The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. Yet others understand that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.
Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
The School of Conjuration focuses on materialization through creation, most commonly through summoning creatures or creating creatures and objects. Some spells also conjure portals used for transportation or give their caster teleporting effects.
Conjurers favor spells that produce objects and creatures out of thin air. They can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on their behalf. As their mastery grows, they learn spells of transportation and can teleport themselves across vast distances, even to other planes of existence, in an instant.
The School of Divination is the definition of information; this school provides the caster with knowledge and answers to many of their questions. Focusing on information makes the spells of this school less prevalent in combat; instead providing substantial utility.
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. Diviners strive to part the veils of space, time, and consciousness so that they can see clearly. They work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
The School of Enchantment focuses on effects that influence a creature’s mental state or mind. These effects are done with magic and try to charm, compel or even force creatures to do the caster’s bidding.
Members of the School of Enchantment have honed their abilities to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
The School of Evocation focuses on dealing damage through powerful spells. This is the school of barely contained magical power, roiling and raging.
Evokers focus their study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
The School of Illusion is mostly linked to deception, sleight of hand, or manipulation. The deception woven by Illusion magic includes disguises, sound effects, physical manifestations, or even mind-altering visions and nightmares.
Illusionists focus their studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Their magic is subtle, but the illusions crafted by their keen minds make the impossible seem real. Some illusionists are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
The School of Necromancy explores the cosmic forces of life, death, and undeath. Those who focus their studies on this tradition learn to manipulate the energy that animates all living things. As they progress, they learn to sap the life force from a creature as their magic destroys its body, transforming that vital energy into magical power they can manipulate.
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies, especially the resurrection of the long deceased.
The School of Transmutation's very nature is to change an object’s form or the foundations of something physical. It not only changes the physical aspects but how the object will interact with the environment around it.
Transmuters are student of spells that modify energy and matter. To them, the world is not a fixed thing, but eminently mutable, and they delight in being an agent of change. They wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Their magic gives them the tools to become a smith on reality's forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.