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Yet anther hybrid 3.5/4.0 system... but mine is better (just kidding), suggestions?
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<blockquote data-quote="Hereticus" data-source="post: 4740871" data-attributes="member: 83093"><p>By the way, here are the 12 spell/schools we use. While different from standard D&D, all the old favorite spells are here, plus some. All the good stuff is available to more characters, but less of it. I call Charisma... Presence.</p><p></p><p>12 is a good number, because there are four schools attached to Intelligence, Wisdom and Presence, and all are nearly equal. Arcanomancers can learn 1/3 of the spells available, making them less powerful than 3.5E Wizards.</p><p></p><p> <strong>Conjuration</strong> (intelligence) spells permanently or temporarily create or alter physical items. They can not directly affect creatures, energy, magic or the natural environment. Generally speaking conjured items that are permanent are not magical, and conjured items that are temporary are magical. Permanently conjured non-magical items do not radiate magic, and can not be dispelled. Temporary magical items can be dispelled. A Wall of Stone is permanent and does not radiate magic. A Wall of Ice is temporary and radiates magical cold, so it is magical and can be dispelled. A Wall of Fire is pure energy and has no substance, so it can not be conjured.</p><p> </p><p> <strong>Enchantment</strong> (intelligence) spells can permanently or temporarily create, destroy, manipulate or ban magical effects in an area. They can not summon creatures or create items, but they can be used to enchant existing creatures or items. Objects or individuals can be enchanted to give temporary attack bonuses, damage bonuses, avoidance bonuses, and reduction bonuses. Enchantment rituals are used to create magic items or animate constructs. They can oppose magic with spells like Dispel Magic, Globe of Invulnerability, Spell Immunity, Anti-Magic Shell, Cancellation, Negation and Disjunction. They can create force effects such as Magic Missile, Wall of Force, Attraction/Repulsion and Prismatic Sphere, or counter force effects with spells such as Disintegration. Force effects can be resisted with Constitution (where applicable), and magic opposition effects (dispel) are opposed by the caster’s key attribute that created the magic.</p><p> </p><p> <strong>Illusion</strong> (intelligence) spells create visual (appearance, color, light, but not dark), auditory (sound), olfactory (scent), gustative (taste), tactile (touch and thermal) and divination (magical) images in the mind of those that perceive them. Illusionary images oppose divination and are designed to fool the senses, and can be resisted with Intelligence. However resisting an illusion requires a conscious effort on the part of the disbeliever. Although images are not real, thermal illusions cause non-lethal damage, and shadow magic creates partially real effects. Illusionists can also create intense bursts of color that can have effects such as fascination, hypnotism, stunning or system shock. Despite being magical, illusions do not radiate magic. They can only be identified with spells such as Detect Illusion, or seen through with True Sight.</p><p> </p><p> <strong>Mentalism</strong> (intelligence) spells send information to the minds of others, and to protect your own mind. The information sent can be harmless feedback such as a verbal or emotional Message, a mild urging such as Charm, a moderate push such as a Compulsion or Suggestion, or a strong Command or Demand. It can also be a mental assault without information such as Daze, Confusion, Stun, Sleep or Possession (or Magic Jar). Mentalism can be resisted with Wisdom. Despite being magical, mental influences do not radiate magic. They can only be identified with spells such as Detect Charm, or found through additional mental intrusions on the subject.</p><p> </p><p> <strong>Elemental</strong> (wisdom) spells create, destroy or alter, either temporarily or permanently, elemental matter (Air, Water & Earth), or create spontaneous or temporary magical bursts of elemental energy (Heat, Cold & Electricity). Permanently created matter does not radiate magic, but temporarily altered matter does such as weather, tidal effects, and passages through the earth. Elemental energy is always temporary (or instantaneous), radiates magic, and can be dispelled. Offensive (instantaneous) energy spells manifest themselves in flames (red is hot, blue is cold, golden is electrical), and come in the form of bolts (rays or missiles), balls (radiate from caster, or missiles that detonate), and cones (or sprays). Temporary energy spells can radiate from a point (some are mobile), fill and area, or create a wall. Some elemental spells can also be used to resist (absorb, reduce or offer immunity) to energy attacks. These spells can also be resisted with Constitution. Lastly elemental spells can be used to dispel, destroy, command, create or summon various types of elementals.