BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Spell Schools

Magic in Dungeons & Dragons is generally divided into eight basic schools of magic. These are more than simply tools for classification, but rather encompass a philosophical approach to the weave which informs how the spells are designed, structured, and utilized. For this reason, wizards in particular can focus their studies more stridently on a particular school of magic to attain an even deeper understanding of the interaction with the weave. Doing so provides these wizards with a host of additional ancillary benefits tied to their specialization in such a focused subclass.
Aside from the foundational schools of magic, which provide the most fundamental understanding of the weave, there are also magical specializations. These are not necessarily as concentrated in their attentions as the study of a particular magical school might be. Nevertheless, they represent an additional and time-consuming commitment for spellcasters who wish to master the spells associated with them. Players who wish to undertake a magical specialization should consult with their GM to determine the best way to implement this new focus into their campaign.
 

Abjuration Magic

Abjuration is the school of magic dedicated to protection, negation, and defense. Unlike the other schools of magic, Abjuration focuses on warding off harm, dispelling hostile magic and safeguarding allies. This is the magical equivalent of a fortress against the ill intentions of your enemies. Abjuration emodies four core principles. First is Prevention Over Cures which simply means to stop damage before it happens. The second is Countermagic which is to find a magical means of counteracting enemy spells. The third is Warding & Banishment which involves creating barriers and expelling extraplanar threats. The fourth, and last, is Purification which means to remove diseases, curses, and other harmful enchantments.
Abjurers consider themselves guardians of the arcane, specializing in defensive tactics and magical suppresiion. Aligning with the four core tenets of this magical school, there are four types of Abjuration spells:
  • Shielding
  • Dispelling
  • Countering
  • Banishing
Abjuration spells are mainly reactive, requiring Abjurers to be alert and focused in order to respond to threats which could not be otherwise anticipated. Indeed, it would be impossible to face the threats presented by the highest-level enemies of Dungeons and Dragons without the benefits of properly implemented Abjuration magic. This kind of defensive, tactical, and supportive gameplay is essential to survival and success. Those who wield magic from this school undertake the role of the ultimate magical defender.
Core Abjuration Spells (SRD & PHB)    

Conjuration

Conjuration focuses on summoning creatures, objects, and energies from other planes or locations. This means that spells in this school are as versatile as the spellcaster's imagination, allowing them to bring forth allies, create temporary objects, or teleport across vast distances. Conjuration shies away from the deceptive or purely energetic outcomes of the other schools, focusing instead on manifesting tangible results. There are four main expressions of conjuration magic:
  • Summoning
  • Creating
  • Teleporting
  • Drawing forth
A conjurer is a paragon of magical versatility who can summon allies, create tools, and misplace danger. They focus on battlefield control, problem solving, and even some healing. Those who focus on this school must learn ways to manage their concentration-heavy spellcasting, unpredictable summoning results, and situational usefulness. More than any other school, Conjurers need a wide variety of spells to draw from, as each spell has a specific niche where its usefulness can shine.
Core Conjuration Spells (SRD & PHB)    

Divination

Divination specializes in uncovering knowledge, foreseeing events, and gleaning insights beyond normal perception. It is the magic of prophecy, fate, and hidden truth. Spellcasters can use these tools to peer into the past, present, or future, communicate across distances, or uncover secrets that would otherwise remain obscured. The spells of the Divination school are primarily informational. This is not a school that deals in the manipulation of reality, but instead it trades in the revelation of what has been, what is, and what could be. It answers questions, provides warnings, and grants foresight. This makes Diviners invaluable for strategic planning, mystery solving, and avoiding danger. While other schools may excel at dealing or preventing damage in a fight, Divination excels at avoiding the fight entirely.
Because Divination covers a broad array of knowledge and experience, it is generally divided into five different disciplines:
  1. Prophecy
  2. Scrying
  3. Truth & Detection
  4. Communication
  5. Fate
Diviners understand that information is power. This is why so many Divination spells are open to the caster's interpretation. Baring the truth of a situation is intimately tied to the casters intentions. This is also why so much effort has been expended on developing magical countermeasures to Divination like Nondetection and Mind Blank. Another strength of this school is its ritual-based spellcasting. Many Divination spells can be cast without expending a spell slot by spending a little extra time to invoke their ritual casting.
Divination is not for the faint-hearted or the weak-willed. It raises difficult questions about fate, free will, and the nature of knowledge. Once intoned, are prophecies inevitable or inherently frail? Is there an ethical quandry to consider when Scrying or utilizing Detect Thoughts? If access to the twisting strands of fate could prevent the triumphs of evil, why is Divination so often vague or interpretive?
Core Divination Spells (SRD & PHB)    

