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D&D 5E – Schools of Magic
Schools of Magic
Here is a cheat sheet for when a PC uses an identify spell on a magical item in your dungeon. You know what it does, but when they ask what school of magic it is, do you know? Remember that some magic, such as some potions, aren’t associated with any school.
Abjuration “Protectin’ stuff” (Abjure: to renounce)
They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes.
Examples: Alarm, Protection from Evil and Good, Arcane Lock, Glyph of Warding
Conjuration “Makin’ stuff” (Conjure: to create)
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.
Examples: Entangle, Fog Cloud, Dimension Door, Cloudkill, Teleport, Wish
Divination “Knowin’ stuff” (Divine: discover or learn)
Spells reveal information.
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)
Spells affect the minds of others, influencing or controlling their behavior.
Examples: Charm Person, Sleep, Hold Person, Zone of Truth, Power Word Kill
Evocation “Makin’ energy stuff” (Evoke: cause an effect)
Spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
Examples: Fire Bolt, Light, Cure Wounds, Heal, Magic Missile, Spiritual Weapon, Earthquake, Telepathy
Illusion “Trickin’ stuff” (Illusion: a deception)
Spells deceive the senses or minds of others.
Examples: Invisibility, Magic Mouth, Simulacrum
Necromancy “Dead stuff” (Necro: death)
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.
Examples: Chill Touch, Spare the Dying, False Life, Blindness/Deafness, Gentle Repose, Resurrection
Transmutation “Changin’ stuff” (Transmute: to change)
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.
Example: Mending, Prestidigitation, Darkvision, Knock, Polymorph, Time Stop