About the Schools (CWH)

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Following are details about specialists for each school of magic. Each includes the following information:
Description: This section explains the general effects created by spells from the school, along with how the magical energy is channelled.
Specialist Name: The common name for a specialist of this school.
Allowed Races: Only humans, gnomes, elves, and half-elves can be specialists, and not all races are able to specialize in every school. This entry indicates which races are eligible to specialize in a particular school.
Ability Requirements: Though all schools require a minimum Intelligence of 9, each has an additional minimum requirement in another ability and is listed here.
Saving Throw Modifiers: Because of their familiarity with the arcane arts, specialists are able to resist the effects of certain forms of magic. Additionally, their opponents are less able to resist certain spells cast by specialists rather than non-specialists. These are listed here.
Bonus Spells and Acquired Powers: These are the special abilities and extra spells that specialists automatically receive when they reach high levels. (The use of acquired powers is an option only; at the DM's discretion, he can eliminate them from his campaign, or even develop others for high-level specialists. )
Oppositional Schools: The specialist is unable to learn spells from these schools. He is also forbidden to use magical items that duplicate the effects of schools in opposition to his own school.
Spell Analysis: This section discusses the spells available to the school, including their general types and their overall usefulness to the wizard. For convenience, spells are divided into three categories: Low (1st-3rd level), Medium (4th-6th level), and High (7th-9th level). The most versatile and powerful spells are designated as the "Most Desirable" for each of these categories.
Ethos: This section details the wizard's relationship to society, his goals and values, his overall philosophy, how he spends his time, and his likely role in an adventuring party. Since certain types of people tend to veer toward the same fields of study, some personality descriptions common to specialists of the school are also included.
Note that these are general guidelines only, and any number of exceptions are possible, but they can be used to help the player shape his character's personality or help him decide which school seems most appropriate for the character he has in mind
==Abjuration==
Description: Spells of this school focus magical energies to provide protection. This protection can take a number of forms, including warding off specific types of weapons or creatures and discouraging or dispelling enemies. The school also includes a variety of spells involving avoidance and repellence. Abjuration spells concentrate on eliminating or hindering sources of potential harm rather than repairing damage.
Specialist Name: Abjurer.
Allowed Races: Only humans can be abjurers. It's speculated that the natural magical resistance of elves, half-elves, and gnomes prevents them from mastering abjuration spells.
Ability Requirements: A wizard must have strong intuition and exceptional willpower to master abjuration spells as reflected in a high Wisdom score. Specialists in this school must have a minimum Wisdom of 15.
Saving Throw Modifiers: All opponents modify their saving throws by -1 when attempting to save against an abjuration spell cast by an abjurer. An abjurer adds a +1 bonus when saving against abjuration spells.
Bonus Spells and Acquired Powers: An abjurer can memorize an extra spell at each spell level, providing that at least one of the memorized spells is from the school of abjuration; thus, a 1st-level abjurer can memorize two spells. When an abjurer reaches 17th level, he acquires immunity to all forms of hold spells and adds a +1 bonus when saving against poison, paralyzation, and death magic. When an abjurer reaches 20th level, his mastery of magical protective forces has become so powerful that his Armor Class is raised from 10 to 9. He is still forbidden to wear armor.
Oppositional Schools: An abjurer cannot learn spells from the schools of alteration and illusion.
Spell Analysis: The abjurer has a limited number of spells from which to choose, particularly in the lower levels. This lack of options makes low-level abjurers among the weakest of beginning wizards. To compensate, he should acquire a few low-level spells from other available schools as early in his career as possible. Offensive spells—that is, spells that inflict damage—from the school of alteration are especially good choices, such as burning hands, shocking grasp, strength, and Melf's minute meteors. As he reaches higher levels of ability and is able to take advantage of the more powerful abjuration spells available to him, an abjurer should become less dependent on spells from other schools.
There are three general types of abjuration spells: protective, dispelling, and dismissal. Protective spells include those that offer protection from creatures (such as protection from evil), those that protect against weapons (such as protection from normal missiles), and those that protect against certain types of magic (such as minor globe of invulnerability). Dispelling spells cause the elimination of specific magical effects, such as dispel magic and remove curse. Dismissal spells cause the removal of certain creatures, such as dismissal and banishment.
Since the most effective abjurations are those offering the greatest protection, it seems that the dismissal spells are the most desirable—after all, they get rid of the attacker altogether. However, dismissal spells are effective only against very specific types of attackers, such as banishment 's dismissal of extraplanar creatures. Unless the wizard anticipates encountering the type of creature affected, a dismissal spell won't be helpful. Since protection spells usually affect only a single individual, the best all-purpose abjurations are the dispelling spells; dispel magic for instance, employed against a magic-wielding enemy protects not only the caster, but the entire party.
The abjurer is at a disadvantage when attacking. There are very few abjuration spells that inflict damage either directly or indirectly. But in terms of defensive capabilities, the abjurer is second to none. When a party is exploring potentially dangerous territory, the abjurer makes an ideal point man, placing him in an excellent position to create defenses against attackers. The abjurer, like all wizards, has a poor Armor Class, making him extremely vulnerable to damage. A comrade with a lot of hit points and a low AC should accompany the abjurer near the front of the party, ready to intercept attacks and act as the abjurer's bodyguard.
Abjurers also operate well in conjunction with other wizards. While the abjurer casts magical defenses, a fellow wizard can concentrate on creating magical offenses. When traveling, abjurers make good guards for helpless NPCs, such as small children and elderly citizens. Does the party have a treasure map, a valuable gem, or other prized possession? With his repertoire of protective spells, the abjurer may be the best person to carry them.
===Most Desirable Spells===
Low-Level: Dispel magic is not only the best of the low-level abjuration spells, it should be a part of any wizard's arsenal (excluding, of course, those specialists to whom abjuration is forbidden). Dispel magic can effectively disarm many opponents, and it can also negate harmful or potentially harmful magical devices. Abjurers would do well to acquire this spell early in their careers. Protection from evil is another useful spell, considering how often a typical party encounters evil creatures and evil NPCs. Of the two 3rd-level protection spells, an abjurer will likely find protection from evil, 10' radius to be more helpful than protection from normal missiles, since he will probably have more opportunities to use the former than the latter. Note that protection from normal missiles can be extremely helpful when traveling through primitive areas where the inhabitants are more likely to use rocks and spears than swords and maces.
