Fighter (15)
============

1d12 for hit points (10): Instead of rolling a 10-sided die to determine initial hit points and how many new hit points the fighter receives at each level, a 12-sided dice is rolled instead.

Building (5): The knowledge to construct heavy war machines, siege engines, and siege towers.  This skill grants a +2 bonus to the Engineering proficiency for such tasks.

Defense Bonus (10): +2 bonus to Armor Class if unarmored and unencumbered.

Followers (5/10): By purchasing this skill, a fighter can gain followers as described in the Player's Handbook if he establishes a stronghold and is at least 9th level. If this is purchased as a 10-point ability, the fighter can attract followers whenever he establishes a stronghold, regardless of level. Refer to the warrior section of the Player's Handbook for more details on followers.

Increased Movement (5): A fighter's base movement score is 15 rather than 12.

Leadership (5): The ability to lead large numbers of troops into battle. The fighter is able to take charge of up to 100 soldiers per level. He knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving a large number of men.

Magic Resistance (10): Gain a 2% Magic Resistance for each level. For example, a 9th level fighter would have an 18% Magic Resistance score.  This does not stack with other racial or class sources of magic resistance, such as elven resistance to sleep spells.

Move Silently (10): A fighter with this ability has a chance to move silently like a thief. This chance is equal to his Dexterity score plus his level. For example, an 8th level fighter with a 17 Dexterity score has a 25% chance to move silently. The fighter cannot wear armor above studded leather. Look to the thief table  for penalties for additional armor.

Poison Resistance (5): Fighters with poison resistance gain a +1 bonus to all saving throws versus poison.

Spell Resistance (5): Fighters with spell resistance gain a +1 bonus to all saving throws versus spells.

War Machines (5): The knowledge to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers.

Weapon Specialization (5/10): This fighter has the ability to specialize in a particular weapon. The character point cost for acquiring the specialization must also be met.  For 10 points, the fighter can specialize in more than one weapon.

Disadvantages
-------------

Limited armor (5/10/15): A fighter with this restriction is limited in his selection of armor. If the character is restricted to chain mail or lighter armor, this restriction gives him 5 CPs; if he is limited to studded leather or lighter armor, he gains 10 CPs; and if he cannot wear any armor at all, this restriction is worth 15 CPs. (The character can always use a shield.)

Limited weapon selection (5): A fighter with this restriction is limited in his choice of weapons. He can choose to gain proficiency only in melee weapons (no missile weapons allowed); he can choose to learn only cleric weapons (bludgeoning weapons); or he can choose to learn only thief weapons (club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broadsword, long sword, short sword, and staff).

Limited magical item use (5+): A fighter with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; weapons; and armor.

Paladin (60)
============

Circle of power (5): If the paladin has a holy sword, he can project a circle of power 10' in diameter. This circle dispels hostile magic at a level equal to the experience level of the paladin.

Curative (10): Cure diseases of all types once a week for every five experience levels. For example, a 10th level paladin can use his cure disease ability two times a week. This ability is ineffective against lycanthropy or other magical diseases.

Detection (5): Detect evil monsters or creatures up to 60' away by concentrating. A paladin can do this as often as he wishes, but each use takes one round.

Faithful mount (5): The paladin can summon a special steed at 4th level. This faithful steed might not be a horse -- it may be any creature the DM deems appropriate. This steed is bonded to the paladin. However, this steed does not simply appear when called. The paladin likely must find his mount in a memorable way, such as on a quest.

Healing (5): The ability to heal himself or another by the laying on of hands once a day. The paladin can restore two hit points per his experience level.

Health (5): Immunity to all forms of natural disease. This does not apply to lycanthropy, mummy rot, or other magical diseases.

Poison resistance (10): The character gains a +2 bonus to all saving throws versus poison.