</p><p> </p><p> <strong>Naturalism</strong> (wisdom) spells are concerned with naturally occurring flora and fauna on the Prime Plane, and fey creatures on the Astral Plane. Naturalists are usually neutrally aligned, but not in all cases. Flora includes all prime plants, including fungi, molds and oozes. Fauna includes all prime humanoids, animals and monsters. Fey includes all astral creatures other than celestials, fiends, elementals, dragons and constructs. Naturalism spells can be used to call existing creatures to service, or to summon magically created creatures. Summoned creatures are temporary, radiate magic, can be dispelled, and will disappear after the spell expires. Called creatures are permanent and may leave the area after the spell expires. </p><p> </p><p> <strong>Dimensional</strong> (wisdom) spells allow you to travel through the Ethereal Plane that exist between the Prime Plane and Astral Plane, create temporary pockets of reality in that plane, and pass through it to the Astral Plane. Travel through the Ethereal Plane can be normal, rapid, or instantaneous, depending on the type of magic that allowed you to enter. Note that incorporeal is a state of semi-ethereal (half corporeal).</p><p> </p><p> <strong>Obtenebration</strong> (wisdom) spells command shadows and darkness, create, bolster, command and control undead creatures, and are associated with those of evil alignments who are not fiends. Obtenebration can be used to create unnatural shadows, normal darkness, and magical darkness (nocturne), or to move through shadows with spells such as Shadow Step or Shadow Walk. They can be used to create or summon Shadows, Shades and Nocturnes, or allow yourself to take such form yourself. Obtenebration spells can be used to animate or create new undead, or to summon, bolster, command or control or existing undead. </p><p> </p><p> <strong>Benevolence</strong> (presence) spells bolster and protect health and life, assist allies, summon celestial creatures, and dispel or destroy fiendish and undead creatures. There is no resistance if cast on a willing creature. If the target creature is unwilling, it is resisted by Constitution. Benevolent bolsters radiate magic and can be dispelled, and can be terminated at will by the recipient.</p><p> </p><p> <strong>Malevolence</strong> (presence) spells hinder and destroy health and life, curse enemies, summon fiendish creatures, dispel or destroy celestial creatures, and control undead creatures. There is no resistance if cast on a willing creature (fiend or undead). If the target creature is unwilling, it is resisted by Constitution. Malevolent curses radiate magic and can be dispelled, and can be terminated at will by the willing recipient.</p><p> </p><p> <strong>Alteration</strong> (presence) spells temporarily enhance your abilities, attributes, movement or change the shape of your body. They can only be cast on yourself or a willing subject, so there is no resistance. Alterations radiate magic and can be dispelled, and can be terminated at will by the recipient.</p><p> </p><p> <strong>Divination</strong> (presence) spells expand your sensory perceptions, either to enhance existing abilities, to create new senses, or to receive knowledge from external sources. They can also be used to limit the senses of an opponent. Creatures and enchanted items being divined resist divination with Presence, but locations and normal items can not resist. Divinations can detect thought, determine the strength of thought (intelligence), read thought, but can not influence the mind or body of another. Divination spells receive sensory inputs, they can not be used to send influence.</p></blockquote><p></p>
[QUOTE="Hereticus, post: 4740871, member: 83093"] By the way, here are the 12 spell/schools we use. While different from standard D&D, all the old favorite spells are here, plus some. All the good stuff is available to more characters, but less of it. I call Charisma... Presence. 12 is a good number, because there are four schools attached to Intelligence, Wisdom and Presence, and all are nearly equal. Arcanomancers can learn 1/3 of the spells available, making them less powerful than 3.5E Wizards. [B]Conjuration[/B] (intelligence) spells permanently or temporarily create or alter physical items. They can not directly affect creatures, energy, magic or the natural environment. Generally speaking conjured items that are permanent are not magical, and conjured items that are temporary are magical. Permanently conjured non-magical items do not radiate magic, and can not be dispelled. Temporary magical items can be dispelled. A Wall of Stone is permanent and does not radiate magic. A Wall of Ice is temporary and radiates magical cold, so it is magical and can be dispelled. A Wall of Fire is pure energy and has no substance, so it can not be conjured. [B]Enchantment[/B] (intelligence) spells can permanently or temporarily create, destroy, manipulate or ban magical effects in an area. They can not summon creatures or create items, but they can be used to enchant existing creatures or items. Objects or individuals can be enchanted to give temporary attack bonuses, damage bonuses, avoidance bonuses, and reduction bonuses. Enchantment rituals are used to create magic items or animate constructs. They can oppose magic with spells like Dispel Magic, Globe of Invulnerability, Spell Immunity, Anti-Magic Shell, Cancellation, Negation and Disjunction. They can create force effects such as Magic Missile, Wall of Force, Attraction/Repulsion and Prismatic Sphere, or counter force effects with spells such as Disintegration. Force effects can be resisted with Constitution (where applicable), and magic opposition effects (dispel) are opposed by the caster’s key attribute that created the magic. [B]Illusion[/B] (intelligence) spells create visual (appearance, color, light, but not dark), auditory (sound), olfactory (scent), gustative (taste), tactile (touch and thermal) and divination (magical) images in the mind of those that perceive them. Illusionary images oppose divination and are designed to fool the senses, and can be resisted with Intelligence. However resisting an illusion requires a conscious effort on the part of the disbeliever. Although images are not