J.Gellert
2009-05-17, 05:06 PM
I am trying to re-categorize 3.5 edition spells for a project of mine. For reasons related to fluff, and more importantly, to hard rules, spell schools aren't working as I need them to.
What I am trying to do is find a way to divine all spells, that:
1. Encompasses every spell in every splatbook that has existed or will exist, and
2. Makes clear distinctions with no thin lines so I don't have to write up entire lists
So here goes
1. Damage: Spells that primarily deal damage. Magic Missile and Orb of Acid go here, Finger of Death doesn't. Healing spells that damage undead don't go here.
2. Curse: Debuffs like Doom and Blindness. Also Save-or-dies and Baleful Polymorph.
3. Divination: Basically the entire school.
4. Conjure: Spells that summon creatures, weapons, webs, clouds... as the school.
5. Protect: Defensive spells like Globe of Invulnerability, Spell Turning, and magic traps like Symbols.
6. Illusion: Illusions as the school.
7. Control: Mind-affecting spells.
8. Heal: Spells that heal, cure disease/poison, and so on.
9. Enhance: Mainly the offensive buffs and buffs to items.
10. Occult: Teleportation, Dispel, and spells that affect other spells like Contingency and Imbue Familiar with Spell Ability.
11. Nature: Plant Growth, Control Weather, Control Water, and so on.
A spell can belong to more than one category, but that should be rare.
Aside from the vagueness of the descriptive text, I think the categories are pretty distinct - Fireball is Damage, Finger of Death is Curse, Polymorph Self is Enhance...
But have I forgotten anything big? Can you come up with many spells that won't fit anywhere easily?
What I am trying to do is find a way to divine all spells, that:
1. Encompasses every spell in every splatbook that has existed or will exist, and
2. Makes clear distinctions with no thin lines so I don't have to write up entire lists
So here goes
1. Damage: Spells that primarily deal damage. Magic Missile and Orb of Acid go here, Finger of Death doesn't. Healing spells that damage undead don't go here.
2. Curse: Debuffs like Doom and Blindness. Also Save-or-dies and Baleful Polymorph.
3. Divination: Basically the entire school.
4. Conjure: Spells that summon creatures, weapons, webs, clouds... as the school.
5. Protect: Defensive spells like Globe of Invulnerability, Spell Turning, and magic traps like Symbols.
6. Illusion: Illusions as the school.
7. Control: Mind-affecting spells.
8. Heal: Spells that heal, cure disease/poison, and so on.
9. Enhance: Mainly the offensive buffs and buffs to items.
10. Occult: Teleportation, Dispel, and spells that affect other spells like Contingency and Imbue Familiar with Spell Ability.
11. Nature: Plant Growth, Control Weather, Control Water, and so on.
A spell can belong to more than one category, but that should be rare.
Aside from the vagueness of the descriptive text, I think the categories are pretty distinct - Fireball is Damage, Finger of Death is Curse, Polymorph Self is Enhance...
But have I forgotten anything big? Can you come up with many spells that won't fit anywhere easily?