Chaosmancer
Legend
The word "necrotic" is a medical term that means the cells are dying, such as gangrene.
When an Undead inflicts Necrotic damage, it means the targets are starting to become corpses, literally rotting.
Deathliness is darkside. When the Spore Druid deals Necrotic damage and especially when using fungus to animate a zombie, the concept flirts with the darkside. This is Negativity influencing the natural world. The absence of Positive Energy.
And any "worships and understands nature" class that attempted to tell me that fungus and decomposers are unnatural and evil gets an immediate VETO from me. Heck, zombie fungus is a real-life part of nature. It is a perfectly natural and neutral part of life. Dangerous and Creepy? Yes. But not "negative" unless you find carnivore's red in tooth and claw negative too.
This reminds me of the stupid Ettercap lore that says they were cursed by the Gods of Nature because they were druids, who in spider form, engaged in cannibalism, exactly like real-life spiders. And that made them "evil". Do you know how many real-life plants and animals engage in cannibalism? Nature doesn't find that evil, because it IS natural for those animals.
It isnt about alignment, because Good characters can wield the powers of death and demons for Good purposes. Compare the Warlock.
At the same time, the themes are about death and demons. Namely, darkside flavor.
Enchantment can be taboo in some cultures because it violates free will. In Norse culture, warriors avoided manipulating the minds of opponents because it seemed unfair and a cowardly way to avoid a fight. The stories still describe warriors doing it, however. Even Thor resorts to mind manipulation on occasion.
But it DOES play into alignment. You can't say "this is the magic of darkness and demons, it is a black and fell magic, it is entirely neutral" because in DnD Fiends aren't neutral, they are completely and fully evil. Now, you and me might come to an agreement that that is a rather boring cosmology, but it doesn't change the presentation within DnD.
Take Enchantment, me and you agree that it goes into some dangerous and taboo territory, though it has good uses. DnD does not comment on the morality of Enchantment. DnD does say that Necromancy is evil, and I have had multiple, extended conversations about how it is possible to use necromancy for good, that have smashed themselves to bits upon the wall of "It is evil magic, by RAW, so everyone who uses it is evil or neutral and stupid at best"
The moment you start associating magic with the good guys and the bad guys, you are opening that door and spiking it open. Necromancy as the magic of decay, death, and souls? I'm all for it. Necromancy as the black (ie evil) magic of fiends and aberrations? No. That is far too much morality being put into a tool.
The Negative Void itself is strictly neutral, and serves a Good purpose by making creation possible. The Negativity is what allows finite things to be possible. Without the Negativity demarcating boundaries where something isnt, everything would be indistinguishable infinity.
That said, the absence of Positivity is bleak nihilation, like a black hole.
Heh. If you want blood and guts and death and corpses. Face it. This is darkside stuff. But not necessarily Evil.
Okay, but now we are shifting back into what I was saying. So, I guess this is a different question. Do you accept that DnD says that Fiends and Aberrations are evil?
Yeah. The folklore stories feature seers who foresee the future without flying around.
However, modern stories often have the telekinetic be precognitive as well. This is because the reallife scientific investigations of the "paranormal", tended to group the experiments that involved these claims together. The scientific terminology is new, but the what they describe is ancient, including "extra sensory perception" (Norse spá), "remote viewing" (Norse hamfarir), etcetera. "Telekinesis" (moving by spirit) and "Teleportation" are known in Jewish literature, where Teleportation (Hebrew kafats) is described in a way similar to a modern wormhole, that pulls two points in space together.
A modern theme "psionic" psychic character, would choose spells from the Dunomancy and Divination schools.
Yes, it matters which stories a player is drawing inspiration from. That is why it helps to organize the spells in a thematically salient way. Then the player can find the relevant spells more easily.
I distinguish between "objective" illusions that are quasi-real, versus "subjective" phantasms that are strictly mental sensory manipulation.
The objective illusions use force subtly to manipulate light and sound, or force with increasing strength for odor and solid touch, even fully virtual to support weight and so on. However, illusions have a mental affectation that ultimately can blur the lines between subjective imagination and objective reality, whence actually real scenarios with enduring mass and so on.
Yes, many Fey creatures are known for Illusion and Enchantment, as well as being immaterial Fey spirits. They are originally known for personifying and manipulating fate, namely Divination. A player who wants one or more of these narrative themes, selects the appropriate spell school.
Illusions are like art. One can describe the chemical properties of pigments, but that isnt really what the artist is doing with pigments. The artist is doing art. It is its own discipline, even its own mode of consciousness.
There are stories where something breaks because of being struck "just right". Whence luck. The imagery reminds me of cutting diamonds.
Organizing schools in a helpful and consistent way, matters.
Solid and salient organization helps in every aspect of D&D, just like in reallife.
Most spells are unambiguous and inflexible and belong to an obvious school.
Some spells are complex with moving parts that belong to more than one school.
Some schools depend on organizational decisions. For example, I intentionally make Divination include both precognition and teleportation. Conceptually they are inseparable because seeing remotely, being remotely present, and manifesting there via teleportation are related in principle. For example, one sends ones mind there, then once there, pulls the rest of body there. But the main reason for insisting on the link is for the purpose of the game: precognition is too passive (and boring), and teleportation is too much of a one-trick-pony (and boring). But together, they form a remarkably rich, powerful, diverse, and interesting spell list.
Transmutation combining the themes of Earth, Plant, and Beast, is arbitrary. But it can make sense, such as when creating objects from any or all of these. But the main reason for all three is, D&D has always done Transmutation this way, and this trio is one of the few things that is consistent about the Transmutation school.
The spell categories that I describe come from the bottom up.
I look at every spell that officially exists in D&D, especially 5e, but also earlier editions.
Every single spell that exists, fits well enough in one of these schools with these specific definitions.
The gist of these schools are solid, stable, and fun. I have been using them in my games for some years now. I continue to tinker with the school descriptions and the placement of a few specific spells. It proves useful.
I've got a meeting to get to, so I'll deal with the second half in a bit