![]() The Leomund's tiny hut spell feels like a natural fit for Conjuration, as it creates a dome that characters can rest in, with magic being unable to pass through the dome. The other notable uses of Conjuration magic include creating dimensional spaces, such as with Mordenkainen's magnificent mansion, moving characters from one space to another, such as with dimension door, or summoning physical items, such as with conjure volley. It feels as if some of the spells in the Player's Handbook were given the wrong school, or at least, a school that doesn't quite fit it as well as another school of magic.ĭ&D 's Conjuration school of magic is most commonly associated with summoning monsters, allowing spellcasters to call elementals or fiends to their side. The school designations aren't a huge deal when it comes to the mechanics of the game and a DM could easily change a spell's school if they disagreed with the choice, and it wouldn't damage a homebrew campaign. The D&D 5e Player's Handbook features lots of spells for characters to use, each of which belongs to one of the schools of magic. ![]() Related: One D&D Finally Makes Musical Instruments Useful D&D 3e once had an additional school, called Universal, which included spells that existed outside the boundaries of the other schools, such as D&D's all-powerful wish spell, but Universal no longer exists in D&D 5e. ![]() Abjuration spells involve protective magic, Conjuration spells summon or send things, Divination is about expanding the senses beyond the body, Enchantment is about exerting magical influence over something, Evocation is about creating and manipulating energy, Illusion is about creating sensory things that don't physically exist, Necromancy is about manipulating life force and death in different ways, and Transmutation is about changing one thing to another. The eight schools of magic in D&D are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.
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