schools of magic
The spells for wizards are divided into
the nine different schools described below. Specialist
mages are restricted to specific schools while regular
mages can use all of them.
schools
| Specialist |
School |
Opposition School(s) |
Spell Color |
| Abjurer |
Abjuration |
Alteration |
Green |
| Conjurer |
Conjuration/Summoning |
Divination |
Purple |
| Diviner |
Divination |
Conjuration/Summoning |
White/Pearl |
| Enchanter |
Enchantment/Charm |
Evocation |
Gold |
| Illusionist |
Illusion |
Necromancy |
Magenta |
| Invoker |
Invocation/Evocation |
Enchantment/Charm, Conjuration/Summoning |
Red |
| Necromancer |
Necromancy |
Illusion |
Ice/Blue |
| Transmuter |
Alteration |
Abjuration, Necromancy |
Blue |
school descriptions
Abjuration spells
are a group of specialized protective spells. Each is
used to prevent or banish some magical or nonmagical effect
or creature. They are often used to provide safety in
times of great danger or when attempting some other particularly
dangerous spell.
Alteration spells
cause a change in the properties of some already existing
thing, creature, or condition. This is accomplished by
magical energy channeled through the wizard.
Conjuration/Summoning
spells bring something to the caster from elsewhere. Conjuration
normally produces matter or items from some other place.
Summoning enables the caster to compel living creatures
and powers to appear in his presence or to channel extraplanar
energies through himself.
Divination spells
enable the wizard to learn secrets long forgotten, to
predict the future, and to uncover things hidden or cloaked
by spells.
Enchantment/Charm
spells cause a change in the quality of an item or the
attitude of a person or creature. Enchantments can bestow
magical properties on ordinary items, while charms can
unduly influence the behavior of beings.
Illusions/Phantasms
deal with spells to deceive the senses or minds of others.
Spells that cause people to see things that are not there,
hear noises not made, or remember things that never happened
are all illusions.
Invocation/Evocation
spells channel magical energy to create specific effects
and materials. 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.
Necromancy is
one of the most restrictive of all spell schools. It deals
with dead things or 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.