Magic Type | Description | Classes That Can Learn | Base Type |
Arcane | Arcane magic involves the direct manipulation of mystic energies. These manipulations require natural talent, long study, or both. | Mage, Wizard, Summoner, Necromancer | Arcane |
Divine | Divine spells draw power from a divine source. Clerics and priests gain spell power from deities or from divine forces. The divine force of nature powers druid and ranger spells. The divine forces of law and good power paladin spells. | Cleric, Druid, Priest, Paladin, Healer, Necromancer, Ranger | Divine |
Elemental | The elements of Fire, Water, Earth, Wind, and Aether were first understood to be the binding forces of the world and everything in it. Elemental power is a higher understanding of Arcane, but involves very few schools of magic and preludes Essence magic. | Mage, Wizard, Summoner | Elemental |
Essence | Essence magic draws its power directly from The Flow and is the highest form of understanding of all magics. | Wizzard, Summoner, Healer | Arcane |
Holy | Holy magic is a higher understanding of divine magic as it pertains to the life of a Paladin and Priest. | Priest, Paladin | Divine |
Life | Life magic surrounds all living beings, from plant to animal to sentient species. It is the study of nature and how it applies to the balance of life and the ongoing survival of the world. | Ranger, Druid, Shaman, Healer | Arcane |
Psionic | Psionic energy is the study of The Flow between people and objects and the willing of one's environment to change based on the manipulation of that relationship. | Shaman, Mentalist, Druid, Bard | Arcane |
Spirit | Spirit magic is the study of The Flow within one's self and all living beings, although sometimes knowledge of The Flow itself is limited or absent. This kind of magic involves spiritual shielding, spiritual attacks, and spiritual preservation and healing. | Ranger, Druid, Healer | Arcane |
Arcane Spell School | Description |
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 an abjuration creates a barrier that keeps certain types fo creatures at bay, the barrier cannot be used to push away those creatures or the spell is broken. |
Conjuration | Conjurations bring manifestations of objects, creatures, or some form of energy to you (summoning), actually transporting creatures from another plane of existence to your plane (calling), heal (healing), or create such objects or effects on the spot (creation). |
Divination | Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. |
Enchantment | Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. |
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 product 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. They come in five types: figments, glamers, patterns, phantasms, and shadows. |
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. |