Class features based on Dragoth the Destroyer's modified Wizard class published on Eric Noah's Boards.

Generalist Wizard


Class features as per the PHB.

Specialist Wizard


Class features:

Abjurer
This school teaches that the world is a very dangerous place and the best offense is a good defense. It preaches caution, wisdom, diplomacy and containment where enemies are concerned. It views other schools as needlessly reckless and destructive. Other schools view aburers as overly cautious, and perhaps a little cowardly.
Abjurers are masters of protection and dispelling magic. An abjurer has access to the arcane spheres of Abjuration and Protection.

Arcane Sphere Granted Power:
Conjurer
This school teaches that the conjurer exists to be served. Conjurers should never dirty their hands unless they have to. They should use servitors for attack, defense and other events whereever and whenever possible. Were these lesser beings fail, the conjurer should be prepared to finish the job with his arsenal of offensive and defensive magicks. The school views its rivals as fools who needlessly risk themselves when other, more expendable creatures can do so instead. "Hiding" behind hordes of summoned monsters is not seen as cowardly, but infinitely logical and much more effective than wading into combat oneself. After all, the summoned creatures are an extension of your will and therefore the enemy that fights them, fights you. Conjurers are often impatient types who want it "now" and refuse to wait for anything unless absolutely necessary. Conjurers are frequently spoiled, petty and arrogant. Other schools view conjurers as slightly mad at best and consorters with fiends at worst.
A conjurer specializes in bringing creatures, effects or objects to serve him. Conjurers gain access to the arcane spheres of Conjuration and Summoning.

Arcane Sphere Granted Power:
Diviner
This school teaches that knowledge is power. Its students range from devious spies to simple sages. Diviners are information brokers no matter which end of the moral spectrum they happen to fall upon. Diviners often land cushy jobs for rulers and wealthy merchants spying on their enemies (real and imagined) and make an excellent living. They can do most of their work from the privacy of their own home so rarely need to adventure as much as other wizards. Diviners tend to regard themselves highly even if other schools underestimate, or are suspicious of them. Those who make enemies of a diviner had best be careful or else be prepared to face possible blackmail, criminal charges or public embrassment, for there are few secrets about an individual a determined diviner cannot discover with time and magic!
Diviners seek out knowledge magical and mundane. They are brokers of information much sought after by rulers, the wealthy and secret organizations to spy on their enemies. A diviner gains access to the arcane spheres of Divination and Knowledge. Note that divination caster level bonuses from both spheres stack, thus giving diviners the ability to cast all divination spells at +2 caster level.

Arcane Sphere Granted Power:
Enchanter
This school teaches its students that they are masters of both mind and emotions. The school advocates that enchanters are superior beings who must be served by others, willingly or not. Unlike conjurers, who bring unnatural creatures from other worlds to serve them, enchanters favor finding their servants closer to home. They are frequently charismatic, beautiful but arrogant people whose vanity knows no bounds and who stop at nothing to achieve personal gratification, even at the expense of others. They enjoy controlling others and bending them to their will. Some practicioners prefer to use their mind controlling magicks to attempt to "rehabilitate" or "reeducate" their enemies by showing them the error of their ways. These experiments are frequently doomed to failure once the enchantment wears off, but the few successes, they reason, make it all worthwhile. All enchanters prefer to turn their enemies into their "friends" (or productive members of society at their most altruistic). Most enchanters will just use, abuse and discard those they magically charm or enslave when they have served their purpose and/or ceased to amuse them. Enchanters make excellent spies and informants but are considered untrustworthy and self-serving by others, as they could just as easily turn their mind powers on their "friends" or "employers" as their enemies.
Enchanters desire to bend other living creatures to their will. They make excellent diplomats, spies and tricksters, being masters of infiltrating the enemy by magically converting enemies into allies and informants. Enchanters gain access to the Enchantment and Domination arcane spheres.

Arcane Sphere Granted Power:
Evoker
This school teaches that magic is the raw source of all true power. This vast untapped power must be channeled and harnessed to destroy those who oppose their way of life. Evokers prefer a good offense to a good defense, striking first, striking fast and asking questions later. That which does not yield to the evoker must be eliminated by force. Each victory the evoker achieves by virtue of his destructive talent further serves to reinforce this theory. The evoker is a one-man army, capable of laying dozens low with a flick of his little finger. This kind of power often has a corrupting influence on its users who begin to view themselves as superior beings who should take whatever they want by force. Evokers are the most militant and martial of wizards and often find positions with armies. They are seen as dangerous, reckless and destructive by most other wizards and are feared only slightly less than the Necromancers.
Evokers seek to harness magical energies and the elements themselves to destroy their enemies. They possess the highest number of offensive spells of any school of magic. Evokers gain access to the arcane spheres of Evocation and Energy.

