Schools of Magic:
All wizard spells belong to one or more schools of magic. A school of magic represents related spells with common features or characteristics. For a mage, who is the basic of general wizard, the school of a spell doesn’t matter too much; he can learn and cast any spell without regard to the spell’s school. The only exception to this rule is wild magic, which is completely unfathomable to any wizard except a wild mage.
While the majority of wizards are mages, a significant number
choose to be specialists who concentrate their efforts in one particular
school. Generally, this increases the wizard’s abilities within the
school of his choice at the cost of losing access to any schools with opposing
philosophies.
There are three schemes of school organization used in the AD&D
game: philosophy, effect, and thaumaturgy.
Schools of Philosophy:
The eight standard schools of spells presented in Players’ Handbook-abjuration,
alteration, conjuration/summoning, enchantment/charm, greater divination,
illusion/phantasm, invocation/evocation, and necromancy- are the schools
of philosophy. While all spells in this scheme of organization are
cast much the same way, the approach and method by which they achieve their
purpose varies from school to school. For example, conjuration spells
generally bring something to the caster from another location, while necromancy
spells manipulate the forces of life and death.
While spells in a school of philosophy generally involve the
application of a common principle, they vary greatly in effect. For
example, invocations create anything from solid matter such as walls of
stone or iron to comprehensive such as contingency or limited wish.
Note that all spells grouped into schools of philosophy share the same
execution or method of casting-the use of verbal, somatic, and material
components to summon and direct magical energy. The basic philosophies
behind each school are briefly describe below:
Abjuration spells are specialized protective spells designed to
banish some magical or non-magical effect or creature. Protection
from evil in an example of an abjuration spells, since it creates a barrier
that evil or supernatural creatures are reluctant to cross.
Alteration spells cause a change in the properties of some previously
existing thing, creature, or condition. Pyrotechnics is an alteration
spell, since it takes an existing fire and creates special effects from
the blaze.
Conjuration/Summoning spells bring some intact item or creature
to the caster from elsewhere. Any monster summoning spell is a good
example.
Enchantment/Charm spells cause a change in the quality of an
item or the attitude of a person or creature. Charm person is an
enchantment, since it affects the way an individual perceives the wizard.
Divinations are spells that provide the wizard with information
or the ability to acquire information. Contact other plane is a divination,
since it allows the wizard to seek answers from extraplanar entities.
Illusion/Phantasm spells seek to deceive the minds or senses
of others with false or semi-substantial images and effects. Phantasmal
force is a good example, as well as spells such as mirror image, invisibility,
or blur.
Invocation/Evocation spells channel magical energy to create
specific effects and materials. For example, lightning bolt manifests
this energy in the form of a powerful stream of electricity.
Necromancy is a school concerned with the manipulation of the
forces of life and death. Necromancy spells include those that simulate
the eddects of undead creatures, such as vampiric touch, and more direct
assaults on life energy like death spell or finger of death.
Schools of Effect:
A second scheme for organizing wizard magic is by effect.
Schools of effect differ from schools of philosophy in that the spells
of the school all share one common result or ingredient. For example,
the spells of the school of fire all involve fire in some way, without
regard for what the spell accomplishes. Divinations, the direction
and control of energy, and the summoning of elementals can all be linked
by the common effect of fire. The schools of effect are described
below:
Air: The elemental school of air naturally includes any
air-based spell or effect, including spells that control of affect wind,
breathing, falling and flight, air elementals, and other elemental phenomena.
Gust of wind or cloudkill are examples of air spells.
Earth: Spells of elemental earth are based around stone-earth,
or mineral-based effects. Dig, stone shape, and stone to flesh are
earth spells.
Fire: Any spell involving the manifestation of flame or
heat is a spell of elemental fire. Not all fire spells are attack
spells; fire charm and affect normal fires are examples of fire spells
that don’t cause direct and immediate damage to the wizard’s enemies.
Water: Last but not least in the elemental schools, spells
of the school of elemental water involve water in some form or another,
including spells of ice and cold, since these are linked to the element
of water. Water breathing, ice storm, and part water are all included
in the school of elemental water.
Dimensional Magic: While all AD&D spells draw power
from outside the mage, dimensionalists go one step further-they draw their
power from another dimension. Like most schools of effect, the school
of dimensional magic overlaps several pre-existing schools, including alteration,
conjuration/summoning, and invocation spells.
Force: The school of force is a new school of effect presented
later in this book. A force mage relies on spells that create or
manipulate fields of cohesive energy, such as wall of force, magic missile,
or any of the various Bigby’s hand spells. Many spells of this school
are borrowed from the school of invocation/evocation.
Shadow: All the spells in this school are linked by the
common effects of shadow and darkness. The shadow mage can make use
of a number of illusion spells dealing with the Demiplane of Shadow and
shadowstuff, including shadow monsters, darkness 15’ radius, and shadow
walk. He also has access to a number of necromancy spells.
Although necromancy and illusion are opposing philosophies, schools of
effect ignore these restrictions and concentrate on results.
Schools of Thaumaturgy:
A school of Thaumaturgy defines a specific method or procedure
of spell casting that varies from the standard executions of a spell’s
components.
Spells belonging to a school of thaumaturgy are not linked by
philosophy or effect-instead, they’er related by the manner in which they
are physically cast. In fact, the "standard" approach
to wizard magic defined by the eight philosophical schools represents one
common thaumaturgical method. Other thaumaturgical methods include
the following schools:
The School of Alchemy: In this approach to magic, spell
effects are achieved through the combination of unusual material components.
Spells such as affect normal fires, glitterdust, and cloudkill can all
be cast through the use of strange powders and reagents, and belong to
the school of alchemy.
The School of Artifice: Artificers are weak in the direct
command of magic and instead use various devices and magical items to focus
their energies. Spells such as Melf’s minute meteors and magic staff
are included in the school of artifice.
The School of Geometry: Geometers use diagrams, symbols,
and complex patterns to cast their spells. Naturally, any spell involving
some kind of writing, making, or pattern belongs to the school of geometry,
including spells such as explosive runes, sepia snake sigil, and symbol.
The School of Song: While alchemists rely on material components
and geometers rely on somatic components, a song mage use the power of
his voice to summon and shape spell energy. Any spell that involves
speaking, singing, or some other use of the caster’s vocal powers belongs
to the school of song. Sleep, charm monster, and Otto’s irresistible
dance are all examples of spells of this school.
The School of Wild Magic: Some wizards have learned to
make use of the principles of randomness in their magic, giving rise to
the school of wild magic. Wild mages shape the raw, uncontrollable
stuff of magic in the hope that something resembling their intended spell
will appear.
More to come in my next installment of info…