Level Up (A5E) Architecture, Travel, and Control Schools

xiphumor

Legend
GPG 6 quietly introduced the travel school of magic with reopen rift, and the DDG gave us architecture and control with awaken portal and skeletal hand respectively. However, there are other spells that should reasonably be in these schools, and I’d like to compile a list that the powers-that-be could publish if they see fit.

I have drafts of each school below. The control school needs to be paired down with a stricter definition, and I need help determining what the common consensus is for what should count. I think the architecture and travel schools are decently formulated, but I would love some proofreading.

TRAVEL

Sample Spell: Reopen Rift



Astral Projection

Find Steed

Find the Path

Gate

Longstrider

Magic Map*

Phantom Steed

Plane Shift

Teleport

Teleportation Circle

Transport via Plants

Water Walk

Wind Walk

Wormway

Word of Recall





ARCHITECTURE

Sample Spell: Awaken Portal



Antimagic Zone*

Animate Objects

Arcane Lock

Enrage Architecture

Forbiddance

Hallow

Guards and Wards

Knock

Magnificent Mansion

Passwall

Private Sanctum

Teleportation Circle



CONTROL

Sample Spell: Skeletal Hands



Antilife shell

Antimagic Field

Arcane Hand

Banishment

Black Tentacles

Blindness/Deafness

Blade Barrier

Call Lightning

Cloudkill

Command

Control Water

Darkness

Dispel Magic

Earth Barrier

Earthquake

Enrage Architecture

Entangle

Fear

Flaming Sphere

Fog Cloud

Force Cage

Globe of Invulnerability

Grease

Gust of Wind

Hallucinatory Terrain

Hold Monster

Hold Person

Hypnotic Pattern

Ice Storm

Incendiary Cloud

Insect Plague

Irresistible Dance

Levitate

Magic Circle

Major Image

Mass Suggestion

Maze

Mental Grip

Minor Illusion

Mirage Arcane

Move Earth

Pestilence

Phantasmal Killer

Plane Shift

Plant Growth

Polymorph

Power Word Stun

Prismatic Wall

Programmed Illusion

Raise Hell

Ray of Frost

Resilient Sphere

Reverse Gravity

Seed Bomb

Shattering Barrage

Silence

Silent Image

Sleep

Sleet Storm

Slow

Spike Growth

Spirit Guardians

Stinking Cloud

Storm of Vengeance

Suggestion

Symbol

Tearful Sonnet

Telekinesis

Thunderwave

True Polymorph

Wall of Fire

Wall of Flesh

Wall of Force

Wall of Ice

Wall of Stone

Wall of Thorns

Web

Weird

Whirlwind Kick

Wind Wall



*(Included in the DDG, which introduced the school, but was not included in the school)
 

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xiphumor

Legend
Okay, I have a revised control list. It's still a large school, but it's smaller than protection now.

General principles for inclusion in the large school, based on how it seems to be applied to Skeletal Hands
  • Spell must physically impede movement aside from the threat of damage
  • Purely psychological effects do not merit inclusion
-- (Hypnotic Pattern made the cut because it reduces a creatures speed in addition to inflicting the charm and incapacitated conditions)
- Spells that only obscure the senses do not merit inclusion

Arcane Hand
Banishment
Black Tentacles
Blade Barrier
Control Water
Earth Barrier
Earthquake
Entangle
Forcecage
Freezing Sphere
Grease
Gust of Wind
Hold Monster
Hold Person
Hypnotic Pattern
Ice Storm
Imprisonment
Levitate
Maze
Mental Grip
Mirage Arcane
Move Earth
Plane Shift
Plant Growth
Prismatic Wall
Raise Hell
Ravaging Roots*
Ray of Frost
Resilient Sphere
Reverse Gravity
Seed Bomb
Skeletal Hands
Slow
Spike Growth
Spirit Guardians
Telekinesis
Thunderwave
Wall of Fire
Wall of Flesh
Wall of Force
Wall of Ice
Wall of Stone
Wall of Thorns
Web
Wind Wall

*Included in DDG when spell school was introduced, but not originally included in school
 
Last edited:

xiphumor

Legend
Upon reflection, I cut down the Architecture school to the following.

Arcane Lock
Awaken Portal
Enrage Architecture
Guards and Wards
Knock
Magnificent Mansion
Maze
Passwall

Travel spell list remains mostly the same. I considered adding Demiplane, but then it would seem as though Rope Trick would need to be included, and that felt wrong. I removed Astral Projection.

Find Steed
Find the Path
Gate
Longstrider
Magic Map
Phantom Steed
Plane Shift
Reopen Rift
Teleport
Teleportation Circle
Transport via Plants
Water Walk
Wind Walk
Wormway
Word of Recall
 

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