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See also Specialist Wizard.
Ability Score Requirements: Varies
Prime Requisite: Intelligence
Races Allowed: Varies

Wizards who concentrate their efforts in one school of magic are known as specialist wizards. Generally, a specialist wizard must give up some degree of versatility in spell selection—he cannot learn or cast spells belonging to schools that oppose his own chosen school. The specialist also has several other benefits and restrictions; unless otherwise stated, all specialists must abide by the benefits and hindrances described below:

Specialist wizards may memorize one additional spell per spell level, provided the spell selected belongs to the specialist's school. Under this rule, a 1st-level specialist may have two spells memorized instead of only one.

Specialists gain a bonus of +1 when making saving throws against spells of their own school. Specialists also inflict a –1 penalty to their victims' saving throw attempts when casting a spell of their specialty school.

Specialist wizards gain a bonus of +15% when learning spells from their school, but suffer a penalty of –15% when learning spells from any other school. Specialists cannot learn spells belonging to an opposition school.

When a specialist reaches a new level, he automatically gains one spell of his school to add to his spell book. No roll for learning the spell need be made.

When a specialist wizard attempts to create a new spell through research, the spell is treated as if it were one level lower if it falls within the wizard's specialty school.

Specialists in Schools of Philosophy[]

Table 01: Philosophy Specialist Requirements

Specialist Race Abilities Opposition School(s)
Abjurer H 15 Wis Alteration, Illusion
Conjurer H, 1/2E 15 Con Divination, Invoc./Evoc.
Diviner H, 1/2E, E 16 Wis Conj./Summ.
Enchanter H, 1/2E, E 16 Cha Invoc./Evoc., Necro.
Illusionist H, G 16 Dex Necro., Invoc./Evoc., Abjur.
Invoker H 16 Con Ench./Charm, Conj./Summ.
Necromancer H 16 Wis Illusion, Ench./Charm
Transmuter H, 1/2E 15 Dex Abjur., Necro.
H: Human; 1/2E: Half-elf; E: Elf; G: Gnome.

A wizard specializing in a school of philosophy adheres to the general rules above. Depending on his choice of school, the specialist will have anywhere from one to three opposition schools. Each specialty has different race and ability score requirements, reflecting the unique nature of each field of study. See Table 01 : Philosophy Specialist Requirements.

In The Complete Wizard's Handbook, each specialist received several additional abilities related to his chosen field at high levels. These abilities have been reworked, and specialists now receive them much earlier in their careers. They are optional; if the DM decides that they aren't appropriate, the additional powers are unavailable for PC specialist wizards.

Abjurer[]

Abjurer: The abjurer specializes in the school of abjuration, commanding magical energies that provide various forms of protection to himself and his companions. A wizard must have strength of will to master this school of magic, so a high Wisdom score (Wisdom/Willpower, if Player's Option: Skills & Powers is available) is a requirement for an abjurer. The abjurer cannot learn spells from the schools of alteration or illusion.

Abjurers enjoy the normal benefits and hindrances of specialist wizards. In addition, at 8th level the abjurer gains a +1 bonus to saving throws vs. paralyzation, poison, and death magic. At 11th level an abjurer's base Armor Class improves by 1 point due to his command of protective magic, and at 14th level the abjurer gains immunity to all forms of hold spells.

Abjurers have few spells that can directly inflict damage, but their protective enchantments can help them protect their comrades from harm in battle. They are also extremely effective against enemy spellcasters and creatures of extraplanar or unusual origins.

Conjurer[]

Conjurer: Specializing in spells of conjuration and summoning, the conjurer has access to some of the most useful spells in the game. Conjurations are some of the most physically demanding spells, and a wizard must have a Constitution (or Constitution/Health) score of at least 15 in order to be a conjurer. Conjuration/summoning is opposed by divination and invocation/evocation.

All the normal benefits and hindrances of specialist wizards apply to conjurers. In addition, at 11th level a conjurer gains the ability to cast conjuration and summoning spells without any material components. At 14th level, the conjurer gains the power to instantly dispel creatures conjured by an opponent who has used monster summoning or an equivalent spell. The conjurer can dispel up to 10 HD worth of creatures with this ability simply by pointing at the target and concentrating one round. Only creatures with 5 HD or less are affected, so a conjurer could dispel three 3 HD creatures, two 5 HD creatures, or any combination that does not exceed 10 HD. The conjurer may use this ability up to three times per day.

The conjurer's spells can be very potent in combat, especially if used to multiply the party's numbers through the summoning of allies.

Diviner[]

Diviner: It's unusual for a player character to choose this specialty, but NPC diviners are fairly common. Diviners concentrate on spells that reveal or relay information, and information can be a weapon far more dangerous than the sharpest sword. Divination requires patience and insight; a wizard must have a Wisdom (Wisdom/Intuition) of 16 or better to be a diviner. Divination is opposed by conjuration/ summoning.

