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SCHOOLS OF MAGIC
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.
Abjuration
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 spell.
Conjuration
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 dispelled.
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. However, if the
circle 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 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 cannot use 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
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 that the 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
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 subject.
Evocation
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
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 noises, or 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 damage to 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.
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 mind-affecting spells.
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
Necromancy spells
manipulate the power of death. Spells involving undead creatures make up a
large part of this school.
Transmutation
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
property.