Wizard (Dungeons & Dragons) - School Specialization

School Specialization

Wizards may specialize in one or more of eight schools of magic, choosing their specialty at 1st level. Specialization was introduced in the 2nd Edition of D&D (although the 1st Edition included the Illusionist as a separate class similar to wizards). In Edition 3.5, specialist wizards can prepare one extra spell from their chosen school per spell level each day, while as a consequence of their more focused studies, they also give up the use of two schools of magic other than Divination (note: specialists in Divination only give up one school). There is the "Master Specialist" that allows a wizard even greater power in one school, but it also further reduces their range of spells to choose from.

The eight schools of magic are:

  • Abjuration: spells of protection, blocking, and banishing. Specialists are called abjurers.
  • Conjuration: spells that bring creatures or materials. Specialists are called conjurers.
  • Divination: spells that reveal information. Specialists are called diviners.
  • Enchantment: spells that magically imbue the target or give the caster power over the target. Specialists are called enchanters.
  • Evocation: spells that manipulate energy or create something from nothing. Specialists are called evokers.
  • Illusion: spells that alter perception or create false images. Specialists are called illusionists.
  • Necromancy: spells that manipulate life or life force. Specialists are called necromancers.
  • Transmutation: spells that transform the target. Specialists are called transmuters.

Some few spells do not fall into these schools, and are called universal spells. These spells are available to all wizards, and this "school" cannot be taken as a specialty school or given up for another specialty.

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