Diviners have the normal strengths and weaknesses of specialty wizards. In addition, at 11th level the diviner gains the ability to use find traps (a 2nd-level priest spell) up to three times per day by pointing in a specific direction and concentrating one round. At 14th level, the diviner becomes immune to all forms of scrying spells such as ESP, know alignment, or clairaudience; characters trying to use these divinations against the diviner simply get no response at all.

A diviner is very limited in his combat ability and must rely on spells outside his school for anything resembling a damaging attack. However, a diviner in a PC party can be surprisingly effective by providing advice and information. With a diviner around, a party can look for ways to strike at an enemy's weakest points and to maximize its efficiency in battle.

Enchanter[]

Enchanter: The enchanter's specialty lies in controlling or influencing his targets with his spells. The school of enchantment/charm also includes a number of spells that imbue nonliving items with magical powers. Because the greater part of their spell selection involves influencing other people, enchanters must have a Charisma (Charisma/ Appearance, under Skills & Powers rules) score of 16 or higher. Enchantment/charm is opposed by invocation/ evocation and necromancy.

Enchanters have the usual benefits and restrictions of a specialist wizard. In addition, when an enchanter reaches 11th level, he gains the ability to cast a special free action spell once per day on himself or any creature he touches. The casting time is only 1, and no material components are required; the spell duplicates the effects of the 4th-level priest spell free action and lasts for one hour. At 14th level, the enchanter acquires immunity to all forms of the charm spell.

While the enchanter's spells are not spectacular in effect, they are also among the subtlest of spells. In many cases, turning an enemy into an ally is far more effective and desirable than simply incinerating him, and enchanters excel at mind-affecting magic. Careful interrogation of charmed enemies can also provide a wealth of useful information for the enchanter.

Illusionist[]

Illusionist: Masters of deceit and trickery, illusionists have access to a variety of powerful spells that can be far more dangerous than simple attack spells. Illusionists must have a minimum Dexterity (Dexterity/Aim) score of 16 to perform the intricate gestures and patterns required by spells of their school. The school of illusion/phantasm is opposed by necromancy, invocation/evocation, and abjuration.

Illusionists gain the normal benefits of specialist wizards. When an illusionist reaches 8th level, he gains an additional +1 bonus to his saving throws against illusion spells cast by nonillusionists. (This is cumulative with his normal +1 bonus, for a total of +2). At 11th level, the illusionist gains the ability to cast a special dispel phantasmal force or dispel improved phantasmal force up to three times per day. The base chance of success is 50%, ±5% per level difference between the illusionist and the caster of the phantasmal force; for example, if a 16th-level illusionist is attempting to dispel an illusion cast by a 9th-level wizard, his chance of success is 85%. The dispel has a range of 30 yards and a casting time of 1; the illusionist need only point at the illusion and concentrate. If the illusionist attempts to dispel something that turns out to be real, the attempt still counts against his limit of three dispels per day.

An illusionist can be extremely effective in combat despite his lack of high-powered damaging spells, especially if he concentrates on creating distractions and false opponents for his enemies. Every sword swing directed at an illusion is one less that's aimed at the illusionist and his companions. Illusionists should always seek creative and unusual uses for their spells; of all the specialist wizards, they require the most player originality to be run effectively.

Invoker[]

Invoker: The invoker is the direct antithesis to the illusionist. Where the illusionist deals in subtleties and suggestion, the invoker deals in naked force, summoning and controlling massive energies. The invoker requires a Constitution (Constitution/Fitness) score of 16 or better to withstand the physical stress of this specialty. The school of invocation is opposed by enchantment/charm and conjuration/summoning.

In addition to the normal advantages and disadvantages of specialization, the invoker gains an additional +1 bonus to saving throws vs. invocation/evocation spells when he reaches 8th level, for a total of +2. At 11th level, this increases to +3. (These bonuses also apply to magical items that simulate invocation spells, such as a wand of fire.) At 14th level, the invoker acquires immunity to one invocation or evocation spell of 3rd level or lower of his choice; however, this immunity does not extend to similar magical items or breath weapons.

The invoker is a valuable asset to the party on the battlefield, where his spectacular spells can decimate hordes of low-level monsters or severely injure tougher opponents. Unfortunately, fear of the invoker's firepower leads many opponents to attack the wizard in the hope of disabling him before he can blast them to ashes.

Necromancer[]

Necromancer: Students of this school delve into forbidden lore and dark secrets in their quest to understand and control the forces of life and death. A character must be extraordinarily strong of will in order to succeed at these studies—a wizard must have a Wisdom (Wisdom/Willpower) of 16 or higher in order to choose necromancy as his specialty. Necromancy is opposed by illusion and enchantment/charm.

Necromancers gain the standard benefits for being specialist wizards. At 8th level, his saving throw bonus versus necromancy spells increases to a total of +2. At 11th level, the necromancer gains a special speak with dead spell-like ability that requires no verbal or material components; the wizard need only point at the deceased person and concentrate for one round. This spell functions like the 3rd-level priest spell speak with dead, except that the necromancer may converse for up to one turn and ask four questions of the spirit. At 14th level, the necromancer gains a partial resistance to the special effects of undead attacks; although he still suffers the normal damage of any such attack, he gains a +2 to saving throws against strength drain, paralyzation, and other effects. He may attempt a saving throw vs. death magic with a –4 penalty to avoid the effects of any attack that normally does not allow a save, such as a wight or wraith's energy drain.

