Wizards of High Sorcery

Ability Requirements :	Intelligence 9

Prime Requisite:	Intelligence

Allowed Races:	Human, Elf, Half-elf

	A Wizards of High Sorcery may be of any alignment. Remember do that there are three wizards group, the wizards of the white robes who represent all good characters, the wizards of the red robes who represent all neutral characters, and the wizards of the black robes who represent all evil characters.
	A Wizards of High Sorcery with a score of 16 or more in intelligence will receive a 10% bonus to his character experience points.
	A Wizards of High Sorcery can use the following weapons: Dagger, Staff, Darts, Knives, Dirk, and slings. A Wizards of High Sorcery can’t wear armors or use shields.
	A Wizards of High Sorcery have a hit dice of d4, the thaco of wizards, and the saving throws of wizards.
	Wizards of High Sorcery can use all magical items allowed to wizards.
	Wizards of High Sorcery receive bonus spells with a high intelligence scores.
	Wizards of High Sorcery acquires automatically a spell when first created from any school they knows to add to their spell books plus a new spell for each new spell level acquired. Note that when first creating a Wizards of High Sorcery, he may acquires as many 1st level spells from the school of Universal Magic as he desired.
	A Wizard of the High Sorcery who has the same memorize spell than another spellcaster is casting, can swap it in order to cancel the spell effects. In order to do so, a Wizard of the High Sorcery must have an initiative roll quicker than the opponent but must not have taken any action before the other spellcaster start to cast it’s spell, make a Hold Attack, roll a successful wizardly or priestly spellcraft roll in the same time the other spell is being cast, to identify the spell to cancel it. Remember that in order to succeed, the correct spellcraft proficiency must be chosen since wizardly spellcraft only detect arcane spells and priestly spellcraft only detect divine spells. If he choose to cancel the cast spell, this will be his action for that round. The swap spell is wipe out of the caster’s mind if used in this manner. An unsuccessful spellcraft roll result in an unidentify spell cast and can’t be cancel for that round. The cancel spell effect will only take place when the other spellcaster will finish to cast it’s spell since you will be casting the counter spell.
Organization
	The Orders of High Sorcery are ruled by a representative council of 21 wizards called the Conclave of Wizards. Seven archmage (18th level or above) of each order serve as a delegation to the Conclave of Wizards. The Conclave convenes in accordance with the moon cycles to discuss routine as well as urgent issues.
	One of the seven delegates from each order serves as the order’s Master. The means of selecting the Master differ from order to order: white Robes hold an election; Red Robes draw lots from the seven Conclave Members; Black Robes hold contests to prove magical prowess and domination. Once a Master is chosen, he or she serves for life unless convicted of a serious breach of loyalty by unanimous vote of that order’s delegation.
	The Master of the Conclave, the highest official in the Order of High Sorcery, is elected from the twenty-one Conclave delegates. This election takes place trough a consensus spell, which instantaneously gauges the collective will of krynn’s wizards on a specific topic.
Early Life of a Wizard and the Test of High Sorcery
	All who wish to join an Order of Wizardry begin their training as children, studying under an archmage (18th level or higher), usually an archmage approved by the Conclave of Wizards. Low-level wizards (1st through 3rd levels) can dable in magic without declaring an alignment or loyalty to the Conclave. Such minor magics are not even affected by the flux of the moons.
	With greater power, however, comes a greater responsibility. Those who seek to progress beyond the fondamentals of magic must travel to the Tower of Wayreth. There, the young wizard declares an alignment and pledges loyalty to an Order of High Sorcery. The applicant is apprenticed to a higher level wizard, often the original mentor.
	Once this is accomplished, the apprentice must take the Test of High Sorcery. The Test of High Sorcery measures a wizard’s magical abilities and tells how the applicant will use current and futur abilities. Each initiate’s test differs, designed exclusively to measure strengths and weaknesses. In all tests, failure means death. The wizards are less intrested in the applicant’s alignment than whatever or not he will use the power of magic in a responsible manner.
	In all version of the Test, the applicant faces three trials of magic knowledge and use. These trials include the casting of all spells the initiate knows. In addition, the Test includes three trials that cannot be solved by magic alone. One such trial involves combat against an ally; another includes solo combat against a far more powerful opponent (two levels higher). The third trial is always a mystery. Those attempting the Test may bring companions along, but occasionally these folk never return.
	A wizard may change Orders after taking the Test. In these cases, however, the wizard loses two levels of experience and remains for one mounth unaffected by the new Order’s moon.
Wizards of the White Robes
	A White Robe Wizard acts to promote Good. Aside from his vow to support magic, the cause of Good is his central concern. Acts that violate the percepts of Good lead to the character’s ruin. White Robe Wizards who stray from the path soon find they are unaffected by Solinari(the moon).
	White Robe Wizards often assist Good-related quests nad causes, finding themselves allied with paladins, Good clerics, and Knights of Solamnia.
Allowable Schools of Magic
	The following Schools of Magic are open to white Robe Wizards.
Abjuration			Enchantment/Charm
Alteration			Divination
Conjuration/Summoning	Invocation/Evocation
Wizards of the Red Robes
	Wizards of the Red Robes tread the delicate path of Neutrality. Besides an ultimate loyalty to magic, a Red Robe Wizard works to balance Good and Evil. Wizards of the Red Robes often act as the moderating voice of reason and peace. While the forces of Good and Evil battle for control of Krynn, the forces of Neutrality seek only to maintain the world.
Allowable Schools of Magic
	The following Schools of Magic are open to Red Robe Wizards.
Abjuration			Enchantment/Charm
Alteration			Illusion/Phantasm
Conjuration/Summoning	Invocation/Evocation
Wizards of the Black Robes
	Wizards of the Black Robes embrace the cause of Evil. They do not, however, hurl random fireballs at peasants’ cottages, for such activities would abuse and jeopardize their chief love-magic. Black Robe Wizards may be cruel, but they are selfish and cunning also, avoiding open acts of violence if a more subtle way can be found.
Allowable Schools of Magic
	The following schools of magic are open to Black Robe Wizards.
Abjuration
Alteration			Divination
Conjuration/Summoning	Invocation/Evocation
Enchantment/Charm		Necromancy
Spells from “Forbidden” Schools
	Schools of magic not listed as allowable are available only in part. A Wizard of High Sorcery may never use a spell of 4th level or above from a forbidden school. All spells of levels 1 through 3, however, are open to Wizards of High Sorcery with the following restriction; No more than half of a wizard’s allowed spells may be from a forbidden school.
Moons and Magic
	Each of the three Orders of High Sorcery receives its powers from one of the three magic moons. Wizards of the White Robes gain power from Solinari, Red Robes from Lunitari, and Black Robes from Nuitari.
	The phase and alignment of a specific moon affects the power level of a given order. Wizards of 1st through 3rd level are never affected by the lunar phases: their spells are of low enough power.
	Moon Phase Effects Table
	Moon		Saving		Additional	Effective
	Phase		Throw		Spells		Level
	Waxing	Normal	+1		Normal
High Sanction	+1		+2		+1
	Waning	Normal	0		Normal
	Low Sanction	-1		0		-1

