Intregus182
2022-10-20, 03:00 PM
I need help with my homebrew magic system.
Each school of magic is also a skill in the game. Skills have 4 levels to them, Untrained, Trained, Expert, and Master.
When you become trained in a magic school you get to choose 1 cantrip from that magic school. And as you advance your level of training in a magic school not only will those cantrips get stronger but you will also be able to learn more powerful spells (I.E. Firebolt is available to you as a cantrip when you become trained, whereas fireball is available to an expert).
I currently have the following schools of magic grouped by source of power:
Primal Magics
Aeromancy - thunder, lightning, and winds, movement spells, haste spells, etc.
Druidic - Plant magic, animal magic, life, healing.
Hydromancy - water, restoration, cold, and the ocean. Heals conditions and HP
Pyromancy - fire, heat, destruction, resurrection magic
Terramancy - effects based around earth, stones, minerals and ores, Defense
Arcane Magics
Alteration - alter reality or physics but not the inward physical self
Cerebromancy - Spells that affect one's mind: Charms, fear, illusions
Conjuration - Spells that bring creatures or materials to the caster
Divination - spells that reveal information and perceive reality
Transmutation - transform matter or the physical world but not the outside intangible world
Unholy Magics
Necromancy - Anything to do with undead and manipulating others life forcey
Shadowmancy - Effects around trickery, corruption, and dread
Holy Magics
Sacred - focused around healing, restoring and encouraging/buffing
Is this too many schools of magic and should they be simplified?
Am I missing any popular magics that couldn’t be represented by one of the current schools?
Should I roll necromancy and shadowmancy into 1 school called profane to mirror the only holy school, Sacred?
Should there be a holy/unholy divide or should I combine those into 1 source called divine?
If I go that route, should I come up with 2 more schools of magic to fall under the divine source so each one has 5 or should remove druidic completely and then flip divination down to the divine source giving each one 4 schools of magic?
Any help would be very much appreciated!
For reference here is the shadowmancy school of magic as a skill
Shadowmancy
The darker aspects of existence are embodied in Shadowmancy. Magic laced with shadow magic has dread infused into it. Shadowmancy is generally wielded by those driven to its use out of desperation, or tricked into its use through the lure of power. Regardless, shadowmancy is more malevolent than any other magic as it always corrupts those who use it. Shadowmancy seems to have an awareness all its own as if it has a will of corruption it seeks to impose. Not all who tap into shadow magic do so deliberately however, as shadow magic awaits to find an opening it can exploit. Careless use of this sinister power, will break the soul, allowing the shadow in forever……..As they say it’s best not to give the devil a foothold. Shadowmancy spells usually deal naether or cold damage and attack one’s Dodge along with their Innate. A Shadowmancy specialist is called a Shadowcaster, Shadowmancer, or Warlock. You learn one of the following Skill Powers when you become Trained in Shadowmancy. In addition you learn another Skill Power when your skill level advances to Expert and again when you become a Master.
The following powers are only available to you if you are Trained.
Manipulate Shadows- You can spend two actions to control a shadow in a very minor way within 30ft of you for as long as you concentrate on this ability. You can alter the size and shape of a shadow to be twice as big or as big. You can make the shadow look like the shadow of a different object or creature. You can only have one instance of manipulate shadows active at a time.
Shadow Bolt- You can spend two actions to launch a bolt of shadow at a creature within 30ft of you. Make a spell attack against the target's Innate. On a hit you deal 1d6 naether damage.
Umbral Sight- You can spend two actions to gain low-light vision 30ft for 1 minute or as long as you concentrate. This uses your concentration.
The following abilities are only available to you if you are an Expert.
Improved Manipulate Shadows- You can now manipulate shadows in the following ways. The shadow can make the shadow act independently of its owner, move up to 30 feet away from its owner. You can have two instances of manipulate shadows active at a time.
Improved Shadow Bolt- Increase the damage of your shadowbolt to 1d8 naether damage.
Improved Umbral sight- You can spend two actions to gain darkvision 30ft vision for 1 minute or as long as you concentrate.
Trik Light- You can spend two actions to create or destroy ambient shadows changing the level of light in a 30ft burst for 1 minute. You can create shadows which reduce the light level by one step, from bright light to normal light, normal light to dim light, or from dim light to darkness. In addition you can destroy shadows to increase the light level by one step. Non Magical light sources cannot raise the light level in an area affected by this spell.
This uses your concentration.
The following abilities are only available to you if you are a Master.
Master Manipulate Shadows- You can make the shadow disappear. Manipulate shadows now lasts for 1 minute or until you stop concentrating on this ability. You can have three instances of manipulate shadows active at a time.
Master Shadow Bolt- Increase the damage of your shadowbolt to 1d12 naether damage.
Master Umbral sight- You can spend one action to gain darkvision 60ft vision for 1 minute or as long as you concentrate.
Master Trik Light- You can use the trick light ability as an action and increase it’s area to a 60ft burst.