The necromancer commands a variety of powerful spells, but these are not generally as useful on the battlefield as the invoker's powers. The necromancer's best strategy is to concentrate on one important enemy at a time, using the nefarious spells of this school to disable the enemy's leaders and champions. Necromancers can also be very useful in dealing with undead of all sorts.

Transmuter[]

Transmuter: The most versatile of the specialist wizards is the transmuter, specializing in the school of alteration. The school of alteration is the largest of the schools of philosophy, giving the transmuter access to a variety of powers and abilities. In order to master the complicated somatic gestures of this school, a wizard must have a Dexterity (Dexterity/Aim) of 15 or higher to become a transmuter. The school of alteration is opposed by the schools of necromancy and abjuration.

Transmuters have the normal benefits and restrictions of specialist wizards. In addition, they gain an additional +1 bonus to their saving throws versus alteration spells and related magical effects (such as a wand of polymorph) when they reach 8th level, for a total of +2. At 11th level, this increases to +3.

Transmuters command a number of useful spells. Their offensive and defensive capabilities are quite formidable, and they also have access to spells such as haste or strength that can drastically enhance the whole party's fighting power. Despite their skill in battle, transmuters are at their best when overcoming obstacles; there is a great range of generally useful alteration spells such as passwall and fly which may make it possible for transmuters to avoid fights altogether.

Specialists in Schools of Effect[]

Table 02: Effect Specialist Requirements

Specialist Race Abilities Opposition School(s)
Elementalist H Standard Special
Dimensionalist H, 1/2E Int 16 Ench./Charm, Necro.
Force Mage H, 1/2E Int 12, Con 15 Alteration, Divination
Mentalist H Int 15, Wis 16 Invoc./Evoc., Necro.
Shadow Mage H Int 15, Wis 16 Invoc./Evoc., Abjuration
H: Human; 1/2E: Half-elf

The schools of effect are organized along different lines than the schools of philosophy. This alternate approach to magic and specialization means that elementalists and other effect specialists don't necessarily enjoy the same benefits and penalties of philosophical specialists. These exceptions are explained below in the descriptions of the individual specialist wizards. Just like the schools of philosophy, specialization in a school of effect generally requires a wizard to meet higher ability score criteria than that required of a basic mage (see Table 02: Effect Specialist Requirements).

Elementalist[]

Elementalist: First introduced in the Tome of Magic , elementalists are wizards who specialize in spells dealing with one of the four elements—air, earth, fire, or water. Elementalists ignore the “normal” structure of the philosophical school. Instead, all spells are designated as either elemental spells or nonelemental spells. Furthermore, elemental spells are divided into spells of each of the four elements. An elementalist is barred from casting spells of the element that opposes his particular specialty; fire mages cannot cast water spells, air mages can't use earth spells, and vice versa. (Refer to Appendix 3 for a list of wizard spells by school.)

Fire
|
Air opposes Earth
|
Water

Elementalists enjoy most of the standard benefits and restrictions of specialist wizards, but there are some minor differences. They gain the benefit of memorizing an extra spell of each level, as long as it is taken from their preferred element. An elementalist gains a +2 bonus to saving throws against spells of his particular specialty (fire for fire mages, etc.) and inflicts a –2 penalty to his opponents' saves when casting spells of his specialty. Elementalists gain a +25% bonus to learn spells of their specialty, and a +15% bonus for other elemental spells that don't actually oppose their specialty. For example, a fire mage has a +25% bonus to learn fire spells, and a +15% bonus to learn air and earth spells; he can't learn water spells at all. Elementalists suffer a –25% penalty to learn all other nonelemental spells. Last but not least, elementalists research spells of their specialty as if the spells were one level lower than their actual level.

Note that elementalists do not automatically add a spell to their spell book when they gain a level, as other specialists do. However, an elemental specialist has the ability to cast one memorized spell of his specialty per day as if he were 1d4 levels higher. This affects range, duration, area of effect, and damage. When an elementalist reaches 11th level, he does not need to concentrate to control an elemental of his specialty that was summoned through conjure elemental. At 14th level, there is no chance for a summoned elemental to turn on the elementalist.

While the elemental schools tend to be small, the elementalists' abilities generally exceed those of normal specialists. Elemental wizards of earth and fire have a potent range of attack spells and can equal the firepower of an invoker. Wizards of air and water tend to have fewer damaging spells, but have access to better travel and support powers.

Elementalists can be used to portray magicians of unusual cultures or origin. After all, the standard philosophical arrangement of schools implies a scholarly, Western approach to magic, but not every culture or nation may have the same beliefs or practices regarding sorcery. Many elementalists are much closer to nature, or more attuned to their surroundings, than philosophical specialists.

