Fax Celestis
2008-12-15, 06:11 PM
The purpose of reschooling magic is twofold: first, certain spells in the preexisting system were, in my opinion, mis-schooled and should be moved to a more appropriate school. Secondly, reducing the number of schools available and redistributing the left-over spells amongst the remainder makes for a tougher decision when it comes to choosing a school of specialization.
Besides, the Eight Schools of Magic are unnecessary: schools of magic should be distributed towards their ends, not through some thematic appropriation that can be as easily defined as from one of the other schools with a good argument. Case in point: the ubiquitous fireball could be coined as evocation (invoking fire from nothing), conjuration (summoning fire from the Elemental Plane of Fire), or even transmutation (altering the very air surrounding the target into flame).
Therefore, there are four schools of magic: Abjuration, Conjuration, Evocation, and Transmutation. Each school of magic focuses on one aspect of magic: abjuration on protection and foresight; conjuration on creation; evocation on energy; and transmutation on alteration.
What About Sub-Schools?
What about them, beyond the fact that this variation from the norm will likely spread similarly-sub-schooled spells across the four schools. And that is fine! Sub-schools needn't be bound to one particular parent school: they are merely defining aspects of magic used to differentiate one spell from another.
The Four Schools
Abjuration
Abjuration focuses primarily on defense. Whether that defense be against physical harm, against magical forces, or even against scrying, abjuration covers it.
If 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, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
Conjuration
Conjuration focuses primarily on creation and summoning. Whether that conjuring be summoning a creature, shaping an illusion, or resurrecting a fallen ally, that is still conjuration's purview. Conjuration also covers most divinatory spells, as they create magical sensors in order to perceive in a different fashion.
A creature or object brought into being or transported to your 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.
Evocation
Evocation focuses primarily on manipulation of energy and damage. Whether that energy be in the form of flame, electricity, ability damage, or even something a simple as mending a wound, that is evocation's domain.
Transmutation
Transmutation focuses primarily on transformation. Whether that be be repairing an object, altering one's shape into a dragon, or even altering the very fates, transmutation has it covered.
Sub-Schools
Calling
A calling spell transports a creature from another plane to the plane you are 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 dispelled.
Most calling spells are transmutation.
Charm
A charm spell changes how the subject views you, typically making it see you as a good friend. Most charm spells are abjuration.
Compulsion
A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you cast the spell, and others give you ongoing control over the subject.
Most compulsion spells are transmutation or abjuration.
Curse
Spells of the Curse subschool, unlike most spells, are permanent effects that cannot be dispelled through such means as dispel magic. Instead, they must be broken with remove curse, a specific reversal spell, or a similar means of overcoming the curse. Occasionally, spells of the Curse subschool have alternative means of removal, though these vary from case to case and are annotated in each spell's description.
Despite their permanent durations, some spells of the Curse subschool do not have immediate effect, instead requiring a specific set of circumstances to come about before the spell takes effect. Most spells have these set actions delineated in them specifically, but some more powerful curses allow the caster to set the required action at the time of casting.
Curses come from all schools.
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 you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know 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 damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly. A figment’s AC is equal to 10 + its size modifier.
Most figment spells are conjuration.
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. Most glamer spells are transmutation or abjuration.
Healing
Certain transmutations and evocations heal creatures or even bring them back to life.
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 mind-affecting spells. Most pattern spells are conjuration.
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. All phantasms are mind-affecting spells.
Most phantasms are abjuration or evocation
Polymorph
A polymorph spell physically alters the shape of the target from one form to another. See the Alternate Form special ability for details on what a polymorph spell can and cannot do.
Scrying
A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment.
Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active spell.
Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked.
Most scrying spells are conjuration.
Shadow
A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real. Most shadow spells are conjuration or evocation.
Summoning
A summoning spell instantly brings a creature or object to a place you designate. 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 if its hit points drop to 0 or lower. 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 expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells.
Most summoning spells are conjuration.
Teleportation
A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
Most teleportation spells are transmutation.