Priest spells (10): The Player's Handbook states that at 9th level a paladin can cast priest spells from the following spheres: combat, divination, healing, and protection. However, by purchasing this ability, paladins can cast spells beginning at 4th level. Paladins do not gain extra spells for possessing high Intuition scores, nor can they cast spells from cleric or druid scrolls.

Protection from evil (5): The paladin has a natural aura with a 10' radius. Within this aura, summoned or evil creatures suffer a -1 penalty to all attack rolls. Creatures affected by this aura know the paladin to be the source of their discomfort.

Resist charm (10): Paladins with this ability gain a +2 bonus to saving throws versus charm-like spells and abilities.

Saving Throw Bonus (10): Paladins with this ability gain a +2 bonus to all saving throws.

Turn undead (10): When the paladin attains 3rd level he can turn undead. This ability functions as if the paladin were a cleric two levels lower. For example, a 6th level paladin would turn undead as a 4th level cleric. See the Player's Handbook for information on turning undead.

Weapon specialization (10): This paladin can specialize in a particular weapon. The character point cost must be met in addition.

Ranger (60)
===========

Bow bonus (5): A ranger with this ability gains a +1 attack bonus when using any type of bow.

Climbing (10): A ranger can climb trees, cliffs, and other natural formations. The ranger's climbing score is equal to his Dexterity/Balance score plus the hide in shadows percentage (see Table 22) for a character of his level. Note that a ranger does not have to have the hide in shadows ability to have a climbing ability, the two skills simply use similar numbers.

Detect noise (10): As the thief ability. Use the ranger's Intuition score plus his move silently percentage to determine his chance for success. 

Empathy with animals (10): When dealing with a domestic or non-hostile animal, the ranger can approach and befriend it automatically. The ranger also can discern the health and nature of such animals. When approaching wild animals or those trained to attack, the animal must make a saving throw vs. rods to resist the ranger's friendly overtures. There is a -1 penalty to the roll for every three experience levels of the ranger. For example, if the approaching ranger is 7th level, the animal's saving throw penalty is -2. If the animal fails the save, the ranger can adjust the animal's reaction by one category.

Find and remove wilderness traps (10): These traps include pits, snares, etc. A ranger's chance for success is equal to his move silently percentage.

Followers (10): At 10th level, the ranger attracts 2d6 followers. Use Table 19 in the Player's Handbook to determine what kind of creatures the ranger attracts. The ranger does not need to build a stronghold or fort.

Hide in Shadows (5): A ranger can hide in shadows, as the thief ability, in natural surroundings if he is wearing studded leather or lighter armor. See Table 22 for the ranger's chance of success. The ranger also can attempt to use this ability in other settings, but his chance of success is halved

Move silently (5): A ranger can move silently, as the thief ability, in natural surroundings if he is wearing studded leather or lighter armor. See Table 22 for the ranger's chance of success. The ranger also can attempt to use this ability in other settings, but his chance of success is halved.

Pass Without Trace (10): By selecting this ability at character creation, a ranger gains the druid ability to pass without trace once a day.

Priest spells (10): Starting at level eight, a ranger can learn priest spells of the plant and animal spheres. He follows the normal rules for priest spells, though he does not gain extra spells for a high Wisdom/Intuition score. A ranger cannot use clerical scrolls. The ranger's spell progression is presented on Table 21.

Sneak attack (10): If a ranger successfully moves silently and hides in shadows, he can sneak-attack in natural settings, as the thief's backstab ability. The ranger strikes and does backstab damage as a thief of the same level.

Speak with animals (5): Once a day a ranger can speak with animals, as the spell.

Special enemy (10): Rangers focus their efforts on one exceedingly bothersome type of creature. A ranger must choose his special enemy before reaching 2nd level. Sample enemies include orcs, trolls, bugbears, and lizard men. The DM must approve the player's choice. From that point on, the ranger gains a +4 bonus to his attack rolls when encountering that type of creature. The ranger can attempt to hide the enmity he feels for these creatures, but he suffers a -4 penalty on reaction rolls vs. that type of creature. Further, the ranger should seek out such creatures over other foes in combat, unless there is some greater danger.

