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.
Core Abjuration Spells (SRD & PHB)
Core Conjuration Spells (SRD & PHB)
Core Enchantment Spells (SRD & PHB)
Core Evocation Spells (SRD & PHB)
Core Illusion Spells (SRD & PHB)
Core Necromancy Spells (SRD & PHB)
Core Transmutation Spells (SRD & PHD)
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
Core Abjuration Spells (SRD & PHB)
Cantrips
1
- Alarm, Armor of Agathys, Mage Armor, Protection from Evil and Good, Sanctuary, Shield, Shield of Faith
- Beacon of Hope, Dispel Magic, Glyph of Warding, Magic Circle, Nondetection, Protection from Energy, Remove Curse
- Aura of Life, Aura of Purity, Banishment, Death Ward, Freedom of Movement, Mordenkainen's Private Sanctum, Stoneskin
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
Core Conjuration Spells (SRD & PHB)
Cantrips
1
- Arms of Hadar, Ensnaring Strike, Entangle, Floating Disk, Fog Cloud, Grease, Hail of Thorns, Unseen Servant
- Call Lightning, Conjure Animals, Conjure Barrage, Create Food and Water, Hunger of Hadar, Sleet Storm, Spirit Guardians, Stinking Cloud
- Evard's Black Tentacles, Conjure Minor Elementals, Conjure Woodland Beings, Dimension Door, Mordenkainen's Faithful Hound, Grasping Vine, Leomund's Secret Chest
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:
- Prophecy
- Scrying
- Truth & Detection
- Communication
- Fate
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
Core Enchantment Spells (SRD & PHB)
Cantrips
1
2
4
5
6
8
9
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
Core Evocation Spells (SRD & PHB)
Cantrips
1
- Burning Hands, Chromatic Orb, Cure Wounds, Divine Favor, Faerie Fire, Guiding Bolt, Healing Word, Magic Missile, Searing Smite, Thunderous Smite, Thunderwave, Witch Bolt, Wrathful Smite
- Acid Arrow, Continual Flame, Darkness, Flame Blade, Gust of Wind, Moonbeam, Prayer of Healing, Scorching Ray, Shatter, Spiritual Weapon
- Aura of Vitality, Blinding Smite, Crusader's Mantle, Daylight, Fireball, Lightning Bolt, Mass Healing Word, Sending, Leomund's Tiny Hut, Wind Wall
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
Core Illusion Spells (SRD & PHB)
Cantrips
1
2
3
4
5
6
7
9
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
Core Necromancy Spells (SRD & PHB)
Cantrips
1
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9
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
Core Transmutation Spells (SRD & PHD)
Cantrips
1
- Create or Destroy Water, Expeditious Retreat, Feather Fall, Jump, Longstrider, Purify Food and Drink
- Alter Self, Barkskin, Cordon of Arrows, Darkvision, Enhance Ability, Enlarge/Reduce, Heat Metal, Knock, Levitate, Magic Weapon, Rope Trick, Spider Climb, Spike Growth
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