Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Character Classes should Mean Something in the Setting
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steeldragons" data-source="post: 8251710" data-attributes="member: 92511"><p>As I've said elsewhere (other threads) over the years, I've done much of what you suggest. </p><p></p><p>Homebrewing classes and setting specific things is -in my estimation- one of the great joys of D&D/fantasy RPGing. </p><p></p><p>My "Arcane Magic" list is applicable, in it's entirety only to [what my game terms] the Mage class [I do not -in fact, all out refuse to- draw distinctions between "Wizard" and "Sorcerer," at a class level].</p><p></p><p>The "specialist" Mages, Illusionists, Conjurers, etc... have individualized spell lists that are (roughly) half spells that would be available to all Mages and half spells that are available only to the specialist. It's all still considered "Arcane" magic, because of the nature of the force with which they work. But in the class crunch AND the setting fluff, there is such a thing as "Phantasmal [or, simply, "Illusion"] Magic," "Conjuration Magic," and so on.</p><p></p><p>E.G. The any "generalist" Mage is going to be able to learn, e.g., Wall of Fog, Glamour (i.e. Disguise Self), Invisibility, Mirror Image, Phantasm I (i.e. Phantasmal Force). Illusionist spell lists have all of that stuff too, of course. But they will also have, e.g., Gaze Reflection, Dispel Illusions/Charms, Phantasmal Killer that general mage's don't. They get things like Phantasmal Force and See Invisibility a level earlier than general Mages...AND, the Illusion Magic Specialist would gain spells like "Phantasm II" and "Phantasm III" (ever increasingly powerful and convincing "Phantasmal Forces"), which the general Mage can never master.</p><p></p><p>So, I like the combination of common magics and specialty magics.</p><p></p><p>I also make a distinction between Divine and Nature magic, so Clerics and Druids really aren't working from the same "pool" as it were. So the handling/figuring out how best to do Cleric/Divine magic is really it's own individualized thing. </p><p></p><p>Druids (and other Nature Magic users) are fairly well tied into natural and elemental related spells and all draw from the same list...though individuals could certainly choose to focus all of their preparations in "plant stuff" or "weather stuff" or "animal and fire spells" or whatever the player likes. But I have not yet come to a place where "grouping/separating" magics for Nature magic-users is necessary (or has been requested).</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8251710, member: 92511"] As I've said elsewhere (other threads) over the years, I've done much of what you suggest. Homebrewing classes and setting specific things is -in my estimation- one of the great joys of D&D/fantasy RPGing. My "Arcane Magic" list is applicable, in it's entirety only to [what my game terms] the Mage class [I do not -in fact, all out refuse to- draw distinctions between "Wizard" and "Sorcerer," at a class level]. The "specialist" Mages, Illusionists, Conjurers, etc... have individualized spell lists that are (roughly) half spells that would be available to all Mages and half spells that are available only to the specialist. It's all still considered "Arcane" magic, because of the nature of the force with which they work. But in the class crunch AND the setting fluff, there is such a thing as "Phantasmal [or, simply, "Illusion"] Magic," "Conjuration Magic," and so on. E.G. The any "generalist" Mage is going to be able to learn, e.g., Wall of Fog, Glamour (i.e. Disguise Self), Invisibility, Mirror Image, Phantasm I (i.e. Phantasmal Force). Illusionist spell lists have all of that stuff too, of course. But they will also have, e.g., Gaze Reflection, Dispel Illusions/Charms, Phantasmal Killer that general mage's don't. They get things like Phantasmal Force and See Invisibility a level earlier than general Mages...AND, the Illusion Magic Specialist would gain spells like "Phantasm II" and "Phantasm III" (ever increasingly powerful and convincing "Phantasmal Forces"), which the general Mage can never master. So, I like the combination of common magics and specialty magics. I also make a distinction between Divine and Nature magic, so Clerics and Druids really aren't working from the same "pool" as it were. So the handling/figuring out how best to do Cleric/Divine magic is really it's own individualized thing. Druids (and other Nature Magic users) are fairly well tied into natural and elemental related spells and all draw from the same list...though individuals could certainly choose to focus all of their preparations in "plant stuff" or "weather stuff" or "animal and fire spells" or whatever the player likes. But I have not yet come to a place where "grouping/separating" magics for Nature magic-users is necessary (or has been requested). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Character Classes should Mean Something in the Setting
Top