	Only wizards of 6th level or higher and with Intelligence of 15 or greater receive high sanction bonuses. Others default to the waxing bonuses. The additional spells can be of any level that the wizard can cast.
	Moon Alignment Effects Table
			Saving		Additional	Effective
Alignment		Throw		Spells		Level
Sol with Lun.		+1		+1		+1
Nuit with Lun.	+1		+1		+1
Sol with Nuit.		+1		0		Normal
All three Moons	+2		+2		+1

	Note that all alignment effects are cumulative with all phase effects. When all three moons are aligned in high sanction, this singular event is called the Night of the Eye-the three moons line up in front-to-back order (Nuitari, Lunitari, and Solinari), resembling a huge white eye with a black pupil and a red iris. It is a terrying sight. Most nonspellcasting folk fear this night, for it sets all magic is at its peak.
	Use the following chart to determine the moon cycles. The outer ring represents the cycle of the largest and farthest moon, Solinari, whose orbit is shown divided into 36 days. The second ring represents the cycle of the second largest moon, Lunitari, whose orbit takes 28 days. The inner ring represents the cycle of the smallest moon, Nuitari, whose orbit takes only 8 days. To determine alignment, find the moon’s relative positions and phases on a given day, then add (or substract) an equal number of days on each track to determine the positions on another day.

Wizards of High Sorcery				Spell per Day	
Level	1	2	3	4	5	6	7	8	9	10
1	1	-	-	-	-	-	-	-	-	-
2	2	-	-	-	-	-	-	-	-	-
3	2	1	-	-	-	-	-	-	-	-
4	3	2	-	-	-	-	-	-	-	-
5	4	2	1	-	-	-	-	-	-	-
6	4	2	2	-	-	-	-	-	-	-
7	4	3	2	1	-	-	-	-	-	-	
8	4	3	3	2	-	-	-	-	-	-
9	4	3	3	2	1	-	-	-	-	-
10	4	4	3	2	2	-	-	-	-	-
11	4	4	4	3	3	-	-	-	-	-
12	4	4	4	4	4	1	-	-	-	-
13	5	5	5	4	4	2	-	-	-	-
14	5	5	5	4	4	2	1	-	-	-
15	5	5	5	5	5	2	1	-	-	-
16	5	5	5	5	5	3	2	1	-	-
17	5	5	5	5	5	3	3	2	-	-
18	5	5	5	5	5	3	3	2	1	-
19	5	5	5	5	5	3	3	3	2	-
20	5	5	5	5	5	4	3	3	2	1
21	5	5	5	5	5	4	4	4	2	1
22	5	5	5	5	5	5	4	4	3	1
23	5	5	5	5	5	5	5	5	3	2
24	5	5	5	5	5	5	5	5	4	2
25	5	5	5	5	5	5	5	5	5	2
26	6	6	6	6	5	5	5	5	5	3
27	6	6	6	6	6	6	6	5	5	3
28	6	6	6	6	6	6	6	6	6	3
29	7	7	7	7	6	6	6	6	6	4
30	7	7	7	7	7	7	7	6	6	4

Wizards of High Sorcery Spell Point Progression
			Max. Spell
Wizards of High Sorcery	Memorize at	Spell
Level			Each Level	Points

Wizardly Spell Cost By Level
Spell		Fixed		Free
Level		Magick	Magick
Cantrip	-		1
1st		4		8
2nd		6		12
3rd		10		20
4th		15		30
5th		22		44
6th		30		60
7th		40		80
8th		50		100
9th		60		120
10th		70		140

Proficiency Group Crossovers: General, Wizard.
	Weapon Proficiency			Nonweapon Proficiency
Initial		# Level	Penalty	Initial		# Level
1		6		-5		4		3

Wizards of High Sorcery can’t specialize in any fighting styles but can use the following fighting styles: One-handed and Two-handed.
Wealth Option: 1d4+1 x 10 GP

# Attack Per Round
Wizards of High Sorcery
Level			# Att/rnd
1-12			1/1
13-24			3/2
25+			2/1

A Wizards of High Sorcery receive 50 character points to spend on skills from the following list. (You have the example of a Geometer below).

