What are the 9 schools of magic in 5e dnd?

School of Magic 5e

9 schools of magic in 5e dnd

Magic is a cornerstone of D&D and plays an essential role in the mythos. Magic, Wizards, Magical Creatures, and Magic are all part of D&D. It is up to the DM to decide how important it plays in your world and game. There is a confusion about 8 or 9 schools of magic in 5e dnd. Well both are right. 

However, its description of Items, Creatures, and Spells would suggest that it has just as important a role in the world as any natural force, such as gravity or time. The game’s design indicates that this is how it was intended to be viewed. Magic has its limitations, but it is still powerful.

According to the type of magic energy, spells can be divided into nine categories or schools. Each school has its unique methods and practices.

Schools of magic, although they are often called schools, are not places where people can study. A school is a magical discipline. A school is a method of magic and spellcasting that focuses on a specific type of spell. A school of magic in dnd 5e practitioners may create a magical university to train beginners. Many great wizards studied under distant masters to learn their craft.

These are the nine schools of magic in 5e.

  1. Abjuration
  2. Alteration
  3. Conjuration/Summoning,
  4. Enchantment/Charm,
  5. Greater Divination
  6. Illusion
  7. Invocation/Evocation
  8. Necromancy
  9. Lesser Divination

 For more information, see the image.

What are the 9 schools of Magic 5e
What are the 9 schools of Magic 5e

8 Schools of Magic 5e | Why is Lesser Divination not considered?

The eight schools are the most prestigious, while the ninth is for lesser Divination. Minor lesser divination schools include all divination spells below the 4th level (available to all wizards). Greater divinations have divination spells that are 5th level or higher.

  1. Abjuration
  2. Alteration
  3. Conjuration/Summoning,
  4. Enchantment/Charm,
  5. Greater Divination
  6. Illusion
  7. Invocation/Evocation
  8. Necromancy


First up, we have the magic from the School of Abjuration.

Abjuration magic uses defensive spells. These spells can be helpful to increase a character’s Armor Class, negate some other magical effect or prevent access to something (such as a chest or room span>

Many spellcasters, especially wizards, are known for being squishy and would include at least one or two abjuration spells in the repertoire. It’s not paranoia. It’s preparation!

Some great examples of Abjuration magic are Shield, Counterspell, and Lesser Restoration.


Next up is the School of Conjuration. Conjuration magic produces things (objects and even creatures!) You can create anything out of thin air. Conjuration is the best school to learn how to create a “summoner”-type character. Conjuration allows you to travel exceptionally conveniently with the help of spells as your spellcaster level increases. Teleportation Circle or Planar Shift.

Examples of Conjuration magic in action include Create Food and Water, Conjure Woodland Beings, and Web.


Divination magic fans know that knowledge is power. Divination magic allows casters to communicate with powerful beings, spy on others, and discover hidden secrets about the world. Many Dungeon Masters get excited when Divination magic can be helpful to alter the future.

Divination magic practitioners often have special tools that aid in casting. Divination circles are known for their use of powerful runes, Tarokka cards, and crystal balls.

Examples of Divination magic include Identify, Comprehend Languages, Commune, and Scrying.


Do you prefer to manage your enemies than to destroy them? You might be a candidate for the School of Enchantment!

Enchantment magic recognizes that sometimes it is better to make new friends than to kill an enemy. Enchantment magic can be helpful to alter the minds of others by applying spell effects that change their moods. It applies game-changing buffs or debuffs and even bends them to your will.

A few standout Enchantment spells are Bless, Dominate Person, and Suggestion.


A classic is a good thing! Most players think of Wizards or Sorcerers when they think of the School of Evocation magic.

Evocation magic uses the power of the elements to create devastating spells. Evocation spells are the most helpful artillery for military forces. It is not surprising. There are exceptions, such as Cure Wounds and Light, but this school is most famous for its classic spells like Fireball 5e and Lightning Bolt.


Similar to the School of Enchantment’s illusion spells, Illusion spells excel at causing confusion among enemies and controlling the battlefield subtly. The School of Illusion may appeal to you if you like the idea of being invisible and causing confusion among your enemies.

