Talk:Specialist Wizard (Apath)

From Hastur
Jump to: navigation, search

Classic Schools of Specialization

School Name Description Opposed Schools
Abjuration The art of suppressing and trapping magic. Divination, transmutation, illusion.
Conjuration Calling agents and minions, or creating what you need. Transmutation, divination, evocation.
Divination Gaining information. Enchantment, conjuration, abjuration.
Enchantment Controlling minds. Divination, evocation, necromancy.
Evocation Channeling forces, mainly for destruction. Illusion, enchantment, conjuration.
Illusion Deceiving the senses. Evocation, necromancy, abjuration.
Necromancy Magic of death. Transmutation, illusion, enchantment.
Transmutation Transforming creatures, objects, and forces. Necromancy, abjuration, conjuration.

Abjurers: Specialists in negating magic and using magic to negate other effects, abjurers are hindered from using subtle magics that divine or change qualities of reality.

Conjurers: Callers of creatures and relatively advanced phenomena from other planes, they are unable to evoke raw energies or to either change or divine what is already present.

Diviners: Masters of the truth, diviners are repelled by the falsehood of illusions, enchantments, and the anti-life of necromancy.

Enchanters: Masters of the mysteries of the mind and how to deceive it, enchanters are limited in their ability to work the straight-line effect of evocation, the truth-finding of divination, or the rigidity of the undead.

Evokers: Masters of the direct application of energy, evokers have trouble with subtlety and fine control. Things they call from other planes are raw and unformed.

Illusionists: Masters of the ephemeral, illusionists have trouble with the straightforward effects of evocation and abjuration and are baffled by undeath.

Necromancers: Masters of the barrier between life and death, necromancers are the ultimate realists and won't meddle in the deceptive abilities of transmutation, illusion, and enchantment.

Transmuters: Masters of form, their control is disrupted by the forces of undeath and cannot tolerate abjuration. They can call raw energies, but their control of planar forms is too lacking for conjuration.

Tassilonian Schools of Specialization

Related to sin magic, a Tassilonian specialist fuses on one of the virtues/vices of old Tassilon. This kind of specialization is an alternative to that outlined above but has fewer hindered schools. These schools also have a role-playing dimension; a mage of one of these sins must always fight the corrupting urges of his sin. This is not a strict code, but you should not pick any of these schools if you are not interested in playing it out.

School Name Magic Type Description Opposed Schools
Envy Abjuration The art of suppressing magic other than your own. Evocation, Necromancy.
Sloth Conjuration Calling agents and minions to perform your deeds for you, or creating what you need as you need it. Evocation, Illusion.
Lust Enchantment Magically controlling other creatures to satisfy your desires, and manipulating others' minds, emotions, and wills. Necromancy, Transmutation.
Wrath Evocation Mastery of the raw destructive power of magic, and channeling those destructive forces. Abjuration, Conjuration.
Pride Illusion Perfecting your own appearance and domain through trickery and illusions. Conjuration, Transmutation.
Gluttony Necromancy Magic that manipulates the physical body to provide for an unending hunger for life. Abjuration, Enchantment.
Greed Transmutation Magically transforming things into objects of greater value or utility, and enhancing the physical self. Abjuration, Conjuration.