5+			Access to School[See the Wizard section in Spells & Magic]
			30	Usually 6 schools
5/10/15		Armor Access(Light/Medium/Heavy)
2/5			Automatic Spell Acquisition[See the Wizard section in Spells & Magic]
10/15			Bonus Spells(See below)[See the Wizard section in Spells & Magic]
2/5			Casting Time Reduction[See the Wizard section in Spells & Magic]
5/10/20/25		Combat Bonus(Rogue/Priest/Warrior/Monster thaco)
15/20			Warrior Ability Bonus[See the Priest section in Spells & Magic]
10			Detect Magic[See the Wizard section in Spells & Magic]
10/15			Dispel[See the Wizard section in Spells & Magic
10			Enhanced Casting Level[See the Wizard section in Spells & Magic]
10/15			Extended Spell Duration[See the Wizard section in Spells & Magic]
10			Followers[See the Wizard section in Spells & Magic]
10+			Immunity[See the Wizard section in Spells & Magic]
5/10/15/20		Hit Point Bonus(d6/d8/d10/d12)
5/7+			Learning Bonus[See the Wizard section in Spells & Magic]
5/8			No Components[See the Wizard section in Spells & Magic]
15+2/Spell Level	Persistent Spell Effect[See the Wizard section in Spells & Magic]
10+			Priestly Wizard[See the Wizard section in Spells & Magic]
5+			Nonweapon Proficiency Group Crossovers[See the Wizard section in Spells & Magic]
5/7+			Range Increase[See the Wizard section in Spells & Magic]
5			Read Magic[See the Wizard section in Spells & Magic]
5+			Research Bonus[See the Wizard section in Spells & Magic]
5/8			School Knowledge[See the Wizard section in Spells & Magic]
5			Climb Walls(See below)[See the Thief section in Skills & Powers]
10			Detect Illusion(See below)[See the Thief section in Skills & Powers]
10			Detect Magic(See below)[See the Thief section in Skills & Powers]
5			Detect Noise(See below)[See the Thief section in Skills & Powers]
10			Find/Remove Traps(See below)[See the Thief section in Skills & Powers]
5			Hide in Shadows(See below)[See the Thief section in Skills & Powers]
5			Move Silently(See below)[See the Thief section in Skills & Powers]
10			Pick Pockets(See below)[See the Thief section in Skills & Powers]
5/15			Weapon Selection(Thief/All weapons)
15			Weapon Specialization[See the Fighter section in Skills & Powers]
5			Resistance to Sleep and Charm[See the Mage section in Skills & Powers]
10+			Weapon Proficiency Group Crossovers(10 character points per new class)
1			Nonweapon Proficiency Bonus: Draconic Reading/Writing
3			Weapon Proficiency Bonus: 1/5 Level
2			Weapon Proficiency Bonus: Scribe Scroll
4			Familiar(See below)
1			Abjuration Save Bonus(See below)
2			Armor Class Bonus(See below)
2			Hold Spell Immunity(See below)
3			No Material Component(See below)
2			Dispel Conjuration(See below)
2			Find Traps(See below)
3			Scrying Spell Immunity(See below)
2			Free Action(See below)
3			Charm Spell Immunity(See below)
2			Illusion Save Bonus(See below)
3			Dispel Phatasmal Force(See below)
2/3			Invocation Save Bonus(See below)
2			One Invocation Spell Immunity(See below)
2			Necromancy Save Bonus(See below)
1			Speak With Dead(See below)
2			Undead Resistance(See below)
2/3/4/5			Transmutation Save Bonus(See below)
1			Elemental Control(See below)
10			Pocket Dimension(See below)
6			Resist Force Spell Damage(See below)
2/3/4			Force School Knowledge(See below)
2			Mental School Knowledge(See below)
3			Detect Mental Influence(See below)
5			Dispel Mental Influence(See below)
6			Shadow School Knowledge(See below)
9			Night Vision(See below)
7			Brew Potion(See below)
8			Alchemy No Verbal Spell Component(See below)
5			Laboratory/Library(See below)
5			Store Spell(See below)
5			Temporary Magical Item Creation(See below)
5			Identify Magical Items(See below)
7			Create Scroll(See below)
8			Geometry No Verbal Spell Component(See below)
6			Only Verbal Spell Component(See below)
3			Enhance Sound Effects(See below)
3			Counter Song(See below)
2			Song School Knowledge(See below)
3			Learning Bonus(10% in only one school)
5			Wand of Wonder(See below)
5			Wild Magical Item Control(See below)
3/5			Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points
1			One Nonweapon Proficiency Bonus
2			One Weapon Proficiency Bonus
2			Able to Specialize in one fighting style (one-handed, two-handed, or two-weapons)
2			Able to Use the Fighting Style Two Weapon
2			Able to Specialize in one Fighting Style
2			Able to Use the Fighting Style Weapon & Shield

Restriction

5	Awkward Casting Method[See the Wizard section in Spells & Magic]
5+	Opposition School[See the Wizard section in Spells & Magic]
15	Reduced Spell Progression[See the Wizard section in Spells & Magic]
3/5	Weapon Restriction[See the Wizard section in Spells & Magic]
5+	Limited Magical Item Use[See the Wizard section in Spells & Magic]
2	Behavior/Taboo[See the Wizard section in Spells & Magic]
5	Difficult Memorization[See the Wizard section in Spells & Magic]
5+	Environmental Condition[See the Wizard section in Spells & Magic]
10	Hazardous Spells[See the Wizard section in Spells & Magic]
27/30	Learning Penalty[See the Wizard section in Spells & Magic]
2/5	Slower Casting Time[See the Wizard section in Spells & Magic]
5+	Supernatural Constraint[See the Wizard section in Spells & Magic]
8	Talisman[See the Wizard section in Spells & Magic]
3	Reduced Hit Points(d3)
18	Elemental Magical Prohibition(See below)
11	Learning Penalty(10% of learning penalty in all schools except one)
17	Level Variation(See below)

Familiar: Familiars are magically linked to their masters. In some sense, the familiar and the master are practically one being. That’s why, for example, the master can cast a personal spell on a familiar even though normally he can only cast such a spell on himself. To call a familiar, the master must spend a day and used up magical materials that cost 100 GP. A familiar is a magical, unusually though, and intelligent version of a small animal. It is a magical beast, not an animal. The creature serves as a companion and servant. The master choose the type of familiar he gets. As the master increases in level, his familiar also increase in power. If the familiar dies, or the master chooses to dismiss it, the master must attempt a save vs. death. If the saving throw fails, the master loses 200 experience points per mage level. A successful save reduce the loss by half. However, a mage’s experience point total can never go below zero as a result of a familiar’s demise. The mage will drop to a minimum of 1 experience point left. A slain or dismissed familiar cannot be replaced for a year. Slain familiars can be raised from the dead just as characters can be, but do not lose a level or a constitution point when this happy event occurs.
Familiar Table
Familiar			Special Power Gained By The Caster*
Badger				Gain +2 to All Saving Throws vs Charm-like
				Abilities/Spells
Bat	Gain +2 to Hearing Checks and +1 to All Saving Throws that include Dexterity Bonus
Cat		Gain 20% of/to Move Silently
Chipmonk		Gain +2 to All Saving Throws that include Dexterity Bonus
Dog		Gain +1 to Surprise Rolls and +1 to Hearing Checks
Eagle		Gain +2 to Vision Check
Fox		Gain +2 to All Saving Throws that include Dexterity Bonus
Groundhog		Gain +2 to All Saving Throws vs. Death
Hare		Gain +3 to Hearing Check
Hawk		Gain +2 to Vision Check
Lizard		Gain +20% Climb Walls
Monkey		Gain 20% of/to Pick Pockets
Mouse		Gain 20% of/to Hide In Shadow
Otter		Gain the Proficiency Swimming or +2 to Swimming Checks
Owl		Gain low-light vision, 20% of/to Move Silently
Racoon		Gain 20% of/to Pick Pockets
Rat		Gain +2 to All Saving Throws vs. Death
Raven		Gain 1 additional Spoken Language (Non-animal/monster)
Skunk		Gain Immunity to Musk Attacks
Snake(Tiny)		Gain Poisonous Bite (Poison Type A)
Snake(Small)
Constrictor		Gain 10% of/to Move Silently
Squirrel		Gain +2 to All Saving Throws that include Dexterity Bonus
Toad			Gain +1 to Constitution Score
Weasel		Gain +2 to All Saving Throws that include Dexterity Bonus
* The Familiar must be within one mile for the caster to receive these powers.