Tracking proficiency (5): The ranger gains the tracking proficiency, and the character's tracking skill automatically improves by +1 for every three levels. For example, a 10th level ranger improves his tracking score by +3. 

Two-weapon style (5): A ranger can fight with two weapons and suffer no penalties to his attacks rolls. No shield can be used when a ranger fights in this manner. If the ranger wears armor heavier than studded leather, the standard penalties fro two-weapon fighting apply.

Weapon specialization (10): This ranger can specialize in a particular weapon. The character point cost must be met in addition.

Thief (80)
==========

Backstab (10): Thieves are practiced in the art of quietly eliminating guards and sentries. If a thief strikes a target from behind with surprise, the thief gains a +4 bonus on his attack roll, and the blow does additional damage. Table 24 defines the extra damage:

Bribe* (5): A thief can bribe an official with gifts of money or merchandise. Only one bribe can be attempted per target. If the attempt fails, the DM should make a reaction roll for the target to determine how he counters the bribe.

Climb walls* (5): This skill lets thieves climb smooth or vertical surfaces.

Defense bonus (10): +2 bonus to Armor Class when unarmored and unencumbered.

Detect illusion* (10): Thieves can see detect illusions within their line of sight, up to 90 feet away. They perceive the illusion as a translucent image, seeing through it as though it were a light mist.

Detect magic* (10): Thieves can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magic -- dim, faint, moderate, strong, and overwhelming.

Detect noise* (5): This is the ability to hear sounds others usually can't.

Escaping bonds* (10): There comes a time in every thief's career when his luck runs out and the he is apprehended. The ability to escape bonds such as ropes, leather thongs, manacles, chains, and even straight jackets is a feat of contortion and determination. The thief must roll to break every device binding him. If he's tied at the wrists and at the ankles, then he must make two successful rolls to free himself. This skill takes five rounds to use. A thief might hurry his efforts, but he suffers a -5% penalty for each round he tries to shave. Locked items also require the thief to successfully pick the locks. A failure on any attempt means that the thief cannot loose that bond or pick the lock.

Find/remove traps* (10): Many people try to protect their important belongings from thieves with small mechanical traps or alarms. As a result, thieves have developed skills to find and disarm these traps.

Followers (5/10): By purchasing this skill, a thief can gain followers as described in the Player's Handbook if he establishes a stronghold and is at least 10th level. If this is purchased as a 10-point ability, the thief can attract followers whenever he establishes a stronghold, regardless of level. Refer to the thief section of the Player's Handbook for more details on followers.

Hide in shadows* (5): A thief can attempt to disappear in shadows, bushes, and crannies. A successful thief will be effectively invisible as long as he remains all but motionless. Slow, deliberate movements are allowed.

Move silently* (5): This is the ability to move without making noise. The movement rate of a thief attempting this is reduced to 1/3 his normal rate. 

Open locks* (10): A thief can try to pick all types of locks using skill, tools, finesse, and luck. If a thief fails to open a lock, he cannot attempt to open that lock again until advancing a level.

Pick pockets* (10): A thief uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the thief did not come away with an item, but it does not indicate the thief was caught in the act. To determine if a thief's attempt was noticed, subtract three times the victim's experience level from 100. If the thief's roll was equal to or higher than this number, the attempt was noticed. For example, if the thief tried to pick the pocket of a 5th level fighter and failed -- and the thief's roll was 85 or higher -- the thief is noticed. (5x3 = 15. 100-15 = 85.)

Read languages* (5): A thief needs every edge he can get, and the ability to read languages can help.

Scroll use (5/10): At 10th level, a thief can use magical spell scrolls. By purchasing this skill as a 10-point ability, he has a chance to read scrolls at any level. If a thief fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring.

Thieves' cant (5): Thieves use slang terms when referring to their illegal operations. This lets them converse about such dealings in the open without others knowing what they are talking about.

