All characters must have an Intelligence score of at least 9 to become a wizard. A new school might require a higher Intelligence score for specialization, but only in the rarest circumstances should it be higher than 13.
All specializations require a minimum score in a secondary ability. This minimum score should be at least 12, but no higher than 16. Wisdom, Constitution, and Dexterity are the most common secondary ability requirements, but Charisma and Strength are also possible. Remember that setting the ability requirements high will keep the number of specialists low, and vice versa.
Because some of the somatic components for metamorphic spells require precise execution, we will set a minimum Dexterity score of 15 for specialists in the school of metamorphics
Clothing[]
Though none of the schools described in Chapter 1 have any specific dress requirements, a new school might require (or strongly suggest) that its specialists wear distinctive garb to indicate their status.
Not all specialists of a school would necessarily adhere to this dress code. Perhaps only graduates of a particular academy would wear distinctive garb. Perhaps only 1st-level specialists would wear it. Perhaps it is worn only by high level specialists as a symbol of achievement. All such distinctions are the decision of the DM. Caution is advised—obvious identifying garb can be a red flag to enemies who wish to wipe out the members of a particular school.
Dress requirements are not restricted to items of clothing. Rings, pendants, anklets, and bracelets are all possibilities. Likewise, certain colors might symbolize graduates of a school, while other colors might be forbidden.
For our metamorphics school, we will require that 1st-level transfigurists wear a red arm band to identify them as beginners. When a transfigurist reaches 10th level, he is allowed—but not required—to wear a red cloak to symbolize his competence
School | Type of Effect |
---|---|
Alteration | Transformation |
Enchantment/Charm | Transformation |
Abjuration | Transformation |
Illusion | Creation |
Invocation/Evocation | Creation |
Conjuration/Summoning | Requisitioning |
Divination | Paranaturalism |
Necromany | Paranaturalism |