Familiar Special Abilities
Master			Natural
Class Level                Armor          Intelligence	Special
1-2                                +1                   6  		Alertness, Improved Evasion, 
							Share Spells,Empathic Link
3-4                                +2                   7		Touch
5-6                                +3                   8		Speak with Master
7-8                               +4                    9		Speak with Animal of its Type
9-10                             +5		10
11-12                           +6                   11		Spell Resistance
13-14                           +7                  12		Scry on Familiar
15-16                           +8                  13
17-18                           +9		14
19 +                            +10		15

Hit Dice : Treat as the master’s level (for effects related to Hit Dice). Use the fasmiliar’s normal total if it is higher.
Hit Points : One-half the master’s total or the familiar normal total, whichever is better.
Natural Armor : This number improves the familiar >s AC. It Represents a familiar=s preternatural Toughness.
Intelligence : The Familiar=s Intelligence Score. Familiar Are as smart as people (tough not necessary as smart as smart people).
Alertness : The presence of the familiar sharpens its master=s senses. While the familiar is within arm=s reach, The master gain the Alertness nonweapon proficiency.
Improved Evasion : If the familiar is subjected to an attack that normally allows a saving throw to receive only half damage by dodging it, the familiar takes no damage on a successful save and half damage if failed.
Share Spells : At the master=s option, he may have any spell he cast on himself also affect his familiar. The familiar must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting the familiar if it moves farther than 5 feet away. The spell=s effect will not be restored even if the familiar returns to the master before the duration would otherwise have ended. Additionnaly, the master may cast a spell with a target of Acaster= on his familiar (as a touch spell) instead of on himself. The master and familiar can share spells even if the spells normally do not affect creatures of the familiar=s type (magical beast).
Empathic Link : The master has an empathic link with the familiar out to a distance of up to one mile. The master cannot see trough the familiar=s eyes, but the two of them can communicate telephatically. Note that the low intelligence of a low-level master=s familiar limits what it is able to communicate or understand, and even intelligent familiars see the world differently from humans. Because of the empathic link between the familiar and the master, the master has the same connexion to an item or place that the familiar does. For instance, if his familiar has seen a room, a master can teleport to that room as if he has seen it too.
Touch : If the master is 3rd level or higher, the familiar can deliver touch spells for the master. When the master cast a touch spell, he can designate his familiar as the Atoucher@. (The master and familiar must be in contact at the time of casting). As normal, if the master casts another spell, the touch spell dissipate.
Speak with Animal of its Type : The Familiar can communicate with animals of approximately the same type as itself (including dire variants): bats and rats with rodents, cats with felines, hawks and owls and ravens with birds, snakes with reptiles, toads with amphibians, weasels with creature of the mustelidae family (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). The communication is limited by the intelligence of the conversing creatures.
Speak with Master : The familiar and master can communicate verbally as if they were using a common language. Other creatures do not understand the communication with out magical help.
Spell Resistance : If the master is 11th level or higher, the familiar gains spell resistance equal to the master=s level + 5.
Scry : If the master is 13th level or higher, the master may scry on the familiar (as if casting the spell scrying) once per day. This is a spell-like ability that requires no material components or focus.

