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    WhiteWizardGirl

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    Default Revised Spell Schools [PEACH]

    For a while now, I’ve been wondering many things concerning magic, not only how to limit it in terms of exponential growth, but how to make it make more sense, and remove gray areas. I think I have a possible action to take.

    There are now 3 spell schools, Universal still exists, and will be expanding slightly, but as usual does not count as a school.

    With fewer schools, Wizards in particular, the most infamous of the powerhouses, will have to make real sacrifices if they want to get that extra spell slot


    Conjuration
    Spells that move or create creatures, objects, and energy. Contains most current Conjuration spells, along with most Evocation, some Necromancy, and some Abjuration

    Transmutation
    Spells that change creatures, objects, and energy. Contains most current Transmutation spells, along with some Abjuration, Enchantment, Evocation, and Necromancy

    Enchantment
    Spells that change the perception of creatures as relates to other creatures, objects, and energy. Contains most current Enchantment, Divination, and Illusion spells


    The goal is to make everything internally consistent, though I know I may not do a perfect job.

    We might need a few more descriptors, with a goal of giving almost every spell a descriptor if we can, possibly narrowing Spell Focus to descriptors rather than schools, but I'll leave that for later.


    Below are spells that will change schools from the PHB
    Spoiler: School Changes
    Show

    Alarm - Enchantment
    Analyze Dweomer - Enchantment
    Animate Dead - Conjuration
    Antilife Shell - Enchantment
    Antimagic Field - Universal
    Antiplant Shell - Enchantment
    Arcane Eye - Conjuration
    Arcane Lock - Transmutation
    Arcane Sight - Enchantment
    Arcane Sight, Greater - Enchantment
    Astral Projection - Conjuration
    Atonement - Enchantment
    Augury - Enchantment

    Banishment - Conjuration
    Bestow Curse - Enchantment
    Blade Barrier - Conjuration
    Blasphemy - Enchantment
    Blight - Transmutation
    Blindness/Deafness - Enchantment
    Blur - Enchantment
    Break Enchantment - Universal
    Burning Hands - Conjuration

    Call Lightning - Conjuration
    Call Lightning Storm - Conjuration
    Cause Fear - Enchantment
    Chain Lightning - Conjuration
    Chaos Hammer - Conjuration
    Chill Touch - Conjuration
    Circle of Death - Conjuration
    Clairaudience/Clairvoyance - Enchantment
    Clenched Fist - Conjuration
    Cloak of Chaos - Conjuration
    Clone - Conjuration
    Color Spray - Enchantment
    Command Plants - Enchantment
    Command Undead - Enchantment
    Commune - Enchantment
    Commune with Nature - Enchantment
    Comprehend Languages - Enchantment
    Cone of Cold - Conjuration
    Consecrate - Transmutation
    Contact Other Plane - Enchantment
    Contagion - Transmutation
    Contingency - Universal
    Continual Flame - Transmutation
    Control Plants - Enchantment
    Control Undead - Enchantment
    Create Greater Undead - Conjuration
    Create Undead - Conjuration
    Crushing Hand - Conjuration
    Curse Water - Transmutation

    Dancing Lights - Conjuration
    Darkness - Conjuration
    Daylight - Conjuration
    Death Knell - Transmutation
    Death Ward - Transmutation
    Deathwatch - Enchantment
    Deeper Darkness - Conjuration
    Delayed Blast Fireball - Conjuration
    Desecrate - Transmutation
    Destruction - Conjuration
    Detect Animals or Plants - Enchantment
    Detect Chaos - Enchantment
    Detect Evil - Enchantment
    Detect Good - Enchantment
    Detect Law - Enchantment
    Detect Magic - Enchantment
    Detect Poison - Enchantment
    Detect Scrying - Enchantment
    Detect Secret Doors - Enchantment
    Detect Snares and Pits - Enchantment
    Detect Thoughts - Enchantment
    Detect Undead - Enchantment
    Dictum - Enchantment
    Dimensional Anchor - Transmutaion
    Dimensional Lock - Transmutation
    Discern Lies - Enchantment
    Discern Location - Enchantment
    Dismissal - Banishment
    Dispel Chaos - Universal
    Dispel Evil - Universal
    Dispel Good - Universal
    Dispel Law - Universal
    Dispel Magic - Universal
    Dispel Magic, Greater - Universal
    Displacement - Enchantment
    Disrupt Undead - Conjuration
    Divination - Enchantment
    Divine Favor - Transmutation
    Divine Power - Transmutation
    Doom - Enchantment
    Dream - Enchantment

