Almost every spell belongs to one of eight schools of magic. A school
of magic is a group of related spells that work in similar ways. A small
number of spells are
universal, belonging to no school.
Abjurations are protective spells. They create physical or magical barriers,
negate magical or physical abilities, harm trespassers, or even banish
the subject to
another plane of existence.
If more than one abjuration spell is active within 10 feet of another
for 24 hours or more, the magical fields interfere with each other and
create barely visible energy
fluctuations. The DC to find such spells with the Search skill drops by 4.
If an abjuration creates a barrier that keeps certain types of creatures
at bay, the barrier cannot be used to push away those creatures. If the
character forces the
barrier against such a creature, the character feels a discernible pressure against the barrier. If the character continues to apply pressure, the character breaks the
Conjurations bring manifestations of objects, creatures, or some form
of energy to the character (summoning), actually transport creatures from
another plane of
existence to the character's plane (calling), heal (healing), or create such objects or effects on the spot (creation). Creatures the character conjures usually, but not
always, obey the character's commands.
A creature or object brought into being or transported to the character's
location by a conjuration spell cannot appear inside another creature or
object, nor can it
appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spell's
range, but it does not have to remain within the range.
Calling: The spell fully transports a creature from another plane to
the plane the character is on. The spell grants the creature the one-time
ability to return to its plane
of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear
and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can't be
Spells that call powerful extraplanar creatures are most useful when
the conjurer has a magical trap to hold the summoned creature. The simplest
type of trap is a
magic circle spell (magic circle against chaos, magic circle against evil, etc.). When focused inward, a magic circle spell binds a called creature for a maximum of 24
hours per caster level, provided that the character casts the spell that calls the creature within 1 round of casting the magic circle. A magic circle leaves much to be
desired as a trap, however. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can
do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If the
character fails to overcome the spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel can simply leave
the circle through that means. The character can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but the character must
cast the spell before the creature acts. If successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its
ranged attacks (ranged weapons, spells, magical abilities, etc.) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.
The character can use a special diagram (a two-dimensional bounded figure
with no gaps along its circumference, augmented with various magical sigils)
to make the
trap more secure. Drawing the diagram by hand takes 10 minutes and requires a Spellcraft check (DC 20). The DM makes this check secretly. If the check fails, the
diagram is ineffective. The character can take 10 when drawing the diagram if the character is under no particular time pressure to complete the task. This also takes
10 full minutes. If time is no factor at all, and the character devotes 3 hours and 20 minutes to the task, the character can take 20. A successful diagram allows the
character to cast a dimensional anchor spell on the trap during the round before casting any summoning spell. The anchor holds any called creatures in the diagram
for 24 hours per caster level. A creature cannot use its spell resistance against a trap prepared with a diagram, and none of its abilities or attacks can cross the
diagram. If the creature tries a Charisma check to break free of the trap, the DC increases by 5. The creature is immediately released if anything disturbs the
diagram—even a straw laid across it. However, the creature cannot disturb the diagram itself either directly or indirectly, as noted above.
Creation: The spell manipulates matter to create an object or creature
in the place the spellcaster designates (subject to the limits noted above
for conjurations). 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.
Healing: Certain divine conjurations heal creatures or even bring them back to life. These include cure spells, which good clerics can cast spontaneously.
Summoning: The spell instantly brings a creature or object to a place
the character designates. When the spell ends or is dispelled, a 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. It is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.
When the spell that summoned a creature ends and the creature disappears,
all the spells it has cast end (if they haven't already). A summoned creature
any innate summoning abilities it may have, and it refuses to cast any spells or use any spell-like abilities that would cost it XP.
Divination spells enable the character to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Many divination spells have cone-shaped areas. These move with the character
and extend in the direction the character looks. The cone defines the area
character can sweep each round. If the character studies the same area for multiple rounds, the character can often gain additional information, as noted in the
descriptive text for the spell.
Enchantment spells affect the minds of others, influencing or controlling their behavior.
All enchantments are mind-affecting spells. Two types of enchantment spells grant the character influence over a subject creature:
Charm: The spell changes the way the subject views the character, typically making the subject sees the character as a good friend.
Compulsion: The spell forces the subject to act in some manner or changes
the way her mind works. Some spells determine the subject's actions (or
the effects on
the subject), some allow the character to determine the subject's actions when the character casts the spell, and others give the character ongoing control over the
Evocation 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.
Illusion spells deceive the senses or minds of others. They cause people
to see things that are not there, not see things that are there, hear phantom
remember things that never happened. Illusions come in five types: figments, glamers, patterns, phantasms, and shadows.
Figment: A figment spell creates a false sensation. Those who perceive
the figment perceive the same thing, not their own slightly different versions
of the figment. (It
is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate
intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language the character can speak. If the character
tries to duplicate a language the character cannot speak, the image produces gibberish. Likewise, the character cannot make a visual copy of something unless the
character knows what it looks like.
Because figments and glamers (see below) are unreal, they cannot produce
real effects the way that other types of illusions can. They cannot cause
objects or creatures, support weight, provide nutrition, illuminate darkness, or provide protection from the elements. Consequently, these spells are useful for
confounding or delaying foes, but useless for attacking them directly. For example, it is possible to use a silent image spell to create an illusory cottage, but the
cottage offers no protection from rain. A clever caster, however, can take pains to make the place look old and decrepit, so that the rain falling on the occupants
seems to fall from a leaky roof.
Glamer: A glamer spell changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.
Pattern: Like a figment, a pattern spell creates an image that others
can see, but a pattern also affects the minds of those who see it or are
caught in it. All patterns are
Phantasm: A phantasm spell creates a mental image that usually only
the caster and the subject (or subjects) of the spell can perceive. This
impression is totally in the
minds of the subjects. It is a personalized mental impression. (It's all in their heads and not a fake picture or something that they actually see.) Third parties viewing or
studying the scene don't notice the phantasm at all. All phantasms are mind-affecting spells.
Shadow: A shadow spell creates something that is partially real (quasi-real).
The caster weaves it from extradimensional energies. Such illusions can
have real effects.
If a creature takes damage from a shadow illusion, that damage is real.
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.
A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.
A failed saving throw indicates that a character fails to notice something
is amiss. A character faced with incontrovertible proof that an illusion
isn't real needs no
saving throw. 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 spells manipulate the power of death. Spells involving undead creatures make up a large part of this school.
Transmutation spells change the properties of some creature, thing,
or condition. A transmutation usually changes only one property at a time,
but it can be any