• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Redefining Schools of Magic

LightPhoenix

First Post
I was thinking about this today, and I figured I'd share it with everyone for critique, or simply inspiration. Notes will be in parentheses, usually.

There are, in this system, six schools of magic, based on the 3.5E schools. There is no Necromancy or Illusion, but I'll discuss them later. For reference, Evocation and Abjuration are opposite, as are Transmutation/Enchantment and Divination/Conjuration.

(As an aside, I'm not a huge fan of Abjuration being a school. But I wanted six. More later.)

The six spell schools are defined as such -

Evocation: Evocation spells directly deal energy, divine, positive/negative, or force damage. Spells that do not do damage, or do other types of damage, are not evocation. There is one exception - any spell that heals damage but does damage to undead as a side-effect (ie CLW, Heal) is Transmutation, not Evocation. Spells that do multiple types of damage (ie Ice Storm) are always Evocation.

(This was my base definition, all others followed from this)

Conjuration: Conjuration spells create something from nothing. They do not necessarily deal damage, energy or otherwise, but otherwise can create "energy." Spells that deal physical damage are Conjuration spells (ie, conjure a spear to stab a foe). Creating energy that does not directly damage an opponent can be, but isn't necssarily, Conjuration. For example, Wall of Fire is Conjuration (in fact, most Wall-spells are).

Transmutation: Transmutation spells change the physical properties of a person, place, or thing. They do not create anything, but they may destroy something (ie, Purify Food and Drink destroys poison). Healing falls mostly under Transmutation. Transmutation, like Conjuration, does not directly cause damage, but the effects of the change may. For example, Transmute Rock to Lava doesn't do damage, but being in lava does. Physical ability score damage and buffs (Str/Dex/Con) are in this category, usually. Most Necromancy spells fall into this category, but should be assigned on a case by case basis.

Enchantment: Enchantment spells change the mental, spiritual, or other properties of a person, place, or thing. Some healing may fall into this category - Restoration comes to mind. Negative levels and level drain (and curing them) are in this category, as are mental ability score damage and buffs. Most Illusion spells fall into this category, but as with Necromancy, should be assigned on a case by case basis.

Divination: Any spell dealing with information and knowledge goes here. Divination spells, under no circumstance, deal damage, of any type. Divination spells, under no circumstance, provide a bonus to AC, SR, or DR, nor do they provide armor bonuses, but may add bonuses of other types.

Abjuration: Any spell that provides a defensive benefit, without falling into another school, goes here. Mage Armor is a good example. Additionally, any spell that affects magic - Dispel Magic, Anti-Magic Field, Disjunction - goes here as well.

Notes:

Starting off - I don't like Abjuration. It really seems to me to be a catch-all school. However, there are a number of spells that really don't fit anywhere else, that fit here, and together.

Regarding balance - as with before, Evocation, Conjuration, and Transmutation are all much more powerful than the others. The latter in particular gains the most from this system. I blame this on an inherent abundance of spells that go boom, due to the nature of the game. Enchantment actually gets a hefty boost as well. Divination stays the same, and Abjuration takes a bit of a hit.

Following that, regarding specialist wizards, I would make an Evoker, Conjurer, or Transmuter choose one of those three schools to lose. Similarly, a Diviner, Abjurer, or Enchanter would lose one of the three in their group.

There are spells that fall into more than once school. Heal, for instance, affects both physical and mental attributes. Ice Storm, as mentioned earlier, does physical and energy damage. In this instance, I would just allow them to be dual-school spells. However, should that not be satisfactory, I would assign it to the first school in this order: Evocation, Conjuration, Transmutation, Enchantment, Abjuration, Divination. Thus, Heal is Transmutation, and Ice Storm is Evocation.

An interesting effect of this is to seperate Inflict and Cure spells into seperate schools - the former is by definition Evocation, the latter Transmutation. I kind of like that.

One thing I'm a little unsure of is spells that alter time and space. For example, Teleport and Time Stop. I think that whole-scale alteration of position in space would fall under Conjuration. As for time, I would imagine it would fall under Transmutation. In this manner, Teleport would be Conjuration, and Time Stop would be Transmutation - which matches the RAW.

