Every Spell School in D&D and How to Use Them

Magic is one of the most integral parts of everything Dungeons and Dragons game, and most campaigns will feature at least one spellcaster among the party. Each class of spellcaster has access to different spells, but all of these spells fall into one of eight different types, known as schools of magic or schools of spells.

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Understanding which types of magic fall under each different school is an important part of building a spellcaster character, especially for wizards, who have the option of specializing in one of the available spell schools. Deciding what type of character a player wants to create will often determine what type of spells they gravitate toward.

8 Evocation can rain fire on the enemy and more


Perhaps the most iconic and well-known of all the different schools of magic, evocation allows the caster to summon magical energy in the form of elemental magic or simply pure arcane force to damage or hinder enemies. Many healing spells are also included in the evocation school.

Using evocation magic is a fairly straightforward affair, with the only main concern being the ability to catch allies with friendly fire when using it offensively. The school also offers a wide range of different spell types, allowing a caster to choose a particular theme that suits their character, such as fire, ice, thunder, etc.

seven Conjure will summon creatures and items alongside the caster


A wizard summoning a spectral wolf in dungeons and dragons

Often considered one of the best schools of magic to use in battle, the school of conjuration packs a mighty punch with a catalog of spells that allow the caster to control battle, damage enemies, and summon new allies at his side. It also includes the most powerful spell in the game, Wish.

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Properly using conjuration spells can be a bit more complex than something like evocation. Summoning creatures requires a certain level of management in order not to bog down the game by manipulating several additional creatures on the turn of the launcher.


6 Necromancy is the magic of life and death


Dungeons & Dragons Necromancers

The word necromancy can conjure up dark, evil wizards summoning legions of the undead. While this is certainly possible with this school of magic, it also includes magic to bring creatures back to life. Rather than being magic associated with death, it would be more accurate to say that necromancy is the manipulation of a creature’s life essence.

The necromancy school has a wide variety of spells with many different effects, making it almost a combination of schools like evocation and conjuration. Most necromancy spells are suited for combat and when used well can provide a good amount of damage and debuff spells that can be of great use in an encounter.


5 Illusion deceives the senses and deceives the mind


The School of Illusion allows for some of the most creative uses of magic in the game, but will often require a Dungeon Master who facilitates this type of play. In such a situation, it can allow for some of the most interesting and interesting solutions. sometimes hilarious at the problems a party may encounter.

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Most illusion spells rely on tricking a creature’s senses into seeing or hearing something that doesn’t actually exist, making it the perfect type of magic for distractions and deception. It’s not as simple as some other schools and often requires a bit of clever thinking, but when done right the results can be incredibly satisfying.


4 Abjuration is the art of defensive magic


Mages and other spellcasters are often seen as being more vulnerable than more combat-focused classes, but Abjuration School can completely change that dynamic. Featuring some of the best defensive spells in the game, along with other useful spells such as Dispel Magic and Banishment, this is one of the most useful schools for keeping people safe.

Spellcasters focusing on abjuration spells will be strongly suited to a support role, using their magic to protect their allies and give their team the edge in battle. Preparation is key to using this school well, and understanding when to use their spells will go a long way in maximizing the effects of this type of magic.


3 Transmutation can turn one thing into another


Transmutation Wizard Cast

Transmutation is one of the most powerful schools of magic, for several reasons. Not only does he have the most spells of any school, he also features some of the strongest buff spells in the game and is useful both in and out of battle.

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With so many spells to choose from, it’s possible to find something useful at school for almost any situation. Proper use of transmutation will primarily focus on situational awareness and being as prepared as possible for situations the party may encounter so that the caster can select appropriate spells in advance.


2 Divination enables one to see beyond one’s mortal senses


D&D Divination Wizard

One of the least used and perhaps most underrated schools of magic in the game, divination spells focus on gathering information and manipulating the results. While not as useful on the battlefield as most other schools, Divination can provide a huge advantage to the party when used correctly and can work well for a utility-type character.

One of the main keys to using divination spells is communicating with the dungeon master, as most information gleaned from spells such as clairvoyance will depend on their cooperation. Discussing these things with the DM beforehand is always a good idea, as some may be reluctant to have all of their carefully woven secrets revealed by an unexpected use of divination magick, but may be more open to the idea if they do. they are able to prepare for it.




1 Enchantment manipulates the minds of the weak and the powerful


D&D Enchantment Wizard

The school of enchantment revolves around twisting the minds of creatures and can be very powerful in the early levels. Although his strength diminishes somewhat in higher levels, he still provides a solid suite of battlefield manipulation spells as well as some very nifty magic for non-combat encounters.

One of the most important factors for those using enchantment spells is making sure their spell save DC is as high as possible. Unlike some other classes, enchantment spells lean heavily towards spells that require saving throws, and there’s nothing worse than using a spell slot just to have a creature save and therefore not have no effect, so mitigating this possibility should be a high priority.

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