Each school of magic is also a skill in the game. Skills have 4 levels to them, Untrained, Trained, Expert, and Master.
When you become trained in a magic school you get to choose 1 cantrip from that magic school. And as you advance your level of training in a magic school not only will those cantrips get stronger but you will also be able to learn more powerful spells (I.E. Firebolt is available to you as a cantrip when you become trained, whereas fireball is available to an expert).
I currently have the following schools of magic grouped by source of power:
Primal Magics
Aeromancy - thunder, lightning, and winds, movement spells, haste spells, etc.
Druidic - Plant magic, animal magic, life, healing.
Hydromancy - water, restoration, cold, and the ocean. Heals conditions and HP
Pyromancy - fire, heat, destruction, resurrection magic
Terramancy - effects based around earth, stones, minerals and ores, Defense
Arcane Magics
Alteration - alter reality or physics but not the inward physical self
Cerebromancy - Spells that affect one's mind: Charms, fear, illusions
Conjuration - Spells that bring creatures or materials to the caster
Divination - spells that reveal information and perceive reality
Transmutation - transform matter or the physical world but not the outside intangible world
Unholy Magics
Necromancy - Anything to do with undead and manipulating others life forcey
Shadowmancy - Effects around trickery, corruption, and dread
Holy Magics
Sacred - focused around healing, restoring and encouraging/buffing
Is this too many schools of magic and should they be simplified?
Am I missing any popular magics that couldn’t be represented by one of the current schools?
Should I roll necromancy and shadowmancy into 1 school called profane to mirror the only holy school, Sacred?
Should there be a holy/unholy divide or should I combine those into 1 source called divine?
If I go that route, should I come up with 2 more schools of magic to fall under the divine source so each one has 5 or should remove druidic completely and then flip divination down to the divine source giving each one 4 schools of magic?
Any help would be very much appreciated!
For reference here is the shadowmancy school of magic as a skill
Shadowmancy
The darker aspects of existence are embodied in Shadowmancy. Magic laced with shadow magic has dread infused into it. Shadowmancy is generally wielded by those driven to its use out of desperation, or tricked into its use through the lure of power. Regardless, shadowmancy is more malevolent than any other magic as it always corrupts those who use it. Shadowmancy seems to have an awareness all its own as if it has a will of corruption it seeks to impose. Not all who tap into shadow magic do so deliberately however, as shadow magic awaits to find an opening it can exploit. Careless use of this sinister power, will break the soul, allowing the shadow in forever……..As they say it’s best not to give the devil a foothold. Shadowmancy spells usually deal naether or cold damage and attack one’s Dodge along with their Innate. A Shadowmancy specialist is called a Shadowcaster, Shadowmancer, or Warlock. You learn one of the following Skill Powers when you become Trained in Shadowmancy. In addition you learn another Skill Power when your skill level advances to Expert and again when you become a Master.
The following powers are only available to you if you are Trained.
Manipulate Shadows- You can spend two actions to control a shadow in a very minor way within 30ft of you for as long as you concentrate on this ability. You can alter the size and shape of a shadow to be twice as big or as big. You can make the shadow look like the shadow of a different object or creature. You can only have one instance of manipulate shadows active at a time.
Shadow Bolt- You can spend two actions to launch a bolt of shadow at a creature within 30ft of you. Make a spell attack against the target's Innate. On a hit you deal 1d6 naether damage.
Umbral Sight- You can spend two actions to gain low-light vision 30ft for 1 minute or as long as you concentrate. This uses your concentration.
The following abilities are only available to you if you are an Expert.
Improved Manipulate Shadows- You can now manipulate shadows in the following ways. The shadow can make the shadow act independently of its owner, move up to 30 feet away from its owner. You can have two instances of manipulate shadows active at a time.
Improved Shadow Bolt- Increase the damage of your shadowbolt to 1d8 naether damage.
Improved Umbral sight- You can spend two actions to gain darkvision 30ft vision for 1 minute or as long as you concentrate.
Trik Light- You can spend two actions to create or destroy ambient shadows changing the level of light in a 30ft burst for 1 minute. You can create shadows which reduce the light level by one step, from bright light to normal light, normal light to dim light, or from dim light to darkness. In addition you can destroy shadows to increase the light level by one step. Non Magical light sources cannot raise the light level in an area affected by this spell.
This uses your concentration.
The following abilities are only available to you if you are a Master.
Master Manipulate Shadows- You can make the shadow disappear. Manipulate shadows now lasts for 1 minute or until you stop concentrating on this ability. You can have three instances of manipulate shadows active at a time.
Master Shadow Bolt- Increase the damage of your shadowbolt to 1d12 naether damage.
Master Umbral sight- You can spend one action to gain darkvision 60ft vision for 1 minute or as long as you concentrate.
Master Trik Light- You can use the trick light ability as an action and increase it’s area to a 60ft burst.