    Earthquake - Transmutation
    Endure Elements - Transmutation
    Energy Drain - Conjuration
    Enervation - Conjuration
    Entropic Shield - Conjuration
    Explosive Runes - Transmutation
    Eyebite - Enchantment

    Faerie Fire - Transmutation
    False Life - Conjuration
    False Vision - Enchantment
    Fear - Enchantment
    Find the Path - Enchantment
    Find Traps - Enchantment
    Finger of Death - Conjuration
    Fire Shield - Conjuration
    Fire Storm - Conjuration
    Fire Trap - Conjuration
    Fireball - Conjuration
    Flame Blade - Conjuration
    Flame Strike - Conjuration
    Flaming Sphere - Conjuration
    Flare - Conjuration
    Floating Disk - Conjuration
    Forbiddance - Transmutation
    Forcecage - Conjuration
    Forceful Hand - Conjuration
    Foresight - Enchantment
    Freedom - Transmutation
    Freedom of Movement - Transmutation
    Freezing Sphere - Conjuration

    Gentle Repose - Transmutation
    Ghost Sound - Enchantment
    Ghoul Touch - Conjuration
    Globe of Invulnerability - Conjuration
    Globe of Invulnerability, Lesser - Conjuration
    Glyph of Warding - Transmutation
    Glyph of Warding, Greater - Transmutation
    Goodberry - Transmutation
    Good Hope - Enchantment
    Grasping Hand - Conjuration
    Guards and Wards - Transmutation
    Guidance - Enchantment
    Gust of Wind - Conjuration

    Hallow - Transmutation
    Hallucinatory Terrain - Enchantment
    Halt Undead - Enchantment
    Harm - Conjuration
    Helping Hand - Conjuration
    Hide from Animals - Enchantment
    Hide from Undead - Enchantment
    Hold Portal - Transmutation
    Holy Aura - Conjuration
    Holy Smite - Conjuration
    Holy Sword - Transmutation
    Holy Word - Enchantment
    Horrid Wilting - Transmutation
    Hypnotic Pattern - Enchantment
    Hypnotism - Enchantment

    Ice Storm - Conjuration
    Identify - Enchantment
    Illusory Script - Enchantment
    Illusory Wall - Enchantment
    Imbue with Spell Ability
    Implosion - Transmutation
    Imprisonment - Transmutation
    Inflict Critical Wounds - Conjuration
    Inflict Critical Wounds, Mass - Conjuration
    Inflict Light Wounds - Conjuration
    Inflict Light Wounds, Mass - Conjuration
    Inflict Minor Wounds - Conjuration
    Inflict Moderate Wounds - Conjuration
    Inflict Moderate Wounds, Mass - Conjuration
    Inflict Serious Wounds - Conjuration
    Inflict Serious Wounds, Mass - Conjuration
    Interposing Hand - Conjuration
    Invisibility - Enchantment
    Invisibility, Greater - Enchantment
    Invisibility, Mass - Enchantment
    Invisibility Purge - Enchantment
    Invisibility Sphere - Enchantment

    Know Direction - Enchantment

    Legend Lore - Enchantment
    Light - Transmutation
    Lightning Bolt - Conjuration
    Locate Creature - Enchantment
    Locate Object - Enchantment

