"It'll be easiest to explain that if you know a little more about out magic in general; it's divided into eight schools, each with certain general kinds of effects. Abjurations are protective spells - barriers, wards, traps, defensive effects cast directly on an individual, effects that negate other magic. Conjuration spells move or create things; teleportation is a conjuration effect, and healing is conjuration because it creates new flesh. Evocations are like conjuration, but they produce or move energy rather than matter. Illusions create imaginary sensations, usually just sight and sound. Divination spells give the caster information, particularly about distant locations, the near future, or undetectable traits. Transmutation changes the properties of creatures, objects, or the world, usually temporarily. Enchantments affect creatures' minds in various ways; putting creatures to sleep, making them unable to move, making them friendly to the caster, or various kinds of mind control. And necromancy manipulates negative energy to produce undead creatures and related effects. Wizardry can do all of those about equally well, though particular wizards usually specialize; clerics can do some of each, but we're best at abjurations and generally more focused on supporting the people around us than conflict. There are also druids and rangers, who are focused on nature and a little more combat-oriented than clerics, and bards, who are more enchantment-oriented. And sorcerers, who can have any kind of magic that wizards can but are individually limited to what their particular bloodline gives them."