Enchantment

Enchantment practices influence over the minds and emotions of others by wielding spells that charm, beguile, and dominate - even erasing memories. This kind of magic is particularly potent in social situations and subterfuge. It can also be used to exert control on the battlefield, breaking down an enemy's very motivation and causing interruption where carnage would normally ensue. Enchantment directly alters a creature's thoughts, feelings, and behaviors. Practicioners of this magic may be silver-tongued diplomats, sinister puppet masters, or benevolent peacemakers. Those who witenss it being practiced may not even realize, in the end, what happened. Enchantment can be divided into four main pursuits:
  • Charm
  • Compulsion
  • Mental Alteration
  • Manipulation
Enchanters don't often waste time on ethical considerations, preferring to think of themselves as operating within a fog of moral ambiguity. Whatever controversies might surround their magic belong to the people who might themselves just as easily fall under a well-crafted enchantment that removes any troublesome concern. Only the wisest and most grounded targets have any real hope of resisting a seasoned Enchanter at work. These kinds of targets are easily avoided by any who are paying close attention to their craft.
Core Enchantment Spells (SRD & PHB)    

Evocation

Evocation is regarded as the most straightforward of the magical disciplines, intent on the direct manipulation and channeling of raw magical energy to produce tangible, often spectacular, results. Combat-focused spellcasters will devote their studies primarily to Evocation magic. For those tempted by visions of overwhelming power - pouring fire, acid, frost, and lightning over their scattered foes - the conceptualization of directly manipulating raw energy is an obvious and tempting prospect. There is no need to study foes, test emotions, negotiate summons, deceive senses, wrangle death, or wrestle with useless objects. The simple application of force is more than sufficient. Hence, there are seven core attributes that define Evokers and their magic:
  • Direct
  • Immediate
  • Energetic
  • Combattive
  • Versatile
  • Intense
  • Impactful
Sometimes destruction is not the most effective impact needed on the battlefield. Sometimes restoring an ally's health or creating an impassable barrier are the correct options. Evocation is about raw power and shaping the outcome of battle, no matter the means. By manipulating dramatic elemental forces, Evokers have rightly gained a reputation as a force not to be trifled with.
Core Evocation Spells (SRD & PHB)    

Illusion

Illusion magic embodies manipulation and deception. It is the realm of those who enjoy outsmarting opponents rather than overpowering them. This school of magic is most rewarding for creativity and improvisation. Illusionists are clever and roguish. They are also smarmy and mischievous. Their reputation and resulting repudiation is well-earned. Arcane scholars who delight in bending reality to their will represent a dangerous problem that most people would rather avoid. While their may be many sources of immense power present in the worlds of Dungeons & Dragons, the illusionist's solution is to let their enemies hit themselves and destroy their own achivements. It is difficult to fight against the one who tricks you into fighting against yourself. There are five typical types of illusions employed:
  • Figments
  • Glamers
  • Phantasms
  • Patterns
  • Shadows
Illusionists add a layer of intrigue and creativity to any adventuring party. They are one of the best options for solving problems without resorting to violence. While many who are wise to their tricks may view Illusionists as untrustworthy tricksters and dangerous manipulators, those who find themselves allied with a skilled practicioner of Illusion magic will often find themselves considering their companion to be more of a revered artist, whose creative expressions transform danger into mirth.
Core Illusion Spells (SRD & PHB)    

Necromancy

Steeped in mystery, taboo, and moral complexity, Necromancy focuses on the manipulation of life and death. It is a polarizing school, often banned or outlawed by well-meaning schools of magical study. Indeed, Necromancy is the realm of dark magic that offers immense power for those who are willing to accept ethical ambiguity and societal stigma. For many Necromancers, it is impossible to escape the practice of their powers without fundamentally altering their own physiology. Some of the most powerful Necromancy comes at the cost of one's own life force and health. To manipulate the energy that animates all living things, one must accept a higher degree of cost.
Conversely, those concerned with the peaceful transitioning of the dead into the afterlife will find Necromancy the most suitable expression of their concerns. Priests and healers who wish to implement more directly effective tools toward the healing of others will find the conduits for redirecting life energy within the Nercomantic spells so often shunned by the righteous. Many who dabble in these magics operate with a simple understanding of a universal truth that others prefer to ignore: everyone dies. Life and death are two sides of the same coin.
Whatever an individual Necromancer's motivations might be, this school of magic is defined by its two main focuses:
  • Raising and Managing the Undead
  • Manipulating Life Force
A Necromancer's combat effectiveness is potent, but direct damage always manifests in one particular way: necrotic damage. This means that these spellcasters - more than any other - must carefullly consider they best application of their talents. Many of the forces Necromancers interact with most closely are resistant or immune to the kind of damage that Necromancers can inflict.
Core Necromancy Spells (SRD & PHB)    

Transmutation

Transmutation is the magic of change. Tied to natural cycles, Transmutation magic is possibly the oldest and most fundamental discipline. It is all about converting matter or energy from one form into another and it closely resembles other, more terrestrial activities like alchemy, carpentry, smithing, masonry, and cooking. It allows spellcasters to reshape reality and actively choose to make an environment adapt to their preferences instead of allowing the environment to force their adaptation. Transmutation is a primal expression of dominion over the natural world, pulling on the very energies that compose reality to reshape that reality. Because of these things, Transmuters aspire to embody the following characteristics:
  • Inventiveness
  • Creativity
  • Versatility
  • Resourcefulness
  • Concentration
Transmutation is the magic of hope. A skillful Transmuter has an indefatigable spirit, relentlessly enthusiastic about converting life's challenges into life's opportunities.
Core Transmutation Spells (SRD & PHD)

Comments

Please Login in order to comment!