Arcane Traditions

## **The Schools of Magic**

There are eight traditional selections, based on the School of Magic categories, with additional specialties that mix and match features and feats, both in and out of arcane casting, to create powerful and utilitarian classes.

### Abjuration

**School of Abjuration**
 Level
 2
 6
 10
 14
 Furthermore, you have +1 resistance to damage from spells. This feature can not increase your resistance above 1.

### Bladesong

**The Bladesingers**
 Level
 2
 *While your Bladesong is active, you gain the following benefits:** You gain a bonus to your ER equal to your Intelligence modifier (minimum of +1).
* Your walking speed increases by 4 metres.
* You have advantage on Acrobatics checks.
 6
 10
 14

### Conjuration

**School of Conjuration**
 Level
 2
 6
 10
 14

### Divination

**School of Divination**
 2
 6
 10
* Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8.
* Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
* Greater Comprehension. You can read any language.
 14

### Enchantment

**School of Enchantment**
 Level
 2
 6
 10
 14
 ////

### Evocation

**School of Evocation**
 2

### Illusion

**School of Illusion**
 Level
 2
 6
 10
 14
 The object can't deal damage or otherwise directly harm anyone.

### Necromancy

**School of Necromancy**
 2
 6
 Whenever you create an undead using a necromancy spell, it has additional benefits:
* The creature’s hit point maximum is increased by an amount equal to your wizard level.
 10
 14
 Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

### Thaumatology

**School of Thaumatology**
 Level
 2
 6
 10
 14
 As an action you may choose one target, including yourself, under the effect of one or more concentration spells cast by another caster (again, subject to the limitation above), and redirect one effect to a new recipient (including yourself, but not to the original caster unless it's willing). You don't need to know the spell or have the ability to cast it (such as a cleric or druid spell), but it must be of a level you can cast. If the caster is willing, the redirection automatically succeeds. Otherwise make an ability check, with advantage, using your spell casting ability against the spell save DC of the original caster. If the target is the original caster, make the check with disadvantage instead. If the spell is from a tradition in which the caster has specialized (e.g. enchantment or transmutation) you also have disadvantage. On a successful check, choose a new recipient of the effect, who, again, may make a saving throw against your spell save DC if it's unwilling (if there are no other potential recipients besides the original caster, the spell simply ends). You then assume the concentration requirements, the spell continues from the original duration, and on your next turn you are considered the original caster for any further redirection effects (and thus you may now redirect any effects to the actual original caster). Again, any effects that would otherwise be permanent after a full duration of concentration instead end upon expiration of the spell.