Schools of Magic

The most common arcane traditions in the multiverse revolve around the schools of magic. Academics through the ages have cataloged thousands of spells, grouping them into eight categories called the schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.

The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools

Abjuration

“Protectin’ stuff” (Abjure: to renounce)

Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

Aura: blue
Examples: Alarm, Protection from Evil and Good, Arcane Lock, Glyph of Warding

Conjuration

“Makin’ stuff” (Conjure: to create)

Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

Aura: orange
Examples: Entangle, Fog Cloud, Dimension Door, Cloudkill, Teleport, Wish

Divination

“Knowin’ stuff” (Divine: discover or learn)

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.

Aura: white
Examples: Identify, Speak with Animals, Detect Thoughts, See Invisibility, Scrying

 

Enchantment

“Convincin’ stuff” (Enchant: to cause someone to act in a way it usually wouldn’t)

Enchantment 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.

Aura: yellow
Examples: Charm Person, Sleep, Hold Person, Zone of Truth, Power Word Kill

Evocation

“Makin’ energy stuff” (Evoke: cause an effect)

Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

Aura: red
Examples: Fire Bolt, Light, Cure Wounds, Heal, Magic Missile, Spiritual Weapon, Earthquake, Telepathy

Illusion

“Trickin’ stuff” (Illusion: a deception)

Illusion spells 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.

Aura: transparent
Examples: Invisibility, Magic Mouth, Simulacrum

Necromancy

“Dead stuff” (Necro: death)

Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.

Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.

Aura: purple
Examples: Chill Touch, Spare the Dying, False Life, Blindness/Deafness, Gentle Repose, Resurrection

Transmutation

“Changin’ stuff” (Transmute: to change)

Transmutation spells change the properties of a creature, object, or environment. 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.

Aura: green
Example: Mending, Prestidigitation, Darkvision, Knock, Polymorph, Time Stop

Credits

School Descriptions: 5eSRD

Flavor Text and Examples: olddungeonmaster

Artwork: choren64