King Herodes
2008-10-09, 09:31 AM
THE MAGICIAN
The Concept:
The Idea behind this class was to make a generic arcane caster somewhere between the wizard and the sorcerer, an arcane caster, who studies the art of spontaneous arcane magic, just like a wizard studies the art of prepared arcane magic.
Feedback would be great :smallsmile:
Important Note: For Balance, I have to say, we use a modified sorcerer Version, who gets spells/day like a wizard+2 (and therefore new spell-levels at odd levels), Eschew Materials at 1st level, and a bonus Draconic or Metamagic Feat at 5th, 10th, 15th and 20th level.
The Fixed Sorcerer
Class Skills
The fixed sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacie (Cha), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (the planes) (Int) Spellcraft (Int), Profession (Wis) and Use Magical Device (Cha).
Skill Points at 1st level: ( 2 + Int modifier ) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table 1-1: THE FIXED SORCERER
Base Fort Ref Will -------------------- Spells per day --------------------
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Eschew Materials 5 3 - - - - - - - -
2nd +1 +0 +0 +3 - 6 4 - - - - - - - -
3rd +1 +1 +1 +3 - 6 4 3 - - - - - - -
4th +2 +1 +1 +4 - 6 5 4 - - - - - - -
5th +2 +1 +1 +4 Bonus Feat 6 5 4 3 - - - - - -
6th +3 +2 +2 +5 - 6 5 5 4 - - - - - -
7th +3 +2 +2 +5 - 6 6 5 4 3 - - - - -
8th +4 +2 +2 +6 - 6 6 5 5 4 - - - - -
9th +4 +3 +3 +6 - 6 6 6 5 4 3 - - - -
10th +5 +3 +3 +7 Bonus Feat 6 6 6 5 5 4 - - - -
11th +5 +3 +3 +7 - 6 6 6 6 5 4 3 - - -
12th +6/+1 +4 +4 +8 - 6 6 6 6 5 5 4 - - -
13th +6/+1 +4 +4 +8 - 6 6 6 6 6 5 4 3 - -
14th +7/+2 +4 +4 +9 - 6 6 6 6 6 5 5 4 - -
15th +7/+2 +5 +5 +9 Bonus Feat 6 6 6 6 6 6 5 4 3 -
16th +8/+3 +5 +5 +10 - 6 6 6 6 6 6 5 5 4 -
17th +8/+3 +5 +5 +10 - 6 6 6 6 6 6 6 5 4 3
18th +9/+4 +6 +6 +11 - 6 6 6 6 6 6 6 5 5 4
19th +9/+4 +6 +6 +11 - 6 6 6 6 6 6 6 6 5 5
20th +10/+5 +6 +6 +12 Bonus Feat 6 6 6 6 6 6 6 6 6 6
Table 1-2: Spells Known
-------------- Spells known ----------------
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
4 1 - - - - - - - -
5 2 - - - - - - - -
5 2 1 - - - - - - -
6 3 2 - - - - - - -
6 3 2 1 - - - - - -
7 4 3 2 - - - - - -
7 4 3 2 1 - - - - -
8 5 4 3 2 - - - - -
8 5 4 3 2 1 - - - -
9 5 5 4 3 2 - - - -
9 5 5 4 3 2 1 - - -
9 5 5 5 4 3 2 - - -
9 5 5 5 4 3 2 1 - -
9 5 5 5 4 4 3 2 - -
9 5 5 5 4 4 3 2 1 -
9 5 5 5 4 4 4 3 2 -
9 5 5 5 4 4 4 3 2 1
9 5 5 5 4 4 4 3 3 2
9 5 5 5 4 4 4 3 3 2
9 5 5 5 4 4 4 3 3 3
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Familiar: A fixed sorcerer can obtain a familiar in exactly the same manner as a PHB sorcerer can. See the PHB sorcerer description and the Familiar’s Information for details.
Bonus Feat: At 5th, 10th, 15th and 20th level, a sorcerer gains a bonus feat. At each such opportunity, he can choose a single metamagic or draconic feat he meets the prequesites for.
http://www.wizards.com/dnd/images/FR_ART/People/AeronMorleth.jpg
„I feel superior to wizards and sorcerers, for I combine the best parts of both worlds!“
Jamon Radek, human Magician
FLUFF
There are many different kinds of magic in the world. The academic study of magic executed by wizards, the inborn, natural arcane power given to sorcerers, the spontaneous, artistic theurgy of bards – and the powerful magic of the magicians, perfecting the spontaneous use of arcane magic based on academic fundamentals. Even though magicians cast their spells similar to a sorcerer, their understanding of magic is more like those of wizards, based upon a complicated, abstract system of formulas and gestures.