Medium-Level: Fire trap not only offers superb protection, it's one of the few abjuration spells capable of inflicting damage. Avoidance has the twin advantages of being reversible and permanent. Anti-magic shell is generally preferable to globe of invulnerability; not only does it last longer, it's stronger and takes less time to cast.
High-Level: Spell turning and Serten's spell immunity are extremely powerful spells that should be useful in any hostile environment. In most situations, prismatic sphere is the best high-level abjuration spell; it not only provides a variety of defenses, it is also capable of blinding most opponents and inflicting a sizeable amount of damage.
Ethos: Concerned with protection, abjurists have a deep reverence for life and are attracted to philosophies stressing compassion and selflessness. Accordingly, most abjurers are of good alignment. Evil-aligned abjurers are often toadies of an intimidating evil warrior or in the service of a more powerful wizard of another school. Abjurers tend to be thoughtful, orderly, gentle-natured, and soft-spoken, going out of their way not to attract attention.
Of all the wizards, abjurers seem to have the strongest family ties. Abjurers take comfort in the security of marriage and often choose their mates at an early age; many abjurers have ten or more offspring. Owing to their mastery of protective forces, abjurers tend to live to a ripe old age; it's not unusual to find abjurers well into their eighties in adventuring parties.
Abjurers make their homes anywhere, but prefer small villages to large cities. Because of their kind hearts and generous spirits, abjurers are held in high esteem by society in general. Abjurers commonly earn a living as guides, bodyguards, merchants, and teachers
==Alteration==
Description: Spells of this school enable the caster to channel magical energies to cause direct and specific change in an existing object, creature, or condition. Alterations can affect a subject's form (polymorph other), weight (feather fall), abilities (strength), location (teleport without error), or even his physical well-being (death fog).
Specialist Name: Transmuter.
Allowed Races: Only a caster with human blood can channel the magical energies necessary for alteration spells. Hence, only humans and half-elves can become transmuters.
Ability Requirements: Because alteration spells have somewhat more complex somatic components than spells from other schools, a wizard needs a Dexterity score of at least 15 to become a transmuter.
Saving Throw Modifiers: All opponents modify their saving throws by -1 when attempting to save against an alteration spell cast by a transmuter. A transmuter adds a +1 bonus when saving against alteration spells cast by others.
Bonus Spells and Acquired Powers: A transmuter can memorize an extra spell at each spell level, providing that at least one of the memorized spells is from the school of alteration. When a transmuter reaches 17th level, he receives one extra non- weapon wizard proficiency of his choice; this is in addition to the number of non-weapon proficiencies he is normally allowed. When he reaches 20th level, he receives another extra non-weapon wizard proficiency. If the wizard already has all of the non-weapon wizard proficiencies available to him when he reaches level 17 (or level 20), he may take a general non-weapon proficiency instead.
Oppositional Schools: A transmuter can't learn spells from the schools of abjuration and necromancy.
Spell Analysis: No school has a wider variety of spells than the school of alteration, making the transmuter the most versatile of all the specialists. The available spells can be assigned to six general groups:
1. Defensive Spells. This group of protective spells offers defensive capabilities rivaling those of the abjuration school. This group includes spells that limit an opponent's ability to attack, such as fog cloud, solid fog, slow, and darkness, 15' radius, and also spells that provide direct protection to the caster and his party, such as stoneskin and Leomund's tiny hut.
2. Offensive Spells. This group includes spells such as strength and haste which increase the party's chance to inflict damage, and spells such as Melf's minute meteors and death fog which inflict damage directly.
3. Mobility Spells. This group includes fly, blink, passwall, and teleport and other spells that improve the caster's ability to move from place to place.
4. Security Spells. This group enables the caster to protect objects and places, and includes spells such as wizard lock, guards and wards, and Leomund's secret chest.
5. Talent Spells. This group gives the caster (or a person of the caster's choice) a temporary talent, usually one that duplicates a special ability of another creature or race. Such spells include infravision, water breathing, and tongues.
6. Special Spells. This group encompasses a wide range of spells that don't fit into into any of the previous categories, such as magic mouth, mending, message, and fool's gold. Because of the variety of spells available, a transmuter can assume a number of different roles in an adventuring party. For instance, a transmuter who knows a number of offensive spells can battle effectively alongside a party's warriors. A transmuter who knows a few mobility spells in addition to some offensive spells makes an especially impressive combatant (imagine a flying transmuter soaring to the top of a tree, then casting Melf's minute meteors at an unsuspecting enemy). With a supply of defensive spells, a transmuter can assume many of the functions of an abjurer. A transmuter with spider climb, deeppockets, and knock is a good substitution for a thief; add polymorph self and passwall, and you'd be hard-pressed to find a better spy. The transmuter always runs the risk of being overwhelmed by the sheer volume of available spells and making haphazard or ill-informed decisions about which spells he learns and memorizes. Therefore, he must take care to balance his spell choices with the needs of his party.
===Most Desirable Spells===
Low-Level: Of the 1st-level spells, burning hands is a nice choice for an offensive spell since it has a longer range than shocking grasp and does more damage at higher levels. Chromatic orb is a better choice yet. With its reversible option, enlarge gives the transmuter a wealth of options and is particularly useful in combat since it affects damage rolls. Fog cloud and pyrotechnics both have two different forms, essentially giving the transmuter two spells for the price of one. Fly expands the transmuter's strategic options and is perhaps the best all-around low-level alteration spell. Both slow and haste can influence melee combat dramatically, since a number of subjects are affected at the same time.
Medium-Level: Polymorph self and polymorph other can disguise friendly characters, intimidate enemies, and in the case of polymorph other, greatly enhance the party's chance of combat success, since the subject's Armor Class and attack routines can be improved by the spell. Death fog and disintegrate are powerful offensive spells, and teleport is a first-rate mobility spell. Of the medium-level spells, there are none better than Tenser's transformation, assuming the transmuter has a dagger or staff at hand to take advantage of his increased attack effectiveness, and Mordenkainen's lucubration, which gives the transmuter access to any 1st-level through 5th-level spell used in the previous 24 hours.
High-Level: Incendiary cloud is a terrific offensive spell, and shape change and time stop are both helpful in a variety of situations. The most useful high- level spell is probably polymorph any object, since it can duplicate the effects of many other spells, including polymorph other, transmute rock to mud, and stone to flesh.