Abjuration Save Bonus: You must have the spell bonus ability in the Abjuration School to gain this ability. When reaching 8th level, the abjurer gains a +1 bonus to saving throws vs. paralyzation, poison, and death magic.
Armor Class Bonus: You must have the spell bonus ability in the Abjuration School to gain this ability. At 11th level, the abjurer’s base armor class improves by 1 point.
Hold Spell Immunity: You must have the spell bonus ability in the Abjuration School to gain this ability. At 14th level, the abjurer becomes immune to all forms of hold spells.
No Material Component: You must have the spell bonus ability in the Conjuration/Summoning School to gain this ability. At 11th Level, all spells from the conjuration/summoning school can be cast without material components.
Dispel Conjuration: You must have the spell bonus ability in the Conjuration/Summoning School to gain this ability. At 14th level, the conjurer gains the power to instantly dispel creatures conjured by an opponent who as use monster summoning or equivalent spell. The conjurer can dispel up to 10 HD worth of creatures with this ability simply by pointing at the target and concentrating one round. Only creatures with 5 HD or less are affected, so a conjurer could dispel three 3 HD creatures, two 5 HD creatures, or any combination that does not exceed 10 HD. The conjurer may use this ability up to three times per day.
Find Traps: You must have the spell bonus ability in the Divination School to gain this ability. At 11th level, the diviner gains the ability to use find traps(a 2nd-level priest spell) up to three times per day by pointing in a specific direction and concentrating one round.
Scrying Spell Immunity: You must have the spell bonus ability in the Divination School to gain this ability. At 14th level, the diviner becomes immune to all forms of scrying spells such as ESP, know alignment, or clairaudience. Character trying to use these divinations against the diviner simply get no response at all.
Free Action: You must have the spell bonus ability in the Enchantment/Charm School to gain this ability. At 11th level, the enchanter gains the ability to cast a special free action spell once per day on himself or any creatures he touches. The casting time is only 1, and no material components are required; the spell duplicates the effects of the 4th-level priest spell free action and last for one hours.
Charm Spell Immunity: You must have the spell bonus ability in the Enchantment/Charm School to gain this ability. The enchanter becomes immune to all forms of the charm spell.
Illusion Save Bonus : You must have the spell bonus ability in the Illusion School to gain this ability. At 8th level, the illusionist gains a +1 bonus to his saving throws against illusion spells cast by nonillusionist. (This is cumulative with the School Knowledge ability for a total of +2).
Dispel Phatasmal Force : You must have the spell bonus ability in the Illusion School to gain this ability. At 11th level, the illusionist gains the ability to cast a special dispel phantasmal force or dispel improved phantasmal force up to three tiems per day. The base chance of success is 50% ± 5% per level difference between the illusionist and the caster of the phantasmal force. The dispel has a range of 30 yards and a casting time of 1; the illusionist only point at the illusion and concentrate. If the illusionist attempts to dispel something that turns out to be real, the attempt still counts against his limit of three dispels per day.
Invocation Save Bonus: You must have the spell bonus ability in the Invocation/Evocation School to gain this ability. For 2 character points, the character will gains a bonus of +1 to his saving throws vs invocation/evocation spells when he reaches 8th level, for a total of +2. For 3 character points, the character will also gains a bonus of +1 to his saving throws vs invocation/evocation spells when he reaches 11th level, for a total of +3.
One Invocation Spell Immunity: You must have the spell bonus ability in the Invocation/Evocation School to gain this ability. At 14th level, the invoker acquires immunity to one invocation/evocation spell of 3rd level or lower of his choice; however, this immunity does not extend to similar magical items or breath weapons.
Necromancy Save Bonus : You must have the spell bonus ability in the Necromancy School to gain this ability. At 8th level, the necromancer gains a saving throw bonus versus necromancy spells increases to a total of +2.
Speak With Dead : You must have the spell bonus ability in the Necromancy School to gain this ability. At 11th level, the necromancer gains a special speak with dead spell-like ability that requires no verbal or material components; the necromancer needs only point at the deceased person and concentrate for one round. This spell functions like the 3rd-level priest spell speak with dead, except that the necromancer may converse for up to one turn and ask four questions to the spirit.
Undead Resistance: You must have the spell bonus ability in the Necromancy School to gain this ability. At 14th level, the necromancer gains a partial resistance to the special effects of undead attacks; although he still suffers the normal damage of any such attack, he gains a +2 to saving throws against strength drain,paralyzation, and other effects. He may attempt a saving throw vs. death magic with a –4 penalty to avoid the effects of any attack that normally does not allow a save, such as a wight or wraith’s energy drain.
Transmutation Save Bonus: You must have the spell bonus ability in the Alteration School to gain this ability. For 2 character points, the transmuter will gain a +1 bonus to his saving throws vs alteration spells at 8th level, for a total of +2. For 3 character points, the transmuter will also gain an additional +1 bonus to his saving throw at 11th level, for a total of +3. For 4 character points, the transmuter will also gain an additional +1 bonus to his saving throw at 14th level, for a total of +4. For 5 character points, the transmuter will also gain a +1 to his saving throw at 17th level, for a total of +5.
Elemental Control: You must have the spell bonus ability in one of the Elemental  Schools to gain this ability. At 11th level, the elementalist no longer have to concentrate to control an elemental of his specialty that was summon through conjure elemental spells. At 14th level, there is no chance for a summoned elemental to turn on the elementalist.
Elemental Magical Prohibition: You must have the spell bonus ability in one of the Elemental  Schools to gain this ability. The elementalist is prohibited to  use any magical items that duplicate spell effects of his oppositional element.
Pocket Dimension: You must have the spell bonus ability in the Dimensional  School to gain this ability. At 8th level, the dimensionalist gains the power to disappear by stepping into a pocket dimension once per day. While in the pocket dimension, he his detectable only by spells that can discern dimensional openings and is immune to any attack, but he also has no way of knowing what’s happening in the place he left until he chooses to step back into the real world. The dimensionalist may remains for up to one hour before he is forced to exit and can take any actions he desires (sleeping, reading, drinking a potion, or so on) while inside. Note that the pocket dimension’s point of exit is always the exact same place the dimensionalist entered the dimension. Also, no spells that would allow the dimensionalist to leave the pocket without first reentering the real world can function in the extradimensional place, including teleport, dimensional door, shadow walk, and similar enchantment. At 11th level, the dimensionalist may bring one other human-sized creature or object weighting less than 500 pounds with him. At 14th level, he may bring up to five companions or an abject weighting 1,500 pounds.
Force School Knowledge: You must have the spell bonus ability in the Force  School to gain this ability. For 2 character points the force mage gains a +1 bonus to his saving throws vs. force spells, for a total of +2 at 8th level. For 3 character points the force mage also gains a +1 bonus to his saving throws vs. force spells, for a total of +3 at 14th level.
	Resist Force Spell Damage: At 11th level, the force mage gains the ability to attempt a saving throw for half-effect against any force spell that causes damage, whether or not it allows a save.
Mental School Knowledge: You must have the spell bonus ability in the Mentalism  School to gain this ability. At 8th level, the mentalist gains a +1 bonus to his saving throws vs. mentalism spells, for a total of +2.
Detect Mental Influence: You must have the spell bonus ability in the Mentalism  School to gain this ability. At 11th level, the mentalist gains the ability to detect charm or mental influence three times per day by pointing at the individual to be examined and concentrating one round. This power resemble the priest spell detect charm, but only one creature can be scan per use. 
Dispel Mental Influence: You must have the spell bonus ability in the Mentalism  School to gain this ability .At 14th level, the mentalist gains the ability to dispel charm or mental influenceonce per day with a 50% chance of success. This is modified by ±5% per level/Hit Dice difference between the mentalist and the caster of the charm. The mentalist must be within 10 yards of the subject and must concentrate for one round in order to use this power.
Shadow School Knowledge: You must have the spell bonus ability in the Shadow  School to gain this ability. The saving throw modifier of a shadow mage depends on the lighting condition around the shadow mage. The shadow mage himself doesn’t gain any bonus to his saving throws.
	Lighting Condition			Modifier
	Bright daylight/continual light	+2
	Weak daylight/dusk/light		none
	Twilight/moonlight/lantern light	-1
	Weak moonlight/torch light		-2
	Candlelight/starlight			-3
	Total darkness				-4