More to come...
Starting Age: Medium (As Bard)
Starting Gold: 3d4 x 10 gp (75 gp)
GAME RULE INFORMATION
Baculumants have the following game statistics.
Abilities: Intelligence determines how powerful a spell a magician can cast, how many spells he can cast, and how hard those spells are to resist. A high Dexterity score is helpful for a magician, who typically wears little or no armor, because it provides him with a bonus to Armor Class. A good Constitution Score gives a magician extra hit points, a resource that he is otherwise very low on.
Alignment: Any.
Hit Die: d4.
Class Skills
The magicians’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Spellcraft (Int).
Skill Points at 1st level: ( 2 + Int modifier ) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table 1-1: THE MAGICIAN
Base Fort Ref Will -------------------- Spells per day --------------------
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Arcane Preperation 3 1 - - - - - - - -
2nd +1 +0 +0 +3 - 4 2 - - - - - - - -
3rd +1 +1 +1 +3 - 4 2 1 - - - - - - -
4th +2 +1 +1 +4 - 4 3 2 - - - - - - -
5th +2 +1 +1 +4 Bonus Feat 4 3 2 1 - - - - - -
6th +3 +2 +2 +5 - 4 3 3 2 - - - - - -
7th +3 +2 +2 +5 - 4 4 3 2 1 - - - - -
8th +4 +2 +2 +6 - 4 4 3 3 2 - - - - -
9th +4 +3 +3 +6 - 4 4 4 3 2 1 - - - -
10th +5 +3 +3 +7 Bonus Feat 4 4 4 3 3 2 - - - -
11th +5 +3 +3 +7 - 4 4 4 4 3 2 1 - - -
12th +6/+1 +4 +4 +8 - 4 4 4 4 3 3 2 - - -
13th +6/+1 +4 +4 +8 - 4 4 4 4 4 3 2 1 - -
14th +7/+2 +4 +4 +9 - 4 4 4 4 4 3 3 2 - -
15th +7/+2 +5 +5 +9 Bonus Feat 4 4 4 4 4 4 3 2 1 -
16th +8/+3 +5 +5 +10 - 4 4 4 4 4 4 3 3 2 -
17th +8/+3 +5 +5 +10 - 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 - 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 - 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus Feat 4 4 4 4 4 4 4 4 4 4
Table 1-2: Spells Mastered
------------------- Spells mastered---------------------
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 2 - - - - - - - -
2nd 6 3 - - - - - - - -
3rd 6 3 2 - - - - - - -
4th 7 4 3 - - - - - - -
5th 7 4 3 2 - - - - - -
6th 8 5 4 3 - - - - - -
7th 8 5 4 3 2 - - - - -
8th 9 6 5 4 3 - - - - -
9th 9 6 5 4 3 2 - - - -
10th 10 6 6 5 4 3 - - - -
11th 10 6 6 5 4 3 2 - - -
12th 10 6 6 6 5 4 3 - - -
13th 10 6 6 6 5 4 3 2 - -
14th 10 6 6 6 5 5 4 3 - -
15th 10 6 6 6 5 5 4 3 2 -
16th 10 6 6 6 5 5 5 4 3 -
17th 10 6 6 6 5 5 5 4 3 2
18th 10 6 6 6 5 5 5 4 4 3
19th 10 6 6 6 5 5 5 4 4 3
20th 10 6 6 6 5 5 5 4 4 4
Class Features
All the following are class features of the magician.
Weapon and Armor Proficiency: Magicians are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a magician’s movements, which can cause her spells with somatic components to fail.
Spells: A magician casts arcane spells, which are drawn from the sorcerer/wizard spell list. He can cast any spell mastered without preparing it ahead of time, just like a sorcerer.
To learn or cast a spell, a magician must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magicians’s spell is 10 + the spell level + the magicians’s Intelligence modifier. Like other spellcasters, a magician can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1-1: The Magician. In addition, he receives bonus spells per day if he has a high Intelligence score.
A magician’s selection of mastered spells is extremely limited. A magician begins play knowing five 0-level spells and two 1st-level spells of your choice. At each new magician level, he masters one or more new spells, as indicated on Table 1-2: Spells Mastered. In addition, a magician my at any time swap one mastered spell for another by learning the new one (see learning new spells below).
Summon Familiar: A magician can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the Familiar’s Information for details.
Arcane Preperation: At 1st level, a magician gains Arcane Preperation as a bonus feat.