Ethos: Wizards drawn to the specialty of alteration are typically curious, sharp-minded, and deeply analytical. Fascinated by putting things together and taking them apart again, they are natural tinkerers, more interested in objects than in people.
Transmuters generally aren't prone to profound philosophic insights, as their minds are more attuned to how things work than how a society functions.  To a transmuter, a person is essentially a complicated, difficult-to-understand machine. They are obsessive collectors, excellent scholars, and clear thinkers.  According to a transmuter, the only constant in the universe is change; concepts of good and evil are relative, dependent on existing conditions, and seldom permanent. Forces of good and evil are constantly at work on neutrality, but since good causes less disruption than evil, good is preferable. Consequently, many transmuters are of good alignments.
Eager to explore the world around them, transmuters are willing members of adventuring parties. They are loyal followers but reluctant leaders, since they have trouble making decisions based on instinct alone. Although loyal to their friends, they seldom establish close relationships. Married transmuters are few.
Transmuters are most comfortable in large cities where they have access to a variety of supplies, consultants, and other resources for their studies. Most societies welcome transmuters, generally considering them to be emotionally distant but harmless eccentrics. Transmuters commonly earn their livings as teachers, advisors, inventors, and manufacturers of medicines, potions, and other preparations
==Conjuration/Summoning==
Description: This school includes two different types of magic, though both involve bringing in matter from another place. Conjuration spells produce various forms of non-living matter. Summoning spells entice or compel creatures to come to the caster, as well as allowing the caster to channel forces from other planes. Since the casting techniques and ability requirements are the same for both types of magic, conjuration and summoning are considered two parts of the same school.
Specialist Name: Conjurer. A specialist who has learned only summoning spells sometimes calls himself a summoner, but this is merely a matter of semantics and has no bearing on the specialist's abilities, restrictions, or effectiveness.
Allowed Races: A wizard must have human blood to be a conjurer. Therefore, humans and half-elves can specialize in this school, but elves cannnot.
Ability Requirements: A wizard must have exceptional stamina to spend a lifetime casting conjuration and summoning spells, since he is at times tapping into his own life force in order to create conjured matter or lure summoned creatures. Therefore, a wizard must have a Constitution score of at least 15 to specialize in this school.
Saving Throw Modifiers: All opponents modify their saving throws by -1 when attempting to save against a conjuration or summoning spell cast by a conjurer. A conjurer adds a +1 bonus when saving against conjuration spells or attacks from creatures or forces created by summoning spells.
Bonus Spells and Acquired Powers: A conjurer can memorize an extra spell at each spell level, providing that at least one of the memorized spells is from the school of conjuration/summoning. When a conjurer reaches 17th level, he no longer requires any material components to cast conjuration and summoning spells. When a conjurer reaches 20th level, he gains the ability to instantly dispel creatures conjured by an opponent who has used a monster summoning spell or its equivalent. The conjurer can dispel up to 10 Hit Dice worth of creatures with this ability; only creatures with 5 HD or fewer are affected (therefore, the conjurer could dispel two 5 HD creatures or ten 1 HD creatures, but not a 6 HD creature). The conjurer can use this ability up to three times per day by pointing at the creatures to be affected and concentrating.
Oppositional Schools: A conjurer cannot learn spells from the schools of greater divination and invocation/evocation.
Spell Analysis: Although the conjurer doesn't have an excessive number of specialty spells from which to choose, spells of the conjuration/summoning school are among the most potent of all, comparable only to the school of necromancy in sheer power.
Though useful in a wide variety of situations, conjuration/summoning spells are particularly effective in combat, since the majority of them are capable of inflicting damage.
Generally, conjuration spells such as Melf's acid arrow inflict damage directly, while summoning spells, such as monster summoning, use an intermediary force or monster to attack opponents. Direct attacks have the advantage of immediacy; Melf's acid arrow, for instance, is sent directly at its target. Indirect attacks using an intermediary have the advantage of versatility; giant rats summoned by monster summoning I can be directed to attack the stationary Opponent No. 1, then can be ordered to run down the fleeing Opponent No. 2.
Many summoning attacks require the continual participation of the conjurer; he can't control his summoned creatures if he can't communicate with them. This is especially crucial with spells such as conjure elemental, where the summoned creature will turn on the conjurer if the conjurer breaks his concentration.
Conjurers who learn a large number of spells to summon creatures are better in large parties; the more companions he has, the more protection he has available if a need arises for his comrades to run interference, helping to ensure that his concentration remains unbroken. When traveling, such conjurers should remain in the center of the party, traditionally the safest spot. As members of smaller parties, conjurers are more effective knowing a variety of conjuration/summoning spells, particularly those that inflict damage directly; a conjurer with only one or two companions may find it difficult—and dangerous—to cast conjure elemental.
===Most Desirable Spells===
Low-Level: Melf's acid arrow, summon swarm, and flame arrow are excellent offensive spells, but monster summoning I is the prize—a clever conjurer should find numerous uses for, say, eight giant rats.
Medium-Level: The monster summoning spells are the best. Conjure elemental, Mordenkainen's faithful hound, and summon shadow can turn the tide in just about any battle with low or medium level opponents.
High-Level: This group includes what most wizards consider to be the most prized spell of any school, wish. Limited wish is nearly as potent.
Because DMs vary widely in how they handle wishes, players with conjurer characters might want to discuss with their DM his parameters for adjudicating these types of spells. (See the Spell Commentary section in Chapter 7 for more about wishes.)  In addition to wishes, high-level conjuration/summoning spells offer the conjurer some extremely powerful offensive spells. The all-around best in combat are power word, kill; prismatic sphere; and the monster summoning spells.
Ethos: Because of the great power they wield, most conjurers are utterly convinced that their specialty is superior to all others. Illusion and divination are trivial, alteration and invocation are inconsequential, abjuration and enchantment are too weak, and necromancy is too repulsive. Though tending toward smugness and arrogance, conjurers are also confident, courageous, and bright.
Conjurers tend to rely on summoned creatures to perform difficult tasks for them; hence, many conjurers grow flabby as the years pass. Many consider conjurers to be downright lazy.
Conjurers recognize the importance of keeping evil in check, and most are of good alignment. Evil conjurers flourish, however, particularly those who maintain contact with evil entities summoned from other planes of existence.
