Magic is an integral feature of Dungeons & Dragons, available to heroic adventurers and monsters alike. While six of the game's core classes are spellcasters that are based around the use of magic, nearly each of the game's martial classes are capable of wielding magic through specific subclasses.
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When examining the spells of D&D, each spell is part of one of the game's eight schools of magic, with each of these schools possessing their own identity and types of magical effects that may be found within them. So we're going to break down everything you need to know about the eight schools of magic in Dungeons & Dragons!
The school of Abjuration is home to a variety of wards and defensive spell options that can be used to protect one's self or an ally from harm. While many early-level Abjuration spells such as Mage Armor, Protection from Evil and Good, and Shield are quite straightforward in their warding capabilities, the school of Abjuration is quite multifarious. In addition to covering protection-based spells, the school of Abjuration is home to the magic that can be used to combat magic itself such as Counterspell, Dispel Magic, Greater Restoration, Nondetection, and Remove Curse.
Conjuration is a school of magic that is primarily defined by the ability to summon and create creatures and objects as well as its ability to provide magical transportation through the likes of teleporting effects. While Conjuration is the school of magic home to spells like Find Familiar and Conjure Elemental, it is also home to spells like Misty Step and Dimension Door. As the school of Conjuration is also home to effects that would create objects, many offense-based spells that
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