Night Vision: You must have the spell bonus ability in the Shadow  School to gain this ability. At 4th level, the shadow mage sees as well in moonlight as a normal human does by broad daylight,  and all darkness-based combat penalties are reduced by 1 point. At 7th level, he can see perfectly by starlight and reduces combat penalties for darkness by 2 points. At 10th level, the shadow mage can see perfectly in total darkness, negating all combat penalties. Note that magical blindness or fog can still impair the wizard’s vision.
Brew Potion: You must have the spell bonus ability in the Alchemy  School to gain this ability. At 6th level, the alchemist gains the ability to create potions. This is a special chemical processes, but it tends tends to be longer and more tedious than normal potion brewing. First, the character must research the potion’s formula, just like conducting spell research; consider the potion’s level to be equal to its experience point (XP) value divided by 100. It takes two weeks per potion level to research the formula, at a cost of 500GP per potion level. The alchemist must roll learn spells to find out if he learned the formula before he can be considered successful in research. The maximum number of potion formulae he can know is limited by the maximum number of spells per level score that is determined by his intelligence. Once the character has successfully researched a potion’s formula, he can produce one dose by investing 3d6 x 100GP in materials and spending one uninterrupted week in his laboratory. Again, he must pass the learn spells check to see if he followed the direction correctly, with a +1% bonus per character level.
Alchemy No Verbal Spell Component: You must have the spell bonus ability in the Alchemy School to gain this ability. When a spell is cast from the school of alchemy by an alchemist, all spells are consider to have no verbal components. 
Laboratory/Library: You must have the spell bonus ability in the Alchemy or Artificer School to gain this ability.The character begins play with a suitable facility in his home town or base of operations, but building and equipping a new laboratory/library costs at least 1,000 GP per character level,  and existing laboratories/library cost 50GP per level each month to maintain. 
Artifice No Verbal Spell Component: You must have the spell bonus ability in the Artifice School to gain this ability. When a spell is cast from the school of artifice by an artificer, all spells are consider to have no verbal components.
Store Spell: You must have the spell bonus ability in the Artifice School to gain this ability. At 4th level, the artificer gains the ability to store spells in prepared items, saving his memorization slots for other spells. Once placed in an items, a stored spell may be indefinetly retained for ready casting. The spell to be stored must be one which the wizard knows and can cast; at any given time, a wizard may have no more total spell levels stored than his own character level. Preparing an item to receive one stored spell  requires one uninterrupted week of work, and the actual process of casting the spell into the item requires one day and 500 GP per level of the spell. The item must be of the finest workmanship, worth at least 100 GP; after the spell it holds has been discharged, the artificer can re-enchant it. Only the artificer may release the stored spell, with a casting time of 1; in all other respects the spell is treated as if the artificer had cast it normally. Also, an item can only conatin one spell at a time. Any attempt to cast another spell into the item will simply replace the current spell. In effect, this allows the artificer to create one-shot magical items such as a ring enchanted with feather fall or a cloak prepared with protection from normal missiles.
Temporary Magical Item Creation: You must have the spell bonus ability in the Artifice School to gain this ability. At 7th level, the artificer may create a temporary magical item. Any magical item in the DMG not specifically restricted to nonwizards is allowed, but the item will fonction only for the artificer. This is an ability unrelated to the enchant an item spell. First, the artificer must succeefully research the item creation process, taking one week per 500 XP value of the item and spending at least 100 GP per week. This time is halved if the artificer has a sample of the item to copy or if he succeeds in a contact other plane, legend lore, or other research spell. The artificer must pass a learn check to succeed and may never know the processes for more magical items than his character’s level + 5. Actually building and enchanting the item requires half the research time and 2d6 x 100 GP, plus the cost of the item itself. Fine materials must be used, but rare and exotic materials and processes aren’t necessary for temporary items. After completing the work, the artificer must pass another learn spells check to successfully enchant the temporary item. A temporary item last lasts 1d6 days, plus one day per level of the artificer. Once the enchantment fades, the item can be reenchanted with one uninterrupted week of work, the expenditure of 2d6 x 100 GP, and another learn spells check. If the temporary item normally possesses charges, the artificer automatically places one charge per level into the item when creating it.
Identify Magical Items: You must have the spell bonus ability in the Artifice School to gain this ability. At first level, artificers have a 20% chance to identify the general purpose and function of any magical item simply by examining it for one full turn. This is similar to the bard’s ability, but is based on the artificer’s ability to analyze the construction and enchantments on the item, not the item’s historical signifiance. This chance increases by 5% per level.
Create Scroll: You must have the spell bonus ability in the Geometry School to gain this ability. At 4th level, the geometer may create scrolls by committing a spell he knows to paper. He can cast the spell from the scroll at some later time simply by reading the scroll, which requires one full round; once read, the scroll is consumed and the spell expended. The Geometer may not have more than one spell-scroll per character level prepared at any given time. Transcribing a spell to a scroll requires one full day per spell level. The material cost 100 GP per spell level, and the wizard needs a suitable laboratory or library to work in. Only spells from the school of geometry can be transcribed to scrolls, but a geometer can engage in spell research to find a diagram for spells outside the school of geometry. In any event, a geometer must succeed in a learn spells check to see if he is successful in scribing the scroll. At 7th level, the geometer may also attempt to create various froms of protection scrolls. The geometer must first research the scroll’s diagram through normal spell research. To figure out how much time and money should be spent on researching a particular protection scroll, take a look at its experience value. Basically, a scroll’s effective spell level is determined by dividing the experience point value by 500 and then adding 2 (i.e., level = XP/500 + 2). The research time is two weeks per effective level, at a cost of 1000 GP per level; the geometer must pass a learn spells check to successfully research the diagram. Once the geometer knows the diagram, he can produce one scroll by investing in 3d6 x 100 GP worth of materials and spending one uninterrupted week working in his laboratory. Again, a learn spells check applies to see if he executed the diagram correctly.
Geometry No Verbal Spell Component: You must have the spell bonus ability in the Geometry School to gain this ability. When a spell is cast from the school of geometry by an geometer, all spells are consider to have no verbal components.
Only Verbal Spell Component: You must have the spell bonus ability in the Song School to gain this ability. When a spell is cast from the school of song by an song mage, all spells are consider to have only verbal components.
Enhance Sound Effects: You must have the spell bonus ability in the Song School to gain this ability. At 8th level, the song mage gain the ability to enhance the effectiveness of any musical or sound-based magical item by 50%. If the magical item proves to be cursed, its effect is lessened by 50% (if possible).
Counter Song: You must have the spell bonus ability in the Song School to gain this ability. At 11th level, the song mage gains the ability to counter magical song or sound base attacks once per day, negating the effects of the attack in a 10-foot radius centered on th mage.This allows the song mage to protect those nearby from a harpy’s song, a sphinx’s roar, or a shout spell. The mage must stand still or walk slowly and sing for at least one full round to negate the effect, and may continue singing for up to one full turn per level to defeat pervasive or persistent attacks.
Song School Knowledge: You must have the spell bonus ability in the Song School to gain this ability. The School Knowledge saving throw modifier may apply to magical song or sound attacks such as sphinx’s roar or banshee’s wail in addition to song spells.
Wand of Wonder: You must have the spell bonus ability in the Wild Magic to gain this ability. The wild mage has a 50% chance to control a wand of wonder and if the wild mage succeed in controlling the wand, he may use a charges from the wand to cast any spell he already knows, whether or not he has the spell memorize. The number of charges expended equals the level of the spell chosen; if the mage fails his roll, he simply expends one charge from the wand and rolls for a random result.
Wild Magical Item Control: You must have the spell bonus ability in the Wild Magic to gain this ability. The wild mage has a 50% chance to control the following magical items: amulet of the planes, bag of beans, bag of tricks, deck of illusion, deck of many things, well of many worlds, and wand of wonder.
Level Variation: You must have the spell bonus ability in the Wild Magic to gain this ability. Every time a wild mage casts a spell, the effective casting level may vary as shown below:
Level Variation
True					Die Roll(d20)
Level	1	2	3	4	5	6	7	8	9	10
1	-1	-1	-1	-1	-1	0	0	0	0	0
2	-1	-1	-1	-1	-1	-1	0	0	0	0
3	-2	-1	-1	-1	-1	-1	-1	0	0	0
4	-2	-2	-1	-1	-1	-1	-1	-1	0	0
5	-3	-2	-2	-1	-1	-1	-1	-1	-1	0
6	-3	-3	-2	-2	-1	-1	-1	-1	-1	0
7	-4	-3	-3	-2	-2	-1	-1	-1	-1	0
8	-4	-4	-3	-3	-2	-2	-1	-1	-1	0
9+	-5	-4	-4	-3	-3	-2	-2	-1	-1	0