Conjurers speak their minds freely and have little patience for the opinions of those they consider to be inferior; it takes a leader of proven worth and unyielding strength to earn the respect of a conjurer. In an adventuring party, conjurers tend to prefer action to discussion, and attacking to negotiating. Conjurers relish every opportunity for combat in order to demonstrate their power.
Since conjurers have little interest in associating with common people, they prefer to live in isolated areas of the countryside. Most consider children a nuisance, so even the few conjurers who marry typically remain childless by choice.
Aside from magical research, conjurers shun all activities that would normally constitute a career or occupation. When funds are low, conjurers can always summon creatures to fetch treasure for them
==Enchantment/Charm==
Description: Similar to the school of conjuration/summoning, this school encompasses two general types of spells. Both types imbue their subjects with magical energy to create specific effects. Charm spells induce changes or influence the behavior of creatures, usually altering their subject's mental or emotional states. Enchantment spells invest non-living objects with magical powers. Neither charm nor enchantment spells have any effect on their subject's physical form.
Specialist Name: Enchanter.
Allowed Races: Humans, half-elves, and elves can all become enchanters.
Ability Requirements: Since influencing the will of others is in part a manifestation of the caster's personal charm, a wizard must have a Charisma of at least 16 to specialize as an enchanter.
Saving Throw Modifiers: All opponents modify their saving throws by -1 when attempting to save against an enchantment/charm spell cast by an enchanter. An enchanter adds a +1 bonus when saving against enchantment/charm spells.
Bonus Spells and Acquired Powers: An enchanter can memorize an extra spell at each spell level, providing that at least one of the memorized spells is from the school of enchantment/charm. When an enchanter reaches 17th level, he acquires immunity to all forms of charm spells. When an enchanter reaches 20th level, he gains the ability to cast a special free action spell once per day. The enchanter can cast this spell on himself or any creature he touches. No material components are required for this spell and the casting time is 1; the enchanter merely touches the subject to be affected and concentrates. When enchanted with free action, the subject is able to move and attack normally for one hour, even under the influence of a spell that impedes movement such as web or slow. The spell negates the effects of hold spells. Underwater, the subject moves at normal surface speed and inflicts full damage with weapons, provided that the weapon is wielded and not hurled.
Oppositional Schools: An enchanter cannot learn spells from the schools of invocation/evocation and necromancy.
Spell Analysis: The enchanter has a moderate number of spells from which to choose, most of them emphasizing defensive rather than offensive effects. Not only can this school of spells be divided into charms and enchantments, the spells can also be divided into those that affect only a single person or object, and those capable of affecting a group.
Generally, the group-affecting spells are more useful to the enchanter, but he must consider their ranges and durations when deciding which spells to learn and memorize. For instance, both ray of enfeeblement and Tasha's uncontrollable hideous laughter are 2nd-level enchantment/charm spells that inflict penalties on the attack and damage rolls of opponents. Ray of enfeeblement affects only one creature, while Tasha's laughter affects all those within a 30-foot cube. But note that even though Tasha's laughter inflicts a higher damage penalty, it lasts only a single round (although the effects essentially carry over into the next round). Ray of enfeeblement lasts 1 round/level; when cast at higher levels, this spell can be extremely debilitating. And though the 60-yard range of Tasha's laughter makes the range of ray of enfeeblement look dismal by comparison (10 yards + 5 yards/level), note that at higher levels, the range of ray of enfeeblement increases dramatically, while the range of Tasha's laughter stays the same.
The shortcoming of the enchantment/charm catalog is the lack of offensive spells. Only a handful of them are capable of inflicting damage. This usually defines the enchanter's role in an adventuring party as defensive. As with the abjurer, it should be noted that with his low AC, the enchanter is extremely vulnerable to attacks. A bodyguard with a high AC or a lot of hit points is more of a necessity than a luxury for an enchanter. Unlike an abjurer, whose defensive spells operate more or less automatically, the enchanter's defensive spells often require him to take an additional action after they are successfully cast. A hypnotized victim, for instance, needs to be told what to do, as does a subject affected by suggestion. Charmed creatures may simply stand and stare unless directed otherwise by the caster. Clearly, the most effective enchanters are those who are creative, quick-thinking, and vigilant.
===Most Desirable Spells===
Low-Level: Nearly all of the low- level enchantment/charm spells are defensive. The best are those that allow the enchanter the most latitude in the number of creatures he can affect, such as hypnotism, sleep, scare, and Tasha's uncontrollable hideous laughter. Though it affects only one creature, suggestion can be an extremely useful spell in the hands of a creative caster; with a duration of 1 hour + 1 hour/level, it's also among the longest-lasting low-level spells.  Medium-Level: Enchanted weapon is one of the few offensive spells available in this school, a valuable addition to any enchanter's repertoire. Charm monster and hold monster have the advantage of being able to affect a variety of opponents. Magic mirror effectively substitutes for a crystal ball and other scrying devices. Mass suggestion and eyebite have the most possibilities of all the medium-level spells in the hands of a creative caster.
High-Level: Unfortunately, few high-level enchantment/charm spells are available to the enchanter. For their variety of uses, antipathy-sympathy, binding, and mass charm are the best all-purpose spells. In lieu of a conjurer, demand essentially functions as a conjuration spell.
Ethos: With their high Charisma, enchanters tend to be the most physically attractive and personable of all the specialists. They are sensitive, passionate, and caring. They believe in the sanctity of life and share the druid's love of nature. Most enchanters see themselves as protectors of the helpless and advocates of the weak, but there are some who see their mastery of enchantment magic as evidence of their inevitable ascendance in the world. Notably, there are ample numbers of good and evil enchanters, but few neutral ones.
Enchanters are commonly the voice of reason in adventuring parties. They are often able to devise options and solutions that have eluded their companions. They are excellent team-players, superb negotiators, and shrewd bargainers. They enjoy fine arts and good conversation, and are fascinated by magic in all its forms. It is not unusual for an enchanter to acquire dozens of close friends. Though deeply romantic, enchanters often marry late in life, as they are reluctant to settle down with just one person.
Fond of the simple life, enchanters usually live in modest homes in small villages. They spend much of their time tinkering with magical potions and devices, commonly earning money as counselors, teachers, and farmers
==Greater Divination==
Description: This school includes a variety of spells that reveal information that would otherwise remain hidden or secret. Greater divination spells reveal the existence of specific items, creatures, or conditions, as well as information about the past, present, and future. This school also includes spells that contact creatures from other planes of existence, but do not induce direct action from those creatures.
