Advanced Dungeons and Dragons 2nd edition: Wizard class: Specialist Wizard in Schools of Philosophy
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Specialists in Schools of Philosophy

A wizard specializing in a school of philosophy adheres to the general rules on the previous page. Depending on his choice of school, the specialist will have anywhere from one to three opposition schools. Each specialty has different race and ability score requirements, reflecting the unique nature of each field of study. See Table 3.4.5 : Philosophy Specialist Requirements.
In The Complete Wizard’s Handbook, each specialist received several additional abilities related to his chosen field at high levels. These abilities have been reworked, and specialists now receive them much earlier in their careers.

Table 3.4.5: Philosophy Specialist Requirements

Specialist Race Abilities Opposition School(s)
Abjurer H Ego/Willpower 15+ Alteration, Illusion
Conjurer H, Hb, 1/2E, ED Constitution/Health 15+ Divination, Invoc./Evoc.
Diviner H, 1/2E, E Wisdom/ Intuition 16+ Conj./Summ.
Enchanter H, 1/2E, E Charisma 16+ Invoc./Evoc., Necro.
Illusionist H, 1/2E, E, G Dexterity/Aim 16+ Necro., Invoc./Evoc., Abjur.
Invoker H, Hb, ED, 1/2O Constitution /Fitness 16+ Ench./Charm, Conj./Summ.
Necromancer H, HB, ED, 1/2O Ego 16+ Illusion, Ench./Charm
Transmuter H, 1/2E Dexterity/Aim 15+ Abjur., Necro.
H: Human; Hb: Hobgoblin; 1/2E: Half-elf; 1/2O: Half-orc; E: Elf; ED: Drow Elf; G: Gnome.

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