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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Magic / Schools of Magic

Schools of Magic

Each school has its own spells and its own Wild Surge table (see the school pages).

Abjuration

Abjuration is the magic of warding, refusal and enforced boundaries: spells that keep harm, influence and intrusion from taking hold. It raises protective barriers, hardens bodies and minds against danger, and unravels hostile magic that doesn't belong. It can seal thresholds, punish trespassers and drive threats away by denying them a foothold. Its signature is calm and decisive: the blow turns, the curse comes undone, the intruder is halted before the threat becomes a disaster.

Conjuration

Conjuration is the magic of bringing things here, sending things away, and crossing the distance between. It calls creatures, objects and forces from elsewhere, opens brief paths through space, and moves people and hazards in an instant. It supplies tools, allies and obstacles as needed, or removes a danger by banishing it from the scene. Its effects are immediate and tangible: something arrives, vanishes or shifts, as if reality opened a door and shut it again.

Divination

Divination is the magic of knowing: spells that cut through uncertainty and reveal what ordinary senses can't. It uncovers hidden truths, exposes illusions and lies, tracks people and objects, and reads the echoes of places and events. It also gives warnings and guidance (glimpses of likely outcomes, signs of danger) that turn guesswork into informed choices. Its power is subtle but decisive: it changes not the world, but your certainty about it.

Enchantment

Enchantment is the magic of influence, shaping emotions, thoughts and behavior by touching the mind. It can soothe fear, kindle trust, cloud judgment, sharpen focus, or plant a compulsion that pushes someone to act. Some enchantments are gentle and almost invisible; others are overt chains that seize attention and override intent. Its hallmark is a sudden change of mood or motive: an enemy hesitates, a crowd calms, a guard turns agreeable.

Evocation

Evocation is raw power made immediate: elemental forces and focused energy channeled into direct, physical effects. It produces fire, lightning, frost, thunder, radiant light or pure force, shaped into blasts, beams and bursts, and sometimes protective surges that push danger back. It's the school for a clear, measurable result right now: break the obstacle, scatter the attackers, end the threat. Its signature is unmistakable: heat, shock, glare, impact.

Illusion

Illusion is the magic of appearance and perception: spells that disguise, misdirect and reshape what others think they see and hear. It creates convincing images and sounds, cloaks people and objects, distorts distance and motion, and makes the real seem unreal. It wins through uncertainty: foes waste effort on phantoms, take the wrong path, or hesitate at the worst moment because they can't trust their senses.

Necromancy

Necromancy is the magic of life's edge: spells that handle vitality, death and what lingers between. It can drain strength, wither flesh, burden spirits, curse places, and bind lingering energy into unnatural persistence. It can also preserve, restore or guide life in grim, clinical ways, but it always feels like borrowing from a boundary that deserves respect. Warmth leaches away, shadows deepen, and the world turns briefly colder.

Transmutation

Transmutation is the magic of change: altering the properties of creatures and matter to make them more useful. It strengthens bodies, reshapes forms, hardens or softens materials, shifts size and speed, and adapts people to hostile places. It solves problems by making the world different: a wall becomes passable, a body becomes capable, a limit becomes an advantage. Reality's texture shifts under your hands, and the impossible becomes practical.