Specialist Name: Diviner.
Allowed Races: Elves, half-elves, and humans are all eligible to specialize as diviners. (Note that Table 22 on page 31 of the Player's Handbook is incorrect—gnomes cannot be diviners.)
Ability Requirements: A wizard must have a strong intuition and exceptional willpower to master divination spells, reflected in a high Wisdom score. Specialists in this school must have a minimum Wisdom score of 16.
Saving Throw Modifiers: All opponents modify their saving throws by -1 when attempting to save against a divination spell cast by a diviner. A diviner adds a +1 bonus when saving against divination spells or any magical devices that duplicate these effects.
Bonus Spells and Acquired Powers: A diviner can memorize an extra spell at each spell level, providing that at least one of the memorized spells is from the school of divination.
When a diviner reaches 17th level, he acquires immunity to all forms of scrying spells, such as ESP and know alignment, as well as immunity against magical items that duplicate these effects. An opponent using ESP on a 17th level diviner has no more success than if he were attempting to read the mind of a stone. An opponent using clairaudience on an unseen 17th level diviner neither receives information nor becomes aware of the diviner's presence.
When a diviner reaches 19th level, he receives the ability to cast a special find traps spell three times per day. The spell has an area of effect equal to a 10-foot-path up to a range of 30 yards. To cast the spell, the diviner must merely point in the desired direction and concentrate; no verbal or material components are required. Similar to the 2nd-level priest spell, find traps reveals the existence of all normally concealed magical and mechanical traps, including alarms, glyphs, and similar spells and devices. The diviner learns the general nature of the trap (magical or mechanical) but not its exact effect or how to disarm it.
When a diviner reaches 20th level, he receives the ability to cast a special divination spell once per day. To cast the spell, the diviner must concentrate for one full turn; no verbal or material components are required. Similar to the 4th-level priest spell, divination reveals a useful piece of advice concerning a specific goal, event, or activity that will occur within the next seven days. The revelation may take the form of an omen, a short phrase, or a cryptic verse, but it always reveals specific advice. In all cases, the DM controls the type of information revealed and whether additional divinations will supply additional information. The base chance for a correct divination is 80 percent, adjusted by the DM for unusual circumstances or extreme requests (such as a diviner trying to learn the exact location of a powerful artifact). If the dice roll fails, the diviner knows that the spell failed, unless specific magic yielding false information is at work.
Oppositional Schools: The diviner is denied access to the school of conjuration/summoning.
Spell Analysis: The variety of spells available to the diviner is more restricted than any other school or specialist. Offensive spells—that is, those that inflict damage on opponents either directly or indirectly—are nonexistent for this school.  Defensive spells that either inhibit an enemy's attack ability or provide direct protection for the diviner and his companions are likewise unavailable. This doesn't mean that the diviner is useless on the battlefield; it means that his strength lies elsewhere.
As a gatherer of information, the diviner is without peer. A diviner can anticipate unexpected dangers, can separate the truth from lies, and is exceptionally effective as a spy. He can bolster his party's defenses by alerting them to the presence of normally undetectable opponents. Although the repertoire of divination spells is relatively small, the diviner has access to more schools than any other specialist.
There are two general groups of greater divination spells. One group includes spells that reveal information about a specific object or creature, such as ESP and locate object. A second group reveals information about any type of object or creature within the range of the spell; this group includes detect invisibility and clairvoyance.
===Most Desirable Spells===
Low-Level: All 1st-level through 4th-level divination spells are part of the lesser divination school, and are available to all schools. These are discussed in more detail in the Lesser Divination section below. However, a well-rounded diviner will have detect magic, read magic, and ESP included in his repertoire; know alignment and clairvoyance are also important basic divination spells.
Medium-Level: All of the medium-level divination spells are strong, with legend lore and true seeing likely to get the most use. Contact other plane is a valuable spell if the diviner's party lacks a conjurer or other wizard capable of contacting extraplanar creatures.
High-Level: With only a handful of high-level greater divination spells, the diviner has few choices. Note that foresight is one of the few divination spells that offers the diviner protection from harm.
Ethos: Diviners are perhaps the wisest of all wizards. Their investigations into the world around them and their perusal of events of the past and the future empower them with a base of knowledge and insight rivaled only by the most learned scholars. A diviner typically possesses a striking insight into the workings of men's minds; few are better judges of character than diviners.
Diviners tend to be cautious and deliberate in their actions. Because their divinations have taught them that men are prone to hiding their true feelings and motivations, many diviners are suspicious and distrustful, sometimes to the point of cynicism. Those diviners who allow distrust and cynicism to overwhelm them tend to be of evil alignment. Those who accept man's ambiguous character as a part of the natural order tend to be of neutral alignment. Those who maintain faith in man's innate goodness tend to be of good alignment.
Diviners are not predisposed to the adventuring life, and accept such a career only reluctantly. They are not natural combatants; in fact, wizards lacking in physical prowess are drawn to divination more than any other specialty. Still, diviners make valuable additions to adventuring parties; their judgement, cunning, and plain common sense are welcome commodities. A party must take care to provide protection for diviners since they usually lack any significant ability to defend themselves.
Diviners are loners at heart and do not make close friends easily. They rarely raise large families. Diviners of good alignment generally harbor no ill feelings against other people, and will usually assist them when asked. Still, they prefer to live alone in remote areas where they can conduct their research and investigation undisturbed. Stone towers on cliff sides or atop high hills are ideal residences for diviners. Though they show little interest in material possessions, diviners earn money by charging for their services as seers, fortune-tellers, and finders of lost objects and persons
==Illusion==
Description: Spells from the school of illusion bend reality to create apparent changes in the environment, in the caster, or in other persons or creatures. These spells do not cause real changes as alteration spells do, but instead alter the way that creatures and persons perceive reality. This school includes both illusion and phantasm spells (the differences are discussed in the Spell Analysis section below).
Specialist Name: Illusionist.
Allowed Races: Humans and gnomes are eligible to become illusionists. It's not clear why elves and half-elves are unable to specialize in this school, though some speculate that the same inborn magical resistance that helps make them immune to charm spells also limits their ability to focus the magical energy needed to create illusions.
Ability Requirements: The somatic components of most medium-level and high-level illusions require precise physical manipulations. Therefore, to specialize as an illusionist, a wizard must have a minimum Dexterity score of 16.