True					Die Roll(d20)
Level	11	12	13	14	15	16	17	18	19	20
1	0	0	0	0	0	+1	+1	+1	+1	+1
2	0	0	0	0	+1	+1	+1	+1	+1	+1
3	0	0	0	+1	+1	+1	+1	+1	+1	+2
4	0	0	+1	+1	+1	+1	+1	+1	+2	+2
5	0	+1	+1	+1	+1	+1	+1	+2	+2	+3
6	0	+1	+1	+1	+1	+1	+2	+2	+3	+3
7	0	+1	+1	+1	+1	+2	+2	+3	+3	+4
8	0	+1	+1	+1	+2	+2	+3	+3	+4	+4
9+	0	+1	+1	+2	+2	+3	+3	+4	+4	+5
Boldface result indicate a wild surge; consult table Wild Surge Results.

Wild Surge Results
D100
Roll   Result
01     Wall of force appears in front of caster
02     Caster smells like a skunk for spell
         duration
03     Caster shoots forth eight non-poisonous 
         Snakes from fingertips. Snakes do not
         Attack.
04     Caster’s clothes itch(+2 to initiative)
05     Caster glows as per light spell
06     Spell effect has 60’ radius centered on
         caster
07     Next phrase spoken by caster becomes
         true, lasting for one turn
08     Caster’s hair grows one foot in length
09     Caster pivots 180 degrees
         caster are increased by +2 for 1 turn

18     Reversed tongues affects all within 60
         feet of caster
19     Wall of fire encircles caster
20     Caster’s feet enlarge, reducing
         movement to half normal and adding
         +4 to initiative rolls for 1d3 turns
21     Caster suffers same spell effect as target
22     Caster levitates 20’ for 1d4 turns
23     Cause fear with 60’ radius centered on 
         caster. All within radius except the 
         caster must make a saving throw.
24     Caster speaks in a squeaky voice for
         1d6 days
25     Caster gains X-ray vision for 1d6
         rounds
26     Caster age 10 years
27     Silence, 15’ radius centers on caster
28     10’ x 10’ pit appears immediately in 
         front of caster, 5’ deep per level of the 
         caster
29     Reverse gravity beneath caster’s feet for
         1 round
30     Colored streamers pour from caster’s 
         fingertips
31     Spell effect rebounds on caster
32     Caster becomes invisible
33     Color spray from caster’s fingertips
34     Stream of butterflies pours from caster’s
         mouth
35     Caster leaves monster-shaped foot 
         prints instead of his own until a dispel 
         magic is cast
36     3d10 gems shoot from caster’s 
         fingertips. Each gem is worth 1d6 x 
         10GP.
37     Music fills the air
38     Create food and water
39     All Normal fires within 60’ of the caster
         are extinguished
40     One magical item within 30’ of caster
         (Randomly choosen) is permanently 
         drained
41     One normal item within 30’ of caster 
         (randomly choosen) becomes 
         permanently magical
66     Lightning bolt shoots toward target
67     Target enlarged
68     Darkness centered on target
69     Plant growth centered on target
70     1,000 lbs. Of non-living matter within
         10’ of target vanishes
71     Fireball centeres on target
72     Target turns to stone
73     Spell is cast; material components and 
         memory of spell are retained
74     Everyone within 10’ of the caster
         receives the benefit of a heal
75     Target becomes dizzy (-4 AC and
         Thaco, cannot cast spells) for 2d4
         Rounds
76     Wall of fire encircles target
77     Target levitates 20’ for 1d3 turns
78     Target suffers blindness 
79     Target is charmed as per charm monster
80     Target forgets
81     Target’s feet enlarge, reducing
         movement to half normal and adding +4
         to all initiative rolls for 1d3 turns
82     Rust monster appears in front of target
83     Target polymorphs randomly
84     Target falls madly in love with caster
         until a dispel magic is cast.
86     Small, black raincloud forms over target	10     Caster’s face is blackened by small explosion
11     Caster develops allergy to his magical items.
         Character cannot control sneezing until all
         Magical items are removed. Allergy lasts 1d6
         Turns.
12     Caster’s head enlarges for 1d3 turns
13     Caster reduces (reversed enlarge) for 1d3 turns
14     Caster falls madly in love with target
15     Spell cannot be cancelled at will by caster
16     Caster polymorphs randomly
17     Colorful bubbles come out of the caster’s 
         mouth instead of words. Words are released
         when bubbles pop. Spells with verbal 
         components cannot be cast for 1 turn.