Tunneling* (10): A thief might need to dig a tunnel to get to a cache of riches. His success at tunneling depends on several factors. The tunneling table below shows the time required to dig through 10 feet of earth with adequate tools. Every 10 feet, the thief must make a skill check, failure meaning that the front of the tunnel collapses. It can be re-dug at the loose earth rate.

Weapon specialization (15): This thief can specialize in a particular weapon. The character point cost for gaining proficiency and specialization in the weapon must be met in addition.

Bard (70)
=========

Alter moods (5): When performing before a non-hostile group, the bard can alter the group's mood. This can be achieved via an inspiring poem, a tragic tale, a collection of jokes, or a lively tune. Everyone hearing the bard's performance must make a saving throw vs. paralyzation. For every three experience levels the bard possesses apply a -1 modifier to each roll. If the save fails, the group's current attitude can be shifted one level in the direction chosen by the bard. See the reactions section of the Dungeon Master Guide for more details.

Animal friendship (10): Once a day, the bard can cast the equivalent of an animal friendship spell by singing a soothing song.

Charm resistance (5): Bards with this ability gain a +1 bonus to all saving throws versus charm-like spells and effects. 

Climb walls* (5): This skill lets bards climb smooth or vertical surfaces.

Counter effects (10): Bards are able to counter the effects of songs and music used as magical attacks by performing a counter song. All characters within 30' of the bard are immune to such attacks. For example, the bard's adventuring party would be immune to the effects of a harpy's song. The bard can perform no actions other than a slow walk while countering magic with his music. If he is struck in combat or fails any saving throw, the effect of his counter song ends. More details of this power can be found in the Player's Handbook.

Detect magic* (10): Bards can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magic -- dim, faint, moderate, strong, and overwhelming.

Detect noise* (5): This is the ability to hear sounds others usually can't.

History (10): In his travels, a bard learns a great many things. The bard can read and write his native language and knows his area's local history. In addition, a bard has a 5% chance per level to identify the general purpose, function, and history of any magical item he comes across. The bard need not touch the item, but he must examine it closely.

Pick pockets* (10): A bard uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the bard did not come away with an item, but it does not indicate the bard was caught in the act. To determine if a bard's attempt was noticed, subtract three times the victim's experience level from 100. If the bard's roll was equal to or higher than this number, the attempt was noticed. For example, if the thief tried to pick the pocket of a 7th level wizard and failed -- and the thief's roll was 79 or higher -- the thief is noticed. (7x3 = 21. 100-21 = 79.)

Rally friends (5): The bard can inspire his compatriots who are about to enter battle. If the bard knows the nature of the threat they face, the bard can spend three full rounds rallying his friends with one of the following effects: a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus on Morale rolls during the upcoming battle. The range is 10' per level of the bard, and the duration is one round per level of the bard.

Read languages* (5): A bard needs every edge he can get, and the ability to read languages could put him ahead of his competitors.

Sound resistance (5): Bards gain a +2 bonus to saving throws vs. sound-based magical attacks such as: harpy's song, dragonne's roar, sphinx's roar, the shout spell, yeth hound howl, and sirine song.

Scroll use (5/10): At 10th level, any bard can use magical spell scrolls. By purchasing this skill as a 10-point ability, he has a chance to read scrolls at any level. If a bard fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring. Consult Table 31 for the bard's chance to read a scroll.

Weapon specialization (10): This bard can specialize in a particular weapon. The character point cost must be met in addition.

Wizard spells (10): Bards are dabblers in magic, studying it in a rather disorganized fashion. They cannot specialize in a school of magic. They can cast spells once they reach 2nd level, and they begin with one to four spells in their spell books. A bard's spell-casting level is equal to his actual experience level. The bard's spell progression chart follows.