Saving Throw Modifiers: Illusionists add a +1 bonus when rolling saving throws against any type of illusion. Opponents suffer a -1 penalty when rolling saving throws against illusion/phantasm spells cast by an illusionist. These modifiers are only used against illusions where saving throws are applicable.
Bonus Spells and Acquired Powers: An illusionist can memorize an extra spell at each spell level, providing that at least one of the memorized spells is from the school of illusion.
When an illusionist reaches 18th level, he adds a +1 bonus when saving against illusions cast by non-illusionists. (Since this is in addition to his natural +1 modifier, his saving throw bonus against these attack forms effectively becomes +2.)
When an illusionist reaches 20th level, he acquires the ability to cast a special dispel illusion spell three times per day. The spell has a range of 30 yards and a casting time of 1. To cast this spell, the illusionist merely points at the subject and concentrates; no somatic or material components are required. This spell enables the illusionist to dispel any type of phantasmal force, including those augmented by audible glamer; however, dispel illusion is effective only on phantasmal force spells cast by non-illusionists.
Dispel illusion has a base chance of success of 50 percent. For each level of experience that the illusionist exceeds the caster of the phantasmal force, the chance of success is increased by 5 percent. For each level the caster exceeds the illusionist, the chance is reduced by 5 percent. (For instance, if a 20th-level illusionist attempts to dispel a phantasmal force created by a 15th-level mage, the illusionist's chance of success is 75 percent.) If an illusionist casts dispel illusion at a subject that isn't an illusion, there is no effect, but the attempt counts against the illusionist's daily limit of dispel illusion spells.
Oppositional Schools: An illusionist cannot learn spells from the schools of necromancy, invocation/evocation, and abjuration.
Spell Analysis: Spells of this school can be grouped into two general categories: illusions and phantasms. Illusions are spells that simulate reality, creating artificial conditions of light, color, sound, and scent. Audible glamer is an example of an illusion that simulates sound. In general, the lower-level illusions are of limited use in combat situations, providing neither direct protection from damage nor the ability to inflict damage on opponents. Though most illusions create only the appearance of reality, some high-level spells tap extradimensional forces to create illusions with physical substance, capable of inflicting damage and otherwise interacting with the real world. Shadow monsters is an example of a quasi-real illusion. These are the most useful types of illusion spells in combat, as they can create illusionary creatures to attack opponents and execute an assortment of other tactical actions. Another type of illusion focuses extradimensional forces to alter the physical form of the caster. Wraithform is an example. These are especially good defensive spells, as they protect the caster from a variety of attack forms.
Phantasms are the second general group of illusion spells. Phantasms directly manipulate the perception of their victims. Phantasms do not create images, they induce responses. Spook is an example of a phantasm that induces the response of fear. Phantasms are also good defensive spells, more so than illusions that alter the caster's form, since they can affect a number of opponents within a given range.
Because spells from the school of illusion are mainly concerned with the creation of images and are of limited use on the battlefield, many feel that illusionists are the weakest of all the specialists. In a broad sense, however, no school provides a wizard with more options, since in most cases, illusion spells are limited only by the caster's imagination. For instance, consider the 1st-level illusion spell phantasmal force. A dull-witted wizard might consider this a useless spell; after all, its illusions have only visual components. A silent monster might scare away a nervous bandit, but what else can you do with it?  Plenty, answers the creative illusionist, and the effects aren't confined to the battlefield. Here are some examples:
* The party is being pursued by a hoard of orcs. The wizard uses phantasmal force to create the illusion of a wall of bramble bushes behind the party to slow down the pursuers. Alternately, he creates a swarm of wasps, a cloud of ominous green gas, or a pool of quicksand to slow them down.
* The hungry party wants to catch some fish for the evening meal. They have lines and hooks, but no bait. The wizard uses phantasmal force to create a colorful, sparkling lure.
* The party wishes to lure an enemy into a cave for an ambush. The wizard uses phantasmal force to create the illusion of great treasure just inside the cave and—in goes the greedy enemy.
* The wizard has met a beautiful damsel whom he wishes to impress. He takes her to a secluded woodland and uses phantasmal force to create the illusion of a patch of beautiful wild flowers.
===Most Desirable Spells===
Low-Level: Phantasmal force, ventriloquism, improved phantasmal force, and spectral force are the most versatile low- level illusionist spells when wielded by a creative caster. Spook, invisibility, wraithform, and invisibility, 10' radius are excellent defensive spells.
Medium-Level: With access to 4th-level and higher spells, the illusionist becomes a strong combatant, as he can take advantage of powerful, quasi-real illusions such as phantasmal killer, shadow monsters, demi-shadow monsters, shadow magic, demi-shadow magic, and shades. The options for the creative illusionist also expand, with access to the complex creations possible with minor creation, advanced illusion, major creation, permanent illusion, and programmed illusion.
High-Level: Unfortunately, the number of spells available to the illusionist drops dramatically at higher levels. Shadow walk is invaluable if the wizard anticipates travel to the plane of shadow; in certain situations, it also functions as an effective banishment spell. Mass invisibility can mean the difference between victory and defeat in combat involving a large number of participants. Simulacrum has the most possibilities of all the creation illusions, while weird can be the most deadly of all the offensive illusion spells.
Ethos: Illusionists tend to be flamboyant, outgoing, and self-assured. Remarkably creative, they enjoy art, literature, poetry, and music, and many are accomplished artists in their own rights. Though their aptitude for scholarly pursuits is as high as any other specialist, illusionists tend to spend less time involved in research, preferring the company of people to the isolation of the laboratory.
Illusionists have sharp minds, but they are not particularly deep thinkers. Pragmatic by nature, they accept the impermanence of all things, believing that any attempt at developing an all- encompassing philosophy to explain the meaning of existence is ultimately futile and therefore a waste of time. Illusionists tend to be of good and neutral alignments, since wizards inclined toward evil usually opt for a specialization they perceive as being more powerful.
Because of their forceful personalities and sharp minds, illusionists make good leaders of an adventuring party, but they also make equally good lieutenants and strategists. Because low-level and medium-level illusionists usually lack defensive spells, a party must provide bodyguards or other protection to keep them healthy; such illusionists are best kept in the center of the party when traveling.
