The Eight Schools of Magic Vol I
by Aeili Azenci
Volume I: Abjuration
By Priestess Aeili Azenci.
Scribed in the Year of the Dragon, 1352 DR.
Series Foreword
Designed primarily for the use of current and prospective students of magic, this eight-part series is intended to serve as an introduction to the well-established concept of magical spell schools. There are eight established schools of magic in addition to the handful of spells whose effects lay outside of all of them: these few are known as universal spells and, as universal magic, ought to be covered at length during the student's apprenticeship and need not be delved into in these works.
I am in great debt to my local temple and Lady of Mysteries Neela Daren for giving me leave in Waterdeep to write these words, the fruits of which I hope the generations of arcane practitioners to come will take full advantage of, and my dear friend and fellow priestess Telia Santraeger for ever supporting me in my faith.
The School of Aburation: Introduction
One of the most ancient and important of the schools of magic, studies in the School of Abjuration often form a core component of all elemental arcane study. The reason is relatively simple: the abjurative magic encompasses the great variety of defensive and protective warding spells in addition to its ability to undo spun magical strands of the Weave to their original state. Thus, we may broadly divide the school into two major categories: Wards & Protections, and Dispellings.
Wards & Protections
Three subcategories form under the heading of abjurative wards and protections: personal, communal and repulsive. The first of these, personal abjurative wardings, are spells designed to protect a specified individual from a specific effect. These can be as broad as encompassing an entire school of magic, such as Non-Detecton offering warding from divination spells; an entire type of element, such as Energy Immunity: Fire; or a specified range of spell circles, such as Globe of Invunerability.
Personal abjuratives may also offer tangible physical benefits to enhance one's personal defense from physical or magical effects. A Shield spell will help protect the caster from both physical blows and the magical energy produced by a Magic Missile, whereas Spell Turning or Spell Mantle will reflect or absorb magical energy directed at it. It is quite clear that such abjurations form a key component for a mage's personal defenses, and such spells often find their place in a Spell Sequencer or Contingency, to be brought into effect when the activation criteria are met.
Communal wards proffer similar effects to what I have described above, with the additional benefit of affecting or benefiting more than the individual caster or singular recipient. Spells in this category include the powerful warding spells that are known to protect mage towers, ancient Netherese ruins or even the famed library-fortress of Candlekeep.
The fabled elven Mythals and Netherese Mythallar also fall into this category. Such magics are incredibly complex and often require more than one participant to even cast them, utilising expensive or rare spell components. Simpler abjuratives such as Protection from Spells or Azuth's Spell Shield also fall into this subcategory, as they are capable of warding more than just an individual.
The third subcategory of wards and protections encompasses a field of abjuration I have classified as repulsions. While effectively still a form of abjurative warding, and also being communal, repulsions work by wholly preventing creatures of the specified type from breaching the magical protective barrier. Such effects may be woven upon an individual, a group (centred usually on the caster), or on a location. Spells in this category include such things as Repulse Undead or Hilater's Misdirection.
Dispellings
Under this category of abjurations we have spells which attempt to reset, or unwind, woven magics to their original, raw and uncast state. Success is not necessarily guaranteed, depending on the manner of abjuration so cast, and can depend on the relative experience of both the abjurer and the originator of the spell one is attempting to remove. Dispellings are rarely affected by any kind of spell protection, such as globe of invunerability, mantle, spell reflection or even innate or magically obtained spell resistance.
I have subcategorized dispellings into four different types: breaches, dispels, suppressions and dismissals. Breaches are a kind of abjuration that specifically targets personal warding spells, be they of the school of abjuration, or of other protective spells from the schools of conjuration or transmutation, and the effects are both instantaneous and permanent. Breaches do not affect magical glamers of the school of illusion, however, neither may they remove divination effects.
A breach spell, depending on the kind used, will shatter spell protections upon the target without recourse to experience or relative power of either the subject performing the breach, or its intended object. Breaches cannot be affected by spell resistance but can be counterspelled, although their frequent side effect of decreasing innate or magical spell resistance in the object so breached can be nullified with a subsequent, successful abjurative dispelling. Breaches are often used in mage duels to remove spell protections and include such magics as Secret Word, Lesser & Greater Spell Breach, Ruby Ray of Reversal and Mordenkainen's Disjunction.
Abjurative dispelling encompasses another field of closely related spells. Dispelling magic works slightly differently to breach magic, targeting all known spell effects of all schools except for Prismatic Walls & Spheres, and Antimagic Field. Unlike breaching abjuratives, a dispel's effectiveness is entirely relative to its spell circle, the experience of its caster and the power behind of it intended object/s. As with breaches, all dispelling effects come into place immediately, and if successful their effects are permanent.
Unlike the single-object of a breach spell,dispelling magic may be targeted at a single individual or object, at which time all active spells upon it will attempt to revert to their natural state. It can also be used as an area of effect, in which case the most powerful, single magical effect of each individual or object in the targeted area will attempt to revert to their natural state. At higher circles, dispelling abjuratives may be created as a semi-permanent wall which, when crossed by a creature, will attempt to force its active spells to revert to their natual state.
Dispelling abjuratives have one additional advantage over breaching ones: a dispel may be uses as a universal counterspell. This comes with an important caveat: the power of the circle of dispelling used, and the relative experience between both casters still plays an important part in whether such a universal counterspell will be successful.
Dispels used in such a way may only counterspell magics at or below their equivalent circle. A third circle dispel magic could counterspell a fireball spell, for example, but it could not counterspell a flame strike or confusion spell, the latter two being of the fifth and fourth circles respectively. Mordenkainen's Disjunction functions as both a breach and a dispelling abjuration at the same time, making it incredibly potent.
Suppressions are another subcategory of the school of abjuration which revert the Weave to its original state, but unlike dispels and breaches, their effects are not permanent. Two important spells of this category are Antimagic Field and Suppress Wards. The latter erects a spherical field around the caster, through and inside of which magic does not function. This includes magically enchanted items, potions, wands and the like. The field moves with its caster, and any magic that it comes into contact with is immediately disabled. However, if the field were to pass on beyond an object or invididual, all the magical functions and spells will awaken once more as if nothing had happened.
Suppress Wards, on the other hand, is designed to temporarily disable powerful warding magics upon objects, such as an enchanted door or mage's sanctum. Its effects are as temporary as an Antimagic Field, however, so great caution is required so as not to become trapped under or between layers of warding magic.
The final subcategory of abjurative dispellings are the dismissals. Spells in this category are used to return summoned creatures to their home planes, or return polymorphed creatures to their original forms, or remove curses, hexes or geas. Dismissals are the only category of abjurative magic that are susceptible to innate or magical spell resistance. Because of this, arcanists who focus on exorcism often take additional training in weaving their spells in such a manner as to be able to pierce the often innate spell resistance of the creatures they are called upon to banish from the Prime.
Summary
The school of abjuration is an important school for both the novice hedge wizard or the most learned archmage. Few other schools can match its penchant for protection, and when combined with its ability to revert almost all magic to its original, unwoven state, abjuration becomes of critical importance to overcoming magically inclined adversaries, from dragons to demons to wayward wizards and witches.
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