Separating specular levels...

I’m making a simple separate window prop, and I want to make it so that the wooden border around it doesn’t shine while the actual glass window does. Do i have to use two separate materials or am I able to do this within the same material?

You can do it in the same material. You need a mask texture to define which part is wood and which part is glass, then use it as the alpha of a Lerp > set roughness values for glass and wood > plug that Lerp into Roughness.