Crimson Longinus
Legend
So the recent thread about the wizard class got me thinking. I think that most of the schools of magic are thematically pretty weak and muddled, so I am trying to condense the wizard subclasses to give them more district identity.
These are my ideas thus far:
The School of Forces. Also known as battle mages due the destructive power of their spells. This is the school that concentrates on manipulating the matter and energy. It is most obviously "wizardly" and has flashiest magic. Mostly an evocator with some stuff from transmutation and abjuration tacked on. The classic blaster wizard.
The School of Gates. Also known as summoners. This is the wizard who studies the planes and gateways between them. They summon extraplanar entities and commune with them. Basically a combination of conjurer and diviner. Probably should have some mechanics to allow a permanent pet, a boosted planar familiar at the least.
The School of Mirrors. Also known as the dream weavers. Thematically enchantment and illusionism are very similar, so this just basically combines these two. Probably leaning more on the illusion side, as enchantment is already pretty decently covered by the bards.
The School of Shadows. Also known as necromancers and death mages. Necromancy is the thematically the strongest of the existing schools and the subclass has pretty decent mechanics too. Perhaps add some other shadow and creepy stuff.
What do you think? Are these thematically clear enough? If these were the only four wizard subclasses in a game you were playing, would you feel satisfied? Do you think there are some some significant themes these are missing? What sort of mechanics would you want to see for such subclasses?
These are my ideas thus far:
The School of Forces. Also known as battle mages due the destructive power of their spells. This is the school that concentrates on manipulating the matter and energy. It is most obviously "wizardly" and has flashiest magic. Mostly an evocator with some stuff from transmutation and abjuration tacked on. The classic blaster wizard.
The School of Gates. Also known as summoners. This is the wizard who studies the planes and gateways between them. They summon extraplanar entities and commune with them. Basically a combination of conjurer and diviner. Probably should have some mechanics to allow a permanent pet, a boosted planar familiar at the least.
The School of Mirrors. Also known as the dream weavers. Thematically enchantment and illusionism are very similar, so this just basically combines these two. Probably leaning more on the illusion side, as enchantment is already pretty decently covered by the bards.
The School of Shadows. Also known as necromancers and death mages. Necromancy is the thematically the strongest of the existing schools and the subclass has pretty decent mechanics too. Perhaps add some other shadow and creepy stuff.
What do you think? Are these thematically clear enough? If these were the only four wizard subclasses in a game you were playing, would you feel satisfied? Do you think there are some some significant themes these are missing? What sort of mechanics would you want to see for such subclasses?
Last edited: