If you specialize in an arcane school, rather than studying each school equally (as universalists do), you gain an extra spell slot for each level of spell you can cast. You can prepare only spells of your chosen arcane school in these extra slots. In addition, you can prepare an extra cantrip of your chosen school. You also add another arcane spell of your chosen school to your spellbook.
You learn a school spell, a special type of spell taught to students of your arcane school. School spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to study your spellbook or perform arcane research. Focus spells are automatically heightened to half your level rounded up.
Focus spells don’t require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300.
As an abjurer, you master the art of protection, strengthening
defenses, preventing attacks, and even turning magic
against itself. You understand that an ounce of prevention
is worth a pound of cure. You add one 1st-level abjuration
spell (such as feather fall) to your spellbook. You learn the
protective ward school spell (page 407).
As a conjurer, you summon creatures and objects from
places beyond, and use magic to transport to distant locales.
You understand that the true key to victory is strength in
numbers. You add one 1st-level conjuration spell (such as
summon animal) to your spellbook. You learn the augment
summoning school spell (page 406).
As a diviner, you master remote viewing and prescience,
learning information that can transform investigations,
research, and battle strategies. You understand that
knowledge is power. You add one 1st-level divination
spell (such as true strike) to your spellbook. You learn the
diviner’s sight school spell (page 406).
As an enchanter, you use magic to manipulate
others’ minds. You might use your abilities
to subtly influence others or seize control
over them. You understand that the mind
surpasses matter. You add one 1st-level
enchantment spell (such as charm) to your
spellbook. You learn the charming words
school spell (page 406).
As an evoker, you revel in the raw power of
magic, using it to create and destroy with ease.
You can call forth elements, forces, and energy to
devastate your foes or to assist you in other ways. You
understand that the most direct approach is the most
elegant. You add one 1st-level evocation spell (such as
shocking grasp) to your spellbook. You learn the force bolt
school spell (page 407).
As an illusionist, you use magic to create images, figments,
and phantasms to baffle your enemies. You understand
that perception is reality. You add one 1st-level illusion
spell (such as illusory object) to your spellbook. You learn
the warped terrain school spell (page 407).
As a necromancer, you call upon the powers of life
and death. While your school is often vilified for its
association with raising the undead, you understand that
control over life also means control over healing. You
add one 1st-level necromancy spell (such as grim tendrils)
to your spellbook. You learn the call of the grave school
spell (page 406).
As a transmuter, you alter the physical properties of things,
transforming creatures, objects, the natural world, and
even yourself at your whim. You understand that change
is inevitable. You add one 1st-level transmutation spell
(such as magic weapon) to your spellbook. You learn the
physical boost school spell (page 407).