Spells
A
Acid Arrow - Evocation
Acid Fog - Conjuration
Acid Splash - Evocation
Aid – Abjuration
Air Walk - Transmutation
Alarm - Abjuration
Align Weapon - Transmutation
Alter Self - Transmutation
Analyze Dweomer - Conjuration
Animal Growth - Transmutation
Animal Messenger - Transmuttaion
Animal Shapes - Transmutation
Animal Trance - Abjuration
Animate Dead - Evocation
Animate Objects - Transmutation
Animate Plants - Transmutation
Animate Rope - Transmutation
Antilife Shell - Evocation
Antimagic Field - Abjuration
Antipathy - Abjuration
Antiplant Shell - Evocation
Arcane Eye - Conjuration
Arcane Lock - Abjuration
Arcane Mark - Conjuration
Arcane Sight - Conjuration
Arcane Sight, Greater - Conjuration
Astral Projection - Conjuration
Atonement - Abjuration
Augury - Conjuration
Awaken - Transmutation
B
Baleful Polymorph - Transmutation
Bane - Evocation
Banishment - Abjuration
Barkskin - Abjuration
Bear’s Endurance - Transmutation
Bear’s Endurance, Mass - Transmutation
Bestow Curse - Evocation
Binding - Abjuration
Black Tentacles - Conjuration
Blade Barrier - Evocation
Blasphemy - Evocation
Bless - Abjuration
Bless Water - Transmutation
Bless Weapon - Transmutation
Blight - Evocation
Blindness/Deafness - Evocation
Blink - Abjuration
Blur - Abjuration
Break Enchantment - Abjuration
Bull’s Strength - Transmutation
Bull’s Strength, Mass - Transmutation
Burning Hands - Evocation
C
Call Lightning - Evocation
Call Lightning Storm - Evocation
Calm Animals - Abjuration
Calm Emotions - Abjuration
Cat’s Grace - Transmutation
Cat’s Grace, Mass - Transmutation
Cause Fear – Transmutation
Chain Lightning - Evocation
Changestaff - Transmutation
Chaos Hammer - Evocation
Charm Animal - Abjuration
Charm Monster - Abjuration
Charm Monster, Mass - Abjuration
Charm Person - Abjuration
Chill Metal - Evocation
Chill Touch - Evocation
Circle of Death - Evocation
Clairaudience/Clairvoyance - Conjuration
Clenched Fist - Evocation
Cloak of Chaos - Abjuration
Clone - Conjuration
Cloudkill - Evocation
Color Spray - Evocation
Command - Abjuration
Command, Greater - Abjuration
Command Plants - Abjuration
Command Undead -Abjuration
Commune - Conjuration
Commune with Nature - Conjuration
Comprehend Languages - Transmutation
Cone of Cold - Evocation
Confusion - Transmutation
Confusion, Lesser - Transmutation
Consecrate - Transmutation
Contact Other Plane - Conjuration
Contagion - Transmutation
Contingency - Abjuration
Continual Flame - Conjuration
Control Plants - Abjuration
Control Undead - Abjuration
Control Water - Transmutation
Control Weather - Transmutation
Control Winds - Transmutation
Create Food and Water - Conjuration
Create Greater Undead - Conjuration
Create Undead - Conjuration
Create Water - Conjuration
Creeping Doom - Conjuration
Crushing Despair - Transmutation
Crushing Hand - Evocation
Cure Critical Wounds - Evocation
Cure Critical Wounds, Mass - Evocation
Cure Light Wounds - Evocation
Cure Light Wounds, Mass - Evocation
Cure Minor Wounds - Evocation
Cure Moderate Wounds - Evocation
Cure Moderate Wounds, Mass - Evocation
Cure Serious Wounds - Evocation
Cure Serious Wounds, Mass - Evocation
Curse Water - Transmutation
D
Dancing Lights - Conjuration
Darkness - Transmutation
Darkvision - Transmutation
Daylight - Evocation
Daze - Abjuration
Daze Monster - Abjuration
Death Knell - Evocation
Death Ward - Abjuration
Deathwatch - Conjuration
Deep Slumber - Abjuration
Deeper Darkness - Transmutation
Delay Poison - Abjuration
Delayed Blast Fireball - Evocation
Demand - Abjuration
Desecrate - Evocation
Destruction - Evocation
Detect Animals or Plants - Conjuration
Detect Chaos - Conjuration
Detect Evil - Conjuration
Detect Good - Conjuration
Detect Law - Conjuration
Detect Magic - Conjuration
Detect Poison - Conjuration
Detect Scrying - Conjuration
Detect Secret Doors - Conjuration
Detect Snares and Pits - Conjuration
Detect Thoughts - Conjuration
Detect Undead - Conjuration
Dictum - Abjuration
Dimension Door - Transmutation
Dimensional Anchor - Abjuration
Dimensional Lock - Abjuration
Diminish Plants - Transmutation
