The first line beneath the spell's name provides the school (and perhaps also a subschool) that the spell belongs to. Schools provide a way of grouping together
spells that have certain characteristics in common.
Abjuration:
Spells of this school are protective
spells. They create physical or magical barriers or negate magical or physical abilities.
Conjuration (Creation): This type of
spell manipulates matter to create an object or creature in a place the spellcaster designates. If the
spell has a
duration other than instantaneous, magic holds the creation together, and when the
spell ends or is dispelled, the conjured creature or object vanishes without a trace. If the
spell has an instantaneous
duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.
Conjuration (Healing): Certain divine conjuration
spells can heal creatures or even bring them back to life.
Conjuration (Summoning): A summoning
spell instantly brings a creature or an object to a place the caster designates. When the
spell ends or is dispelled, the summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the
spell description specifically indicates this. A summoned creature also goes away if it is killed or dropped to 0
hit points.
Conjuration (Teleporting): A
spell of this type transports one or more creatures or objects a great distance.
Enchantment: An
enchantment spell affects the minds of others, influencing or controlling their behavior. All
enchantment spells have the mind-affecting descriptor (see below for more on spell
descriptors).
Evocation: These
spells manipulate energy or tap an unseen source of power to produce a desired end. In
effect, they create something out of nothing. Many of these
spells produce spectacular effects, and
evocation spells can deal large amounts of
damage.
Saving Throws and Illusions (Disbelief):
Creatures encountering an
illusion effect usually do not receive
saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. This allows them to disbelieve the
illusion. If any viewer successfully disbelieves an
illusion and communicates this fact to other viewers, each such viewer gains a
saving throw with a +4 bonus.
Necromancy:
Necromancy spells manipulate the power of death, unlife, and the life force.
Spells involving undead creatures belong to this school, as do
spells that utilize negative energy to deal
damage.
Transmutation: Transmutation spells change the properties of some creature, thing, or condition.
Universal: A small number of
spells belong to no school and are designated as
universal. The type of magic they involve does not fall into one of the above categories.
Descriptors are a way of classifying
spells (often from different schools) that have some common characteristic.
The relative power of a
spell is indicated by its
level. A
spell's
level also indicates whether a particular spellcaster is capable of preparing and casting the
spell.
Spell Slots: Every spellcaster can prepare as many
spells every day as he or she has
spell slots. (See the advance class description for details.)
Find topic in: Arcana, Basics, Bullet Points, Characters, Equipment |
|
Fx rpg School MRD Magic MRD mrd Fx MRD Fx Magic mrd modern roleplaying School msrd srd 3.5 Magic srd srd Magic 3.5 wizards d20 roleplaying d20 d20 rpg mrd d20 msrd 3.5 Magic 3.5 modern mrd Magic Magic modern wizards msrd Magic wizards srd modern Basics d20 |