Cleric (125)
============

Access to spheres: Access to a sphere of spells costs 3 to 15 character points, as shown on the table below:

Sphere		Minor	Major	Sphere		Minor	Major
All		3	5	Healing		5	10
Animal		5	10	Law		5	10
Astral		3	5	Necromantic	5	10
Chaos		3	5	Numbers		5	10
Charm		5	10	Plant		5	10
Combat		5	10	Protection	5	10
Creation	5	10	Summoning	5	10
Divination	5	10	Sun		3	5
Elemental	10	15	Thought		5	10
	Air	3	5	Time		5	10
	Earth	3	5	Travelers	3	5
	Fire	3	5	War		3	5
	Water	3	5	Wards		5	10
Guardian	3	5	Weather		3	5

Casting reduction (5): The cleric's spell casting time is reduced by 1. All spells still retain a minimum casting time of 1.

Detect evil (10): Clerics with this ability can see emanations of evil from creatures or objects within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the cleric cannot be attempting other actions.

Detect undead (10): Clerics can detect all undead within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the cleric cannot be attempting other actions. Clerics cannot detect undead through stone or other thick materials.

Expert healer (5): This ability allows the character to cast one cure light wounds spell a day in addition to the number of spells the priest can normally cast.

Followers (5/10): By purchasing this skill, a cleric can gain followers as described in the Player's Handbook if he establishes a stronghold and is at least 8th level. If this is purchased as a 10-point ability, the cleric can attract followers whenever he establishes a stronghold, regardless of level. Refer to the priest section of the Player's Handbook for more details on followers.

Hit point bonus (10): Clerics with this ability use 1d10 to determine their hit points rather than 1d8.

Know alignment (10): This ability allows the character to cast the know alignment spell once a day. This is in addition to the number of spells the priest can normally cast.

Resist energy drain (5): Priests with this ability gain a +1 bonus to saving throws vs. the energy drain spell and the level-draining attacks of undead. If the attack does not normally allow a saving throw, this ability has no effect. This ability's saving throw bonus does apply to characters protected by the negative plane protection spell.

Spell duration increase (10): The duration of all non-instantaneous spells cast by the cleric increases by 1 round for every two experience levels of the cleric. For example, a 6th level cleric has his spells' durations increased by 3 rounds.

Turn undead (10): The cleric is granted power over undead, such as zombies, skeletons, vampires, and liches. Clerics can drive away these creatures, and as clerics advance in faith and experience levels, they can destroy some forms of undead. Below is the chart for turning undead.

Warrior-priests (10): Priests who select this ability use the warrior Strength and Constitution bonuses for exceptional scores. For example, a priest could have an 18/30 Strength, and he could gain bonus hit points for having a Constitution score greater than 16.

Weapon allowance (5): A priest with this ability can choose a favored edged weapon of his deity. For example, a cleric of the elven deity Corellon Larethian could use a long sword, or a priest of the Norse god, Odin might wield a spear. The character must still purchase proficiency in the allowed weapon.

Weapon specialization (15): This priest can specialize in a particular weapon. The character point cost must be met in addition.

Wizardly priests (15): These priests gain access to one school of wizard spells and can cast them as if they were clerical spells. The priests must continue to observe the number of various level spells they can cast each day.

Druid (100)
===========

Access to spheres: The standard druid selection (see above) costs 60 character points. Or, the druid can purchase spheres individually just as clerics do (see page 57).

Bonus spell (5): Once per day the druid can cast an animal friendship spell. This is a bonus spell and does not count against the druid's spell total for the day.

Cold resistance (5): +2 saving throw bonus vs. cold- or ice-based attacks.

Communicate with creatures (10): A druid can acquire the languages of woodland creatures, at the rate of one language per level. For example, a fourth level druid could have four such languages. Some woodland creatures include: centaurs, dryads, elves, fauns, satyrs, gnomes, dragons, lizard men, manticores, nixies, pixies, sprites, and treants.

Elemental spell bonus (5): When the druid casts spells from the elemental sphere, all level-based variables (range, duration, etc.) are calculated as if the druid were one experience level higher than the character's actual level.

