WIZARD The Realms of Magic: The Six Realms of Magic subsume those spells which... Elementalism: manipulate, create, draw upon, or block out one or more of the four alchemical elements of air, earth, fire, and water. Enchantment: embed magical power within a creature, object, place, or substance or cause a fundamental change in the form or nature of the target of the magic. Illusion: disguise, distort, hide, or alter the appearance or the essential substance of reality through manipulation of space, time, and/or thought. Lore: discover, reveal, and communicate knowledge and information. Necromancy: deal with the nature of death, darkness, life force, and the undead. Sorcery: contact, create, conjure, and control other creatures, quasi-real magical constructs, and 'pure' magical energies and forces for offensive and defensive applications in combat. All Wizard classes have one Realm of Magic as their Primary Field of Study (FOS), allowing them to master the most potent spells within their area of expertise. Wizards can also learn spells from outside their area, though they will never equal the skill in other areas as they possess within their own Primary FOS, save for Universal Magic and Metamagic, which all Wizards count as equivalent to a Primary FOS. A Wizard's knowledge of other Realms of Magic is quantified as being a Minor or Major Field of Study (FOS): Minor Field of Study: Spells in this Realm are considered to be double their normal level, with double the normal casting time. A Wizard has only half the normal chance to know spells in a Minor FOS, and they take effect as if the caster was only half his or her actual level (rounded down). Only spells up to 4th level (doubled to 8th level) can be learned in a Minor FOS. Major Field of Study: Spells in this Realm are cast at their normal level and with their normal casting time, with the normal chance to learn spells in a Major FOS. They still take effect at only half the caster's actual level (rounded down), and the caster is still limited to using spells of 4th level and below. STANDARD WIZARD ABILITIES: Wizards have the option to leave any or all 'spell slots' open rather than memorizing spells immediately after rest. Such spell slots can then be used later in the day by reading and memorizing a particular spell from the Sorcerer's spellbooks at the time it is needed (requiring the normal 10 minutes per spell level) and then casting it, allowing for greater flexibility but leaving him or her without a prememorized, ready-to-cast spell in that slot. Wizards receive bonus spells (and/or have a spell failure chance) based on their Intelligence score as a Priest would for a high Wisdom score; these bonus spells must be selected from their Primary FOS. Wizards can research and create spells and magical items, but only within their Primary FOS. Wizards gain the ability to scribe spells onto scrolls beginning at 6th level, provided appropriate spell inks can be bought or manufactured and the Calligraphy proficiency is known. They can also begin to brew magical potions at this level if the Alchemy and Brewing proficiencies are known. Obviously, there is more information to come in this arena/system of magic, which I will send along as I complete it, but you could use these general parameters to simply quantify things along the lines of standard AD&D schools of magic.