Wizard Spells

Spells cast by wizards are developed through individual imagination, researched and studied. Many of the first wizard magic copied the effects of Priest Spells, leading to significant overlap, but over time wizard magic has greatly expanded in scope. The traditions of wizard spellcasting have developed into eight schools of magic.

The Schools of Magic

Academies of magic group spells into eight categories called schools of magic, developed over time through generations of arcane research tradition.   The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.   Abjuration School 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.   Conjuration School 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.   Divination School 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.   Enchantment School spells affect the minds of creatures and objects, 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. Additionally, many Enchantment spells are necessary to prepare magical ingredients and create magic items.   Evocation School spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel energy from foreign planes of existence.   Illusion School 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.   Necromancy School 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, or create the undead. Creating the undead through the use of necromancy spells such as Animate Dead is morally suspect and carries controversy.   Transmutation School 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, or make an object move at the caster's command.

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