D&D Dungeons and Dragons
Contents
Dungeons and Dragons
    What Is It?
    Campaign Overview
    Party Journal
    Party Spell Library
    Party Reference
    Private Party Page
    Rule Expansions
        Mage Expansion
            Metamagic
            Miscellaneous
            Nonweapon Profs
            Degrees
            Spell Research
            Scroll Scribing
            Alchemy
            Book of Time
    Site Map
    Guestbook
                          

Gray's Web Site
  Degrees of Specialism
Degree Notes
Pure Schools
Mono One first level spell only.
Introduction Allows access to first level spells only.
Minor Allows access to first through third levels spells.
General Allows access to first through sixth level spells. This is the highest level of study allowed for bards.
Major Allows access to first through ninth level spells. One bonus spell per spell level up to third level. +1 (-1) on saves against spells from school. +15% on chance to learn spells from school. Ability to research spells within school. Opposing schools cannot be held higher than General.
High One bonus spell per spell level up to sixth level. +2 (-2) on saves against spells from school. +30% on chance to learn spells from school. Only one High (Holistic or Pure) specialisation is allowed and that cannot be learned below 9th level. Opposing schools cannot be held higher than Minor. Intelligence of 15 required, other school ability requirements are raised to 18.
Grand High Two bonus spells per spell level up to ninth level. +3 (-3) on saves against spells from school. +50% on chance to learn spells from school. Only one High or Grand High (Holistic or Pure) specialisation is allowed and that cannot be learned below 16th level. Spells from opposing schools beyond 1st level may no longer be learned. Intelligence of 18 required.
Holistic Schools
General Holistic Allows access to first through ninth level spells. One bonus spell per spell level up to third level. +1 (-1) on saves against spells from school. +15% on chance to learn spells from school. Ability to research spells within school. Opposing schools cannot be held. Note: Metamagic and Wild-magic are opposing schools.
High Holistic (Air, Earth, Fire, Water) One bonus spell per spell level up to sixth level (plus the other general bonuses to third). +2 (-2) on saves against spells from school. +30% on chance to learn spells from school. Only one High (Holistic or Pure) specialisation is allowed and that cannot be learned below 9th level. Wis 16 is required.
Grand High
(Air, Earth, Fire, Water)
One bonus spell per spell level up to ninth level. +3 (-3) on saves spells from school. +50% on chance to learn spells from school. Only one Grand High or High (Holistic or Pure) specialisation is allowed and that cannot be learned below 16th level. Int 16 and Wis 16 are required.
High
(Meta or Wild)

As per High Holistic except that Wis 16 is also required.
Grand High (Meta or Wild) As per Grand High Holistic except that Int 18 and Wis 18 is also required.
High Planer
(Space, Time)

As per High Holistic, except both schools of this pair must already be held at the General Holistic level. A bonus spell in each is retained for 1st - 3rd level spells, and a single bonus spell for the 4th - 6th spell levels is acquired. Wis 16 is required.
Grand High Planer As per High Planer, except that a single bonus spell for 4th - 9th spell levels is acquired. Timelords need at least 18 Int and 18 Wis.
Name Slots Initial Experience Factor Cut off Level Final Experience Factor
Pure Schools
Mono 1 0 n/a n/a
Introduction 2 1 3 1/2
Minor 3 2 7 1
General 5 3 14 1 1/2
Major 7 4 n/a n/a
High 11 5 n/a n/a
Grand High 17 6 n/a n/a
Holistic Schools
General Holistic 5 3 n/a n/a
High Holistic
(Air, Earth, Fire, Water, Meta or Wild)
9 5 n/a n/a
Grand High
(Air, Earth, Fire, Water, Meta or Wild)
13 6 n/a n/a
High Planer
(Space, Time)

14
(+4)
8
(+2)
n/a n/a
Grand High Planer 17 9 n/a n/a

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Rule Expansions Copyright © 1995 Andrew Neadley
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