Greater Scrying (Div)
  4. Insanity (Enc)
  5. Instant Summons (Con)
  6. Limited Wish (Uni)
  7. Mass Invisibility (Ill)
  8. Phase Door (Con)
  9. Power Word Stun (Enc)
  10. Prismatic Spray (Evo)
  11. Sequester (Abj)
  12. Shadow Walk (Ill)
  13. Simulacrum (Ill)
  14. Summon Greater Monster (Con)
  15. Teleport Without Error (Con)
  16. Vanish (Alt)
  17. Vision (Div)
  1. Antipathy (Enc)
  2. Binding (Enc)
  3. Clone (Nec)
  4. Distort Reality (Ill)
  5. Find the Path (Div)
  6. IncendiaryCloud (Con)
  7. Mass Charm (Enc)
  8. Maze (Con)
  9. Mind Blank (Abj)
  10. Polymorph Any Object (Alt)
  11. Power Word, Blind (Enc)
  12. Prismatic Wall (Abj)
  13. Screen(Ill)
  14. Sunburst (Evo)
  15. Symbol (Abj)
  16. Teleportation Circle (Con)
  17. Trap the Soul (Con)
  18. Wind Walk (Alt)

 

  9th-Level:  
 
  1. Astral Projection (Nec)
  2. Disjunction (Abj)
  3. Gate (Con)
  4. Imprisonment (Abj)
  5. Meteor Swarm (Evo)
  6. Power Word, Kill (Enc)
  7. Prismatic Sphere (Abj)
  8. Refuge (Con)
  9. Regenerate (Nec)
  10. Shapechange (Alt)
  11. Temporal Stasis (Alt)
  12. Time Stop (Alt)
  13. Weird (Ill)
  14. Wish (Uni)
 

 

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