Schools of Philosophy

The eight standard schools of spells presented in the
Player’s 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 that this school has been somewhat altered in scope for this book; see
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: In this book, the school of lesser divination is expanded and renamed to include a number of 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 below.

Creating a New School of Philosophy: In most campaigns, the schools of philosophy represent the baseline or standard against which other forms of magic are measured. Almost all spells can be described through this system of magic, with very few exceptions. For a wizard to develop a new school of philosophy, he would have to devise a class of spells that all share a common approach or methodology. Most likely, a group of related spells that already exist in one school or another would have to be used as the starting point for a new school. It’s much easier to build a new school of effect or thaumaturgy than to build a new school of philosophy. The Complete Wizard’s Handbook suggests a school of transmutation that concentrates on spells that change one element or material into one other element or material. Another possibility might be a school of animation, centering on spells that provide motive force to inanimate objects.

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