Discern Lies - Conjuration
Discern Location - Conjuration
Disguise Self - Transmutation
Disintegrate - Evocation
Dismissal - Abjuration
Dispel Chaos - Abjuration
Dispel Evil - Abjuration
Dispel Good - Abjuration
Dispel Law - Abjuration
Dispel Magic - Abjuration
Dispel Magic, Greater - Abjuration
Displacement - Transmutation
Disrupt Undead - Transmutation
Disrupting Weapon - Transmutation
Divination - Conjuration
Divine Favor - Abjuration
Divine Power - Abjuration
Dominate Animal - Abjuration
Dominate Monster - Abjuration
Dominate Person - Abjuration
Doom - Evocation
Dream - Conjuration
E
Eagle’s Splendor - Transmutation
Eagle’s Splendor, Mass - Transmutation
Earthquake - Evocation
Elemental Swarm - Conjuration
Endure Elements - Abjuration
Energy Drain - Evocation
Enervation - Evocation
Enlarge Person - Transmutation
Enlarge Person, Mass - Transmutation
Entangle - Transmutation
Enthrall - Abjuration
Entropic Shield - Abjuration
Erase - Transmutation
Ethereal Jaunt - Abjuration
Etherealness - Abjuration
Expeditious Retreat - Transmutation
Explosive Runes - Evocation
Eyebite - Evocation
F
Fabricate - Conjuration
Faerie Fire - Evocation
False Life - Abjuration
False Vision - Abjuration
Fear - Evocation
Feather Fall - Abjuration
Feeblemind - Transmutation
Find the Path - Conjuration
Find Traps - Conjuration
Finger of Death - Evocation
Fire Seeds - Evocation
Fire Shield - Evocation
Fire Storm - Evocation
Fire Trap - Transmutation
Fireball - Evocation
Flame Arrow - Evocation
Flame Blade - Evocation
Flame Strike - Evocation
Flaming Sphere - Evocation
Flare - Evocation
Flesh to Stone - Transmutation
Fly - Transmutation
Floating Disk - Conjuration
Fog Cloud - Conjuration
Forbiddance - Abjuration
Forcecage - Conjuration
Forceful Hand - Evocation
Foresight - Abjuration
Fox’s Cunning - Transmutation
Fox’s Cunning, Mass - Transmutation
Freedom - Abjuration
Freedom of Movement - Abjuration
Freezing Sphere - Evocation
G
Gaseous Form
Gate
Geas/Quest
Geas, Lesser
Gentle Repose
Ghost Sound
Ghoul Touch
Giant Vermin
Glibness
Glitterdust
Globe of Invulnerability
Globe of Invulnerability, Lesser
Glyph of Warding
Glyph of Warding, Greater
Goodberry
Good Hope
Grasping Hand
Grease
Greater (Spell Name)
Guards and Wards
Guidance
Gust of Wind
H
Hallow
Hallucinatory Terrain
Halt Undead
Harm
Haste
Heal
Heal, Mass
Heal Mount
Heat Metal
Helping Hand
Heroes’ Feast
Heroism
Heroism, Greater
Hide from Animals
Hide from Undead
Hideous Laughter
Hold Animal
Hold Monster
Hold Monster, Mass
Hold Person
Hold Person, Mass
Hold Portal
Holy Aura
Holy Smite
Holy Sword
Holy Word
Horrid Wilting
Hypnotic Pattern
Hypnotism
I
Ice Storm
Identify
Illusory Script
Illusory Wall
Imbue with Spell Ability
Implosion
Imprisonment
Incendiary Cloud
Inflict Critical Wounds
Inflict Critical Wounds, Mass
Inflict Light Wounds
Inflict Light Wounds, Mass
Inflict Minor Wounds
Inflict Moderate Wounds
Inflict Moderate Wounds, Mass
Inflict Serious Wounds
Inflict Serious Wounds, Mass
Insanity
Insect Plague
Instant Summons
Interposing Hand
Invisibility
Invisibility, Greater
Invisibility, Mass
Invisibility Purge
Invisibility Sphere
Iron Body
Ironwood
Irresistible Dance
J
Jump
K
Keen Edge
Knock
Know Direction
L
Legend Lore
Lesser (Spell Name)
Levitate
Light
Lightning Bolt
Limited Wish
Liveoak
Locate Creature
Locate Object
Longstrider
Lullaby
M
Mage Armor
Mage Hand
Mage’s Disjunction
Mage’s Faithful Hound
Mage’s Lucubration
Mage’s Magnificent Mansion
Mage’s Private Sanctum
Mage’s Sword
Magic Aura
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law
Magic Fang
Magic Fang, Greater
Magic Jar
Magic Missile
Magic Mouth
Magic Stone
Magic Vestment
Magic Weapon
Magic Weapon, Greater
Major Creation
Major Image
Make Whole
Mark of Justice
Mass (Spell Name)
Maze
Meld into Stone
Mending
Message
Meteor Swarm
Mind Blank
Mind Fog
Minor Creation
Minor Image
Miracle
Mirage Arcana
Mirror Image
Misdirection
Mislead
Mnemonic Enhancer
Modify Memory
Moment of Prescience
Mount
Move Earth
N
Neutralize Poison
Nightmare
Nondetection
O
Obscure Object
Obscuring Mist
Open/Close
Order’s Wrath
Overland Flight