    Mage Armor - Conjuration
    Mage Hand - Universal
    Mage’s Disjunction - Universal
    Mage’s Faithful Hound - Conjuration
    Mage’s Lucubration - Universal
    Mage’s Magnificent Mansion - Conjuration
    Mage’s Private Sanctum - Conjuration
    Mage’s Sword - Conjuration
    Magic Aura - Enchantment
    Magic Circle against Chaos - Transmutation
    Magic Circle against Evil - Transmutation
    Magic Circle against Good - Transmutation
    Magic Circle against Law - Transmutation
    Magic Jar - Enchantment
    Magic Missile - Conjuration
    Magic Mouth - Enchantment
    Major Image - Enchantment
    Mark of Justice - Enchantment
    Maze - Conjuration
    Message - Enchantment
    Meteor Swarm - Conjuration
    Mind Blank - Enchantment
    Minor Image - Enchantment
    Miracle - Universal
    Mirage Arcana - Enchantment
    Mirror Image - Enchantment
    Misdirection - Enchantment
    Mislead - Enchantment
    Mnemonic Enhancer - Universal
    Moment of Prescience - Enchantment

    Nightmare - Enchantment
    Nondetection - Enchantment

    Obscure Object - Enchantment
    Order’s Wrath - Conjuration

    Pass without Trace - Enchantment
    Permanent Image - Enchantment
    Persistent Image - Enchantment
    Phantasmal Killer - Enchantment
    Phantom Steed - Enchantment
    Phantom Trap - Enchantment
    Poison - Conjuration
    Polar Ray - Conjuration
    Prayer - Enchantment
    Prismatic Sphere - Enchantment
    Prismatic Spray - Enchantment
    Prismatic Wall - Enchantment
    Produce Flame - Conjuration
    Programmed Image - Enchantment
    Project Image - Enchantment
    Protection from Arrows - Transmutation
    Protection from Chaos - Transmutation
    Protection from Energy - Transmutation
    Protection from Evil - Transmutation
    Protection from Good - Transmutation
    Protection from Law - Transmutation
    Protection from Spells - Transmutation
    Prying Eyes - Enchantment
    Prying Eyes, Greater - Enchantment

    Rage - Enchantment
    Rainbow Pattern - Enchantment
    Ray of Enfeeblement
    Ray of Exhaustion - Enchantment
    Ray of Frost - Conjuration
    Read Magic - Universal
    Remove Curse - Conjuration
    Remove Fear - Enchantment
    Repel Metal or Stone - Enchantment
    Repel Vermin - Enchantment
    Repel Wood - Enchantment
    Repulsion - Enchantment
    Resilient Sphere- Conjuration
    Resistance - Transmutation
    Resist Energy - Transmutation

    Sanctuary - Enchantment
    Scare - Enchantment
    Scintillating Pattern - Enchantment
    Scorching Ray - Conjuration
    Screen - Enchantment
    Scrying - Enchantment
    Scrying, Greater - Enchantment
    Sculpt Sound - Enchantment
    Searing Light - Enchantment
    See Invisibility - Enchantment
    Seeming - Enchantment
    Sending - Enchantment
    Sequester - Enchantment
    Shades - Enchantment
    Shadow Conjuration - Enchantment
    Shadow Conjuration, Greater - Enchantment
    Shadow Evocation - Enchantment
    Shadow Evocation, Greater - Enchantment
    Shadow Walk - Enchantment
    Shatter - Enchantment
    Shield - Conjuration
    Shield of Faith - Conjuration
    Shield of Law - Conjuration
    Shield Other - Transmutation
    Shocking Grasp - Conjuration
    Shout - Enchantment
    Shout, Greater - Enchantment
    Silence - Enchantment
    Silent Image - Enchantment
    Simulacrum - Enchantment
    Slay Living - Conjuration
    Soul Bind - Enchantment
    Sound Burst - Enchantment
    Speak with Animals - Enchantment
    Speak with Dead - Enchantment
    Speak with Plants - Enchantment
    Spectral Hand - Conjuration
    Spell Immunity - Transmutation
    Spell Immunity, Greater - Transmutation
    Spell Resistance - Transmutation
    Spell Turning - Transmutation
    Spiritual Weapon - Conjuration
    Status - Enchantment
    Stoneskin - Transmutation
    Stone Tell - Enchantment
    Sunbeam - Enchantment
    Sunburst - Enchantment
    Sympathetic Vibration - Enchantment
    Sympathy - Enchantment

    Telekinesis - Universal
    Telekinetic Sphere - Conjuration
    Telepathic Bond - Enchantment
    Tiny Hut - Conjuration
    Tongues - Enchantment
    Touch of Fatigue - Enchantment
    Trap the Soul - Enchantment
    True Seeing - Enchantment
    True Strike - Enchantment