Gnome wizards are particularly popular at this school. They combine their love for practical jokes and knowledge of arcane to create an annoying combination. The school of illusion offers some unique roleplaying opportunities, including spells that allow you to alter your appearance and play mind games with others.

Some examples of illusion spells are Invisibility, Mirror Image, And Disguise Self.


We now arrive at the black sheep amongst the schools of magic: Necromancy.

There have been many debates, both in-game and off, about the morality and ethics of Necromancy. It’s a school that studies life, death, and strange combinations of both, so it’s not surprising it’s controversial.

Opponents of Necromancy see it as inherently evil and a perversion of nature. Many supporters of Necromancy see themselves as pragmatic and misunderstood pioneers. It is true that “waste not want” is a common phrase.

Either way, students of the School of Necromancy walk a gray line in their arcane pursuits, and flaunting these spells is likely to disturb many NPCs.

There are many types of necromancy spells. Some spells are helpful to restore life and preserve the bodies of others. Some can do massive damage. The school is most famous for the attacks that enable them to raise and animate corpses.

These are some of the most common Necromancy spells: Animate Dead 5e, Revivify And Inflict Wounds.


The School of Transmutation recognizes that there is no guarantee of change in this world. Transmutation spells allow the caster the ability to alter the world around them to meet their needs. They are primarily focused on utility and the ability to overcome obstacles and control the battlefield.


Clerics use the Divination Ritual to tap into Divine energies and become the equivalent of oracles. The DM can ask the Cleric’s players about any activity, event, or goal occurring within the next week once the Divination Ritual has been activated. The DM must answer truthfully – although it may come as a phrase, omen, or cryptic message.

Divination does not consider circumstances that could change the outcome of Divination, such as recruiting more allies or using another Spell. Divination can’t be accessed immediately due to the Spell Level. Divination should be used by powerful enough Clerics when they encounter crucial situations in the story.

The 5e divination school for magic has spells that allow the caster to read dreams, forecast the future, learn secrets, and foil deceitful spells. Scy and detect magic are two of the many. A wizard who specializes in Divination is known as a diviner. Lesser Divination is often regarded as the weakest of all the schools. Specialist diviners only need to forsake two schools, but they can still use Divination in any of their forsaken schools.

The 2nd edition D&D divided the divination school into major/minor schools, called greater/lesser Divination. All wizards could use less-specialized divination spells, regardless of their specialization.

A “school of magic” in 5e dnd is a type of magic. An academy that teaches multiple magic schools is valid and is listed in the D&D canon.

The term “school of magic” does not refer to an actual school of magic but rather to a specific type of magic. A magical school, college, or university is a place where enchanted learning takes place.

It is best described in AD&D 2nd Edition Player’s Handbook (revised at p.44).

According to the type of magic energy, spells can be divided into nine categories or schools. Each school has its unique methods and practices.

Schools of magic, although they are often called schools, are not places where people can study. A school is a magical discipline. A school is a method of magic and spellcasting that focuses on a specific type of spell. Although practicing magicians may establish a magic university to teach their techniques, this is not required.

Although a college or guild may be specialized in one type of magic, a Hogwarts-style academy that teaches all kinds of magic in separate classes is valid. D&D lore mentions both kinds of schools.

The Bleak Academy (Tome and Blood, p.25) is a school that teaches necromancy. However, the Arcane Order (Tome and Blood, p.23) teaches all types of magic. This information can be found in the AD&D 2nd Edition book College of Wizardry. It is clearly stated in College of Wizardry, pages 25-26.

The Arcane Order of Enchantment & Exposition wizards are a mixed group. Each wizard is not a specialist in the same type of magic. Each of the nine magic schools described in the Player’s Handbook has adherents within the Arcane Order.

Some people feel that the walls of specialization are too restrictive. These wizards are called mages, which are general practitioners of magic. The mages learn from various tutors and advisors to help them, not getting too deep into one school’s occult philosophy.

D&D’s definitions of spell schools are broadly consistent with other editions. D&D 3.5 Player’s Handbook p. 172

A school of magic is a collection of spells that are related and work in the same way.

D&D 5th Edition describes each school of magic as an ancient arcane tradition (Player’s Handbook p.115).