Bonus Feat: At 5th, 10th, 15th and 20th level, a magician gains a bonus feat. At each such opportunity, he can choose one of the following feats: Combat Casting, Greater Spell Focus, Greater Spell Penetration, Spell Focus, Spell Penetration, Improved Counterspell or any metamagic feat.
Learning New Spells
A magician can learn a new spell whenever he encounters one on a magic scroll or a spellbook. No matter what’s the spell’s source, the magician must first decipher the magical writing (see Arcane Magical Writings in the PHB). Next, he must spend a day, studying the spell. At the end of the day, he must make a Spellcraft check (DC 15 + spell’s level). A magician who has specialized in a school of spells (see below) gains a +2 bonus on the Spellcraft check if the new spell is from his speciality school. He cannot learn, however, any spells of his prohibited schools. If the spell succeeds, the magician understands the spell and can learn it. If the check fails, the magician cannot understand or learn the spell. He cannot attempt to learn the spell again until he gains another rank in Spellcraft.
To learn a new spell the magician must first delete one of his already mastered spells of the same level, and then practise and train the new spell for one full day (regardless of level). The process leaves a spellbook unharmed, but a spell learned from a scroll disappears from the parchment.
Magicians and Spellbooks: A Magician can write spells in a spellbook just like a wizard can, if he wants to. However, he gets neither a free spellbook containing some spells at 1st level, nor any free spells into a spellbook for leveling up!
School Spezialization
A school is one of eight groupings of spells, each defined by a common theme. If desired, a magician may specialize in one school of magic (see PHB for info). Specialization allows a magician to cast extra spells from his chosen school, but he can never master or cast spell from some other schools.
A specialized magician can cast one additional spell of her speciality school per spell level. He also gains a +2 bonus on Spellcraft checks to learn spells from his chosen school. A specialized magician must always have at least one spell of his choosen school mastered per spell level.
A magician must choose to specialize, and if he does, choose his speciality at 1st level. At this time, he must also give up two other schools of magic (unless he chooses in divination, see below), which become his prohibited schools.
A magician can never give up divination to fulfill this requirement. A magician specializing in divination must only give up 1 other school of magic.
Spells of the prohibited school or schools are not available to the magician, and he can’t even cast such spells from scrolls or fire them from wands. He may not change either his specialization or his prohibited school(s) later.
Greetings
King Herodes
The Concept:
The Idea behind this class was to make a generic arcane caster somewhere between the wizard and the sorcerer, an arcane caster, who studies the art of spontaneous arcane magic, just like a wizard studies the art of prepared arcane magic.
Feedback would be great :smallsmile:
Important Note: For Balance, I have to say, we use a modified sorcerer Version, who gets spells/day like a wizard+2 (and therefore new spell-levels at odd levels), Eschew Materials at 1st level, and a bonus Draconic or Metamagic Feat at 5th, 10th, 15th and 20th level.
The Fixed Sorcerer
Class Skills
The fixed sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacie (Cha), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (the planes) (Int) Spellcraft (Int), Profession (Wis) and Use Magical Device (Cha).
Skill Points at 1st level: ( 2 + Int modifier ) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table 1-1: THE FIXED SORCERER
Base Fort Ref Will -------------------- Spells per day --------------------
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Eschew Materials 5 3 - - - - - - - -
2nd +1 +0 +0 +3 - 6 4 - - - - - - - -
3rd +1 +1 +1 +3 - 6 4 3 - - - - - - -
4th +2 +1 +1 +4 - 6 5 4 - - - - - - -
5th +2 +1 +1 +4 Bonus Feat 6 5 4 3 - - - - - -
6th +3 +2 +2 +5 - 6 5 5 4 - - - - - -
7th +3 +2 +2 +5 - 6 6 5 4 3 - - - - -
8th +4 +2 +2 +6 - 6 6 5 5 4 - - - - -
9th +4 +3 +3 +6 - 6 6 6 5 4 3 - - - -
10th +5 +3 +3 +7 Bonus Feat 6 6 6 5 5 4 - - - -
11th +5 +3 +3 +7 - 6 6 6 6 5 4 3 - - -
12th +6/+1 +4 +4 +8 - 6 6 6 6 5 5 4 - - -
13th +6/+1 +4 +4 +8 - 6 6 6 6 6 5 4 3 - -
