The wizard is the class with a thousand and one class features, each spell a unique and iconic trick or ability.
It’s also, at least in a way, the class that has eight other classes hidden within it: a canny wielder of defensive magics, a summoner of fearsome servants, a seer of things unseen by most, a mind-bending manipulator, a hurler of fire and lightning, a devious dissimulator, a master of the powers of death, and a reality-twisting thaumaturge. In the following pages we’ve expanded each of those ideas out of the base wizard class and added a suite of abilities and modifications that make each one a bit more unique from the other, creating full specialty caster alternate classes, one for each school of magic! Hopefully they’ll be an entertaining addition to your game!
About Specialty Casters
Specialty casters are alternate classes for the wizard. An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class or any of its alternate classes – an evoker cannot also take levels in the wizard or abjurer classes, and vice versa. For the purposes of feats, abilities, and other class-based effects (including favored class bonuses), alternate classes count as the base class, though they cannot trade or modify class features they do not possess. (A GM may choose to allow equivalent class features to be traded out when selecting a wizard archetype, if desired.) All specialty casters can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is shown on the following table: