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Schools of Magic

Although all wizard and priest spells are learned and memorised the same way, they fall into eight different schools of magic — groups of related spells. A specialist Mage learns one school particularly well and is barred from learning the opposed school(s); see Mage for the specialist list.

The wizard schools

Abjuration

Specialised protective magic. Wards, removal of curses, dispelling effects.

Examples: Protection from Evil, Spell Shield, Breach, Minor Globe of Invulnerability.

Alteration

Spells that cause a change in the properties of some already existing thing, creature, or condition.

Examples: Knock, Haste, Polymorph Self, Strength.

Conjuration / Summoning

Spells that bring something to the caster from elsewhere.

  • Conjuration produces matter or items from some other place.
  • Summoning compels living creatures and powers to appear in the caster's presence, or channels extraplanar energies through himself.

Examples: Find Familiar, Monster Summoning, Stinking Cloud, Web.

Divination

Spells that enable the wizard to learn secrets long forgotten, predict the future, and uncover things hidden or cloaked by spells.

Examples: Detect Invisibility, Know Alignment, True Sight, Identify.

Enchantment / Charm

Spells that cause a change in the quality of an item or the attitude of a person or creature.

  • Enchantments bestow magical properties upon ordinary items.
  • Charms unduly influence the behaviour of beings.

Examples: Charm Person, Sleep, Friends, Domination.

Illusion / Phantasm

Spells that deceive the senses or minds of others.

Examples: Blur, Mirror Image, Invisibility, Spook.

Invocation / Evocation

Spells that channel magical energy to create specific effects and materials.

  • Invocation normally relies on the intervention of some higher agency.
  • Evocation lets the caster directly shape the energy.

Examples: Magic Missile, Fireball, Lightning Bolt, Cone of Cold.

Necromancy

One of the most restrictive schools — magic that deals with dead things or the restoration of life, limbs, or vitality to living creatures.

Examples: Larloch's Minor Drain, Vampiric Touch, Animate Dead, Skull Trap.

Specialist Mages

Wizards who specialise in a single school memorise an extra spell of each level per day (once they can cast that level). The trade-off is that they cannot learn spells from their opposed school(s):

Specialist Opposed school(s)
Abjurer Alteration, Illusion
Conjurer Invocation
Diviner Conjuration/Summoning
Enchanter Invocation/Evocation
Illusionist Necromancy, Abjuration
Invoker Divination, Conjuration/Summoning
Necromancer Illusion, Enchantment/Charm
Transmuter Abjuration, Necromancy

See Mage kits for the individual specialist pages.

Multi-class exception

The only specialist Mage available to non-humans is the Illusionist, exclusive to gnomes. Gnome multi-class wizards default to Fighter/Illusionist, Cleric/Illusionist, or Illusionist/Thief — no other race or class combination may multi-class as a specialist.


Source: iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — "Schools of Magic", "Specialist Mages (Mage Kits)".