Another difficult case (in my mind) is Disintegrate. It doesn't do typed damage, so it would fall under Transmutation as it does in the RAW.

On the other hand, instant-kill spells are dependant on their function - they may fall under Evocation, Transmutation, or Enchantment. Heck, a spell that intentionally teleports someone into rock or space would be Conjuration. Additionally, one could argue a spell that kills instantly certain affects both the physical and mental properties of a creature. I think it needs to be determined in a case by case basis.
 

log in or register to remove this ad

Nifft

Penguin Herder
Interesting.

A lot of defensive Illusions can go into Abjuration: mirror image and displacement, for example. Perhaps even the invisibility spells.

Time stop is a personal spell which gives you a defensive advantage. Also, it stops something. Abjuration.

IMHO Divination/Abjuration should be opposites. The only way to stop someone from gaining information with Divinations is to use Abjurations; the only way to pierce Abjurations (like invisibility) is with a Divination.

Cheers, -- N
 

Tequila Sunrise

Adventurer
I don't like abjuration either, because it is defined by its end result, while other schools are defined by their methods. I understand why you did away with necromancy, but I personally think the school is very important to any classical fantasy setting. Of course, I also think that necro's current body of spells is BS. Necro should be anything that deals with negative or positive energy (life and death); that includes healing, inflicts, disease, negative levels and so forth. Spells like ray of enfeeblement (trans) and scare (enchant) just don't belong. Necro should be a small, but important school.

Well, that's my opinion.
TS
 

MrNexx

First Post
From an article I wrote on wizards and healing...

Personally, I'd be in favor of going back to the drawing board on the entire 8 schools theory, and saying that abjuration protects from something or dispels something, conjuration calls physical objects and beings, divination does information (Rich Burlew has some great expansions on the divination school and making it a potent weapon), enchantment messes with people's minds, evocation creates physical energy (force, fire, lightning, cold), illusion creates illusions and shadows and sounds (including quasi-real creatures and real sounds), necromancy deals with vital energy (positive and negative energy; the energies of life and death), and transmutation changes the properties or shape of an item or being. However, that means rewriting the magic system from the ground up, which just isn't feasible.
 

Soulsong

First Post
LightPhoenix said:
There are, in this system, six schools of magic, based on the 3.5E schools. There is no Necromancy or Illusion, but I'll discuss them later. For reference, Evocation and Abjuration are opposite, as are Transmutation/Enchantment and Divination/Conjuration.
I like this idea myself and have done similar myself.
Illusion can be covered by Enchantment, Evocation, and Conjuration.
Necromancy can be covered by the remaining 6 schools, as it is not really associated with a function, but with a flavor.

I use different oppositions however, as follows (with an admittedly different flavor than standard D&D):

Divination - Enchantment
Divination reveals/liberates (mentally or physically)
Enchantment conceals/binds (mentally or physically)​
Evocation - Abjuration
Evocation creates
Abjuration dismisses​
Transmutation - Conjuration
Transmutation changes/replicates the physical properties of existing things
Conjuration changes/replicates the temporal/spatial properties of existing things (teleport, time-travel, planar-related)​

Note that these divides are high level functions and are not based on specific uses.
It would be possible to create either offensive, defensive, or utility spells using any of these.
It would also be possible to establish other thematic groupings (domains) using different cross school concepts (such as necromancy, illusion, protection, buffing, shadow, fire, etc...) that have common themes that can be manifested via multiple high level functions. Necromancy might involve possession (enchantment and/or abjuration), animate dead (evocation and/or transmutation), shadow killer (enchantment), finger of death (evocation and/or transmutation), cause light wounds (evocation and/or transmutation), feign death (transmutation and/or enchantment), negative enrgy protection (abjuration), detect undead (divination), shadow walk (transmutation and/or conjuration), summon wraith (conjuration), etc...

One might argue for an additional reduction to 5 schools, rolling Conjuration into Evocation, but I think that there is a significant difference between evocations (that actually create new energy, creatures, etc...) and summoning type spells (those that either call existing energy, creatures, etc... or merely summon/create temporary magical replicas of the same).

One might also argue for different sets of opposition. I can see the rationale that you are using for transmutation/enchantment (ie transmutation changing physical properties vs enchantment changing mental/magical properties), but I do not follow the opposition of divination and conjuration.

