|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
Mastering Magic
/
Designing Spells
School
Source
Ultimate Magic pg. 133
In terms of balancing the power of a spell, its school isn’t very important—a 6th-level conjuration attack spell should be about as powerful as a 6th-level evocation attack spell. Deciding on the spell’s school is really about choosing what best fits the theme and effect of the spell. Spells that deal energy damage to an area are usually conjuration or evocation spells. Spells that call, summon, or create physical objects or creatures are usually conjuration spells, while those that create things made of energy or force are usually evocation spells. Spells that affect minds are usually enchantment spells, unless they cause fear or affect undead, in which case they’re necromancy spells.