real, thermal illusions cause non-lethal damage, and shadow magic creates partially real effects. Illusionists can also create intense bursts of color that can have effects such as fascination, hypnotism, stunning or system shock. Despite being magical, illusions do not radiate magic. They can only be identified with spells such as Detect Illusion, or seen through with True Sight. [B]Mentalism[/B] (intelligence) spells send information to the minds of others, and to protect your own mind. The information sent can be harmless feedback such as a verbal or emotional Message, a mild urging such as Charm, a moderate push such as a Compulsion or Suggestion, or a strong Command or Demand. It can also be a mental assault without information such as Daze, Confusion, Stun, Sleep or Possession (or Magic Jar). Mentalism can be resisted with Wisdom. Despite being magical, mental influences do not radiate magic. They can only be identified with spells such as Detect Charm, or found through additional mental intrusions on the subject. [B]Elemental[/B] (wisdom) spells create, destroy or alter, either temporarily or permanently, elemental matter (Air, Water & Earth), or create spontaneous or temporary magical bursts of elemental energy (Heat, Cold & Electricity). Permanently created matter does not radiate magic, but temporarily altered matter does such as weather, tidal effects, and passages through the earth. Elemental energy is always temporary (or instantaneous), radiates magic, and can be dispelled. Offensive (instantaneous) energy spells manifest themselves in flames (red is hot, blue is cold, golden is electrical), and come in the form of bolts (rays or missiles), balls (radiate from caster, or missiles that detonate), and cones (or sprays). Temporary energy spells can radiate from a point (some are mobile), fill and area, or create a wall. Some elemental spells can also be used to resist (absorb, reduce or offer immunity) to energy attacks. These spells can also be resisted with Constitution. Lastly elemental spells can be used to dispel, destroy, command, create or summon various types of elementals. [B]Naturalism[/B] (wisdom) spells are concerned with naturally occurring flora and fauna on the Prime Plane, and fey creatures on the Astral Plane. Naturalists are usually neutrally aligned, but not in all cases. Flora includes all prime plants, including fungi, molds and oozes. Fauna includes all prime humanoids, animals and monsters. Fey includes all astral creatures other than celestials, fiends, elementals, dragons and constructs. Naturalism spells can be used to call existing creatures to service, or to summon magically created creatures. Summoned creatures are temporary, radiate magic, can be dispelled, and will disappear after the spell expires. Called creatures are permanent and may leave the area after the spell expires. [B]Dimensional[/B] (wisdom) spells allow you to travel through the Ethereal Plane that exist between the Prime Plane and Astral Plane, create temporary pockets of reality in that plane, and pass through it to the Astral Plane. Travel through the Ethereal Plane can be normal, rapid, or instantaneous, depending on the type of magic that allowed you to enter. Note that incorporeal is a state of semi-ethereal (half corporeal). [B]Obtenebration[/B] (wisdom) spells command shadows and darkness, create, bolster, command and control undead creatures, and are associated with those of evil alignments who are not fiends. Obtenebration can be used to create unnatural shadows, normal darkness, and magical darkness (nocturne), or to move through shadows with spells such as Shadow Step or Shadow Walk. They can be used to create or summon Shadows, Shades and Nocturnes, or allow yourself to take such form yourself. Obtenebration spells can be used to animate or create new undead, or to summon, bolster, command or control or existing undead. [B]Benevolence[/B] (presence) spells bolster and protect health and life, assist allies, summon celestial creatures, and dispel or destroy fiendish and undead creatures. There is no resistance if cast on a willing creature. If the target creature is unwilling, it is resisted by Constitution. Benevolent bolsters radiate magic and can be dispelled, and can be terminated at will by the recipient. [B]Malevolence[/B] (presence) spells hinder and destroy health and life, curse enemies, summon fiendish creatures, dispel or destroy celestial creatures, and control undead creatures. There is no resistance if cast on a willing creature (fiend or undead). If the target creature is unwilling, it is resisted by Constitution. Malevolent curses radiate magic and can be dispelled, and can be terminated at will by the willing recipient. [B]Alteration[/B] (presence) spells temporarily enhance your abilities, attributes, movement or change the shape of your body. They can only be cast on yourself or a willing subject, so there is no resistance. Alterations radiate magic and can be dispelled, and can be terminated at will by the recipient. [B]Divination[/B] (presence) spells expand your sensory perceptions, either to enhance existing abilities, to create new senses, or to receive knowledge from external sources. They can also be used to limit the senses of an opponent. Creatures and enchanted items being divined resist divination with Presence, but locations and normal items can not resist. Divinations can detect thought, determine the strength of thought (intelligence), read thought, but can not influence the mind or body of another. Divination spells receive sensory inputs, they can not be used to send influence. [/QUOTE]
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