A school of magic is a group of related spells that work in similar ways. The eight schools of magic available to spellcasters are:
- Abjuration - protective spells - create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
- Conjuration - bring manifestations of objects, creatures, or some form of energy to the spellcaster, actually transport creatures from another plane of existence to the spellcaster's plane, heal, transport creatures or objects over great distances, or create objects or effects on the spot.
- Divination - learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
- Enchantment - affect the minds of others, influencing or controlling their behavior; all enchantments are mind-affecting spells.
- Evocation - manipulate energy or tap an unseen source of power to produce a desired end; create something out of nothing; produce spectacular effects and deal large amounts of damage.
- Illusion - deceive the senses or minds of others; cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened; illusions come in five types: figments, glamers, patterns, phantasms, and shadows.
- Necromancy - manipulate the power of death, unlife, and life force; usually involving undead creatures.
- Transmutation - change the properties of some creature, thing, or condition.
Specializations and Prohibitions[edit | edit source]
Specializing in a school allows the PC to memorize 1 extra spell per level, but disallows using any spells from the opposing school:
|Specialized School||Prohibited School|