So… here’s my new take on how specialization will work for mages. Admittedly, some of these ideas are lifted from 5E but quite a bit is my take on how Specialty Schools should work. Please let me know what you like (and aren’t so keen on)!

Specialty School
At 2nd level, the mage chooses an arcane school other than the Universal school as their specialty school. When casting a spell from that school of magic, the DC of his spell Saving Throws is increased by 2. The DC to dispel spells that he has cast from that school is also increased by 2. In addition, each school specialty grants special features at levels 2, 8, and 15:
Abjuration: An Abjuration specialist, called an Abjurer, may use a free action to gain 6 Temporary Hit Points once per day. At levels 6, 10, 14, and 18, the Abjurer gains an additional 6 Temporary Hit Points each day (to a maximum of 30 Temporary Hit Points at level 18).
Additionally, the Abjurer may cast the Armor and Shield spells as cantrips, rather than as 1st level spells.
At 8th level, the Abjurer may cast Shield as a free action when he is directly targeted by a spell or weapon attack, even if it is not his turn. The spell is cast just before the attack is resolved. This ability may be used so long the attacker is within 60’, and the Abjurer is not surprised, has remaining spell slots, and is not incapacitated or unable to cast spells.
Additionally, the Abjurer has Damage Resistance versus non-magical weapon damage while they have any remaining Temporary Hit Points.
At 15th level, the Abjurer gains a +2 bonus to all Concentration checks made with Abjuration spells such as Antimagic Shell, Banishment, Break Enchantment, Dispel Magic, Improved Dispel Magic, Mordenkainen’s Disjunction, and Protection from Evil.
Alteration: An Alteration specialist, or Transmuter, may imbue himself with one of the following spell-like abilities once per day (24 hours): Darkvision, Jump, Run, Spider Climb, or Strength. These spell-like abilities have a duration of 1 hour per caster level. Other than their duration and ability to only effect the Transmuter, these abilities function as per the spell.
At 8th level, the Transmuter may use Alter Self to assume the form of a Small, Medium, or Large-sized man-shaped bipedal creature or mundane animal. When taking the form of a mundane animal he may not cast spells. The Transmuter heals 2d4+2 Hit Points of damage when using Alter Self to change his form.
At 15th level, the Transmuter may cast spells when using Alter Self or Polymorph to assume forms that wouldn’t normally allow him to cast spells, so long as the form has a mouth and hands or claws. In addition, the Transmuter may choose to revert to his natural form if targeted by a spell or effect that changes his form involuntarily. This uses the Transmuter’s action for the round.
Conjuration: A Conjuration specialist, called a Conjurer, can use an action to conjure an inanimate object to his hands once per day. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that he has seen. The object disappears after 1 hour or if it takes or deals any damage. In addition, the Conjurer adds Aerial Servant, Animal Summoning I, II and III, Call Woodland Beings, Dust Devil, Elemental Swarm, and Shambler to his spell list. These spells are not automatically added to the Conjurer’s spellbook; he must learn them when advancing in level or through spell research (see the Spellbook section above for more details).
At 8th level, the Conjurer’s concentration cannot be broken as a result of taking damage (see page 76 for more details). All elementals, including dust devils, conjured by the Conjurer have 8 Hit Points per Hit Die.
At 15th level, the Conjurer will not be attacked by summoned creatures unless he takes hostile action against them; including taking actions to aid the summoned creatures’ foes. Summoned creatures regard him with Neutrality (see Social Interaction on page 61 for more details) unless they have had prior dealings with the Conjurer and remember him. In addition, the Conjurer gains one of the following as a bonus Language skill: Abyssal, Celestial, Infernal, Sylvan, or Primordial.
Divination: A Divination specialist, or Diviner, has visions of things to come and, once per day (24 hours), can roll two d20s and record the numbers rolled. The Diviner can replace any attack roll, Saving Throw, or ability check that he, or a creature that he can see, makes with one of these foretelling rolls. He must choose to do so before the roll, as a free action, and can replace a roll in this way only once per round. He may do this even if he is surprised or has already taken his action for the round. He also gets a +2 bonus to all Initiative rolls.
At 8th level, the Diviner’s bonus to Initiative rolls increases to +3. In addition, he may cast ritual Divination spells (Read Magic, Comprehend Languages, Detect Magic, and Identify) as an action rather than as a 10-minute ritual.
At 15th level, the Diviner’s bonus to Initiative rolls increases to +4. In addition, the Diviner’s visions intensify and paint a more accurate picture of what is to come in his mind. He rolls three d20s per day (24 hours) rather than two. He can replace any attack roll, Saving Throw, or ability check that he, or a creature that he can see, makes with one of these foretelling rolls. He must choose to do so before the roll, as a free action, and can replace a roll in this way only once per round. He may do this even if he is surprised or has already taken his action for the round.