One might also attempt to tie the 6 schools to other aspects of the cosmology as well, ie:

Divination - Water
Enchantment - Fire
Evocation - Positive Energy
Abjuration - Negative Energy
Transmutation - Air
Conjuration - Earth
 

LightPhoenix

First Post
Nifft said:
A lot of defensive Illusions can go into Abjuration: mirror image and displacement, for example. Perhaps even the invisibility spells.

Time stop is a personal spell which gives you a defensive advantage. Also, it stops something. Abjuration.

IMHO Divination/Abjuration should be opposites. The only way to stop someone from gaining information with Divinations is to use Abjurations; the only way to pierce Abjurations (like invisibility) is with a Divination.

I agree on Mirror Image and Displacement, but I think Invisibility would go into Transmutation or Enchantment, depending on how you rule how the spell works (messes with physical, or mental senses). Time Stop, by the description as written, speeds you up so that time appears stopped - that's why I would say it's Transmutation. If Time Stop actually stopped time, there's a case for Abjuration.

These are good examples of spells needing some degree of DM fiat.

I agree with Tequila Sunrise (quoted below for a different point) on Abjuration - it isn't defined by its method, but by its effect. In this aspect, Abjuration is opposite Evocation for a clear reason - one protects, the other damages. It's a pure defense versus offensive opposition. Transmutation and Enchantment are opposed because one focuses on the physical and one non-physical. That leaves Conjuration and Aburation - I could argue that one creates physical stuff, and one creates mental stuff, but that's a weak argument. In reality, they're just the two left over.

I think the best way is to remove opposing schools altogether, and divide the schools into two groups - one with Trans/Conj/Evoc, and one with Div/Abj/Ench. You choose your restricted school from the same group as your specialty.

Tequila Sunrise said:
I don't like abjuration either, because it is defined by its end result, while other schools are defined by their methods. I understand why you did away with necromancy, but I personally think the school is very important to any classical fantasy setting. Of course, I also think that necro's current body of spells is BS. Necro should be anything that deals with negative or positive energy (life and death); that includes healing, inflicts, disease, negative levels and so forth. Spells like ray of enfeeblement (trans) and scare (enchant) just don't belong. Necro should be a small, but important school.

See, I'm exactly the opposite - I think Necromancy as a school limits fantasy, because it usually get tagged as evil. I much prefer any negative or death-affecting magic being evil - whether it's creating undead, or draining life essence, or exploding a corpse, or what have you. Removing Necromancy as a strict school allows for any school of magic to have "bad" magic - and conversely, "good" magic.

That said, I did consider having a life/death school of magic - but based on the way I was defining other schools, specifically Transmutation and Enchantment, it seems as if I was deliberately forcing those spells into a "special" category. That's exactly the reason I dislike Abjuration as well - it's deliberately channelling defensive spells into a special category. I'd much rather see a spell that creates physical armor (Conjuration) or changes your skin (Transmutation) or lets you ascertain what people are doing ahead of them (Divination), which are all protective.

Honestly, the only reason Abjuration is a school is for counter-magic and spells like Mage Armor, which don't really fall into a category without changing definitions. Evocation could be redefined as the manipulation of "energy," to accomodate some esoteric spells like Mage Armor. I think I would rather say that like Wall of Force, Mage Armor involves creation, and that would make it Conjuration.

Regarding counter-magic (and meta-magic, and Wish/LW/Miracle) those could be moved into a "Universal" category. Alternatively, since they don't usually alter something physical, but rather something magical, that could be Enchantment. Neither really satisfies me though.
 

LightPhoenix

First Post
Soulsong said:
It would also be possible to establish other thematic groupings (domains) using different cross school concepts (such as necromancy, illusion, protection, buffing, shadow, fire, etc...) that have common themes that can be manifested via multiple high level functions. Necromancy might involve possession (enchantment and/or abjuration), animate dead (evocation and/or transmutation), shadow killer (enchantment), finger of death (evocation and/or transmutation), cause light wounds (evocation and/or transmutation), feign death (transmutation and/or enchantment), negative enrgy protection (abjuration), detect undead (divination), shadow walk (transmutation and/or conjuration), summon wraith (conjuration), etc...

