Firechanter
2023-09-12, 12:40 PM
I gotta admit, the way how certain spells have been assigned to school has always irked me, to a degree. Also, I've always found it pretty ridiculous how one school (Conj, obviously) can do anything and everything. So, I'm fiddling with a rework of the school system.
NOTE: Don't worry too much about implementation or gameplay issues. For the time being, this is just some theoretical experiment.
So:
I want to link the manifestations of magic more closely to the planes of the D&D multiverse, based on the Wheel model. The idea is that most spell schools are linked to particular planes, from which they draw their power. So when wondering what school a particular spell should be assigned to, I try to identify which plane it is associated with, and go from there.
In my current draft, I end up with more than the classic 8 schools. Currently I vary between 10 and 13, depending. The model currently looks like this:
* Abjuration
-- as usual, counter-magic and certain other defensive spells. However, the school is bound to lose a number of spells that I feel make more sense in different schools.
I have even considered abolishing the entire school and sorting the spells into various other schools (like, Dismissal becomes Invocation), but I feel this would have too strong ramifications especially on Specialization.
* Alteration
-- Transmutation, i.e. magically changing a creature or object. Not linked to a particular plane. Changed name (back to 2E nomenclature) to avoid multiple schools starting with "Trans", see below.
I considered splitting it into two schools for animate and inanimate targets, but the ratio between the two is like 9 to 1.
Note: Polymorph is deleted.
* Conjuration
-- now basically restricted to what is the [Creation] subschool in Pathfinder, and sans anything related to the elemental Energies. You can conjure wind, clothes, a bunny, but not Acid Arrows, Orbs of Fire, or Force effects.
* Divination
-- as you know it. I found very little in Div that needs to be fiddled with.
(Enchantment -> see Mentalism)
* Evocation
-- any spell that deals with the elemental Energies (Fire, Acid, etc), Light, and any Force effect. It's as simple as that. So this school picks up a lot of spells from Conjuration, but also some from Abjuration (Shield) and occasional other schools. Elemental spells are linked to the Elemental planes [duh], Force is... something else.
* Illusion
-- more closly linked to the Shadow plane. Might pick up a few spells like Phantom Steed.
* Invocation
-- any Summoning or Calling of extraplanar creatures (Outsiders). So, mostly the Summon Monster line and Planar Binding / Ally. By the same mail, I'm thinking of breaking up Summon Monster into more particular spells, like Summon Fiend, Summon Fey, Summon Celestial etc. Associated with Elemental and Outer Planes.
* Mentalism
-- renamed from "Enchantment" to finally get rid of that ambiguity with "enchanted weapons" and suchlike. Anything that manipulates the mind of a living creature. Now with two subschools, Domination and Inspiration. So obviously Dom is debuffs and control, Ins is buffs. At first I considered breaking it up into two separate schools, but then I figured the working principle of both types is basically the same, so they should stay together.
* "Necromancy"
-- now a subschool for one school that I still need a good name for. Necromancy is the manipulation of Negative Energy (which is also used to create and control Undead); the converse subschool would be Restoration or Animancy and deal with the manipulation of Positive Energy. Of course Wiz/Sorcs have precious little access to Positive spells, but I figured that the technique to tap them should be quasi-identical (if inverted), hence they should both belong to the same school.
* Translocation
-- any spell that moves you into or through another plane. So mostly spells that make you Ethereal (like Blink), and any kind of teleportation, from Benign Transposition over Plane Shift to Teleportation Circle. Also a pretty small, but powerful and versatile school. Associated with Ether and Astral plane.
--
Some spells may undergo complete redefinition; for instance any kind of telekinesis is classically Transmutation. I am thinking of redefining telekinesis as Force effect, i.e. "you create a force that picks up and moves around target objects", which by the logic of this model makes it Evocation (since all Force is Evo).
Or it may simply be possible to achieve mostly the same effect by the methods of different schools. There could be variants of Fly that work either by letting you grow wings (Alteration), or creating an invisible hoverboard that you step on to zoom around (Evocation), and so forth. These different spells could have differing countermeasures, i.e. if you rely on wings then those wings might be clipped; if you ride hoverboard you might get bull rushed off it.
--
Potential ramifications:
IF this were ever implemented into an actual game, I would hope that these modifications make Specialization and the selection of Opposed Schools more balanced. Like, all the free Blast spells that Conjuration used to get, are off to Evo. Some other spells also land in Evocation, so banning this school might not besuch an easy choice anymore. Conversely, if you're not interested in making your teammates redundant by summoning your own zoo, you can ban Invocation without losing any of the Conjuring and Teleporting, and everyone's happy.
