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Wizard Details | Wizard Feats | Wizard Focus Spells | Wizard Kits | Wizard Sample Builds | Arcane Schools | Arcane Thesis


Arcane Schools

Source Core Rulebook pg. 204
If you specialize in an arcane school, rather than studying each school equally (as universalists do), you gain an extra spell slot for each level of spell you can cast. You can prepare only spells of your chosen arcane school in these extra slots. In addition, you can prepare an extra cantrip of your chosen school. You also add another arcane spell of your chosen school to your spellbook.

You learn a school spell, a special type of spell taught to students of your arcane school. School spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to study your spellbook or perform arcane research.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

Abjuration

Source Core Rulebook pg. 207
As an abjurer, you master the art of protection, strengthening defenses, preventing attacks, and even turning magic against itself. You understand that an ounce of prevention is worth a pound of cure. You add one 1st-level abjuration spell (such as feather fall) to your spellbook. You learn the protective ward school spell.

Conjuration

Source Core Rulebook pg. 207
As a conjurer, you summon creatures and objects from places beyond, and use magic to transport to distant locales. You understand that the true key to victory is strength in numbers. You add one 1st-level conjuration spell (such as summon animal) to your spellbook. You learn the augment summoning school spell).

Divination

Source Core Rulebook pg. 208
As a diviner, you master remote viewing and prescience, learning information that can transform investigations, research, and battle strategies. You understand that knowledge is power. You add one 1st-level divination spell (such as true strike) to your spellbook. You learn the diviner’s sight school spell.

Enchantment

Source Core Rulebook pg. 208
As an enchanter, you use magic to manipulate others’ minds. You might use your abilities to subtly influence others or seize control over them. You understand that the mind surpasses matter. You add one 1st-level enchantment spell (such as charm) to your spellbook. You learn the charming words school spell.

Evocation

Source Core Rulebook pg. 208
As an evoker, you revel in the raw power of magic, using it to create and destroy with ease. You can call forth elements, forces, and energy to devastate your foes or to assist you in other ways. You understand that the most direct approach is the most elegant. You add one 1st-level evocation spell (such as shocking grasp) to your spellbook. You learn the force bolt

Illusion

Source Core Rulebook pg. 208
As an illusionist, you use magic to create images, figments, and phantasms to baffle your enemies. You understand that perception is reality. You add one 1st-level illusion spell (such as illusory object) to your spellbook. You learn the warped terrain school spell.

Necromancy

Source Core Rulebook pg. 208
As a necromancer, you call upon the powers of life and death. While your school is often vilified for its association with raising the undead, you understand that control over life also means control over healing. You add one 1st-level necromancy spell (such as grim tendrils) to your spellbook. You learn the call of the grave school spell.

Transmutation

Source Core Rulebook pg. 208
As a transmuter, you alter the physical properties of things, transforming creatures, objects, the natural world, and even yourself at your whim. You understand that change is inevitable. You add one 1st-level transmutation spell (such as magic weapon) to your spellbook. You learn the physical boost school spell.

Universalist

Source Core Rulebook pg. 210
Instead of specializing narrowly in an arcane school, you can become a universalist wizard—by studying all the schools equally, you devote yourself to understanding the full breadth of the arcane arts. For each level of spell you can cast, you can use Drain Bonded item once per day to recall a spell of that level (instead of using it only once per day in total). You gain an extra wizard class feat, and you add one 1st-level spell of your choice to your spellbook.