These traditions can be seen as schools in some areas. A wizard might attend the School of Illusion, while another might go to the School of Enchantment. Schools in other institutions are more like academic faculties, where rival faculties compete for funding and students. Even wizards who train apprentices alone in their towers use the divisions of magic into schools to learn, as each school requires mastery of different techniques.

D&D 4th Edition broke with tradition. The Player’s Handbook uses the term “school” to refer only to an arcane academy.

You might also consider joining a school for magic where you would be a rare headmaster.

The Players Handbook of AD&D 1st Edition didn’t use the term “school” but instead referred to it as “type” or “type” in magic. The earlier question, “What is the origin and significance of D&D Beyond’s spell school symbols?” revealed that AD&D 2nd Edition introduced both the term “schools” and the symbols for these schools. That could be because the 1st Edition included only one specialist wizard, the Illusionist. However, the 2nd Edition allowed for any magic specialist, so a better name was needed for the types of magic schools.

Arcanus Eternum

The idea of using magic to extend one’s lifespan and ensure that it never ends was a popular area of study among the Eschensil elves. Each of the magic schools was useful to develop methods that would allow you to live a life of everlasting. These methods are called the Arcanus Eternum, and those who exploit them as Arcanus Eternals. __S.62__

Many actively pursue those who seek to attain Arcanus Eternum. __S.64__ They are hunted down by the Lady of Candles servants and can be considered an example of the opposites of six virtues within the belief system, the Shining Virtues.

There are eight types of Arcanus Eternum. Each one results in a different eternal that uses another school or magic and is associated with a particular vice.


Necromancy school of magic – Sloth

A lich is the oldest and most well-known of all the Arcanus Eternum. It has bound its soul to an object called a “phylactery.” A lich’s phylactery will always return it to unlife, so it doesn’t have to worry about its destruction. This guarantee means that most liches can plot their revenge at will, even on the progeny of its slayer.

Dark is a known lich.


Abjuration school of magic – Gluttony

A puzzle with a leviathan. The Sarg has escaped to its private pocket dimension between the planes. It is hidden so deeply within a maze of magical wards and safeguards that even the gods of death cannot reach it. The souls of the dead are siphoned into the sarg’s waiting maw and trapped within. Sargs pose the greatest threat to souls going into the afterlife or those who travel between planes.


Conjuration school of magic – Envy

It is a small parasite that creates new bodies for itself. The Tulpa is a small parasite that can take on any form and chooses the most appropriate form from all the planes of existence. The Tulpa uses both Gate and Wish to expel itself from its deadly form and into another plane, where it can regenerate and summon a new host. To kill it permanently, you must capture it at its destination realm. Its ‘phylactery,’ a familiar under its thrall, is ready to return it with Wish. Although the Tulpa hates its standard, it refuses to acknowledge its dependence on the creature.


Divination school of magic – Despair

The Shadrach can avoid death through its prescience. It can see the reality of the world, the time it exists in, and thus, understand the pain of life. A Shadrach can see and know its destiny and must follow the path that keeps them alive. It is the curse of a hadrach, as it can see its strings and thus becomes a puppet. Becoming a Shadrach means that you will eventually learn the terms of your death. This revelation drives many mad.

It is possible that the Guide was some form of Shadrach.


Enchantment school of magic – Lust

A thought is an infection. Regalia is a possessing influence that spreads into the minds and bodies of other creatures. It overwrites their consciousnesses by taking over their ideas. It can extend its essence as long as it is a thought in others’ minds. In a matter of weeks, a regaia may quietly take over entire villages or towns, replacing their minds with its own.

Aloralla Vana was attempting to become regaia


Evocation school of magic- Wrath

Make can manifest in many forms, including an iron golem with an elemental furnace that constantly regenerates its body and a glacial titan whose wounds freeze instantly. Make are people who have given up their bodies and instead created a new form using raw elemental might. The unique characteristic of a make is that it draws upon the arcane constantly, channeling magic to fuel itself. Make can be dangerous for mages because they siphon magic energy from the surrounding area, making spellcasting difficult if not impossible.

The Crimson Mage maybe some form of makt.


