The Schools of Magic

Magic spells are divided into eleven different categories, or schools, according to the types of magical energy they utilize. Each school has its own special methods and practices.

A wizard who concentrates his effort in a single school of magic is called a specialist. There are specialists in each type of magic except Divination.

The eleven schools of magic are Illusion, Enchantment, Charm, Conjuration, Summoning, Abjuration, Necromancy, Cosmology, Invocation/Evocation, Alteration, and Divination.

This diagram illustrates the schools that oppose each other. See the descriptions below for more information.

The Schools of Magic

 IllusionAlteration 
Enchantment  Invocation/Evocation
    
CharmDivinationCosmology
    
Conjuration  Necromancy
 SummoningAbjuration 

Although they are called schools, schools of magic are not organized places where a person goes to study. The word "school" identifies a magical discipline. A school is an approach to magic and spellcasting that emphasizes a particular sort of spell.

Illusion:   

Illusions deal with spells to deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.



Enchantment:   

Enchantment spells cause a change in the quality of an item or bestow magical properties on ordinary items or magical abilities on persons.



Charm:   

Charm spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.



Conjuration:   

Conjuration spells bring some thing to the caster from elsewhere, or produces matter "out of thin air". Conjuration normally produces matter or items from some other place on the prime material plane, but in some cases will reach into other planes for their material. Some conjurations create objects or effects out of nothing.



Summoning:   

Summoning spells enable the caster to compel living creatures and powers to appear in his presence, whether they be denizens of the prime material plane or other planes of existence. They can also channel extraplanar energies through himself.



Abjuration:   

Abjuration spells are a group of specialized protective and warding spells, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish some magical or nonmagical effect or creatures to other planes of existence. They are often used to provide safety in times of great danger or when attempting some other particularly dangerous spell.



Necromancy:   

Necromancy is one of the most restrictive of all spell schools. It deals with dead things and the stealing, suspension or enhancement of life-force, and the imprisonment of souls. Such spells can drain the life energy from another creature, create the undead*, grant an extra reserve of life force, or even bring the dead back to life. It also has spells which permit the restoration of life, limbs, or vitality to living creatures. Although a small school, its spells tend to be powerful. Given the risks of the adventuring world, necromantic spells are considered quite useful.
* Creating the undead through the use of necromantic spells such as animate dead is not a good act, and only evil casters use such spells frequently.



Cosmology:   

Cosmological and dimensional spells deal with contact with and travel through other planes of existence, including those spells which allow the caster to take shortcuts through other planes to travel swiftly from one place to another on the prime material plane. These spells might also channel extraplanar energies through the caster.



Invocation/Evocation:   

Invocation/Evocation spells enable the caster to release magical energy in various forms, including electrical, fire, cold, and invisible forces. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy.



Alteration:   

Alteration spells cause a change in the properties of some already existing thing, creature, or condition. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.



Divination:   

Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.