14th +7/+2 +4 +4 +9 - 6 6 6 6 6 5 5 4 - -
15th +7/+2 +5 +5 +9 Bonus Feat 6 6 6 6 6 6 5 4 3 -
16th +8/+3 +5 +5 +10 - 6 6 6 6 6 6 5 5 4 -
17th +8/+3 +5 +5 +10 - 6 6 6 6 6 6 6 5 4 3
18th +9/+4 +6 +6 +11 - 6 6 6 6 6 6 6 5 5 4
19th +9/+4 +6 +6 +11 - 6 6 6 6 6 6 6 6 5 5
20th +10/+5 +6 +6 +12 Bonus Feat 6 6 6 6 6 6 6 6 6 6
Table 1-2: Spells Known
-------------- Spells known ----------------
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
4 1 - - - - - - - -
5 2 - - - - - - - -
5 2 1 - - - - - - -
6 3 2 - - - - - - -
6 3 2 1 - - - - - -
7 4 3 2 - - - - - -
7 4 3 2 1 - - - - -
8 5 4 3 2 - - - - -
8 5 4 3 2 1 - - - -
9 5 5 4 3 2 - - - -
9 5 5 4 3 2 1 - - -
9 5 5 5 4 3 2 - - -
9 5 5 5 4 3 2 1 - -
9 5 5 5 4 4 3 2 - -
9 5 5 5 4 4 3 2 1 -
9 5 5 5 4 4 4 3 2 -
9 5 5 5 4 4 4 3 2 1
9 5 5 5 4 4 4 3 3 2
9 5 5 5 4 4 4 3 3 2
9 5 5 5 4 4 4 3 3 3
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Familiar: A fixed sorcerer can obtain a familiar in exactly the same manner as a PHB sorcerer can. See the PHB sorcerer description and the Familiar’s Information for details.
Bonus Feat: At 5th, 10th, 15th and 20th level, a sorcerer gains a bonus feat. At each such opportunity, he can choose a single metamagic or draconic feat he meets the prequesites for.
http://www.wizards.com/dnd/images/FR_ART/People/AeronMorleth.jpg
„I feel superior to wizards and sorcerers, for I combine the best parts of both worlds!“
Jamon Radek, human Magician
FLUFF
There are many different kinds of magic in the world. The academic study of magic executed by wizards, the inborn, natural arcane power given to sorcerers, the spontaneous, artistic theurgy of bards – and the powerful magic of the magicians, perfecting the spontaneous use of arcane magic based on academic fundamentals. Even though magicians cast their spells similar to a sorcerer, their understanding of magic is more like those of wizards, based upon a complicated, abstract system of formulas and gestures.
More to come...
Starting Age: Medium (As Bard)
Starting Gold: 3d4 x 10 gp (75 gp)
GAME RULE INFORMATION
Baculumants have the following game statistics.
Abilities: Intelligence determines how powerful a spell a magician can cast, how many spells he can cast, and how hard those spells are to resist. A high Dexterity score is helpful for a magician, who typically wears little or no armor, because it provides him with a bonus to Armor Class. A good Constitution Score gives a magician extra hit points, a resource that he is otherwise very low on.
Alignment: Any.
Hit Die: d4.
Class Skills
The magicians’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Spellcraft (Int).
Skill Points at 1st level: ( 2 + Int modifier ) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table 1-1: THE MAGICIAN
Base Fort Ref Will -------------------- Spells per day --------------------
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Arcane Preperation 3 1 - - - - - - - -
2nd +1 +0 +0 +3 - 4 2 - - - - - - - -
3rd +1 +1 +1 +3 - 4 2 1 - - - - - - -
4th +2 +1 +1 +4 - 4 3 2 - - - - - - -
5th +2 +1 +1 +4 Bonus Feat 4 3 2 1 - - - - - -
6th +3 +2 +2 +5 - 4 3 3 2 - - - - - -
7th +3 +2 +2 +5 - 4 4 3 2 1 - - - - -
8th +4 +2 +2 +6 - 4 4 3 3 2 - - - - -
9th +4 +3 +3 +6 - 4 4 4 3 2 1 - - - -
10th +5 +3 +3 +7 Bonus Feat 4 4 4 3 3 2 - - - -
11th +5 +3 +3 +7 - 4 4 4 4 3 2 1 - - -
12th +6/+1 +4 +4 +8 - 4 4 4 4 3 3 2 - - -
13th +6/+1 +4 +4 +8 - 4 4 4 4 4 3 2 1 - -
14th +7/+2 +4 +4 +9 - 4 4 4 4 4 3 3 2 - -
15th +7/+2 +5 +5 +9 Bonus Feat 4 4 4 4 4 4 3 2 1 -
16th +8/+3 +5 +5 +10 - 4 4 4 4 4 4 3 3 2 -
17th +8/+3 +5 +5 +10 - 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 - 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 - 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus Feat 4 4 4 4 4 4 4 4 4 4
Table 1-2: Spells Mastered
------------------- Spells mastered---------------------
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 2 - - - - - - - -
2nd 6 3 - - - - - - - -
3rd 6 3 2 - - - - - - -
4th 7 4 3 - - - - - - -
5th 7 4 3 2 - - - - - -
6th 8 5 4 3 - - - - - -
7th 8 5 4 3 2 - - - - -
8th 9 6 5 4 3 - - - - -
9th 9 6 5 4 3 2 - - - -
10th 10 6 6 5 4 3 - - - -
11th 10 6 6 5 4 3 2 - - -
12th 10 6 6 6 5 4 3 - - -
13th 10 6 6 6 5 4 3 2 - -
14th 10 6 6 6 5 5 4 3 - -
15th 10 6 6 6 5 5 4 3 2 -
16th 10 6 6 6 5 5 5 4 3 -
17th 10 6 6 6 5 5 5 4 3 2
18th 10 6 6 6 5 5 5 4 4 3
19th 10 6 6 6 5 5 5 4 4 3
20th 10 6 6 6 5 5 5 4 4 4
Class Features
All the following are class features of the magician.