--
Thoughts?
And what could we call a school that combines the Positive/Negative Energy theme, Restoration and Necromancy subschools?
NOTE: Don't worry too much about implementation or gameplay issues. For the time being, this is just some theoretical experiment.
So:
I want to link the manifestations of magic more closely to the planes of the D&D multiverse, based on the Wheel model. The idea is that most spell schools are linked to particular planes, from which they draw their power. So when wondering what school a particular spell should be assigned to, I try to identify which plane it is associated with, and go from there.
In my current draft, I end up with more than the classic 8 schools. Currently I vary between 10 and 13, depending. The model currently looks like this:
* Abjuration
-- as usual, counter-magic and certain other defensive spells. However, the school is bound to lose a number of spells that I feel make more sense in different schools.
I have even considered abolishing the entire school and sorting the spells into various other schools (like, Dismissal becomes Invocation), but I feel this would have too strong ramifications especially on Specialization.
* Alteration
-- Transmutation, i.e. magically changing a creature or object. Not linked to a particular plane. Changed name (back to 2E nomenclature) to avoid multiple schools starting with "Trans", see below.
I considered splitting it into two schools for animate and inanimate targets, but the ratio between the two is like 9 to 1.
Note: Polymorph is deleted.
* Conjuration
-- now basically restricted to what is the [Creation] subschool in Pathfinder, and sans anything related to the elemental Energies. You can conjure wind, clothes, a bunny, but not Acid Arrows, Orbs of Fire, or Force effects.
* Divination
-- as you know it. I found very little in Div that needs to be fiddled with.
(Enchantment -> see Mentalism)
* Evocation
-- any spell that deals with the elemental Energies (Fire, Acid, etc), Light, and any Force effect. It's as simple as that. So this school picks up a lot of spells from Conjuration, but also some from Abjuration (Shield) and occasional other schools. Elemental spells are linked to the Elemental planes [duh], Force is... something else.
* Illusion
-- more closly linked to the Shadow plane. Might pick up a few spells like Phantom Steed.
* Invocation
-- any Summoning or Calling of extraplanar creatures (Outsiders). So, mostly the Summon Monster line and Planar Binding / Ally. By the same mail, I'm thinking of breaking up Summon Monster into more particular spells, like Summon Fiend, Summon Fey, Summon Celestial etc. Associated with Elemental and Outer Planes.
* Mentalism
-- renamed from "Enchantment" to finally get rid of that ambiguity with "enchanted weapons" and suchlike. Anything that manipulates the mind of a living creature. Now with two subschools, Domination and Inspiration. So obviously Dom is debuffs and control, Ins is buffs. At first I considered breaking it up into two separate schools, but then I figured the working principle of both types is basically the same, so they should stay together.
* "Necromancy"
-- now a subschool for one school that I still need a good name for. Necromancy is the manipulation of Negative Energy (which is also used to create and control Undead); the converse subschool would be Restoration or Animancy and deal with the manipulation of Positive Energy. Of course Wiz/Sorcs have precious little access to Positive spells, but I figured that the technique to tap them should be quasi-identical (if inverted), hence they should both belong to the same school.
* Translocation
-- any spell that moves you into or through another plane. So mostly spells that make you Ethereal (like Blink), and any kind of teleportation, from Benign Transposition over Plane Shift to Teleportation Circle. Also a pretty small, but powerful and versatile school. Associated with Ether and Astral plane.
--
Some spells may undergo complete redefinition; for instance any kind of telekinesis is classically Transmutation. I am thinking of redefining telekinesis as Force effect, i.e. "you create a force that picks up and moves around target objects", which by the logic of this model makes it Evocation (since all Force is Evo).
Or it may simply be possible to achieve mostly the same effect by the methods of different schools. There could be variants of Fly that work either by letting you grow wings (Alteration), or creating an invisible hoverboard that you step on to zoom around (Evocation), and so forth. These different spells could have differing countermeasures, i.e. if you rely on wings then those wings might be clipped; if you ride hoverboard you might get bull rushed off it.
--
Potential ramifications:
IF this were ever implemented into an actual game, I would hope that these modifications make Specialization and the selection of Opposed Schools more balanced. Like, all the free Blast spells that Conjuration used to get, are off to Evo. Some other spells also land in Evocation, so banning this school might not besuch an easy choice anymore. Conversely, if you're not interested in making your teammates redundant by summoning your own zoo, you can ban Invocation without losing any of the Conjuring and Teleporting, and everyone's happy.
--
Thoughts?
And what could we call a school that combines the Positive/Negative Energy theme, Restoration and Necromancy subschools?