Owl’s Wisdom
Owl’s Wisdom, Mass
P
Passwall
Pass without Trace
Permanency
Permanent Image
Persistent Image
Phantasmal Killer
Phantom Steed
Phantom Trap
Phase Door
Planar Ally
Planar Ally, Greater
Planar Ally, Lesser
Planar Binding
Planar Binding, Greater
Planar Binding, Lesser
Plane Shift
Plant Growth
Poison
Polar Ray
Polymorph
Polymorph Any Object
Power Word Blind
Power Word Kill
Power Word Stun
Prayer
Prestidigitation
Prismatic Sphere
Prismatic Spray
Prismatic Wall
Produce Flame
Programmed Image
Project Image
Protection from Arrows
Protection from Chaos
Protection from Energy
Protection from Evil
Protection from Good
Protection from Law
Protection from Spells
Prying Eyes
Prying Eyes, Greater
Purify Food and Drink
Pyrotechnics
Q
Quench
R
Rage
Rainbow Pattern
Raise Dead
Ray of Enfeeblement
Ray of Exhaustion
Ray of Frost
Read Magic
Reduce Animal
Reduce Person
Reduce Person, Mass
Refuge
Regenerate
Reincarnate
Remove Blindness/Deafness
Remove Curse
Remove Disease
Remove Fear
Remove Paralysis
Repel Metal or Stone
Repel Vermin
Repel Wood
Repulsion
Resilient Sphere
Resistance
Resist Energy
Restoration
Restoration, Greater
Restoration, Lesser
Resurrection
Reverse Gravity
Righteous Might
Rope Trick
Rusting Grasp
S
Sanctuary
Scare
Scintillating Pattern
Scorching Ray
Screen
Scrying
Scrying, Greater
Sculpt Sound
Searing Light
Secret Chest
Secret Page
Secure Shelter
See Invisibility
Seeming
Sending
Sepia Snake Sigil
Sequester
Shades
Shadow Conjuration
Shadow Conjuration, Greater
Shadow Evocation
Shadow Evocation, Greater
Shadow Walk
Shambler
Shapechange
Shatter
Shield
Shield of Faith
Shield of Law
Shield Other
Shillelagh
Shocking Grasp
Shout
Shout, Greater
Shrink Item
Silence
Silent Image
Simulacrum
Slay Living
Sleep
Sleet Storm
Slow
Snare
Soften Earth and Stone
Solid Fog
Song of Discord
Soul Bind
Sound Burst
Speak with Animals
Speak with Dead
Speak with Plants
Spectral Hand
Spell Immunity
Spell Immunity, Greater
Spell Resistance
Spellstaff
Spell Turning
Spider Climb
Spike Growth
Spike Stones
Spiritual Weapon
Statue
Status
Stinking Cloud
Stone Shape
Stoneskin
Stone Tell
Stone to Flesh
Storm of Vengeance
Suggestion
Suggestion, Mass
Summon Instrument
Summon Monster I
Summon Monster II
Summon Monster III
Summon Monster IV
Summon Monster V
Summon Monster VI
Summon Monster VII
Summon Monster VIII
Summon Monster IX
Summon Nature’s Ally I
Summon Nature’s Ally II
Summon Nature’s Ally III
Summon Nature’s Ally IV
Summon Nature’s Ally V
Summon Nature’s Ally VI
Summon Nature’s Ally VII
Summon Nature’s Ally VIII
Summon Nature’s Ally IX
Summon Swarm
Sunbeam
Sunburst
Symbol of Death
Symbol of Fear
Symbol of Insanity
Symbol of Pain
Symbol of Persuasion
Symbol of Sleep
Symbol of Stunning
Symbol of Weakness
Sympathetic Vibration
Sympathy
T
Telekinesis
Telekinetic Sphere
Telepathic Bond
Teleport
Teleport Object
Teleport, Greater
Teleportation Circle
Temporal Stasis
Time Stop
Tiny Hut
Tongues
Touch of Fatigue
Touch of Idiocy
Transformation
Transmute Metal to Wood
Transmute Mud to Rock
Transmute Rock to Mud
Transport via Plants
Trap the Soul
Tree Shape
Tree Stride
True Resurrection
True Seeing
True Strike
U
Undeath to Death
Undetectable Alignment
Unhallow
Unholy Aura
Unholy Blight
Unseen Servant
V
Vampiric Touch
Veil
Ventriloquism
Virtue
Vision
W
Wail of the Banshee
Wall of Fire
Wall of Force
Wall of Ice
Wall of Iron
Wall of Stone
Wall of Thorns
Warp Wood
Water Breathing
Water Walk
Waves of Exhaustion
Waves of Fatigue
Web
Weird
Whirlwind
Whispering Wind
Wind Walk
Wind Wall
Wish
Wood Shape
Word of Chaos
Word of Recall
Z
Zone of Silence
Zone of Truth
Besides, the Eight Schools of Magic are unnecessary: schools of magic should be distributed towards their ends, not through some thematic appropriation that can be as easily defined as from one of the other schools with a good argument. Case in point: the ubiquitous fireball could be coined as evocation (invoking fire from nothing), conjuration (summoning fire from the Elemental Plane of Fire), or even transmutation (altering the very air surrounding the target into flame).
