School
School
All spells are divided into schools. These give a broad view of how a spell functions and can be broken into several types, as seen here.
Abjuration: These are spells that provide protection from both the mundane and the arcane, as well as general anti-magic spells. Those that primarily practice this school are called Interdictors.
Compulsion: This school is composed of spells that forcefully coerce others into action or inaction, be it for or against their own goals. Those that primarily practice this school are called Coercers.
Conjuration: These spells create a physical thing, be it a glob of acid, an elemental, or a floating sword. Often, these spells must bypass the target's AC rather than allow a save. Those who practice this school are called Summoners.
Divination: These are spells that grant the caster, or others, some form of insight. This includes scrying, seeing invisibility, predictive thoughts, and other similar effects. Those that primarily practice this school are called Seers.
Evocation: These spells call forth flashes of energy to destroy things. This is typically limited to Cold, Corrosive, Electric, Force, Heat, and Sonic energies. These spells tend to allow a save instead of requiring a roll against the target's AC. Those who primarily practice this school are called War Mages.
Illusion: These are spells that convince the senses of others that the unreal is real. Those that primarily practice this school are called Illusionists.
Thaumaturgy: These are spells that have control over positive and negative energy, as well as things themed around life and death. Those that primarily practice Thaumaturgy are called Vivimancers or Necromancers, depending on preference.
Transmutation: These are spells that modify a subject's capabilities, or modify a physical object. Those that primarily practice transmutation are called Engineers.