Specialist Wizards
A select group of wizards decide to focus their
studies on a specific type of magic. The end result
of this is that they become highly skilled in their
chosen branch, although they obtain such talent
at the cost of knowledge in other areas. All specialist
wizards possess similar abilities and limitations.
Ability Requirements
All schools require the minimum Intelligence listed under
the mage class as well as an additional minimum ability
score. Table 86: Wizard Specialist Requirements (lists each of the restrictions. If a specialist wizard has
an Intelligence score of 16 or better, then he receives a 10%
bonus to any experience point award granted him.
Racial Limitations
Several specialized schools are open not only to humans,
but also some of the other races. To find out which races
can become certain types of specialists, refer to Table 86.
Alignment
As with the mage, specialist wizard player characters can be
of any alignment except evil. The perceptions and actions
listed under the "Alignment" section of the mage class also
holds true with regards to specialists.
Spells
Since specialists focus on a certain school, specialist
characters must first choose the school that they wish to
work in. The skill that a specialist gains in his chosen school
provides him with some advantages and disadvantages over
the mage class regarding extra spells, learning and
acquiring spells, and spell creation.
The Thirteen Schools
Magic on the Demiplane of Dread is divided into thirteen
distinct areas of study, known as schools. Four of these
schools are the purview of the elementalist. If a player character wishes to specialize in any one of those four schools
(air, earth, fire, or water), he should refer to the elementalist
class. The school of lesser divination is open to
all wizards and cannot be the subject of specialization.
Wizards who focus on one of the other eight schools are
considered specialists. By opting to become a specialist
wizard, a character gains increased abilities in certain areas
but also limits himself in others. Each specialist has at least
one opposition school, from which he cannot cast spells.
For further information on schools that oppose each other,
see Table 86.
Abjurers: Abjurers specialize in the school of abjuration.
Through the use of their magical powers, they create
barriers, wards, and other magical types of protection.
Conjurers: Wizards of this type channel their powers into
learning spells that enable them to summon creatures to
them and create materials from thin air. At higher levels,
they gain the ability to pull creatures from other planes to
them. This is especially dangerous in Ravenloft, for such
creatures are seldom pleased to discover that they are now
prisoners of the Demiplane.
Diviners: Diviners are experts at acquiring information
and learning obscure or forgotten things. No secret is safe
from the prying eyes of a diviner. Even the veil of time
cannot hide things from such people. Although male half-Vistani characters cannot be diviners, female characters of half-Vistani blood are always free to be diviners, no matter
what their Wisdom score.
Enchanters: The enchanter specializes in spells that
imbue objects with magical power and direct the actions of
living beings. They do this by exerting their will at the most
basic of levels and extending the limits of their essence.
Illusionists: Illusionist spells tend to fall into two
categories. The first are illusions, which bend light to create
images of things that are not there. The second are
phantasms, which exist only in the mind of the target.
Invokers: An invoker is an expert in the school of
invocation/evocation. Such characters can call upon the
forces of the universe and shape them into physical and
magical constructs.
Necromancers: It is often assumed that necromancers are
the most common type of specialist mage found in
Ravenloft. In actuality, the reverse is true. Because of the
nature of their spells, which involve death and the undead,
those who specialize in this type of magic are often drawn
into the darkness themselves and consumed by the Mists.
Transmuters: Transmuters are experts in the school of
alteration. They have the power to reshape the very
structure of time and space. The great variety of spells
available to transmuters can make them the most powerful
of Ravenloft's specialist wizards.
Table 86: Wizard Specialist Requirements
Specialist |
|
School |
|
Race |
|
Minimum Ability |
|
Opposition Schools |
Abjurer |
|
Abjuration |
|
H |
|
15 Wis |
|
Alt. & Illusion |
Conjurer |
|
Conjuration/
Summoning |
|
H, 1/2E, 1/2V |
|
15 Con |
|
Gr. Div & Inv. |
Diviner |
|
Greater
Divination |
|
H, 1/2E, E, 1/2V* |
|
16 Wis |
|
Conj./Summ. |
Enchanter |
|
Enchantment/
Charm |
|
H, 1/2E, E, 1/2V |
|
16 Cha |
|
Inv./Evo. & Necro. |
Illusionist |
|
Illusion |
|
H, G, 1/2V |
|
16 Dex |
|
Necro., Inv./Evo., Abj. |
Invoker |
|
Invocation/
Evocation |
|
H |
|
16 Con |
|
Ench./Charm & Conj./Summ. |
Necromancer |
|
Necromancy |
|
H |
|
16 Wis |
|
Illusion & Ench./Charm |
Transmuter |
|
Alteration |
|
H, 1/2E |
|
15 Dex |
|
Abj. & Necro. |
* See the section about diviners for a special limitation on half-Vistani.
Extra Spells
Specialist wizards have the ability to memorize and cast an
extra spell of each spell level open to him. Thus, a wizard
with access to 1st-, 2nd-, and 3rd-level spells would have
three bonus spells available to him (one Ist-level, one 2nd-level, and one 3rd-level spell). These bonus spells must be
from the wizard's specialty school and are memorized in the
same manner as other spells.
Learning Spells
When a specialist attempts to learn a spell from his chosen
school, his chance to succeed (as determined by his
Intelligence) is increased by +15%. Conversely, when such a
characters seeks to add a spell from another school to his
spell book, he suffers a -15% penalty.
Spell Acquisition
Whenever a specialist character gains the ability to cast
spells of a new level, he automatically adds one spell of the
newly available level from his chosen school to his spell
book. This reflects the dedication with which a specialist
studies the lore and literature of his particular field. The
spell can be chosen by the player, selected by the Dungeon
Master, or determined by a die roll, as the Dungeon Master
desires. No roll is required to learn this spell.
Creating New Spells
When a specialist wizard attempts to create a new spell
within his chosen school, that spell is treated as if it were
one level lower than it actually is. Thus, if the character
attempts to create a 3rd-level spell, it is treated as a
2nd-level spell for the purposes of his research.
Magical Items
Specialists freely use most of the magical items available
to other wizards. They cannot, however, employ those
items that duplicate the effects of spells from their
opposition fields.
Saving Throw Adjustments
A specialist's knowledge of magic serves him well when he
is called upon to defend himself from spells drawn from his
own area of expertise. Whenever a specialist must attempt a
saving throw brought on by a spell from his chosen school,
he does so with a +1 bonus. Likewise, his own spells are so
powerful that other characters make their saving throws
against his spells with a -1 penalty. When a specialist casts
a spell on a specialist of the same type, the modifiers cancel
each other out.
Power Checks
The skill that a specialist possesses with spells from his
own school enables him to cheat the dark powers, at least
for a time. When a specialist wizard casts a spell that
requires him to make a powers check, he reduces the
chance of failing that check by half (round down). Thus, if
he casts a spell that normally requires a powers check
with a 14% chance of failure, his actual chance of failure is
only 7%.
Conversely, however, their lack of skill with spells from
other schools makes it more likely that they will draw the
attention of the masters of Ravenloft when doing evil. The
chances of failure on a powers check made by a specialist
using a spell outside his chosen school is increased by half
(round up). Thus, a spell that involves a 14% powers
check for a normal mage would carry a 21% chance of
failure for the specialist.