Therefore, there are four schools of magic: Abjuration, Conjuration, Evocation, and Transmutation. Each school of magic focuses on one aspect of magic: abjuration on protection and foresight; conjuration on creation; evocation on energy; and transmutation on alteration.
What About Sub-Schools?
What about them, beyond the fact that this variation from the norm will likely spread similarly-sub-schooled spells across the four schools. And that is fine! Sub-schools needn't be bound to one particular parent school: they are merely defining aspects of magic used to differentiate one spell from another.
The Four Schools
Abjuration
Abjuration focuses primarily on defense. Whether that defense be against physical harm, against magical forces, or even against scrying, abjuration covers it.
If 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, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
Conjuration
Conjuration focuses primarily on creation and summoning. Whether that conjuring be summoning a creature, shaping an illusion, or resurrecting a fallen ally, that is still conjuration's purview. Conjuration also covers most divinatory spells, as they create magical sensors in order to perceive in a different fashion.
A creature or object brought into being or transported to your 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.
Evocation
Evocation focuses primarily on manipulation of energy and damage. Whether that energy be in the form of flame, electricity, ability damage, or even something a simple as mending a wound, that is evocation's domain.
Transmutation
Transmutation focuses primarily on transformation. Whether that be be repairing an object, altering one's shape into a dragon, or even altering the very fates, transmutation has it covered.
Sub-Schools
Calling
A calling spell transports a creature from another plane to the plane you are 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 dispelled.
Most calling spells are transmutation.
Charm
A charm spell changes how the subject views you, typically making it see you as a good friend. Most charm spells are abjuration.
Compulsion
A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you cast the spell, and others give you ongoing control over the subject.
Most compulsion spells are transmutation or abjuration.
Curse
Spells of the Curse subschool, unlike most spells, are permanent effects that cannot be dispelled through such means as dispel magic. Instead, they must be broken with remove curse, a specific reversal spell, or a similar means of overcoming the curse. Occasionally, spells of the Curse subschool have alternative means of removal, though these vary from case to case and are annotated in each spell's description.
Despite their permanent durations, some spells of the Curse subschool do not have immediate effect, instead requiring a specific set of circumstances to come about before the spell takes effect. Most spells have these set actions delineated in them specifically, but some more powerful curses allow the caster to set the required action at the time of casting.
Curses come from all schools.
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 you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know 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 damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly. A figment’s AC is equal to 10 + its size modifier.
Most figment spells are conjuration.
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. Most glamer spells are transmutation or abjuration.
Healing
Certain transmutations and evocations heal creatures or even bring them back to life.
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 mind-affecting spells. Most pattern spells are conjuration.
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. All phantasms are mind-affecting spells.
Most phantasms are abjuration or evocation
Polymorph
A polymorph spell physically alters the shape of the target from one form to another. See the Alternate Form special ability for details on what a polymorph spell can and cannot do.
Scrying
A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment.
Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active spell.
Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked.
Most scrying spells are conjuration.
Shadow
A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real. Most shadow spells are conjuration or evocation.
Summoning
A summoning spell instantly brings a creature or object to a place you designate. 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 if its hit points drop to 0 or lower. 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 expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells.
Most summoning spells are conjuration.
Teleportation
A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
Most teleportation spells are transmutation.
