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Old 09-04-2011, 01:00 PM   #1
Pragmatic
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Default [D&D] Spell Colleges, explanations

So while browsing through AD&D1E Dragonlance Adventures, I found a brief description of what each spell college involves. For example:
Quote:
Originally Posted by DLA1E
Alteration spells modify existing conditions or individuals through the infusion of magical energy. Spells that give the recipient enhanced Strength or the ability to fly, those that transform substances (polymorph self or others) and spells that have general effects (move earth or lower water) are all alterations.
Anyone know of other sources that talk about how to figure out what school a spell falls into?

(Basically, I'm trying to convert GURPS Magic spells from their current colleges into D&D spell colleges, as a possible starting point for creating magical styles...)
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Old 09-04-2011, 02:12 PM   #2
johndallman
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Default Re: [D&D] Spell Colleges, explanations

Quote:
Originally Posted by Pragmatic View Post
Anyone know of other sources that talk about how to figure out what school a spell falls into?
There's a few pages about this at the start of The Complete Wizard's Handbook (TSR, 1990) and a shorter section in Player's Option: Spells & Magic (TSR, 1996).
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Old 09-06-2011, 11:36 AM   #3
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Default Re: [D&D] Spell Colleges, explanations

Taken from the 2E PHB (can be found on purpleworm.org) :

Schools of Magic

Although all wizard spells are learned and memorized the same way, they fall into nine different schools of magic. A school of magic is a group of related spells.

Abjuration spells are a group of specialized protective spells. Each is used to prevent or banish some magical or nonmagical effect or creature. They are often used to provide safety in times of great danger or when attempting some other particularly dangerous spell.

Alteration spells cause a change in the properties of some already existing thing, creature, or condition. This is accomplished by magical energy channeled through the wizard.

Conjuration/summoning spells bring something to the caster from elsewhere. Conjuration normally produces matter or items from some other place. Summoning enables the caster to compel living creatures and powers to appear in his presence or to channel extraplanar energies through himself.

Enchantment/charm spells cause a change in the quality of an item or the attitude of a person or creature. Enchantments can bestow magical properties on ordinary items, while charms can unduly influence the behavior of beings.

Greater divinations are more powerful than lesser divinations (see below). These spells enable the wizard to learn secrets long forgotten, to predict the future, and to uncover things hidden or cloaked by spells.

Illusions deal with spells to deceive the senses or minds of others. Spells that cause people to see things that are not there, hear noises not made, or remember things that never happened are all illusions.

Invocation/Evocation spells channel magical energy to create specific effects and materials. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy.

Lesser divination spells are learnable by all wizards, regardless of their affiliation. This school includes the most basic and vital spells of the wizard--those he needs to practice other aspects of his craft. Lesser divinations include read magic and detect magic.

Necromancy is one of the most restrictive of all spell schools. It deals with dead things or the restoration of life, limbs, or vitality to living creatures. Although a small school, its spells tend to be powerful. Given the risks of the adventuring world, necromantic spells are considered quite useful.
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Old 09-06-2011, 02:22 PM   #4
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Default Re: [D&D] Spell Colleges, explanations

SRD's take on the same topic. That's what goes in 3.5.
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