Master Specialist (Wizard Archetype)

Some wizards take their specialization in a specific school of magic to extreme levels, losing some of their versatility to gain greater insight.

Arcane School

The master specialist must choose a spell school to focus on and must also choose two prohibited spell schools rather than one. For the legendary wizard, this is in addition to those from Table: Wizard Specializations.

This alters arcane school.

Spell Focus

The master specialist gains the Spell Focus feat in their specialized school.

This replaces the Scribe Scroll bonus feat at first level.

Spellbook and Spells per Day

The master specialist must choose at least one spell of their specialized school to add to their spellbook from the two gained each level. The master specialist also loses one spell slot of each level but gains an additional bonus spell prepared to be used with their specialized school.

Minor School Discovery

The master specialist gains the ability below that corresponds to their chosen school at 5th level.

  • Abjuration You gain a competence bonus on dispel checks equal to 1/2 your master specialist level.
  • Conjuration Any creature you summon or call appears with additional temporary hit points equal to 1d8 + the master specialist’s class level.
  • DivinationDivination spells you cast that have a duration of concentration remain in effect for a number of extra rounds equal to 1/2 your master specialist level after you cease concentrating. You can cast other spells and otherwise act normally during this duration.
  • Enchantment Targets of your charm spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies. In addition, subjects of your compulsion spells do not get a bonus on saves due to being forced to take an action against their natures.
  • Evocation When casting an evocation spell, you gain a bonus on Caster Level checks equal to 1/2 your master specialist level. This includes, combat casting, concentration and negating spell resistance.
  • Illusion The save DCs of your illusion spells that have a saving throw entry of “Will disbelief” increase by 1/2 your master specialist class level.
  • Necromancy When you cast a necromancy spell, undead allies within 60 feet gain channel resistance and a bonus on saves equal to your master specialist level for a number of rounds equal to your master specialist level.
  • Transmutation When a transmutation spell you have cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round. If a harmless transmutation spell cast by the master specialist has its normal duration expire, the spell remains in effect for 1 round per two caster levels at half potency.

Moderate School Discovery

At 11th level, the master specialist gains one of the following effects when casting a spell from their chosen school. The effect lasts for a number of rounds equal to the level of the spell cast.

  • Abjuration If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
  • Conjuration Dispel checks made against your conjuration spells treat your caster level as if it were 5 higher than normal and summoned creatures gain a +5 bonus on saving throws to resist being dismissed back to their home plane.
  • Divination You gain uncanny dodge and improved uncanny dodge.
  • Enchantment You may immediately reroll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll.
  • Evocation You gain resistance 20 to any one energy type that matches a descriptor of the spell you just cast. If the evocation spell does not have an elemental descriptor, you gain resistance 10 to an energy type of your choice.
  • Illusion You gain concealment if you are subject to a spell or situation that grants concealment, this improves to full concealment.
  • Necromancy You are immune to ability damage, ability drain, energy drain, and negative levels.
  • Transmutation You can immediately reroll any failed Fortitude save against a transmutation spell or ability; you must accept the result of the second roll.

This ability replaces bonded inspiration for the legendary wizard and the bonus feats gained at 5th and 10th levels for the wizard.

Major School Discovery

At 17th level, the master specialist gains one of the following abilities based on their school specialization. The ability gained can be used 3 times per day.

  • Abjuration When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.
  • Conjuration You can cast a conjuration spell as one action type lower. It follows the following pattern: 1 round/full-round, standard action, swift action, free action.
  • Divination When you cast a divination spell, you also gain true seeing (as the spell) for 1 round per level of the spell.
  • Enchantment Any creature that successfully saves against one of your enchantment spells must save again 1 round later (as if you had cast the spell again) with a +5 bonus on the save. This does not stack with Persistent Spell.
  • Evocation Any creature that fails its save against one of your evocation spells takes damage again 1 round later equal to half the damage it took when you cast the spell. This target may make another save to half this additional damage.
  • Illusion You can cast any illusion spell as stilled and silent spell and eschew the materials, per the Still Spell, Silent Spell, and Eschew Materials feats, without an increase in caster level or casting time.
  • Necromancy When you cast a necromancy spell, undead allies within 60 feet gain fast healing 10 for 1 round per level of the spell.
  • Transmutation When a creature successfully saves against a transmutation spell you cast, it takes damage equal to the level of the spell.

This ability replaces bonded union for the legendary wizard, and the bonus feat gained at 15th and 20th levels for the wizard.

Section 15: Copyright Notice

Breath of Life: The Archivist, Copyright 2023, Orphaned Bookworm Productions, LLC, Authors: Connor Bates and Norman Mitchell Jr.

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