Spells
A
Acid Arrow - Evocation
Acid Fog - Conjuration
Acid Splash - Evocation
Aid – Abjuration
Air Walk - Transmutation
Alarm - Abjuration
Align Weapon - Transmutation
Alter Self - Transmutation
Analyze Dweomer - Conjuration
Animal Growth - Transmutation
Animal Messenger - Transmuttaion
Animal Shapes - Transmutation
Animal Trance - Abjuration
Animate Dead - Evocation
Animate Objects - Transmutation
Animate Plants - Transmutation
Animate Rope - Transmutation
Antilife Shell - Evocation
Antimagic Field - Abjuration
Antipathy - Abjuration
Antiplant Shell - Evocation
Arcane Eye - Conjuration
Arcane Lock - Abjuration
Arcane Mark - Conjuration
Arcane Sight - Conjuration
Arcane Sight, Greater - Conjuration
Astral Projection - Conjuration
Atonement - Abjuration
Augury - Conjuration
Awaken - Transmutation
B
Baleful Polymorph - Transmutation
Bane - Evocation
Banishment - Abjuration
Barkskin - Abjuration
Bear’s Endurance - Transmutation
Bear’s Endurance, Mass - Transmutation
Bestow Curse - Evocation
Binding - Abjuration
Black Tentacles - Conjuration
Blade Barrier - Evocation
Blasphemy - Evocation
Bless - Abjuration
Bless Water - Transmutation
Bless Weapon - Transmutation
Blight - Evocation
Blindness/Deafness - Evocation
Blink - Abjuration
Blur - Abjuration
Break Enchantment - Abjuration
Bull’s Strength - Transmutation
Bull’s Strength, Mass - Transmutation
Burning Hands - Evocation
C
Call Lightning - Evocation
Call Lightning Storm - Evocation
Calm Animals - Abjuration
Calm Emotions - Abjuration
Cat’s Grace - Transmutation
Cat’s Grace, Mass - Transmutation
Cause Fear – Transmutation
Chain Lightning - Evocation
Changestaff - Transmutation
Chaos Hammer - Evocation
Charm Animal - Abjuration
Charm Monster - Abjuration
Charm Monster, Mass - Abjuration
Charm Person - Abjuration
Chill Metal - Evocation
Chill Touch - Evocation
Circle of Death - Evocation
Clairaudience/Clairvoyance - Conjuration
Clenched Fist - Evocation
Cloak of Chaos - Abjuration
Clone - Conjuration
Cloudkill - Evocation
Color Spray - Evocation
Command - Abjuration
Command, Greater - Abjuration
Command Plants - Abjuration
Command Undead -Abjuration
Commune - Conjuration
Commune with Nature - Conjuration
Comprehend Languages - Transmutation
Cone of Cold - Evocation
Confusion - Transmutation
Confusion, Lesser - Transmutation
Consecrate - Transmutation
Contact Other Plane - Conjuration
Contagion - Transmutation
Contingency - Abjuration
Continual Flame - Conjuration
Control Plants - Abjuration
Control Undead - Abjuration
Control Water - Transmutation
Control Weather - Transmutation
Control Winds - Transmutation
Create Food and Water - Conjuration
Create Greater Undead - Conjuration
Create Undead - Conjuration
Create Water - Conjuration
Creeping Doom - Conjuration
Crushing Despair - Transmutation
Crushing Hand - Evocation
Cure Critical Wounds - Evocation
Cure Critical Wounds, Mass - Evocation
Cure Light Wounds - Evocation
Cure Light Wounds, Mass - Evocation
Cure Minor Wounds - Evocation
Cure Moderate Wounds - Evocation
Cure Moderate Wounds, Mass - Evocation
Cure Serious Wounds - Evocation
Cure Serious Wounds, Mass - Evocation
Curse Water - Transmutation
D
Dancing Lights - Conjuration
Darkness - Transmutation
Darkvision - Transmutation
Daylight - Evocation
Daze - Abjuration
Daze Monster - Abjuration
Death Knell - Evocation
Death Ward - Abjuration
Deathwatch - Conjuration
Deep Slumber - Abjuration
Deeper Darkness - Transmutation
Delay Poison - Abjuration
Delayed Blast Fireball - Evocation
Demand - Abjuration
Desecrate - Evocation
Destruction - Evocation
Detect Animals or Plants - Conjuration
Detect Chaos - Conjuration
Detect Evil - Conjuration
Detect Good - Conjuration
Detect Law - Conjuration
Detect Magic - Conjuration
Detect Poison - Conjuration
Detect Scrying - Conjuration
Detect Secret Doors - Conjuration
Detect Snares and Pits - Conjuration
Detect Thoughts - Conjuration
Detect Undead - Conjuration