Weapon and Armor Proficiency: Magicians are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a magician’s movements, which can cause her spells with somatic components to fail.
Spells: A magician casts arcane spells, which are drawn from the sorcerer/wizard spell list. He can cast any spell mastered without preparing it ahead of time, just like a sorcerer.
To learn or cast a spell, a magician must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magicians’s spell is 10 + the spell level + the magicians’s Intelligence modifier. Like other spellcasters, a magician can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1-1: The Magician. In addition, he receives bonus spells per day if he has a high Intelligence score.
A magician’s selection of mastered spells is extremely limited. A magician begins play knowing five 0-level spells and two 1st-level spells of your choice. At each new magician level, he masters one or more new spells, as indicated on Table 1-2: Spells Mastered. In addition, a magician my at any time swap one mastered spell for another by learning the new one (see learning new spells below).
Summon Familiar: A magician can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the Familiar’s Information for details.
Arcane Preperation: At 1st level, a magician gains Arcane Preperation as a bonus feat.
Bonus Feat: At 5th, 10th, 15th and 20th level, a magician gains a bonus feat. At each such opportunity, he can choose one of the following feats: Combat Casting, Greater Spell Focus, Greater Spell Penetration, Spell Focus, Spell Penetration, Improved Counterspell or any metamagic feat.
Learning New Spells
A magician can learn a new spell whenever he encounters one on a magic scroll or a spellbook. No matter what’s the spell’s source, the magician must first decipher the magical writing (see Arcane Magical Writings in the PHB). Next, he must spend a day, studying the spell. At the end of the day, he must make a Spellcraft check (DC 15 + spell’s level). A magician who has specialized in a school of spells (see below) gains a +2 bonus on the Spellcraft check if the new spell is from his speciality school. He cannot learn, however, any spells of his prohibited schools. If the spell succeeds, the magician understands the spell and can learn it. If the check fails, the magician cannot understand or learn the spell. He cannot attempt to learn the spell again until he gains another rank in Spellcraft.
To learn a new spell the magician must first delete one of his already mastered spells of the same level, and then practise and train the new spell for one full day (regardless of level). The process leaves a spellbook unharmed, but a spell learned from a scroll disappears from the parchment.
Magicians and Spellbooks: A Magician can write spells in a spellbook just like a wizard can, if he wants to. However, he gets neither a free spellbook containing some spells at 1st level, nor any free spells into a spellbook for leveling up!
School Spezialization
A school is one of eight groupings of spells, each defined by a common theme. If desired, a magician may specialize in one school of magic (see PHB for info). Specialization allows a magician to cast extra spells from his chosen school, but he can never master or cast spell from some other schools.
A specialized magician can cast one additional spell of her speciality school per spell level. He also gains a +2 bonus on Spellcraft checks to learn spells from his chosen school. A specialized magician must always have at least one spell of his choosen school mastered per spell level.
A magician must choose to specialize, and if he does, choose his speciality at 1st level. At this time, he must also give up two other schools of magic (unless he chooses in divination, see below), which become his prohibited schools.
A magician can never give up divination to fulfill this requirement. A magician specializing in divination must only give up 1 other school of magic.
Spells of the prohibited school or schools are not available to the magician, and he can’t even cast such spells from scrolls or fire them from wands. He may not change either his specialization or his prohibited school(s) later.
Greetings
King Herodes