Dimensionalist[]

Dimensionalist: This uncommon specialist is a student of magic that relies on the manipulation of space, time, and dimension. The dimensionalist is familiar with all kinds of extradimensional pockets, planes, and sources of power. While other wizards can make use of these dimensions, the dimensionalist has a much clearer understanding of what he is doing and why when he casts spells of this school. Non-Euclidean geometry and planar relationships are difficult material, even for a wizard; a character must have an Intelligence (Intelligence/Reason in the Skills & Powers rules) of 16 or better to grasp the more esoteric concepts required to master this kind of magic.

The school of dimensional magic is listed in Appendix 3 of this book. It includes spells such as rope trick, dimension door, distance distortion, and maze. Dimensional magic is opposed by the schools of enchantment/charm and necromancy, since these philosophies have nothing to do with extraplanar studies or spells.

The dimensional specialist gains the normal advantages for specialization as described earlier in this chapter; spells belonging to the school of dimensional magic are listed in Appendix 3. At 8th level, the dimensionalist gains the power to disappear by stepping into a pocket dimension once per day. While in the pocket dimension, he is detectable only by spells that can discern dimensional openings and is immune to any attack, but he also has no way of knowing what's happening in the place he left until he chooses to step back into the real world. The dimensionalist may remain for up to one hour before he is forced to exit and can take any actions he desires (sleeping, reading, drinking a potion, or so on) while inside. Note that the pocket dimension's point of exit is always the exact same place the dimensionalist entered the dimension. Also, no spells that would allow the dimensionalist to leave the pocket without first reentering the real world can function in the extradimensional place, including teleport, dimension door, shadow walk, and similar enchantments. At 11th level, the dimensionalist may bring one other human-sized creature or an object weighing less than 500 pounds with him; at 14th level, he may bring up to five companions or an object weighing 1,500 pounds.

The dimensionalist is a very unusual wizard, with access to some of the strangest spells in the game. A high-level dimensionalist can be a confounding opponent, calling on rarely seen powers to trap or misdirect his enemies. Dimensionalists have few attack spells, but excel in avoiding trouble or circumventing obstacles.

Force Mage[]

Force Mage: Some of the most powerful spells available to a wizard consist of force—cohesive magical energy that can be shaped into fields, walls, or blades. Force is energy that simulates solid matter; it is impervious to normal matter and can be used to exert physical pressure on creatures or objects. A force mage specializes in spells that conjure and manipulate magical force. Force spells are difficult and taxing to a wizard, and a character must have an Intelligence of 12 or better and a minimum Constitution of 15 (Intelligence/Knowledge and Constitution/Health) to choose this specialty.

Naturally, the school of force includes wall of force and the Bigby's hand spells. However, spells such as magic missile and Mordenkainen's sword also make use of magical force. The schools of alteration and divination oppose the school of force, since these have nothing to do with the summoning or manipulation of magical energy.

Force mages have the usual advantages and disadvantages of specialist wizards. (Refer to Appendix 3 for the complete list of spells belonging to this school.) At 8th level, force mages gain an additional +1 bonus to their saving throws versus force spells or effects, for a total of +2. When a force mage reaches 11th level, he gains the ability to attempt a saving throw for half-effect against any force spell that causes damage, whether or not it allows a save. For example, an 11th-level force mage struck by a magic missile spell may attempt to save for half damage, despite the fact that magic missile normally allows no saving throw. At 14th level, the force mage's saving throw bonus increases to +3 against magical force.

Force mages are skilled in battle; most of their spells are designed to hinder, incapacitate, or destroy their enemies. However, they do not enjoy a great variety of spells and must get along without access to two of the most useful schools available—divination and alteration.

Mentalist[]

Mentalist: In worlds where psionics are rare or unknown, some wizards take up the study of mind-affecting spells and enchantments. The mentalist is such a character. Although the mentalist is closely related to the enchanter, the mentalist's spells focus more exclusively on the mind. Of course, this is a complicated area of study, and a great understanding of the human psyche is required for success; the wizard must have an Intelligence of 15 and Wisdom of 16 (Intelligence/Knowledge and Wisdom/Intuition) to become a mentalist.

The school of mentalism includes spells such as ESP, domination, and suggestion. It is opposed by the schools of alteration and necromancy; a list of the spells belonging to the school of mentalism appears in Appendix 3.

Mentalists gain the normal benefits and hindrances of a specialist wizard. When a mentalist reaches 8th level, his saving throw bonus against mentalism spells and effects increases to +2. At 11th level, the mentalist gains the ability to detect charm or mental influence three times per day by pointing at the individual to be examined and concentrating one round. This power resembles the priest spell detect charm, but only one creature can be scanned per use. When the mentalist reaches 14th level, he can dispel charm or mental influence once per day with a 50% chance of success. This is modified by ±5% per level/Hit Die difference between the mentalist and the caster of the charm. The mentalist must be within 10 yards of the subject and must concentrate for one round in order to use this power.

The mentalist is a wizard who deals in subtleties and influences. The mentalist is not at his best in open battle against hordes of enemies, but he can be an extraordinarily effective character in investigations or confrontations against single enemies.

