

They are perfect for soaking up damage or even dealing a lot of it! Entangling spells, like Entangle or Web, will help you control combat. Summons are creatures that the caster controls that join combat for a limited amount of time. Important spells from this school include the Summoning spells tree, Entangling effects, Teleportation, and a wide variety of damaging effects. However, and perhaps more importantly, it is the school of creation if there’s magic that summons or constructs something, it’s in the Conjuration school. This school is responsible for the summoning spells and high-damage single target effects. There are a ton of other abjuration spells, though! Use them to protect your party, protect your camp, or protect your AC! ConjurationĬonjuration is arguably the second most aggressive spell school. You can also put those buffs on your allies to keep them in front of you long enough to weave your spells! Against dragons, spells like Protection from Energy can absorb a ton of damage, enough to keep you alive for a long time. Spells like Mage Armor and Shield will keep your AC high enough to block projectiles or melee attacks. Banishment is a unique spell that takes an enemy entirely out of combat for a while, which is great for isolating important targets.Ībjuration is a critical school for protecting your Wizard as well. Counterspell and Dispel Magic are both important for destroying powerful magic from bosses or dangerous creatures. The Protection spells, like Protection from Evil and Good, are perfect counters to specific combats, and thus critical for a highly prepared magic user. Some critical Abjuration spells to know about include the Protection spells, Counterspell, the Dispel Magic series, and Banishment. If your Wizard wants to be a potent anti-caster, then they should probably try to find Abjuration spells. Abjuration spells are primarily used for protection, self-buffing, and counterspelling. This is the most defensive school of magic. They have a wide range of abilities, and these descriptions only scratch the surface of what this magic is able to handle. These schools are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. 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.There are 8 total schools of magic in D&D 5E. Spells change the properties of a creature, object, or environment. Transmutation “Changin’ stuff” (Transmute: to change)

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.Įxamples: Chill Touch, Spare the Dying, False Life, Blindness/Deafness, Gentle Repose, Resurrection Spells manipulate the energies of life and death. Spells deceive the senses or minds of others.Įxamples: Invisibility, Magic Mouth, Simulacrum Illusion “Trickin’ stuff” (Illusion: a deception) Others channel positive energy to heal wounds.Įxamples: Fire Bolt, Light, Cure Wounds, Heal, Magic Missile, Spiritual Weapon, Earthquake, Telepathy Some call up blasts of fire or lightning. Spells manipulate magical energy to produce a desired effect.

Spells affect the minds of others, influencing or controlling their behavior.Įxamples: Charm Person, Sleep, Hold Person, Zone of Truth, Power Word KillĮvocation “Makin’ energy stuff” (Evoke: cause an effect) Some conjurations create objects or effects out of nothing.Įxamples: Entangle, Fog Cloud, Dimension Door, Cloudkill, Teleport, Wishĭivination “Knowin’ stuff” (Divine: discover or learn)Įxamples: Identify, Speak with Animals, Detect Thoughts, See Invisibility, ScryingĮnchantment “Convincin’ stuff” (Enchant: to cause someone to act in a way it usually wouldn’t) Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Spells involve the transportation of objects and creatures from one location to another. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes.Įxamples: Alarm, Protection from Evil and Good, Arcane Lock, Glyph of WardingĬonjuration “Makin’ stuff” (Conjure: to create) You know what it does, but when they ask what school of magic it is, do you know? Remember that some magic, such as some potions, aren’t associated with any school.Ībjuration “Protectin’ stuff” (Abjure: to renounce) Here is a cheat sheet for when a PC uses an identify spell on a magical item in your dungeon.