I completely agree. I think it's much more useful to allow for concepts to cross schools - as you described with Necromancy. If you want a Pyromancer, you're going to have mostly Evocation spells - but there's no reason you can't have spells from any school. In a sense, you lose some of the necessity to specialize in a school - but if you want a Pyroblaster, you can do that too.

One might argue for an additional reduction to 5 schools, rolling Conjuration into Evocation, but I think that there is a significant difference between evocations (that actually create new energy, creatures, etc...) and summoning type spells (those that either call existing energy, creatures, etc... or merely summon/create temporary magical replicas of the same).

Again, I agree. I prefer to put pure creation seperate from what are essentially "boom" spells, for thematic reasons.

One might also argue for different sets of opposition. I can see the rationale that you are using for transmutation/enchantment (ie transmutation changing physical properties vs enchantment changing mental/magical properties), but I do not follow the opposition of divination and conjuration.

Again, that was what was left over. Personally I think "opposition" schools are a limiting idea. That's why I would just divide it into "strong" and "weak" schools as I said above. Really, if all the schools had a more equal amount of spells, I would even remove that and just let the player choose any one to be restricted.

Divination - Water
Enchantment - Fire
Evocation - Positive Energy
Abjuration - Negative Energy
Transmutation - Air
Conjuration - Earth

For the same reason I stated above, I'm against assigning themes to the schools.
 

Soulsong

First Post
LightPhoenix said:
Again, that was what was left over. Personally I think "opposition" schools are a limiting idea. That's why I would just divide it into "strong" and "weak" schools as I said above. Really, if all the schools had a more equal amount of spells, I would even remove that and just let the player choose any one to be restricted.
I can definately see this way of thinking. Many like the idea of complete and symetrical school opposition for game balance or aesthetic issues. I definately see benefits in being able to choose personal opposition schools. I am not sure I see the division between "strong" and "weak" schools, and might be inclined to just throw it completely open if I were to go this way.
A middle ground might be to acknowledge certain solid oppositions, but not require schools to have them. Perhaps Divination/Enchantment and Evocation/Abjuration are in opposition, but Conjuration and


LightPhoenix said:
For the same reason I stated above, I'm against assigning themes to the schools.
I am aware that these kinds of associations are reaches and only general at best, but they may have flavor benefits within certain types of campaigns/cosmologies for various reasons.

For instance:
Perhaps a DM wants to establish an evolution/development of Magic within his cosmology like follows:
1) Evocation appears first (creation)
2) Conjuration appears as a form of Evocation that also effects time and space (allowing time travel/flow)
3) Abjuration appears as a combination of Evocation and Conjuration (with a different temporal component)
4) Transmutation appears as a combination of Evocation and Conjuration that effects physical properties (allowing sentience)
5) Enchantment appears as a combination of Evocation, Conjuration, and Transmutation that effects other properties (perhaps allowing souls and magic items?).
6) Divination appears as a combination of Evocation, Conjuration, and Transmutation with the arrival and development of sentience.

or maybe some other evolution. Perhaps these associations were either dependant on, requisite for, or otherwise coincedental to the formation of certain elemental or transitive planes, etc... in the cosmology.
 

Actually, when viewing the abjuration school, try to think of it as a school of wards, bindings, shields and anti-magic.

Resistance: a minor protection ward that helps with saving throws.

Hold Portal: bind a door from opening.

Shield: Shields against attacks, magic missiles...

Protection from Evil: A quintessential warding abjuration spell.

Endure Elements: Repels exessive heat or cold in the environment.

Protection from Arrows: Repels normal missile fire.

Obscure Object: Wards away scrying from an object

Dispel Magic: Creates a ward against other magics; focused enough, it can even break a spell.

Protection from Energy: Shields from an energy type.

Remove Curse: Suppresses curses on items, and can break curses on people...

Like most D&D schools, there are spells that should be in this school that aren't (binding) and spells that are in this school, that probably don't belong (fire trap, while a "ward" of a sort, is an evocation spell [creates fire] connected up with a contingency [another evocation spell]) but I think there is a method to it. The nature of the method makes the school mostly defensive in nature.
 


Remove ads

Top