Shadow Mage[]

Shadow Mage: Shadow mages are students of the power of darkness and twilight. While shadow mages are not necessarily evil, most tend to be grim characters who are at home in the darkness. The school of shadow is built around the thesis that all shadows are actually connected in some mystical way in the Demiplane of Shadow; the shadow mage's repertoire of spells reflects this belief. Shadow mages must be keen-minded individuals; a character must have an Intelligence of 15 and a Wisdom of 16 (Intelligence/Reason and Wisdom/Will) in order to select this specialty. The school of shadow is opposed by the schools of invocation/evocation and abjuration.

The shadow mage follows the normal rules for specialist wizards, with one notable exception: the target's saving throw modifiers are tied to the prevalent lighting conditions, and range from +2 to –4. The shadow mage himself receives no saving throw modifiers versus spells of any kind (see Table 03 : Shadow Mage Target Saving Throw Modifiers).

Shadow mages also gain the ability to see in darkness due to their connection with the plane of gloom. At 4th level, the shadow mage sees as well in moonlight as a normal human does by broad daylight, and all darkness-based combat penalties are reduced by 1 point. At 7th level, he can see perfectly by starlight and reduces combat penalties for darkness by 2 points. At 10th level, the shadow mage can see perfectly in total darkness, negating all combat penalties. Note that magical blindness or fog can still impair the wizard's vision.

The shadow mage's spells are both powerful and subtle. Of all the specialist wizards, he makes the best spy or infiltrator, especially by night. While the shadow mage isn't very well-suited for open battle, his spells are perfect for solitary confrontations.

Table 03: Shadow Mage Target Saving Throw Modifiers

Lighting Conditions Modifier
Bright daylight/continual light +2
Weak daylight/dusk/light none
Twilight/moonlight/lantern light –1
Weak moonlight/torch light –2
Candlelight/starlight –3
Total darkness –4

Specialists in Schools of Thaumaturgy[]

Table 04: Thaumaturgical Specialist Requirements

Specialist Race Abilities Opposition School(s)
Alchemist H Int 15, Dex 14 Illusion, Necromancy
Artificer H, G Int 12, Con 15 Necro., Ench./Charm
Geometer H, E, 1/2E Int 15, Wis 14 Ench./Charm, Illusion
Song Mage H, E, 1/2E Int 14, Cha 15 Necro., Div., Invoc./Evoc.
Wild Mage H, E, 1/2E Int 16 none
H: Human; 1/2E: Half-elf; G: Gnome

While the schools of effect and the schools of philosophy differ in the way in which spells are assigned to the various schools, the schools of thaumaturgy represent an entirely different way of thinking. The thaumaturgical schools discard the normal methods and mechanics of wizard magic to concentrate on new ways of summoning and controlling magical power. In this scheme of magic, spells are organized by method of casting, not effect or method of operation.

Since the schools of thaumaturgy represent a more radical departure from the normal scheme of magic, the benefits and disadvantages of specialization vary from school to school. In addition, the thaumaturgical specialists generally have high ability score requirements, as shown in Table 04: Thaumaturgical Specialist Requirements.

Alchemist[]

Alchemist: This specialist was first presented in Player's Option: Skills & Powers . The alchemist's whole work is based on the four classical elements of air, earth, fire, and water. In other words, the alchemist considers gold (for example) to be a combination of earth and fire. Alchemists are the most scientifically-minded wizards, and they experiment constantly in search of knowledge. In order to be an alchemist, a wizard must have an excellent education in the sciences (minimum Intelligence or Intelligence/Knowledge of 15) and a steady hand for experimentation (Dexterity or Dexterity/Aim of 14). The school of alchemy is opposed by the schools of illusion and necromancy; a list of alchemy spells appears in Appendix 3.

The alchemist must maintain a large, well-equipped laboratory. The character is assumed to begin play with a suitable facility in his home town or base of operations, but building and equipping a new laboratory costs at least 1,000 gp per character level, and existing laboratories cost 50 gp per level each month to maintain. An alchemist without a laboratory loses access to the bonus spell provided by specialization and can't conduct research, make potions, or add new spells to his spell book.

Alchemists enjoy the normal benefits of specialization, but have no saving throw modifiers for their own saves or their targets' saves.

At 6th level, the alchemist gains the ability to create potions. This is a special chemical process that doesn't involve magical materials or processes, but it tends to be longer and more tedious than normal potion brewing. First, the character must research the potion's formula, just like conducting spell research; consider the potion's level to be equal to its experience point (XP) value divided by 100. For example, a potion of clairaudience (250 XP) is treated as a 3rd-level spell for this purpose, while a potion of longevity (500 XP) is equivalent to a 5th-level spell. It takes two weeks per potion level to research the formula, at a cost of 500 gp per potion level. The alchemist must roll learn spells to find out if he learned the spell before he can be considered successful in his research. The maximum number of potion formulae he can know is limited by the maximum number of spells per level score that is determined by his Intelligence (see Table 4: Intelligence in the PHB). A character with an Intelligence of 15, for example, can know up to 11 potion formulae.

