Ch 1 (CWH)

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In this chapter, we'll take a close look at the various schools of magic, analyzing their strengths and weaknesses, examining their spells, and sizing up their specialists. We'll also look at the minor schools and explore the implications of abandoning a school. The schools of magic add many interesting possibilities to a campaign. But not every wizard is destined to be a specialist, and not every player wants to play a specialist character. So let's begin with a basic question
==Chapter 1: Schools of Magic==
* Schools of Magic
* To Specialize or Not to Specialize?
** Ability Scores
** 1st-Level Bonus Spell
** Personality and Background of the Player Character
** Access to Mentors
** Party Composition
** Player Preference
** Chance to Learn Spells
** Short Adventure vs Long Campaign
* About the Schools
** Abjuration
** Alteration
** Conjuration/Summoning
** Enchantment/Charm
** Greater Divination
** Illusion
** Invocation/Evocation
** Necromancy
* Abandoning a School
** Mages
** Specialists
* A Word About Minor Schools
** Lesser Divination
** New Minor Schools