Illusion school of magic – Pride

A gespen can create complex illusions that transform it into a living reality. Gespen lacks a physical form. Instead, they spread across an area and consume existence. Aspen lives off the belief of others and enjoys a long, happy life. The Gespen creates reality within its boundaries. It uses simulacrums to manipulate the environment and fool the people inside. The Gespen hides its demise under many layers of illusions. It can only be defeated by uncovering the truth within its realm.


Transmutation school of magic – Greed

The sharrkyth extends its lifespan by continually polymorphing itself, changing its form every time death nears. Each successive layer of transformation causes more instability until the sharrkyth becomes a constant horror of changing shape. To avoid its proper form, it must absorb entities into it and exist as everlasting cancer. The sharrkyth can only support one form for long enough to attract prey and combine it with itself.


Spellcasting is a complex process that requires intense concentration. Sometimes it’s as easy as combining the innate magics from the planes to create an effect via music patterns, the force of will, or will consist of higher entities.

Casting spells depends partially on the caster’s inherent willpower or the will of another being. Magicians will quickly learn that their bodies and minds can only use so much magic before they need to rest.

It is considered very dangerous to use magic, so it is best to keep this secret. People who seek to learn magic from others or gain innate magical abilities through magical items or gifts are often considered dirty or unclean.


An essential part of spellcasting, somatic components refer to the specific movements of the caster, which require them to be unhindered to allow them to complete the motions smoothly and safely. Not doing so might result in the spell not working at all or creating some other unintended result.

The movements are believed to be the “will” part of the magic. The concentration and the actions focus the mind, often with mantras or repetitive sayings that guide thoughts as they invoke the powers of magic.


Verbal components of magic are also important. These words must be spoken to create the magic shape. The magic may fail if the speaker is interrupted or muted before they can complete the terms.

Spellcasting’s “word” is often done in the language of arcane, which is a highly academic language rarely spoken aloud apart from in instructions. These words can be challenging to remember and almost have their own lives. Many are eager to return the magic they were born from and to be free from the confines of the caster’s head. Enchantment inks or parchment are required to convert the arcane symbols into the written word. Because mundane inks or paper rarely hold onto symbols and runes for long enough, the reader often finds the unintelligible language nonsense.


Many objects around the world are powerful and can be used to focus magic. Many wizards and arcanists use innately magical things like rods and wands to concentrate their spells. That is in addition to a variety of magical components that must be collected and maintained. Certain items are necessary for specific spells. For example, a mirror or crystal ball allows the viewer’s mind to wander or a pearl to enable a caster or wizard to recognize magical effects or powers.

Spheres of Magic

As well as magic is divided into schools, it is common to separate the arcane into spheres of power further. Each sphere allows the practitioner to perform greater and greater feats of magic but at the expense of costing exponentially more of their reserves of magic and mental focus.


Cantrips are a notable exception to the rules of magic. They are so easy that magic apprentices can memorize them without any supervision. These magics seem to flow naturally and require little effort from the raw magicks to form them. Many races are capable of casting such spells by force of will and practice.

The Nine Spheres

It can be challenging for someone who is not a scholar of arcane lore to understand the distinction between the nine magic school 5e spheres. The core differences between the nine spheres of magic are that some spells are more complex to cast. Others, however, require less focus and can be raised to a higher level through arcanus maxima. It is where other arcane words are used to enhance the spell’s effects.


Some spellcasters can duplicate the effects of spells without having to use any arcane power. Instead of casting the spell over a shorter period, where complex, arcane words or complex movements are used, they can cast it for longer. The majority of spellcasters have no reference material other than their spellbook and a divine focus. It allows them to communicate directly with their deity to get the knowledge they need to complete the spell.

Greater Magic

Magics greater than those who study the arcane up to the ninth sphere exist. One need only to look at the gods themselves as examples of creatures capable of magic beyond the ninth. However, the difference between many of the greatest spellcasters in Tolas. And the gods can seem very slim indeed for many people looking on.

Some have managed to perform magic from the 5e school of the magic list. It might be considered beyond the ninth sphere, such as the ritual used to pierce Tolas and the Eyrie barrier that brought Tiamat into the mortal realms.