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  Miscellaneous Specialisms
There are now a number of miscellaneous specialisms. These are additional branches of magical knowledge which enhance a mage's ability is certain non-spellcasting areas. Each of these specialisms may be acquired repeatedly with the effect of enhancing the Mage's ability in that area. None of these specialisms may be acquired below 6th level.

Alchemy
This is the branch of magic that deals with the manufacture of Potions. It is not possible to make potions without this skill set. Requires at least 15 Dex and takes 4 slots.

Enchanting
This is the branch of magic associated with creating magical items. Although any mage who can cast Enchant an Item can in principle make any item, having this specialism increases the likelihood of success. This is especially useful when researching any materials required.

Mages with this specialism may also make temporary enchantments using a new 3rd level spell Enchant a Temporary Item. This is much like Enchant an Item, except that the enchantment can never last more than d6 days per level.

This specialism may only be taken after a Major in Enchantment/Charm or Invocation/Evocation or Metamagic, and requires 3 slots.

Researcher
This specialism enhances the Mage's ability to research new spells. Requires an Int of 15, and 3 slots.

Scribe
This is the art of scribing scrolls. Takes up 2 slots.

Single Spell Specialism
This allows a Mage to specialise further in one spell from a school in which they have majored. The mage can cast this spell as if they were 4 levels higher, and gain on instance of this spell as a free bonus. A Mage may take any number of single spell specialisms, though for higher level spells higher Int is required and more slots are consumed:

Slots: 1 (1st-3rd level spells), 2 (4th-6th level spells), 3 (7th-9th level spells).
Int: 15 (1st or 2nd level), 16 (3rd or 4th), 17 (5th or 6th), 18 (7th or higher).
Fast Casting
This allows a mage to cast all spells more rapidly. High Int and Dex are required, and takes 2 slots.

Level I: 15 Int and Dex required. Casting Time -1 initiative (Minimum casting time 1)
Level II: 17 Int and Dex required. Casting Time - 2 Minimum casting time 1)

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