    Undeath to Death - Conjuration
    Undetectable Alignment - Enchantment
    Unhallow - Transmutation
    Unholy Aura - Transmutation
    Unholy Blight - Conjuration

    Vampiric Touch - Conjuration
    Veil - Enchantment
    Ventriloquism - Enchantment
    Vision - Enchantment

    Wail of the Banshee - Enchantment
    Wall of Fire - Conjuration
    Wall of Force - Conjuration
    Wall of Ice - Conjuration
    Waves of Exhaustion - Enchantment
    Waves of Fatigue - Enchantment
    Weird - Enchantment
    Whirlwind - Transmutation
    Wind Wall - Conjuration
    Word of Chaos - Enchantment

    Zone of Silence - Enchantment
    Zone of Truth - Enchantment



    Please give a look and lemmie know what you think

    I believe that the darkness reminds us what light can be


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  2. - Top - End - #2
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Revised Spell Schools [PEACH]

    On the one hand you remove a lot of flavour (goodbye, Necromancy!), on the other hand you've done it in a logical way (Conjuration (healing) already absorbed half of Necromancy, so might as well take the other half). Some of your choices are a bit confusing though - why is Searing Light an Enchantment spell?

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    Orc in the Playground
     
    WhiteWizardGirl

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    Default Re: Revised Spell Schools [PEACH]

    Quote Originally Posted by rferries View Post
    On the one hand you remove a lot of flavour (goodbye, Necromancy!), on the other hand you've done it in a logical way (Conjuration (healing) already absorbed half of Necromancy, so might as well take the other half). Some of your choices are a bit confusing though - why is Searing Light an Enchantment spell?
    Sensory based, Light, same reason Shout is enchantment, Sound. Balance-wise, gives a handful of damage spells to an otherwise damage-free school (putting aside shadow evocation, which is so good its basically cheating), but i feel like its flavorful, too.

    Also, Necromancy had a lot of spells that were really just... evil, instead of actually dealing with the undead. Fear should have been an enchantment in the first place, but it was necromancy. As for the negative energy stuff, it only makes sense, basically treating both the negative and positive planes as energy types rather than their own separate things, and thus necromancy is history (though necromancers can definitely still be conjuration specialists! Demon summons and undead animation are generally pretty thematically linked anyway).

    I personally always find more flavor in being given a template to make my own than being given a label and told, "Here, this defines you." No one played diviners to cast divination spells (well, infrequently anyway), it was all about having more options open. Limitations drive creativity, IMHO.

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    Eldan's Avatar

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    Default Re: Revised Spell Schools [PEACH]

    You know, my first instinct was really skeptical, but I think this actually works. You can argue that some spells could be in other places, but you can always do that.

    Would you force wizards to specialize under that system? Because it seems to me not specializing would always be the superior choice, given that banning a school is a third of all spells.
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    Halfling in the Playground
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    Default Re: Revised Spell Schools [PEACH]

    I've done something similar, though I took those three schools of magic (I call them 'Mind Magic' 'Elemental Magic' and 'Spiritual Magic') and further divided them into spellcaster archetypes. So, for example, you have the Pyromancer in the School of Elemental Magic, gaining all of the fire type related spells, the Jinxter in the School of Mind Magic, gaining all the spells that influence a creature's mind, and so on.
    I then replaced spell lists with the simple choice of each class choosing a number of archetypes depending on the class (and, for some, how far into the archetype you go).

    EDIT: I've had discussions with a friend of mine regarding this. Our general consensus is that you could theoretically dumb it down into two schools. One for material things and one for the mind.
    Another thing we concluded was that the more we limited down the number of schools of magic, the more inclined we were to just say "If we're limiting everything down into as few schools of magic as possible, we may as well just put everything into one school".
    Which is why I've done a combination of the two: a few schools of magic that gave clear answers as to what goes where and then specialized areas within said schools of magic.
    Last edited by Terra Reveene; 2017-09-25 at 09:49 AM.

