Minor Acroamatic Lore(Ex):
At 1st level, your unflagging focus on your chosen school opens your mind to new possibilities and grants you the first taste of the unique skills of a specialist. You gain an ability from those below based on your chosen school.
Abjuration: You gain a competence bonus on dispel checks equal to 1/2 your specialist level.
Conjuration: Any creature you summon or call appears with extra hit points equal to your caster level.
Divination: Divination spells you cast that have a duration of concentration remain in effect for a number of extra rounds equal to 1/2 your caster level after you cease concentrating. You can cast other spells and otherwise act normally during this duration.
Enchantment: Targets of your charm spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies. In addition, subjects of your compulsion spells do not get a bonus on saves due to being forced to take an action against their natures.
Evocation: When casting an evocation spell, you gain a bonus on Concentration checks equal to 1/2 your
caster level. In addition a target who fails a save DC against one of your evocation spells by 5 or more suffers an additional 20% Damage (rounded down) This effect stacks with Empower.
Illusion: The save DCs of your illusion spells that have a saving throw entry of "Will disbelief" increase by 2.
Necromancy: When you cast a necromancy spell, undead allies within 60 feet gain turn resistance and a bonus on saves equal to the level of the spell cast for a number of rounds equal to your caster level.
Transmutation: When a transmutation spell you have cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round.
Universalist: You can cast an additional number of 0-level spells equal to your intelligence modifier.
Moderate Acroamatic Lore(Ex)
At 7th level, your long study of your chosen school leads to a breakthrough. You gain an ability from those below based on your chosen school. Each ability is triggered automatically when you cast a spell from your chosen school and lasts for a number of rounds equal to the spell's level.
Abjuration: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Conjuration: Dispel checks made against your conjuration spells treat your caster level as if it were 5 higher than normal.
Divination: You gain uncanny dodge for the duration.
Enchantment: You can immediately reroll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll.
Evocation: You gain resistance 20 to any one energy type that matches a descriptor used by the spell you just cast.
Illusion: You gain concealment.
Necromancy: You are immune to ability damage, ability drain, energy drain, and negative levels.
Transmutation: You can immediately reroll any failed Fortitude save against a transmutation spell or ability; you must accept the result of the second roll.
Universalist: When you cast a spell your caster level of your next spell cast within 1 round increases by 2 (even if this would put the spell over its current maximum allowed caster level, eg you could be dealing 12d6 with a fireball at 10th level with this ability) Spells cast during this heightened magical might do no count towards enhancing other spells.
Major Acroamatic Lore(Ex):
At 12th level, your knowledge of your chosen school reaches its peak. You gain an ability from those below based on your chosen school; each one can be used three times per day.
Abjuration: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an
emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.
Conjuration: You can cast a conjuration spell with a casting time of 1 standard action as a swift action.
Divination: When you cast a divination spell, you also gain true seeing (as the spell) for 5 minutes.
Enchantment: Any creature that successfully saves against one of your enchantment spells must save again 1 round later (as if you had cast the spell again) with a +5 bonus on the save.
Evocation: Any creature that is damaged by one of your evocation spells takes damage again 1 round later equal to the damage it took when you cast the spell
Illusion: You can cast any illusion spell as a stilled and silent spell and eschew the materials (per the Still Spell, Silent Spell, and Eschew Materials feats) without an increase in caster level or casting time.
Necromancy: When you cast a necromancy spell, undead allies within 60 feet gain fast healing 10 for 5 rounds.
Transmutation: When a creature successfully saves against a transmutation spell you cast, it takes damage equal to the twice the level of the spell.
Universalist: You can cast a spell with one Metamagic feat without changing the level of the spell.
SpoilerHey guys, I wanted something for a while now that better differentiates between teh various specialist wizards in D&D ( a bonus spell per level really don't cut it IMO nowaday in 3rd ed) So I decided to just turn the master specialist PrC into a base class feature, and added in some powers for a generalist wizard as well, just wondering if these are balanced somewhat amongts each other.