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.
of this school are protective spells
. They create physical or magical barriers or negate magical or physical abilities.
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.
Certain divine conjuration spells
can heal creatures or even bring them back to life.
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
of this type transports one or more creatures or objects a great distance.
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
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.
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.
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.
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
also indicates whether a particular spellcaster is capable of preparing and casting the spell
Every spellcaster can prepare as many spells
every day as he or she has spell slots
. (See the advance class description for details.)
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