Dictum - Abjuration
Dimension Door - Transmutation
Dimensional Anchor - Abjuration
Dimensional Lock - Abjuration
Diminish Plants - Transmutation
Discern Lies - Conjuration
Discern Location - Conjuration
Disguise Self - Transmutation
Disintegrate - Evocation
Dismissal - Abjuration
Dispel Chaos - Abjuration
Dispel Evil - Abjuration
Dispel Good - Abjuration
Dispel Law - Abjuration
Dispel Magic - Abjuration
Dispel Magic, Greater - Abjuration
Displacement - Transmutation
Disrupt Undead - Transmutation
Disrupting Weapon - Transmutation
Divination - Conjuration
Divine Favor - Abjuration
Divine Power - Abjuration
Dominate Animal - Abjuration
Dominate Monster - Abjuration
Dominate Person - Abjuration
Doom - Evocation
Dream - Conjuration
E
Eagle’s Splendor - Transmutation
Eagle’s Splendor, Mass - Transmutation
Earthquake - Evocation
Elemental Swarm - Conjuration
Endure Elements - Abjuration
Energy Drain - Evocation
Enervation - Evocation
Enlarge Person - Transmutation
Enlarge Person, Mass - Transmutation
Entangle - Transmutation
Enthrall - Abjuration
Entropic Shield - Abjuration
Erase - Transmutation
Ethereal Jaunt - Abjuration
Etherealness - Abjuration
Expeditious Retreat - Transmutation
Explosive Runes - Evocation
Eyebite - Evocation
F
Fabricate - Conjuration
Faerie Fire - Evocation
False Life - Abjuration
False Vision - Abjuration
Fear - Evocation
Feather Fall - Abjuration
Feeblemind - Transmutation
Find the Path - Conjuration
Find Traps - Conjuration
Finger of Death - Evocation
Fire Seeds - Evocation
Fire Shield - Evocation
Fire Storm - Evocation
Fire Trap - Transmutation
Fireball - Evocation
Flame Arrow - Evocation
Flame Blade - Evocation
Flame Strike - Evocation
Flaming Sphere - Evocation
Flare - Evocation
Flesh to Stone - Transmutation
Fly - Transmutation
Floating Disk - Conjuration
Fog Cloud - Conjuration
Forbiddance - Abjuration
Forcecage - Conjuration
Forceful Hand - Evocation
Foresight - Abjuration
Fox’s Cunning - Transmutation
Fox’s Cunning, Mass - Transmutation
Freedom - Abjuration
Freedom of Movement - Abjuration
Freezing Sphere - Evocation
G
Gaseous Form
Gate
Geas/Quest
Geas, Lesser
Gentle Repose
Ghost Sound
Ghoul Touch
Giant Vermin
Glibness
Glitterdust
Globe of Invulnerability
Globe of Invulnerability, Lesser
Glyph of Warding
Glyph of Warding, Greater
Goodberry
Good Hope
Grasping Hand
Grease
Greater (Spell Name)
Guards and Wards
Guidance
Gust of Wind
H
Hallow
Hallucinatory Terrain
Halt Undead
Harm
Haste
Heal
Heal, Mass
Heal Mount
Heat Metal
Helping Hand
Heroes’ Feast
Heroism
Heroism, Greater
Hide from Animals
Hide from Undead
Hideous Laughter
Hold Animal
Hold Monster
Hold Monster, Mass
Hold Person
Hold Person, Mass
Hold Portal
Holy Aura
Holy Smite
Holy Sword
Holy Word
Horrid Wilting
Hypnotic Pattern
Hypnotism
I
Ice Storm
Identify
Illusory Script
Illusory Wall
Imbue with Spell Ability
Implosion
Imprisonment
Incendiary Cloud
Inflict Critical Wounds
Inflict Critical Wounds, Mass
Inflict Light Wounds
Inflict Light Wounds, Mass
Inflict Minor Wounds
Inflict Moderate Wounds
Inflict Moderate Wounds, Mass
Inflict Serious Wounds
Inflict Serious Wounds, Mass
Insanity
Insect Plague
Instant Summons
Interposing Hand
Invisibility
Invisibility, Greater
Invisibility, Mass
Invisibility Purge
Invisibility Sphere
Iron Body
Ironwood
Irresistible Dance
J
Jump
K
Keen Edge
Knock
Know Direction
L
Legend Lore
Lesser (Spell Name)
Levitate
Light
Lightning Bolt
Limited Wish
Liveoak
Locate Creature
Locate Object
Longstrider
Lullaby
M
Mage Armor
Mage Hand
Mage’s Disjunction
Mage’s Faithful Hound
Mage’s Lucubration
Mage’s Magnificent Mansion
Mage’s Private Sanctum
Mage’s Sword
Magic Aura
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law
Magic Fang
Magic Fang, Greater
Magic Jar
Magic Missile
Magic Mouth
Magic Stone
Magic Vestment
Magic Weapon
Magic Weapon, Greater
Major Creation
Major Image
Make Whole
Mark of Justice
Mass (Spell Name)
Maze