Illusionists enjoy the hustle and bustle of urban life, and usually maintain well-furnished homes in the heart of a city. They usually have a host of friends and acquaintances, and are loyal and loving spouses. Illusionists earn a living as entertainers, artists, mercenaries, teachers, and shopkeepers
==Invocation/Evocation==
Description: This school includes two types of spells, both of which use magical energy to create specific effects by bringing forth special forces that the caster shapes into constructs of energy or constructs of matter. Evocation spells use the natural magical forces of the planes. Invocation spells call on the intervention of powerful extradimensional beings.
Specialist Name: Invoker.
Allowed Races: Only humans are able to incorporate the complimentary energies necessary to master the spells of this school. Therefore, only humans are eligible to become invokers.
Ability Requirements: Because of the powerful energies involved, a lifetime of casting invocation/evocation spells is extremely stressful to a wizard's health. A minimum Constitution of 16 is necessary to specialize as an invoker.
Saving Throw Modifiers: All opponents modify their saving throws by -1 when attempting to save against an invocation/evocation spell cast by an invoker. An invoker adds a +1 bonus when saving against invocation/evocation spells.
Bonus Spells and Acquired Powers: An invoker can memorize an extra spell at each spell level, providing that at least one of the memorized spells is from the school of invocation/evocation. When an invoker reaches 17th level, he gains an additional +1 bonus when saving against invocation/evocation spells or against magical devices duplicating the effects of these spells. With his natural saving throw modifier, this effectively raises his bonus to +2.  When an invoker reaches 20th level, he gains another +1 bonus when saving against invocation/evocation spells, effectively raising his bonus to +3.
Oppositional Schools: The invoker is denied access to spells from the schools of enchantment/charm and conjuration/summoning.
Spell Analysis: This school offers the specialist a range of spells of staggering power. In fact, no school has a wider variety of offensive spells available at all levels.
The high-level offensive evocation spells are nothing short of devastating; a single meteor swarm for instance, can inflict up to 160 hit points of damage. Accordingly, an invoker can be thought of as the wizardly equivalent of the mightiest fighter; when armed with a repertoire of invocation/evocation spells, the invoker is easily among the game's most powerful characters.
The invoker also has access to a number of potent defensive spells. Some of these provide protection against specific types of attacks, such as shield and fire shield, while others offer protection by hindering the actions of all enemies within the range of the spell, such as wall of fog and shout. Generally, the spells hindering enemy actions will prove to be more useful than spells protecting against a specific type of attack, unless the invoker suspects that he will be encountering specific types of monsters. For instance, if fire lizards roam the land, it's prudent to memorize fire shield. 
A wise invoker realizes that the strongest spells are not necessarily the best ones. For instance, assume that a 10th-level invoker and his party are about to venture into an unknown area where large numbers of hostile creatures are rumored to live. Though the creatures are numerous, they're also rumored to be low-level, perhaps no more than 3 HD each. The invoker has both lightning bolt and Melf's minute meteors in his spell book—which of the two will be the most helpful? The damage caused by a single lightning bolt exceeds that of minute meteors, but the lightning bolt can be used only once, while minute meteors enables the invoker to make up to ten attacks.  A typical 3 HD monster has about 12 hit points. Undoubtedly, the lightning bolt will wipe out a 3 HD monster, but much of the lightning bolt's power is likely to wasted. With luck, the minute meteors will disable numerous 3 HD monsters.
It is wise to memorize powerful single-shot offensive spells (such as lightning bolt and fireball) when the party expects to encounter high-level monsters, and to memorize multiple-shot spells (such as chain lightning and Melf's minute meteors) capable of disabling a number of opponents when low-level monsters are expected.
Though the invoker wields great power, it's important to remember that his Armor Class is no better than that of any other specialist. An invoker armed with lightning bolt, fireball, and a range of other formidable offensive spells is still vulnerable to attacks. A party who repeatedly sends their invoker on dangerous assignments alone or an invoker who consistently volunteers for such assignments is tempting fate; a single trap or successfully executed ambush can easily mean the end of his life.
===Most Desirable Spells===
Low-Level: Magic missile is the most potent 1st-level offensive spell. Fireball, lightning bolt, and Melf's minute meteors are killers, perhaps the best low-level offensive spells of any school. Wall of fog and web are the best low-level offensive spells.
Medium-Level: There are three medium-level spells whose multiple forms make them particularly attractive; interestingly, they all are all cold-based spells. These include ice storms (two forms), wall of ice (three forms), and Otiluke's freezing sphere (three forms). Dream is a similarly attractive spell, since the invoker also gains access to its reverse, nightmare. Shout, wall of iron, and Tenser's transformation are all effective as both offensive and defensive spells. Cloudkill and chain lightning are excellent additions to any invoker's arsenal.
High-Level: Limited wish is limited only by the imagination of the caster and the parameters set by the DM (see the discussion of wish spells in Chapter 7 for more information). Binding, with its six different forms, is a terrific defensive spell. All but the mightiest of opponents will yield to an invoker armed with one or more of the following: Bigby's clenched fist, incendiary cloud, Bigby's crushing hand, energy drain, and meteor swarm.
Ethos: The school of evocation/invocation attracts the most serious-minded, intense, and determined wizards. Most are single-mindedly devoted to the mastery of their craft. Invokers of good alignment devote themselves to using their skills to promote goodness and eliminate evil, willing to sacrifice their lives if necessary. For evil-aligned invokers, the magic of invocation is the key to their ascendancy; to them, good is weakness and evil is strength. Because specialists of this school are men and women of extreme philosophies, invokers of neutral alignment are rare. 
Invokers are natural leaders: fearless, inspiring, and authoritative. Their courage on the battlefield is without peer, and they perform as aggressors alongside the most able fighters. Since they are introspective, soft-spoken, and emotionally distant, invokers seldom establish strong personal relationships.
Invokers will live anywhere they can maintain their privacy. Common people willingly leave them alone, fearing their power and even regarding them as dangerous, and invokers do little to dispel this reputation. They shun material possessions, needing only enough funds to finance their research. They primarily earn money as teachers, though they will occasionally sign on as members of adventuring parties in order to find treasure
==Necromancy==
Description: This powerful school involves spells dealing with death and the dead. These spells drain vitality from living creatures and restore life functions to unliving creatures. Bones, blood, spirits, and apparitions are all associated with the magical energies shaped and controlled by the specialists of this school.
Specialist Name: Necromancer.
Allowed Races: As in the school of invocation/evocation, only the spirits of humans incorporate the energies necessary to master the spells of necromancy. Therefore, only humans are eligible to become necromancers.