42     All magical weapons within 30’ of       
43     Smoke trickles from the ears of all creatures     
         within 60’ of the caster for 1 turn
44     Dancing lights
45     All creatures within 30’ of the caster begin to
         hiccup (+1 to casting times, -1 to Thaco)
46     All normal doors, secret doors, port-cullises,
         etc. (including those locked or barred) within 
         60’ of caster swing open
47     Caster and target exchange places
48     Spell affects random target within 60’ of the
         caster
49     Spell fails but is not wiped from caster’s mind
50     Monster summoning II
51     Sudden change in weather (temperature rise, 
         snow, rain, etc.) lasting 1d6 turns
52     Deafning bang affects everyone within 60’. All
         those who hear must save vs. spell or be 
         stunned for 1d3 rounds.
53     Caster and target exchange voices until a
         remove curse is cast
54     Gate opens to randomly chosen outer plane; 
         50% chance for extra-planar creature to 
         appear.
55     Spell functions but shrieks like a shrieker
56     Spell effectiveness (range, duration, area of
         effect, damage, etc.) decreases 50%
57     Spell reversed, if reverse is possible
58     Spell takes physical form of free-willed
         elemental and cannot be controlled by caster.
         Elemental remains for duration of spell. Touch
         Of the elemental causes spell effects (Thaco
         Equal to caster’s)
59     All weapons within 60’ of the caster flow for
         1d4 rounds
60     Spell functions; any applicable saving throw is
         not allowed
61     Spell appears to fail when cast, but occurs 1d4
         rounds later
62     All magical items within 60’ of the caster glow
         for 2d8 days
63     Caster and target switch personalities for 2d10
         rounds
64     Slow spell centered on target
65     Target deluded
87     Stinking cloud centers on target
88     Heavy object (boulder, anvil, safe, etc.)
         appears over target and falls for 2d20 points of
         damage
89     Target begins sneezing. No spells can be cast
         until fit passes (1d6 rounds).
90     Spell effect has 60’ radius centered on target
         (all within radius suffer the effect)
91     Target’s clothes itch (+2 for initiative for 1d10
         rounds)
92     Target’s race randomly changes until cancelled
         by dispel magic
93     Target turns ethereal for 2d4 rounds
94     Target hastened
95     All cloth on target crumbles to dust
96     Target sprouts leaves (no damage caused, can
         be pruned without harm)
97     Target sprouts new useless appendage (wing,
         arm, ear, etc.) which remains until dispel
         magic is cast
98     Target changes color (cancelled by dispel
          magic)
99     Spell has a minimum duration of 1 turn (i.e., a
         fireball creates a ball of flame that remains for
         1 turn, a lightning bolt bounces and continues,
         possibly rebounding, for 1 turn, etc.)
100   Spell effectiveness (range, duration, area of
         effect, damage, etc.) increases 200%	
Unless otherwise noted, all spells created by a wild surge occur at the designated target point and function normally (appropriate saving throws are allowed). The caster’s true level is used when calculating range, duration, area of effect, etc, of these spells. It is likely that some wild magic results will nake no sense, be impossible, or have no visible effect. In these cases, the wild surge has no effect.

Thief Ability: To determine a wizard of the high sorcery’s % chance in a thieving skill that he has bought as a class ability, see below:
			Find/
WotHS	Pick 	Open	Remove	Move	Hide In	  Detect	Climb	Read			
Level	Poclkets	Locks	Traps	Silently	Shadows  Noise	Walls	Languages  Appraisal  Tunnelling
1	15	10	5	10	5	  15	60	5	      10	         	15
2	20	15	10	15	10	  20	65	10	      15		20
3	25	20	15	20	15	  25	70	15	      20		25
4	30	25	20	25	20	  30	75	20	      25		30
5	35	30	25	30	25	  35	80	25	      30		35
6	40	35	30	35	30	  40	85	30	      35		40
7	45	40	35	40	35	  45	90	35	      40		45
8	50	45	40	45	40	  50	95	40	      45		50
9	55	50	45	50	45	  55	99	45	      50		55
10	60	55	50	55	50	  60	99	50	      55		60
11	65	60	55	60	55	  65	99	55	      60		65
12	70	65	60	65	60	  70	99	60	      65		70
13	75	70	65	70	65	  75	99	65	      70		75
14	80	75	70	75	70	  80	99	70	      75		80
15	85	80	75	80	75	  85	99	75	      80		85
16	90	85	80	85	80	  90	99	80	      85		90
17	95	90	85	90	85	  95	99	85	      90		95
18	99	95	90	95	90	  99	99	90	      95		99
19	99	99	95	99	95	  99	99	95	      99		99
20	99	99	99	99	99	  99	99	99	      99		99

WotHS	Escape	Detect	Detect		Forge		Sign		Identify
Level	Bonds	Magic	Illusion	Bribe	Documents	Language	Runes
1	10	5	10	5	10		15		10
2	15	10	15	10	15		20		15
3	20	15	20	15	20		25		20
4	25	20	25	20	25		30		25
5	30	25	30	25	30		35		30
6	35	30	35	30	35		40		35
7	40	35	40	35	40		45		40
8	45	40	45	40	45		50		45
9	50	45	50	45	50		55		50
10	55	50	55	50	55		60		55
11	60	55	60	55	60		65		60
12	65	60	65	60	65		70		65
13	70	65	70	65	70		75		70
14	75	70	75	70	75		80		75
15	80	75	80	75	80		85		80
16	85	80	85	80	85		90		85
17	90	85	90	85	90		95		90
18	95	90	95	90	95		99		95
19	99	95	99	95	99		99		99
20	99	99	99	99	99		99		99

Bonus Spell:	To gain access to a bonus spell in a specific school, a wizards must have the following score or better ones for the appropriate school as follow and will be forbidden to use schools that are oppose to it:

School				Ability Score Requirements	Opposed Schools
Abjuration			9 Intelligence + 15 Wisdom	Alteration, Illusion/Phantasm
Conjuration/Summoning		9 Intelligence + 15 Constitution	Divination, Invocation/Evocation
Divination			9 Intelligence + 16 Wisdom	Invocation/Evocation, Necromancy
Enchantment/Charm		9 Intelligence + 16 Charisma	Invocation/Evocation, Necromancy
Illusion/Phantasm		9 Intelligence + 16 Dexterity	Invocation/Evocation, Abjuration
Invocation/Evocation		9 Intelligence + 16 Constitution	Enchantment/Charm,
Conjuration/Summoning
Necromancy			9 Intelligence + 16 Wisdom	Illusion, Enchantment/Charm
Alteration			9 Intelligence + 15 Dexterity	Necromancy, Abjuration
Water Elemental			9 Intelligence			Fire Elemental
Fire Elemental			9 Intelligence			Water Elemental
Air Elemental			9 Intelligence			Earth Elemental
Earth Elemental			9 Intelligence			Wind Elemental
Dimension			16 Intelligence			Enchantment/Charm, Necromancy
Force				12 Intelligence + 15 Constitution	Alteration, Divination
Mental				15 Intelligence + 16 Wisdom	Alteration, Necromancy
Shadow				15 Intelligence + 16 Wisdom	Invocation/Evocation, Abjuration
Alchemy			15 Intelligence + 14 Dexterity	Illusion/Phantasm, Necromancy
Artifice				12 Intelligence + 12 Constitution	Necromancy, Enchantment/Charm
Geometry			15 Intelligence + 14 Wisdom	Enchantment/Charm,
Illusion/Phantasm
Song				14 Intelligence + 15 Charisma	Necromancy, Divination, 
								Invocation/Evocation
Wild Magic			16 Intelligence			None
Electric				9 Intelligence + 16 Constitution	Enchantment/Charm,
								Conjuration/Summoning
Metamorphic			14 Intelligence + 15 Constitution	Abjuration, Enchantment/Charm,
								Invocation/Evocation
Metamagic			16 Intelligence			None
	Remember that if you choose the spell bonus at the cost of 15 character points, you will still have to choose one specific school to determine what kind of specialist you are to determine what are your minimum ability scores even do you can gain spell bonus in any schools.