THE EIGHT COLORS OF THE WEAVE

Schools of Magic


Since before history we have grouped spells into eight categories, you can call them what you want. "Colors of the weave" or "Schools of magic". You can call them vegetables for all I care.


The thing is, THE THING IS, that they color you too. Stick too much to one school and it will start to show. Necromancy, and your skin will age and turn leathery, like on a dry mummy. Illusion, and you will eventually become transparent.


It wasn't always like this. You used to be able to cast spells without a care in the world, but then the Chains happened.


Since the Magical Surgence the abyss stares back.

Take care, that is all I say. 


With highest regards,

Thrain Stoneforge

Archmage of the Astral Nexus

Abjuration

"To renounce, repudiate, or retract, especially with formal solemnity; recant"

From Latin abiurationem, "a denying on oath"


Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.


Example spells are personal protection like Mage armor and Shield, but also trap spells like Alarm and Snare

Conjuration

"The act of calling on or invoking a sacred name"

From Latin coniurationem, "a swearing together, conspiracy"


Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.


Example spells are utility spells like Find Familiar, Unseen servant and Tenser's floating disk, but also combat spells like Entangle, Grease and Fog cloud

Divination

"The practice of attempting to foretell future events or discover hidden knowledge by occult or supernatural means"

From Latin divinationem, "the power of foreseeing, prediction"


Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

Example spells are any spells where you are seeking knowledge or information, like Comprehend languages, Speak with animals, Identify and Detect magic, but also Hunter's Mark to give you an edge in combat.

Enchantment

"The state of being under a spell; magic"

From Latin incantare, "enchant, cast a (magic) spell upon"


Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.


Examples are spells where you affect someones relationship with you, like Animal friendship and Charm person, but also spells that happen independent from you like Sleep and Hex and boosting spells like Heroism and Bless.

Evocation

"An act or instance of evoking; a calling forth"

From Latin evocationem, "a calling forth"


Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.


The most obvious examples are combat spells like Magic missile and Burning hands, but is also includes indirect combat like Fairy fire and healing like Cure wounds and Healing word.

Illusion

"Something that deceives by producing a false or misleading impression of reality"

From Latin illusionem, "a mocking, jesting, jeering"


Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.


Examples include spells like Distort self and Silent image, but also combat illusions like Color spray.

Necromancy

"A method of divination through communication with the dead; black art"

From Latin necromantia, "divination from an exhumed corpse"


Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.


Examples are combat spells like Inflict wounds and Ray of sickness, but also boost spells like False life.

Transmutation

"To change (something) from one nature, substance, form,

or condition into another"

From Latin transmutationem, "a change, shift"


Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.


Examples are gravity spells like Jump, Catapult and Feather fall, movement spells like Expeditious retreat, Zephyr strike and Longstrider. A spell not connected to movement is Purify food and drink, and a spell that doesn't seem like Transmutation at all is Goodberry.