The conjuration school of arcane magic calls materials, creatures or energy to the caster and can also be reversed to send creatures to other places, either over long distances or even to a whole different plane of existence. A wizard who specialized in conjurations spells is called a conjurer.
- Calling: Spells of this type take creatures from their natural plane and bring them to the caster. They have one chance to return to their home plane but the spell usually restricts the circumstances that would allow it to do so.
- Creation: These spells manipulate matter itself to create an object or creature. Most, but not all of these spells require more magic to hold the creation together after it has been made and when the magic of the spell wears off, the creation simply disappears and the matter returns to its original form, whatever that may have been. Those that don't rely on magic to hold it together last indefinitely.
- Healing: These spells channel positive energy that heals the wounds of creatures and damages undead. More powerful spells of this type can even call the soul of a dead creature back from the Fugue Plane or its afterlife, should it wish to return.
- Summoning: Summoning spells bring a creature or object from wherever it currently is to the caster of the spell. When the spell expires, creatures are instantly sent back to wherever they came from, although objects do not unless the spell used to summon them was designed to. If a creature is killed while under the effects of a summoning spell, they instantly disappear and reform at the point that they were summoned from.
- Teleportation: These spells transport the subjects of the spell over great distances, usually via the Astral Plane. The most powerful of these spells can teleport the subject to a destination in another plane entirely. Teleportation spells are often one-way and require another teleportation spell to return.
- ↑ 1.0 1.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 172. ISBN 0-7869-2886-7.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 57. ISBN 0-7869-2886-7.
- ↑ 3.0 3.1 3.2 3.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 173. ISBN 0-7869-2886-7.
Schools of effect
Air • Earth • Fire • Water • Dimension • Incantation • Shadow
Schools of thaumaturgy
Artifice • Song • Wild magic
Zakharan provinces of magic
Flame • Sand • Sea • Wind • Universal
Netherese Fields of Mythal
Inventive • Mentalism • Variation
Chronomancy • Hishna • Pluma • Paths of power