Once a character has successfully researched a potion's formula, he can produce one dose by investing 3d6 x 100 gp in materials and spending one uninterrupted week in his laboratory. Again, he must pass the learn spells check to see if he followed the directions correctly, with a +1% bonus per character level. While the alchemist doesn't have to adventure to acquire rare or unusual materials for potions, he may still have to take time to make arrangements for special requirements, such as the delivery of unusual chemicals or glassware.

Bordun the Chemist wishes to create a potion of fire resistance, since his thief friend wants to pilfer a dragon's hoard. The potion has an XP value of 250, so it must be researched as a 3rd-level spell. This requires 6 weeks, and costs a total of 1,500 gp—Bordun's alchemical research is more difficult than normal potion research, but requires no unusual materials. Bordun makes his learn spells check, and his research is productive!

Having concluded his research, Bordun sets out to brew a potion of fire resistance from his formula. This takes one week, and costs him 3d6 x 100 gp (the DM rolls a 15, for 1,500 gp—ouch!) He must attempt a second learn spells check to execute the formula correctly, with a +7% bonus (he's a 7th-level wizard), and he succeeds again. Bordun now has one potion of fire resistance and can brew more without conducting his research all over again.

The alchemist has access to a small number of attack and defense spells, but he excels in enchantments that alter or analyze materials. Note that the spells of the school of alchemy are considered to have no verbal component when cast by an alchemist, since they consist of combinations of reagents prepared by the wizard—an alchemist has little to fear from a silence 15' radius spell.

Artificer[]

Artificer: The school of artifice is composed of spells that store or channel magical energy through items carried by the wizard. In effect, the artificer is a wizard who creates temporary magical items for his own use. The advantages of this thaumaturgical method lie in the wizard's ability to increase his spell power by carrying extra spells in various magical items and to unleash powerful enchantments with a single command word. A wizard must have an Intelligence (Intelligence/Knowledge) of 12 and a Constitution of 15 (Constitution/ Health) in order to choose this specialty. The school of artifice is opposed by the school of necromancy and those spells in the school of enchantment/charm which affect living beings.

Like the alchemist, the artificer must maintain a well-equipped laboratory and workshop. A 1st-level artificer begins play with a suitable facility in his base of operations. Building a new laboratory costs at least 1,000 gp per character level, and existing laboratories cost 50 gp per level to maintain each month. An artificer without a laboratory loses access to the bonus spell provided by specialization, and can't conduct research, make magical items, or add new spells to his spell book.

Artificers have the normal benefits and restrictions of specialist wizards, but have no saving throw modifiers and impose no saving throw penalties on the targets of their spells. At 4th level, the artificer gains the ability to store spells in prepared items, saving his memorization slots for other spells. Once placed in an item, a stored spell may be indefinitely retained for ready casting. The spell to be stored must be one which the wizard knows and can cast; at any given time, a wizard may have no more total spell levels stored than his own character level, so a 5th-level artificer could store up to five levels of spells.

Preparing an item to receive one stored spell requires one uninterrupted week of work, and the actual process of casting the spell into the item requires one day and 500 gp per level of the spell. The item must be of the finest workmanship, worth at least 100 gp; after the spell it holds has been discharged, the artificer can re-enchant it. Only the artificer may release the stored spell, with a casting time of 1; in all other respects the spell is treated as if the artificer had cast it normally. Also, an item can only contain one spell at a time. Any attempt to cast another spell into the item will simply replace the current spell. In effect, this ability allows the artificer to create one-shot magical items such as a ring enchanted with feather fall or a cloak prepared with protection from normal missiles.

At 7th level, the artificer may create a temporary magical item. Any magical item in the (DMG) not specifically restricted to nonwizards is allowed, but the item will function only for the artificer. This is a special ability unrelated to the enchant an item spell. First, the artificer must successfully research the item creation process, taking one week per 500 XP value of the item and spending at least 100 gp per week. This time is halved if the artificer has a sample of the item to copy or if he succeeds in a contact other plane, legend lore, or other research spell. The artificer must pass a learn spells check to succeed and may never know the processes for more magical items than his maximum number of spells per level. Actually building and enchanting the item requires half the research time and 2d6 x 100 gp, plus the cost of the item itself. Fine materials must be used, but rare and exotic materials and processes aren't necessary for temporary items (see Chapter 7). After completing the work, the artificer must pass another learn spells check to successfully enchant the temporary item.

A temporary item lasts 1d6 days, plus one day per level of the artificer. Once the enchantment fades, the item can be re-enchanted with one uninterrupted week of work, the expenditure of 2d6 x 100 gp, and another learn spells check. If the temporary item normally possesses charges, the artificer automatically places one charge per level into the item when creating it.

Selthos the wizard desires a carpet of flying, since he wishes to investigate an old tower perched high on an inaccessible peak. Looking up the carpet's XP value (7,500 XP), the player realizes that it will take 15 weeks just to research the item! Selthos decides that a carpet of flying is too formidable a challenge and searches for a cheaper alternative. Investigating his alternatives, he decides that a cloak of the bat (1,500 XP) is a much more palatable option.