Enchantment: An Enchantment specialist, or Enchanter, may cast the Charm Monster, Charm Person, Forget, Friends, Mass Charm, Mass Suggestion, and Suggestion spells with great subtlety. Each requires only a Verbal component, with incantations that can easily be concealed within normal speech. Only spells that detect magical auras or an Arcana check (with a DC equal to the spell’s Saving Throw DC) will reveal that the Enchanter is casting one of these spells. In addition, those who succeed on their Saving Throw against one of these spells have no notion that something is amiss unless they make an Insight skill check with a DC equal to the spell’s Saving Throw DC.
At 8th level, the Enchanter can divert an attack directed at him by gazing into his attacker’s eyes once per day (24 hours). This is done as a free action when he is directly targeted by a spell or weapon attack, even if it is not his turn. The diverting gaze is resolved just before the attack is resolved, with the attacker making a Charisma Saving Throw (DC 14 + the Enchanter’s Intelligence modifier). If the attacker fails this Saving Throw, he must attack the nearest target (excluding the Enchanter), with the attacker rolling randomly if more than one creature is equidistant from him. This ability may be used so long the attacker is within 60’, and the Enchanter is not surprised, has remaining spell slots, and is not incapacitated or unable to cast spells. Creatures that can’t be charmed are immune to this effect.
At 15th level, the Enchanter may target up to 2 additional targets when casting Charm Monster, Charm Person, Dominate Person, Dominate Monster, or Suggestion, so long as they are within the spell’s range.
Evocation: An Evocation specialist, or Evoker, may cast the Elemental Bolt cantrip at will, so long as he has the cantrip prepared. When preparing the cantrip, he must still decide on the damage type dealt by the bolt. In addition, the Evoker adds his Intelligence modifier to the damage dealt by the cantrip. In addition, the Evoker may dodge Magic Missiles directed at him with a successful Dexterity Saving Throw.
At 8th level, an Evoker can create pockets of relative safety within the area of effect of his Evocation spells. When he casts an Evocation spell that affects other creatures that he can see, he can choose a number of them equal to half of his mage level. The chosen creatures automatically succeed on their Saving Throws against the spell and they take no damage if they would normally take half damage on a successful Saving Throw.
At 15th level, the Evoker may choose to deal maximum damage with an Evocation spell of 1st through 5th level. This may be done once per day (24 hours). The Evoker may repeat this ability an additional time each day by overchanneling arcane energy. If he does so, he takes force damage equal to half of the damage dealt by the spell.
Illusion: An Illusion specialist, or Illusionist, may prepare and cast Silent Image and Ventriloquism as cantrips rather than as 1st level spells. Likewise, he may prepare and cast Phantasmal Force as 1st level spell rather than a 2nd level spell and Improved Phantasmal Force as 2nd level spell rather than as a 3rd level spell. The Illusionist also receives a +2 bonus to all Intelligence checks and Saving Throws made to see through Illusions.
At 8th level, the Illusionist’s bonus to Intelligence checks and Saving Throws to see through illusions increases to +3. He can also create an illusory duplicate of himself as a free action when directly targeted by a spell or weapon attack, even if it is not his turn. When a creature makes an attack roll against him, the illusory duplicate is attacked rather than the Illusionist and then dissipates. This ability may be used so long the attacker is within 60’, and the Illusionist is not surprised, incapacitated, or unable to cast spells.
At 15th level, the Illusionist can choose one inanimate, nonmagical object that is part of the illusion spell and make that object real. He can do this on his turn as a free action while the spell is ongoing. The object remains real until the Illusionist uses a free action to dismiss it. For example, the Illusionist could create an illusion of a bridge over a chasm and then make it real long enough for his allies to cross. The object can’t deal damage or otherwise directly harm anyone.
Necromancy: A Necromancy specialist, or Necromancer, regains Hit Points when one of his spells kills one or more living creatures. Once per round, he regains a number of Hit Points equal to the spell level of the spell used to kill one or more living foes. The Necromancer gains 2 Hit Points per spell level when using a Necromancy spell to slay living opponents.
At 8th level, the Necromancer gains the ability to Turn Undead as a cleric of the same level (see page 19), and may choose to command them even if he’s not of evil alignment. He may not turn paladins with this ability. In addition, the Necromancer gains resistance to necrotic damage and gains immunity to Death Spells directed at him.
At 15th level, the Necromancer is immune to the energy drain ability of undead creatures and the Energy Drain spell. In addition, intelligent undead will not attack the Necromancer unless he takes hostile action against them; including taking actions to aid the undead creature’s foes. Intelligent undead regard him with Neutrality (see Social Interaction on page 61 for more details) unless they have had prior dealings with the Necromancer and remember him.


