Abjurations are protective. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
Bindings create links between two or more objects and/or creatures. The most obvious use is to create "voodoo dolls", but it can be used to restrain creatures and/or creatures, create mental links, and other uses.
Calling transports a creature from another plane to the plane you are on. This grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed, and the called creature can’t be dispelled.
Chaos is everything, nothing, something, and anything. It is the source of inherent magic and minor magic that pretty much everyone has. This can manifest as intuition, a knack for things, or even being stupidly lucky.
Creation manipulates matter to create an object or creature in the place you designate. If the effect has a duration, mana holds the creation together, and when the effect ends, the created creature or object vanishes without a trace. Otherwise, it is assembled through mana, lasts indefinitely, and does not depend on mana for its existence.
Compulsions affect the minds of others, influencing or controlling their behavior. It forces the subject to act in some manner or changes the way her mind works. Some compulsion determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you compel them, and others give you ongoing control over the subject.
Dark magic concerns itself with curses, hexes, destructive spells, and all manner of causing harm to others for your own advantage. This can include the MYSTERIOUS CURSE placed on you, but can also be done to enslave others. Dark magic is inherently evil, and always comes with a price. Naturally, part of Dark magic involves making other people pay the price for what you do.
Divination enables you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Enchantment permanently imbues mana in an object or creature for a specific effect.
Evocation spells manipulate energy or tap an unseen source of power to produce a desired (usually destructive) end. In effect, they create something out of nothing.
Healing is exactly what it sounds like.
Illusion deceives the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
Necromancy manipulates the power of death, unlife, and the life force dealing with death and the dead. You can raise the dead, invoke spirits, cause harm, and otherwise use negative energies to manipulate reality. Necromancy is not inherently evil, however.
Summoning instantly brings a creature or object to a place you designate. When the effect ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.
Transmutation changes the properties of some creature, thing, or condition
Transportation transports one or more creatures or objects a great distance. Unlike summoning, the transportation is (unless otherwise noted) one-way and cannot be dispelled.