Meld into Stone
Mending
Message
Meteor Swarm
Mind Blank
Mind Fog
Minor Creation
Minor Image
Miracle
Mirage Arcana
Mirror Image
Misdirection
Mislead
Mnemonic Enhancer
Modify Memory
Moment of Prescience
Mount
Move Earth
N
Neutralize Poison
Nightmare
Nondetection
O
Obscure Object
Obscuring Mist
Open/Close
Order’s Wrath
Overland Flight
Owl’s Wisdom
Owl’s Wisdom, Mass
P
Passwall
Pass without Trace
Permanency
Permanent Image
Persistent Image
Phantasmal Killer
Phantom Steed
Phantom Trap
Phase Door
Planar Ally
Planar Ally, Greater
Planar Ally, Lesser
Planar Binding
Planar Binding, Greater
Planar Binding, Lesser
Plane Shift
Plant Growth
Poison
Polar Ray
Polymorph
Polymorph Any Object
Power Word Blind
Power Word Kill
Power Word Stun
Prayer
Prestidigitation
Prismatic Sphere
Prismatic Spray
Prismatic Wall
Produce Flame
Programmed Image
Project Image
Protection from Arrows
Protection from Chaos
Protection from Energy
Protection from Evil
Protection from Good
Protection from Law
Protection from Spells
Prying Eyes
Prying Eyes, Greater
Purify Food and Drink
Pyrotechnics
Q
Quench
R
Rage
Rainbow Pattern
Raise Dead
Ray of Enfeeblement
Ray of Exhaustion
Ray of Frost
Read Magic
Reduce Animal
Reduce Person
Reduce Person, Mass
Refuge
Regenerate
Reincarnate
Remove Blindness/Deafness
Remove Curse
Remove Disease
Remove Fear
Remove Paralysis
Repel Metal or Stone
Repel Vermin
Repel Wood
Repulsion
Resilient Sphere
Resistance
Resist Energy
Restoration
Restoration, Greater
Restoration, Lesser
Resurrection
Reverse Gravity
Righteous Might
Rope Trick
Rusting Grasp
S
Sanctuary
Scare
Scintillating Pattern
Scorching Ray
Screen
Scrying
Scrying, Greater
Sculpt Sound
Searing Light
Secret Chest
Secret Page
Secure Shelter
See Invisibility
Seeming
Sending
Sepia Snake Sigil
Sequester
Shades
Shadow Conjuration
Shadow Conjuration, Greater
Shadow Evocation
Shadow Evocation, Greater
Shadow Walk
Shambler
Shapechange
Shatter
Shield
Shield of Faith
Shield of Law
Shield Other
Shillelagh
Shocking Grasp
Shout
Shout, Greater
Shrink Item
Silence
Silent Image
Simulacrum
Slay Living
Sleep
Sleet Storm
Slow
Snare
Soften Earth and Stone
Solid Fog
Song of Discord
Soul Bind
Sound Burst
Speak with Animals
Speak with Dead
Speak with Plants
Spectral Hand
Spell Immunity
Spell Immunity, Greater
Spell Resistance
Spellstaff
Spell Turning
Spider Climb
Spike Growth
Spike Stones
Spiritual Weapon
Statue
Status
Stinking Cloud
Stone Shape
Stoneskin
Stone Tell
Stone to Flesh
Storm of Vengeance
Suggestion
Suggestion, Mass
Summon Instrument
Summon Monster I
Summon Monster II
Summon Monster III
Summon Monster IV
Summon Monster V
Summon Monster VI
Summon Monster VII
Summon Monster VIII
Summon Monster IX
Summon Nature’s Ally I
Summon Nature’s Ally II
Summon Nature’s Ally III
Summon Nature’s Ally IV
Summon Nature’s Ally V
Summon Nature’s Ally VI
Summon Nature’s Ally VII
Summon Nature’s Ally VIII
Summon Nature’s Ally IX
Summon Swarm
Sunbeam
Sunburst
Symbol of Death
Symbol of Fear
Symbol of Insanity
Symbol of Pain
Symbol of Persuasion
Symbol of Sleep
Symbol of Stunning
Symbol of Weakness
Sympathetic Vibration
Sympathy
T
Telekinesis
Telekinetic Sphere
Telepathic Bond
Teleport
Teleport Object
Teleport, Greater
Teleportation Circle
Temporal Stasis
Time Stop
Tiny Hut
Tongues
Touch of Fatigue
Touch of Idiocy
Transformation
Transmute Metal to Wood
Transmute Mud to Rock
Transmute Rock to Mud
Transport via Plants
Trap the Soul
Tree Shape
Tree Stride
True Resurrection
True Seeing
True Strike
U
Undeath to Death
Undetectable Alignment
Unhallow
Unholy Aura
Unholy Blight
Unseen Servant
V
Vampiric Touch
Veil
Ventriloquism
Virtue
Vision
W
Wail of the Banshee
Wall of Fire
Wall of Force
Wall of Ice
Wall of Iron
Wall of Stone
Wall of Thorns
Warp Wood
Water Breathing
Water Walk
Waves of Exhaustion
Waves of Fatigue
Web
Weird
Whirlwind
Whispering Wind
Wind Walk
Wind Wall
Wish
Wood Shape
Word of Chaos
Word of Recall
Z
Zone of Silence
Zone of Truth