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Schools of Philosophy
- The eight standard schools of spells presented in the Players Handbook abjuration, alteration, conjuration/summoning, enchantment/charm, greater divination, illusion/phantasm, invocation/evocation, and necromancy are schools of philosophy. While all spells in this scheme of organization are cast in much the same way, the approach and method by which they achieve their purpose varies from school to school. For example, conjuration spells generally bring something to the caster from another location, while necromancy spells manipulate the forces of life and death.
- While spells in a school of philosophy generally involve the application
of a common principle, they vary greatly in effect. For example,
invocations create anything from solid matter such as walls of stone or iron to comprehensive enchantments such as contingency or limited wish. Note that all spells grouped into schools of philosophy share
the same execution or method of casting the use of verbal, somatic,
and material components to summon and direct magical energy. The
basic philosophies behind each school are briefly described below:
- Abjuration spells are specialized protective spells designed to banish some
magical or nonmagical effect or creature. Protection from evil is an example of an abjuration spell, since it creates a barrier
that evil or supernatural creatures are reluctant to cross.
- Alteration spells cause a change in the properties of some previously existing
thing, creature, or condition. Pyrotechnics is an alteration spell, since it takes an existing fire and creates
special effects from the blaze.
- Conjuration/Summoning spells bring some intact item or creature to the caster from elsewhere.
Any monster summoning spell is a good example.
- Enchantment/Charm spells cause a change in the quality of an item or the attitude
of a person or creature. Charm person is an enchantment, since it affects the way an individual perceives
the wizard.
- Divinations are spells that provide the wizard with information or the ability
to acquire information. Contact other plane is a divination, since it allows the wizard to seek answers from
extraplanar entities. Note, some divination spells are available
to all wizards, these are described in The School of Universal Magic.
- Illusion/Phantasm spells seek to deceive the minds or senses of others with false
or semi-substantial images and effects. Phantasmal force is a good example, as well as spells such as mirror image, invisibility, or blur.
- Invocation/Evocation spells channel magical energy to create specific effects and materials.
For example, lightning bolt manifests this energy in the form of a powerful stream of electricity.
- Necromancy is a school concerned with the manipulation of the forces of
life and death. Necromancy spells include those that simulate
the effects of undead creatures, such as vampiric touch, and more direct assaults on life energy like death spell or finger of death.
- Universal Magic: These are the basic spells that all wizards should have access
to. Consider universal magic to be Sorcery 101; without the basic
spells in this school, wizards are incapable of continuing their
studies in the other schools of magic. Therefore, all wizards
have access to the spells in this school, regardless of specialization.
The school of universal magic is described in more detail later in this section.
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