School Theory

Prerequisite: Magecraft

Over and above the basic familiarity that any mage or any character with the Magecraft NWP possesses, each of the following NWPs represents an intensive study of a particular type of magic. The character has formal knowledge of all common, uncommon, and rare spells or items from a particular school of magic and can make educated guesses about new spells (including “name” and unique spells) and items from that school.

Specialists may identify and study spells and magical items from their oppositional school(s) but suffer a -6 penalty to their proficiency checks; on Benefits common to all school NWPs:

  • Specialists enjoy a +3 bonus when studying or identifying spells and items from their own schools.
  • Specialists gain a +5% bonus to learn or research a new spell from that school (in addition to the specialists existing bonus) and a +5% bonus to create a scroll, potion, or other magical item that harnesses magic from that school.
  • Mages may make one proficiency check at the beginning of any research or construction attempt. Success means that the required time has been reduced by one week or that the mage has deduced the exact nature of any one exotic or unusual material, required.
  • The character no longer needs to observe a spellcasting to identify the spell. Traces of energy, second-hand reports, or characteristic odors are often all that is needed. The character may make a proficiency check with a -4 penalty to identify the most recently cast spell in a particular area. Of course, the spell must be from the appropriate school and must have been cast less than one day earlier.
  • Non-spellcasters who have come this far in their studies gain an understanding of magic approaching that of a beginning mage. They have the ability to read (but not use) spellbooks and scrolls, provided the spells are of the appropriate school; a successful proficiency check is required. In addition, the non-spellcaster gains a +1 bonus to any saving throws against that particular school of magic.
  • Specialists may identify and study spells and magical items from their opposition school(s) but suffer a -6 penalty to their proficiency checks; on the other hand, specialists enjoy a +3 bonus when studying or identifying spells and items from their own schools.
School Specific Benefits:
  • Abjuration Theory. Understanding of magical avoidance, repelling, and warding. On a successful proficiency check, the character can spot an existing protection or glyph spell and attempt a second check to determine the exact type.
  • Alteration Theory. Knowledge of how magic can change an existing object, creature, or condition. On a successful proficiency check, the character can spot a shape changed, polymorphed, or magically-altered creature, although he cannot determine the creature’s true form. This proficiency check is rolled by the DM (secretly) when the character first encounters the creature or when the player declares that his character is concentrating on a specific creature or individual. Lycanthropes and “natural” shapeshifters (like dopplegangers) are not revealed.
  • Conjuration Theory. Knowledge of the calling of matter or creatures from another place. The character has a familiarity with the structure of the Outer and Inner Planes and can recognize a particular planar creature or artifact on a successful proficiency check. In addition, the character may make a proficiency check after 1-10 rounds of careful observation to tell if an animal is currently under the control of a summoner.
  • Divination Theory. Advanced study of magical detection techniques and knowledge-gathering. The character is always allowed a proficiency check against half his skill (rounded down) when targeted with any form of divination magic. Success means the character feels that “someone is watching him.” The character is also familiar with common forms of divination in the game world (astrology, cards, and so on). If these work in the campaign world, the character may perform one divination each week (treat as an augury spell).
  • Enchantment/Charm Theory. Knowledge of enchantments placed upon objects and creatures. On a successful proficiency check, the character gains information equal to the result of a bard’s Legend Lore skill about a given magical item. In addition, the character may spot a magical charm, geas, or similar spell after carefully observing the affected creature for 1-10 rounds and making a successful proficiency check.
  • Illusion Theory. Study of illusions, phantasms, and shadow magic. The keen insights and knowledge of psychology required to understand illusion magic makes the character very sensitive to subtle nuances of behavior. On a successful check, the character can tell if he is being deliberately lied to (although the truth is not revealed).
  • Invocation/Evocation Theory. Study of the flashy and dramatic invocation/ evocation spells. On a successful proficiency check, the character may perform a single evocation cantrip, such as a single puff of smoke, a spark hot enough to light dry paper, a light equal to that of a small candle, or other minor magical effect. Like any other cantrip, this spell cannot harm any but the smallest of creatures and cannot disrupt anyone’s concentration. On a natural “20,” the cantrip is miscast (e.g., gives a hotfoot to the king, sets fire to the drapes, etc.—DM’s choice).
  • Necromantic Theory. The darkest of the studies, the study of life and death and how very thin the barrier between them can be. The student of necromantic lore may conduct research (as per magical item construction) into golem construction, is an expert embalmer, and gains a +1 bonus to all Healing checks. However, the character’s knowledge of life and death bring an increasing detachment from society that can be sensed by others. The character suffers a -1 Reaction penalty for every four experience levels (rounded down).
Class Grouping

Wizard

Slot Cost

2

Attribute

Intelligence

Modifier

-2


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