Advanced Dungeons and Dragons Second Edition: Wizard class: Schools of Magic: Schools of Thaumaturgy
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Schools of Thaumaturgy

A school of thaumaturgy defines a specific method or procedure of spellcasting that varies from the standard execution of a spell’s components. Several schools of thaumaturgy were presented in Player’s Option: Skills & Powers — the school of song, the school of alchemy, and the school of geometry. In addition, other schools of thaumaturgy have appeared in specific campaign settings. The defiler of the Dark Sun campaign is a mage whose spells are executed through the draining of life energy from his surroundings. The sha’ir of the Al-Qadim setting casts his spells by sending a servant gen, or minor genie, to fetch the spell and bring it back to him.
Spells belonging to a school of thaumaturgy are not linked by philosophy or effect — instead, they’re related by the manner in which they are physically cast. In fact, the “standard” approach to wizard magic defined by the eight philosophical schools represents one common thaumaturgical method. Other thaumaturgical methods include the following schools:
Alchemy: In this approach to magic, spell effects are achieved through the combination of unusual material components. Spells such as affect normal fires, glitterdust, and cloudkill can all be cast through the use of strange powders and reagents, and belong to the school of alchemy.
Artifice: Artificers are weak in the direct command of magic and instead use various devices and magical items to focus their energies. Spells such as Melf’s minute meteors and magic staff are included in the school of artifice.
Genie Magic: Practicioners of this school, known as sha’ir’s rely on minor elementals known as gen and genies to gather their magic. In the world of Fälgorna they come almost exclusively from the Ismaq lands to the south.
Geomancy: The art of geomancy, the knowledge of which is thought to be lost to the world, is a specialized form of the study of the element of earth. Its practicioners, the Geomancers, sought to understand fate through magic and thus command the entire world. What made geomantic wizards and clerics different from common mages and clerics was their holistic philosophy which combined the two forms of magic to make powerful runes called geoglyphs.
Geometry: Geometers use diagrams, symbols, and complex patterns to cast their spells. Naturally, any spell involving some kind of writing, marking, or pattern belongs to the school of geometry, including spells such as explosive runes, sepia snake sigil, and symbol.
Oneiromancy: Oneiromancers or dream wizards practice a form of magic which draws power from the Demiplane of Dreams. This ancient art is virtually unknown in the world of Fälgorna except for a few secretive cabals. Casting spells from this school requires the use of powerful herbs which over time may prove detrimental to the health of the caster. (Dragon 221)
Rhabdomancy: Rhabdomancers use a special stick called a dowsing rod to perform divination and channel the ambient magic of the earth. This form of magic is rarely practiced among urban folk but has a substantial following in the countryside. In addition, it is one of the few schools of magic open to dwarves, halflings and uldra, who are usually thought of us being unable to wield magic. (Dragon 229).
Rune: Rune magic is related to the school of geometry. Specialists of this school use arcane symbols to release magical effects.
Song: While alchemists rely on material components and geometers rely on somatic components, a song mage uses the power of his voice to summon and shape spell energy. Any spell that involves speaking, singing, or some other use of the caster’s vocal powers belongs to the school of song. Sleep, charm monster, and Otto’s irresistible dance are all examples of spells of this school.
Wild Magic: Some wizards have learned to make use of the principles of randomness in their magic, giving rise to the school of wild magic. Wild mages shape the raw, uncontrollable stuff of magic in the hope that something resembling their intended spell will appear. A number of wild magic spells such as vortex and waveform appeared in the Tome of Magic.
Witchcraft: Specialists of this school, witches and warlocks, learn to cast spells through the assistance of a supernatural entity or lower planar creature. The school draws many spells from the conjuration/summoning, enchantment/charm and necromancy schools.

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