Selthos begins his research, working for three weeks and spending a total of 1,000 gp (an arbitrary amount set by the DM; he would have had to spend at least 300 gp, or 100 per week). Fortunately, he succeeds in the learn spells check, and his research is successful—from now on, Selthos can produce a cloak of the bat anytime he desires, without repeating the research.

Actually making the cloak requires one week and four days (half the research time) and 2d6 x 100 gp, plus the cost of the cloak. The DM decides that a suitable cloak costs 100 gp (the minimum allowed, but it's only an article of clothing), and rolls 700 gp for the cost of the enchantment. Again, Selthos succeeds in a learn spells check, so he now possesses a cloak of the bat that will last for 1d6 days, plus one day per level. With some urgency, he sets off at once to investigate the tower before his enchantment fades!

Several months later, Selthos decides that he needs his cloak again. He can re-enchant the cloak with one week of work, another 2d6 x 100 gp, and a learn spells check.

Artificers may create permanent magical items using the normal magical item creation rules and the enchant an item spell when they reach the appropriate levels. (If an artificer creates a true magical item he once made a temporary version of, his research time and expense is reduced to its minimum value—see Chapter 7.) Artificers gain a +10% bonus to their chance to successfully enchant items.

In addition, artificers have a 20% chance at 1st level to identify the general purpose and function of any magical item simply by examining it for one full turn. This is similar to the bard's ability, but is based on the artificer's ability to analyze the construction and enchantments on the item, not the item's historical significance. This chance increases by 5% per level, so a 5th-level artificer can identify items with a 40% chance of success.

While artificers are fairly weak at first, once they reach middle levels they can quickly become some of the most useful and powerful wizards in the game. The DM should always consider the artificer's proposed item research and construction very carefully; any item that the DM feels is too powerful or out-of-character can be disallowed. In particular, items with absorption or negation powers should be considered very carefully—these can be very unbalancing in a game.

Geometer[]

Geometer: Like the alchemist, the geometer was introduced in Player's Option: Skills & Powers . Geometers seek to control magical forces by creating symbols and diagrams of mystical significance. The tools of the geometer's trade range from runes drawn on paper or carved in stone to free-floating constructs of energy woven by the somatic gestures of a spell. Naturally, geometers excel in the casting of any spell that involves the drawing of a rune, mark, or diagram. In order to choose this specialty, a wizard must have an Intelligence (Intelligence/Reason) of 15 or better and a Wisdom (Wisdom/Intuition) of 14 or higher. The spells used by the school of geometry are described in Appendix 3 of this book.

Geometers gain the usual advantages for specialization, but like the alchemist, they gain no modifiers to their saving throws and inflict no saving throw penalties on their targets. Beginning at 4th level, a geometer may create scrolls by committing a spell he knows to paper. He can cast the spell from the scroll at some later time simply by reading the scroll, which requires one full round; once read, the scroll is consumed and the spell expended. The geometer may not have more than one spell-scroll per character level prepared at any given time, so a 6th-level geometer may have as many as six scrolls ready.

Transcribing a spell to a scroll requires one full day per spell level; a 5th-level spell requires five days of uninterrupted work. The materials cost 100 gp per spell level, and the wizard needs a suitable laboratory or library to work in. Only spells of the school of geometry can be transcribed to scrolls, but a geometer can engage in spell research to find a diagram for spells outside the school of geometry. In any event, a geometer must succeed in a learn spells check to see if he is successful in scribing the scroll.

Geometers may also attempt to create various forms of protection scrolls, beginning at 7th level. The geometer must first research the scroll's diagram through normal spell research. To figure out how much time and money should be spent on researching a particular protection scroll, take a look at its experience point value. Basically, a scroll's effective spell level is determined by dividing the experience point value by 500 and then adding 2 (i.e., Level = XP/500 + 2) For example, if a scroll is worth 500 XP, it is considered a 3rd-level spell (500 divided by 500 equals 1; 1 plus 2 equals 3). The research time is two weeks per effective level, at a cost of 1,000 gp per level; the geometer must pass a learn spells check to successfully research the diagram. Once the geometer knows the diagram, he can produce one scroll by investing in 3d6 x 100 gp worth of materials and spending one uninterrupted week working in his laboratory. Again, a learn spells check applies to see if he executed the diagram correctly.

Bordun's rival Teriaz also wishes to pilfer the dragon's hoard, but he's decided to provide his agent with a scroll of protection from dragon breath. This is worth 2,000 XP, so it's the equivalent of a 6th-level spell. It will take Teriaz twelve weeks to research the scroll and costs him 6,000 gold pieces. After passing his initial learn spells check and succeeding in his research, Teriaz can produce the scroll with one week of work and an additional 600 gp (the DM's roll of 3d6 x 100 gp) if he succeeds in the final learn spells check. While the dragon's hoard has suffered at the hands of the alchemist's accomplice, Teriaz's champion succeeds in slaying the beast and claiming the rest of the hoard.