Arcane Sphere Granted Power:
Illussionist
This school teaches that there is power in misperception, in lies, in treachery, and in shadow. Illusionists tap into their own dreams of power and their enemies' fears to weave spells of deadly deception. The illusionist proves his superiority by fooling his enemies into believing only what he wants them to believe. He creates shadows of things that never were but have always been... untapped in the innermost recesses of the human mind, given shape and substance by the power of magic. Shadows are bent, folded and blasted into unearthly existence by the illusionist's will alone. He is a dreamer, deceiver and nightmare maker, a dweller in shadow... He makes and remakes reality at a whim...his. Few trust Illussionists at all.
Illusionists are masters of deception and trickery. They gain access to the arcane spheres of Illusion and Trickery.

Arcane Sphere Granted Power:
Necromancer
This school teaches that its students have the power of life and death in their hands. They are travelers on the road to immortality. They spit in the face of gods and demons alike, for they cheat them of their prize: the human soul. They are beyond life and death, beyond good and evil... they are the creators and destroyers of worlds! The necromancer disdains the company of lesser beings and sees them at best as merely pawns and potential undead slaves... and inevitable material components at worst. The negative energies they channel, the power of unlife, flows through them, corrupting and destroying their humanity... replacing it with the cold logic of the grave. Necromancers regard all other wizards as short-sighted fools.
Necromancers deal with death and the dead, channeling negative energy to achieve sinister goals. Many are obsesed with attaining immortality in undeath. Necromancers gain access to the arcane spheres of Necromancy and Death.

Arcane Sphere Granted Power:
Transmuter
Transmuters want to alter or enhance things with magic. They are obsessed with perfecting their body, appearance and reaction time. They use magic to give themselves the edge nature didn't see fit to grant them. Transmuters are arrogant (even if well-meaning) types bent on reshaping the world and everything in it by virtue of their magic. They constantly strive to improve what they see as "flaws" in nature's design, in themselves and in others. Some would preach a combination of physical fitness with magical aid while others would prefer to use magic entirely to correct whatever deficiencies they have without having to work at it. They are deeply aroused by beauty and despise ugliness, particularly that which cannot be reshaped to their own concept of beauty. They run the gamut from "master race" fascists to visionary architects of utopian ideals and everything in between. Transmuters wish to use magic to dramatically alter and improve themselves and everything around them. They also enjoy altering their enemies in similar but detrimental fashion. Transmuters gain access to the arcane spheres of Transmutation and Strength. Arcane Sphere Granted Power:

Bonus Spell List

Abjuration Protection Conjuration Summoning
1 Shield Sanctuary Mage Armor Summon Monster I
2 Protection from Arrows Shield Other Summon Swarm Summon Monster II
3 Dispel Magic Protection from Elements Flame Arrow Summon Monster III
4 Stoneskin Spell Immunity Lesser Planar Ally Summon Monster IV
5 Dismissal Spell Resistance Mordekainen's Faithfull Hound Summon Monster V
6 Greater Dispelling AntiMagic Field Planar Ally Summon Monster VI
7 Spell Turning Repulsion Mordekainen's Magnificent Manssion Summon Monster VII
8 Protection from Spells Mind Blank Greater Planar Ally Summon Monster VIII
9 Imprisonment Prismatic Sphere Elemental Swarm Summon Monster IX

Divination Knowledge Enchantment Domination
1 True Strike Detect Secret Doors Charm Person Command
2 Augury Detect Thoughts Hold Person Enthrall
3 Tongues Clairaudience/Clairvoyance Suggestion Suggestion
4 Scrying Divination Charm Monster Dominate Person
5 Status True Seeing Dominate Person Greater Command
6 Commune Find the Path Mass Suggestion Geas
7 Greater Scrying Legend Lore Insanity Mass Suggestion
8 Discern Location Discern Location Mass Charm True Domination
9 Foresight Foresight Dominate Monster Monstrous Thrall

Evocation Energy Illssion Trickery
1 Magic Missile Endure Elements Color Spray Change Self
2 Shatter Resist Elements Mirror Image Invisibility
3 Lighting Bolt or Fireball Protection from Elements Displacement Non-Detection
4 Shout Fire Shield Shadow Conjuration Confusion
5 Bigby's Interposing Hand Wall of Force Shadow Evocation False Vision
6 Bigby's Forcefull Hand Chain Lightning Greater Shadow Evocation Mislead
7 Bigby's Grasping Hand Forcecage Mass Invisibility Screen
8 Bigby's Clenched Fist Otiluke Telekinetic Sphere Screen Polymorph any Object
9 Bigby's Crushing Fist Meteor Swarm Weird Time Stop

Necromancy Death Transmutation Strength
1 Invisibility to Undead Detect Undead Spider Climb Endure Elements
2 Desecrate Death Knell Cat's Grace Bull's Strength
3 Halt Undead Animate Dead Haste Magic Vestment
4 Fear Death Ward Polymorph Self Spell Immunity
5 Circle of Doom Slay Living Teleport Righteous Might
6 Circle of Death Create Undead Mass Haste Bigby's Forcefull Hand
7 Finger of Death Destruction Teleport Without Error Bigby's Grasping Hand
8 Horrid Wilting Create Greater Undead Iron Body Bigby's Clenched Fist
9 Energy Drain Wail of the Banshee Shapechange Bigby's Crushing Fist


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