Hit point bonus (10): Druids with this ability use 1d10 to determine their hit points rather than 1d8.

Identify (5): At 3rd level, a druid can accurately identify plants, animals, and clean water.

Immunity to charm (5/10): According to the Player's Handbook, at 7th level a druid becomes immune to charm spells cast by woodland creatures. However, by purchasing this ability for 10 points, a Player's Option druid gains this immunity immediately.

Immunity to disease (10): A druid with this ability is immune to natural diseases.

Pass without trace (5): At 3rd level, a druid with this ability can pass without trace, as per the spell, at his normal movement rate.

Purify water (5): This ability allows the character to cast one purify food and drink spell a day in addition to the number of spells he can normally cast.

Fire/Electrical Resistance (5): a +2 bonus to all saving throws vs. fire and electrical attacks.

Hide in Shadows (5): A druid can hide in shadows, as the ranger ability, in natural surroundings. See Table 22 in the ranger section for the chance of success.

Move silently (5): A druid can move silently, as the ranger ability, in natural surroundings. See Table 22 in the ranger section for the chance of success.

Secret language (5): Druids can speak a secret language only they know, and they use it to converse with each other.

Shapechange (10/15): According to the Player's Handbook at 7th level a druid gains the ability to shapechange. However, by purchasing this skill for 15 character points, a Player's Option druid gains the following shapechanging abilities:	

		At 5th level, a druid can change into a bird once a day.
		At 6th level, he can also change into a reptile once a day.
		By 7th level a druid can also change into a mammal.
		
	The size and shape assumed by the druid can vary from that of a bullfrog or small bird to that of a black bear. The druid can assume the forms of normal creatures only. When assuming a new form, a druid is healed of 10-60% of any damage he has suffered (round down). The druid also assumes the creature's physical characteristics (armor class, movement mode and rate, etc.). The druid's clothing and one item held in each hand also become part of his new shape -- these reappear when the druid resumes his bipedal form.

Weapon specialization (15): This druid can specialize in a particular weapon. The character point cost must be met in addition.

Mage (40)
=========

Access to schools: It costs 5 points per school to which the wizard has access. For example, if a wizard wanted to have access to six schools, the cost would be 30 character points. Normally, wizards spend 40 points to cast spells from the eight standard schools: abjuration, alteration, conjuration/summoning, enchantment/ charm, divination, illusion/phantasm, invocation/evocation, and necromancy. Note that the spells that make up the optional schools of alchemy, geometry, and elemental magic (from the Tome of Magic) are generally included in the standard schools of magic.

Armored wizard (15): This wizard can cast spells while wearing the armor of his choice.

Automatic spells (5): When a wizard with this spell gains access to a new level of spells, the character automatically gains a spell of that level for the character's spellbook. 

Casting reduction (5): The casting time of all the mage's spells is reduced by 1. If a spell's original casting time is 1, it is not reduced.

Combat bonus (10): A wizard with this ability uses the rogue THAC0 chart.

Detect magic (10): Characters purchasing this ability can detect magic once a day for every two levels. For example, a 7th level mage can detect magic three times a day. This is in addition to any detect magic spells the mage might carry. The character can spot magical radiations within his line of sight, up to 60' away. He can determine the intensity of the magic -- dim, faint, moderate, strong, and overwhelming.

Extend duration (10): The duration of all non-instantaneous spells increases by 1 round for every two experience levels of the wizard. For example, if a 6th level wizard casts a spectral hand spell, it will last 15 rounds rather than 12 rounds.

Hit point bonus (10): These wizards use 1d6 for determining hit points rather than 1d4.

Warrior hit point bonus (5): A wizard with this ability can enjoy the benefits of a high Constitution score as if he were a fighter. For example, if this wizard had a Constitution score of 18, he would gain 4 bonus hit points a level, rather than 2.

Priestly wizards (15): These wizards gain access to one sphere of priest spells and can cast them as if they were wizard spells. These characters must continue to observe the number of various level spells they can cast each day.