Ability Requirements: Since only the most enlightened, strong-willed, and intuitive wizards can become specialists of this school, necromancers must have a minimum Wisdom of 16.
Saving Throw Modifiers: All opponents modify their saving throws by -1 when attempting to save against a necromancy spell cast by a necromancer, or against an attack from an undead creature either created or controlled by a necromancer. A necromancer adds a +1 bonus when saving against necromancy spells, or against any attacks made by undead creatures.
Bonus Spells and Acquired Powers: A necromancer can memorize an extra spell at each spell level, providing that at least one of the memorized spells is from the school of necromancy. When a necromancer reaches 17th level, he adds another +1 bonus when saving against necromancy spells or against any attacks made by undead creatures. With his natural +1 bonus, this effectively raises his saving throw bonus to +2.
When a necromancer reaches 20th level, he gains the ability to cast a special form of speak with dead once per day. To cast the spell, the necromancer must merely point to the subject and concentrate for one round; no verbal or material components are necessary. The spell enables the necromancer to ask questions of a single dead creature and receive answers according to the knowledge of that creature. The creature can not have died more than 100 years ago, and the caster must be able to converse in a language that the dead creature formerly used. The necromancer can converse with the dead creature for one full turn and can ask up to four questions.
Regardless of the creature's level or alignment, it receives no saving throw against this spell. However, the creature will be as evasive as possible, tending to give brief and sometimes cryptic answers.
Additionally, the creature's knowledge is usually confined to what it knew in life (it cannot convey information about what may have happened to it after its death).
Oppositional Schools: The necromancer cannot learn spells from the schools of illusion and enchantment/charm.
Spell Analysis: Though the school of necromancy has a relatively small number of spells, they are among the most potent available to any of the specialists. In terms of sheer power, the necromantic spells compare to those from the school of invocation/evocation.
Necromantic spells can be sorted into three general groups. One group includes spells that imbue the caster or a person of the caster's choice with special abilities similar to the effects of certain enchantment and alteration spells. Chill touch, enervation, death spell, and finger of death are examples of this type of spell. The majority of this group are extremely powerful offensive spells; death spell and finger of death in particular are effective against a wide range of opponents. A necromancer armed with a repertoire of these spells bolsters his party's offensive capabilities considerably. Reincarnation can be considered part of this group, since it imbues the subject with a special ability; namely, a second chance at life.
A second group of necromancy spells includes those that create creatures or physical forces to fight on the caster's behalf.  Spectral hand and animate dead are examples. Summon shadow is also included in this group, although in this case, an actual creature is summoned rather than created. Since these spells enhance the caster's ability to inflict damage on opponents, they can be considered offensive spells.
A third group of necromancy spells enables the caster to affect the actions of other creatures, usually undead. Hold undead, contagion, and control undead are examples. Since these spells inhibit the attack capabilities of the affected creatures, they can be considered defensive spells, although in the case of control undead, the affected creatures can also be used to attack enemies.
The majority of the necromancer's spells probably won't come from just one of these groups. More likely, he will acquire a number of spells from each of these groups over the course of his career. Though all of the necromancy spells are extremely powerful, in most cases, the offensive spells are his best choices, since their power has no parallel in spells from other schools (for instance, it would probably take a 9th-level wish to duplicate the effects of a 6th-level death spell).
The necromancer doesn't exhibit much magical strength until he reaches the higher levels. A low-level necromancer of 6th level or lower might contribute little to a party's defensive or offensive capabilities. A low-level necromancer requires extra protection from his companions; he must also adopt a realistic attitude about his effectiveness in combat and avoid taking unnecessary risks. However, once the necromancer gains access to the middle-level and higher-level spells (at 6th-level and above), his capabilities increase at a rapid rate. He needs only to live long enough to get there.
===Most Desirable Spells===
Low-Level: The low-level spells are somewhat weak, although chill touch, spectral hand, and vampiric touch are all good offensive spells. Hold undead and detect undead will be invaluable if the wizard or his party will be venturing into catacombs, burial grounds, or other places where such creatures are likely to be encountered.
Medium-Level: All of the spells in this group are exceptionally strong. Magic jar and reincarnation are unique in their utilities, their powers comparable only to that of a wish. Death spell, enervation, summon shadow, animate dead, and contagion all have a variety of uses on the battlefield.
High-Level: There are only a few high-level necromancy spells, but all of them are extremely potent. Control undead, finger of death, and energy drain can make the mightiest opponents tremble. Wizards planning to employ clone should carefully consider the time it takes to use; though the casting time is only a single turn, it can take up to eight months for the clone to grow.
Ethos: The necromancer exhibits a fascination with life and death that borders on the obsessive. He is typically brooding, humorless, and withdrawn. Casual acquaintances consider him to be cold and hostile, but those who befriend the necromancer may come to know him as a caring, complex individual whose emotions run deep. The necromancer can be a valued and trustworthy companion, but he is also prone to bouts of depression so extreme that it becomes difficult for him to interact with others to any meaningful degree.
Continual exposure to forces associated with undead creatures can have a corrupting effect on wizards with even the slightest inclinations toward evil. Consequently, the number of evil-aligned necromancers is rumored to far outweigh the number of those of good alignment. Neutral necromancers are virtually non-existent; in general, a necromancer either has a will strong enough to resist the lure of darkness, or he submits to the corruption and devotes himself to a life of evil.
Befriending a necromancer will try the patience of even the most understanding character. Since necromancers prefer solitude to companionship, and silence to conversation, it is little wonder that few of them have spouses; the best mate for a necromancer is another necromancer.
In spite of their reticence, most good- aligned necromancers are unshakable in their determination to confront and extinguish evil and will join like-minded individuals to undertake these types of missions. Understandably, necromancers make poor leaders, but they are valuable additions to adventuring parties. Not only do necromancers wield unmatched power, their familiarity with the world's dark forces makes them virtually fearless. On the other hand, much to a leader's chagrin, a necromancer does not always follow orders automatically; a necromancer who disagrees with his party's strategy may simply strike out on his own.
Necromancers live as far from civilized regions as they can, establishing residences in ancient castles, deep caverns, or even abandoned crypts. They spend most of their time engaged in arcane research, reading, studying, and writing.
Necromancers seldom have careers, though they occasionally earn money as teachers and mercenaries. High-level necromancers simply order undead creatures to fetch them treasure when funds are low