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    MindFlayer

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    Default Re: Revised Spell Schools [PEACH]

    Point of note this would bring necromancy to the point of no real reason for it to exist. You'd be better off killing it as its own school or breaking all the schools down in similar manners.

    I'd be very interested in seeing that Terra
    Last edited by Lanth Sor; 2017-09-25 at 09:45 AM.

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    Halfling in the Playground
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    Default Re: Revised Spell Schools [PEACH]

    Quote Originally Posted by Lanth Sor View Post
    I'd be very interested in seeing that Terra
    I've done it for 5e, so the spells might not tell you anything at all. I'll post the different archetypes if you'd like though, under each of their respective schools.

    School of Mind Magic

    Jinxter: Has all the mind affecting magic. They get spells such as Charm Person, Suggestion, Enthrall, Hideous Laughter.

    Shaper: Controls other creatures' minds. They get spells such as Command, Hold Person, Sleep, Blindness/Deafness, Agony.

    Illusionist: Gets all the illusion spells. I think you know what this does.

    Seer: Essentially all the Divination spells.

    School of Elemental Magic

    Pyromancer: Gets all the fire related spells. (doesn't matter if they're from evocation, conjuration, etc.)

    Electromancer: Gets all the lightning related spells.

    Geomancer: Gets all the earth related spells.

    Hydromancer: Gets all the water and ice related spells.

    Aeromancer: Gets all the air and sound related spells (sound as in thunder damage spells).

    Venomancer: Gets all the poison and acid spells.

    School of Spiritual Magic

    Sojourner: Can control the velocity of matter, even to the point of teleportation. Gets spells such as Misty Step, Catapult, Feather Fall.

    Conjurer: Can summon creatures and objects with the main goal of helping you complete a task (summoning fireballs and such wouldn't be a conjurer thing to do, as that is the Pyromancer's expertise). They get spells such as Mage Hand, Color Spray, Web, Unseen Servant, Find Familiar.

    Mender: Menders can cure other creatures of diseases and heal their wounds. They get spells such as Spare the Dying, Cure Wounds, Warding Bond, Aid.

    Morpher: Can change creatures and objects in various ways. Essentially all the transmutation spells that don't belong in some other archetype already.

    Warder: Can stave off forces of different kinds and ward creatures, objects, and areas. They get spells such as Alarm, Shield, Protection from: X, Resistance.

    Thaumaturge: Creates wonders no other spellcaster archetype can. They get spells such as Darkness, Thaumaturgy, False Life, Inflict Wounds, Knock, Animate Dead, Revivify.


    It's still a work in progress, but I think this should cover everything there is.

    EDIT: I should not that classe DO gain class specific spells as well. For example, Geomancy does not cover plantlife and the likes, those'd be druid specific spells. Magic Missiles (for what it's worth) is a wizard/sorcerer specific spell, as that's pure arcane magic.
    So it's a bit more complex than I had originally stated.
    Last edited by Terra Reveene; 2017-09-25 at 03:29 PM.

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    Orc in the Playground
     
    WhiteWizardGirl

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    Default Re: Revised Spell Schools [PEACH]

    Quote Originally Posted by Eldan View Post
    You know, my first instinct was really skeptical, but I think this actually works. You can argue that some spells could be in other places, but you can always do that.

    Would you force wizards to specialize under that system? Because it seems to me not specializing would always be the superior choice, given that banning a school is a third of all spells.
    I would, yes. Or possibly give more incentive to specialize, like maybe -1 general slot, +3 of your school, or something to that effect. Requiring specialization is easier, so i would probably stick with that.

    Also I should mention, rferries revised Evocation fits really well in the "energy" section of conjuration. Just wanted to shout that out, i didnt comment on his thread, but i liked it.

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    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Revised Spell Schools [PEACH]

    Quote Originally Posted by ObliviMancer View Post
    I would, yes. Or possibly give more incentive to specialize, like maybe -1 general slot, +3 of your school, or something to that effect. Requiring specialization is easier, so i would probably stick with that.

    Also I should mention, rferries revised Evocation fits really well in the "energy" section of conjuration. Just wanted to shout that out, i didnt comment on his thread, but i liked it.
    Ha yeah, it always seems that either conjuration swallows up evocation or vice versa.

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