The geometer's spells tend to be defensive in nature, since many spells in the school involve drawing or scribing boundaries of some kind. Spells of the school of geometry are considered to have no verbal component. The school of geometry is opposed by the schools of enchantment/charm and illusion.

Song Mage[]

Song Mage: The school of song relies on the wizard's skill at weaving melody, lyrics, and rhythm to create enchantments of great power. Elves and bards have tapped into this source of magic for centuries, but now more wizards are investigating the intriguing possibilities of this school. While a song mage does not require proficiency in singing or musical instruments, most song mages are also virtuoso vocalists—the subtleties of pitch and expression are critically important in casting a spell in this fashion. Song mages require an Intelligence (Intelligence/Knowledge) of 14, reflecting their musical studies, and a Charisma (Charisma/Appearance) of 15.

Song mages enjoy the standard benefits and penalties for specializing in a school of magic. (Spells belonging to the school of song are listed in Appendix 3.) The normal saving throw modifiers apply, but note that the song mage may apply his saving throw bonus to magical song or sound attacks such as a sphinx's roar or banshee's wail in addition to song spells. At 8th level, song mages gain the ability to enhance the effectiveness of any musical or sound-based magical item by 50%; a song mage wielding drums of panic increases the area of affect from 120-foot radius to a radius of 180 feet. If the magical item proves to be cursed, its effect is lessened by 50% (if possible). At 11th level, the song mage gains the ability to counter magical song or sound attacks once per day, negating the effects of the attack in a 10-foot radius centered on the mage. This allows the song mage to protect those nearby from a harpy's song, a sphinx's roar, or a shout spell. The mage must stand still or walk slowly and sing for at least one full round to negate the effect, and may continue singing for up to one full turn per level to defeat pervasive or persistent attacks.

All spells in the school of song are considered to have neither somatic nor material components when cast by a song mage—while song mages are extremely vulnerable to a silence spell, they are also capable of casting spells while securely bound or stripped of all their possessions. The school of song is opposed by the schools of necromancy, divination, and invocation/evocation.

The song mage commands a variety of useful spells that are effective both in attack and defense. While he has few spells that can directly damage an enemy, he is very good at influencing or hindering opponents with his magic, especially at higher levels.

Wild Mage[]

Wild Mage: The concept of wild magic was introduced in the Tome of Magic. Wild magic is a new theory of magic that emphasizes study of the forces of randomness; a wild mage never knows exactly what's going to happen when he casts a spell. While there isn't enough space here to reprint all of the wild magic rules and tables, this briefly sums up the specialist so that readers who don't have access to the Tome of Magic can make use of this material.

Since wild magic is a new field of study, and a difficult one at that, a wizard must have an Intelligence (or Intelligence/Reason) score of 16 or better to specialize in this field. Wild magic has no opposition school—wild mages can freely learn any wizard spell they choose, and they're also the only wizards who can learn spells of the school of wild magic. Like other specialists, they gain the bonus memorized spell at each level. They have no saving throw adjustments for their own saves or their targets' saves. Wild mages receive a bonus of +10% when learning new wild magic spells, and a penalty of –5% when learning magic spells from other schools. When a wild mage researches a new wild magic spell, the spell is treated as if it were one level lower.

Wild mages have a special ability to control certain magical items that normally behave randomly for other characters. A wild mage has a 50% chance to control one of the following items, selecting the result of his choice: the amulet of the planes, bag of beans, bag of tricks, deck of illusions, deck of many things, and the well of many worlds. The wand of wonder is a special case; if the wild mage successfully controls the wand, he may use charges from the wand to cast any spell he already knows, whether or not he has the spell memorized. The number of charges expended equals the level of the spell chosen; if the mage fails his roll, he simply expends one charge from the wand and rolls for a random result.

Every time a wild mage casts a spell, the effective casting level may vary. While the level variation rules are explained in detail in the Tome of Magic, here's a quick and simple method for determining the variation. When the wild mage casts a spell, roll 1d20: on a roll of 6 or less, the caster's effective level drops by 1d3 levels; on a 15 or better, it increases by 1d3 levels; and on a roll of 10, the spell results in a wild surge. Note that the level variation can't exceed the caster's level, so a 2nd-level wizard can't vary by more than two levels either way. Level variation affects all level-based aspects of a spell, including damage, duration, range, opponent's saving throws, and other such factors.

Kelmaran, a 5th-level wild mage, casts a fireball spell at a band of orcs. He rolls 1d20 and comes up with a 1, so his effective level will be reduced by 1d3 levels. Rolling 1d3, he is relieved to see that he only loses 1 level, so his fireball does 4 dice of damage instead of 5 and may suffer a small reduction in range. With a lucky roll, Kelmaran's spell could have done as much damage as an 8th-level wizard's fireball.

Wild surges are strange manifestations of the randomness of wild magic. A complete table for wild surges appears in the Tome of Magic, but if a copy of this book isn't available, use the random chart for the wand of wonder, in the magical item descriptions of the (DMG). Note that a number of wild magic spells appear in the Tome of Magic and the Wizard Spell Compendium—if you're really interested in playing a wild mage character, you should obtain a copy of one or both of those accessories.

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