Read magic (5): Characters purchasing this ability can read magic once a day for every two levels. For example, a 4th level mage can read magic twice a day. This is in addition to any read magic spells the mage might carry.

Resistance to sleep and charm (5): This wizard gains a +1 bonus to all saving throws versus sleep and charm spells, if the spell or effect allows a saving throw.

Weapon specialization (15): This wizard can specialize in a particular weapon. The character point cost for gaining proficiency and then specialization must be met in addition to this cost.

Disadvantages
-------------

Limited magical item use (5+): A wizard with this restriction disdains enchanted items as a crutch for the weak and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; and all weapons and armor.

Specialty Wizard (30)
=====================

Access to schools: A specialist wizard automatically has access to all schools of magic that are not specifically noted as opposition schools for his specialty. (Note that spells from opposition schools that happen to be included in alternate schools such as song magic, alchemy, or elemental magic are still not available to the specialist. Wild magic is available only to wild mages.) 

Armored wizard (15): This wizard can cast spells while wearing the armor of his choice.

Automatic spells (5): Each time the specialist wizard is able to learn a new level of spells, he can select one spell from his specialty school to learn automatically (without a check).

Bonus spells (10): Specialist wizards gain one additional spell per spell level. The extra spell taken must belong to the wizard's school of specialization. For example, a 5th level mage can cast four 1st level spells, two 2nd level spells, and one 3rd level spell. But a 5th level specialist wizard can cast five 1st level spells, three 2nd level spells, and two 3rd level spells -- provided the added spells are from his chosen school.

Casting reduction (5): The casting time of all the wizard's spells from his chosen school is reduced by 2. All spells have a minimum casting time of 1.

Combat bonus (10): A wizard with this ability uses the rogue THAC0 chart.

Detect magic (10): Characters purchasing this ability can detect magic once a day for every three levels. For example, a 7th level mage can detect magic twice a day. This is in addition to any detect magic spells the mage might memorize. The character can spot magical radiations within his line of sight, up to 60' away. He can determine the intensity of the magic -- dim, faint, moderate, strong, and overwhelming.

Extend duration (10): The duration of all non-instantaneous spells from the wizard's chosen school increases by 1 round for every experience level of the caster. For example, if a 6th level necromancer casts a spectral hand spell, it will last 18 rounds rather than 12 rounds.

Intense magic (5): If a specialist wizard casts a spell from his chosen school, the targets of that spell suffer a -1 saving throw penalty.

Learning bonus (5): A +15% bonus when attempting to learn new spells belonging the wizard's school of specialization.

No components (10): The ability to designate one specialty-school spell per character level as a spell that does not require material components. For example, a 3rd-level specialist may have a total of three spells in his spellbook that do not require material components.

Range boost (5): The reach of all ranged spells (spells with a range other than 0, self, or touch) from the wizard's chosen school is increased by 25%. For example, the 1st level wizard spell charm person has a range of 120 yards. That range is increased to 150 yards.

Read magic (5): Characters purchasing this ability can read magic once a day for every two levels. For example, a 4th level mage can read magic twice a day. This is in addition to any read magic spells the mage might memorize.

Research bonus (5): When attempting to research and create a new spell of his specialized school, treat the spell as one level lower than its actual level.

Saving throw bonus (5): +1 bonus on saving throws vs. spells cast at them from their school of specialization. This bonus can be purchased several times with a cumulative effect.

Disadvantages
-------------

Learning penalty (5): A specialist wizard with this restriction suffers a penalty of -15% to all learn spell rolls outside his own specialty.

Limited magical item use (5+): A wizard with this restriction disdains enchanted items as a crutch for the weak and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; and all weapons and armor.

More opposition schools (5+): A specialist wizard with this restriction may choose to take additional opposing schools, gaining 5 character points for each additional school in opposition to his specialty. Only standard schools (i.e., those described in the Player's Handbook) can be selected as additional opposition schools.