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
Creating Monstrosities - which school of magic?
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="Staffan" data-source="post: 7002486" data-attributes="member: 907"><p>Yeah, the schools of magic in D&D never made much sense. They started in 1e as basically pointless bits of flavor attached to the spells (I don't know if 1e had any magic items or the like that differentiated between magic schools, but there certainly wasn't much effect to them). In Dragonlance Adventures, they were used to differentiate between the different Orders of High Sorcery, each of which could use a subset of the wizard spells based on schools.</p><p></p><p>2e was the first edition where schools actually had some mechanical weight. They integrated the Illusionist spell list into the Wizard spell list, and gave each school their own specialists. This did not work so well, because the schools had never been designed to carry that sort of mechanical weight, and they were quite unbalanced (e.g. Necromancy had a single 1st-level spell, <em>chill touch</em>, while Alteration (the previous name for Transmutation) had 17). I understand it also made a lot of grognards unhappy, because the Illusionist lost a lot of its identity when their distinct spell list became available to generic mages. Spells like <em>blur</em>, <em>improved invisibility</em>, <em>minor creation</em>, and <em>phantasmal killer</em> used to be exclusive to Illusionists.</p><p></p><p>3e and later 3.5e made some advances toward balancing the magic schools, and gave some mechanical weight to the schools themselves (e.g. using the sub-schools of Illusion to differentiate between a spell that creates an actual image, one that changes the way something looks, and one that makes someone <strong>think</strong> something's there). However, they never fixed the underlying problem, and that is that the schools don't really <strong>mean</strong> anything. They're not based on anything in particular, which can be seen in things like the confusion about where healing spells belong (for the record, using the 3e definition they were fine in Conjuration, because they were based on channeling positive energy). They started out as meaningless labels, and that's pretty much where they've stayed.</p><p></p><p>As a contrast, look at the Color Wheel in Magic: the Gathering. Those colors actually <strong>mean</strong> things - both when it comes to methods and goals. Red deals with fire, lightning, speed, emotion, recklessness, and inventiveness, and it primarily desires Freedom. Blue deals in trickery, ice, illusion, flight, transformation, and it primarily desires Knowledge. These are strong identities, and it's fairly easy to tell the difference between a Red and a Blue mage. But it's not that easy to tell the difference between a D&D evoker and a diviner.</p></blockquote><p></p>
[QUOTE="Staffan, post: 7002486, member: 907"] Yeah, the schools of magic in D&D never made much sense. They started in 1e as basically pointless bits of flavor attached to the spells (I don't know if 1e had any magic items or the like that differentiated between magic schools, but there certainly wasn't much effect to them). In Dragonlance Adventures, they were used to differentiate between the different Orders of High Sorcery, each of which could use a subset of the wizard spells based on schools. 2e was the first edition where schools actually had some mechanical weight. They integrated the Illusionist spell list into the Wizard spell list, and gave each school their own specialists. This did not work so well, because the schools had never been designed to carry that sort of mechanical weight, and they were quite unbalanced (e.g. Necromancy had a single 1st-level spell, [I]chill touch[/I], while Alteration (the previous name for Transmutation) had 17). I understand it also made a lot of grognards unhappy, because the Illusionist lost a lot of its identity when their distinct spell list became available to generic mages. Spells like [I]blur[/I], [I]improved invisibility[/I], [I]minor creation[/I], and [I]phantasmal killer[/I] used to be exclusive to Illusionists. 3e and later 3.5e made some advances toward balancing the magic schools, and gave some mechanical weight to the schools themselves (e.g. using the sub-schools of Illusion to differentiate between a spell that creates an actual image, one that changes the way something looks, and one that makes someone [B]think[/B] something's there). However, they never fixed the underlying problem, and that is that the schools don't really [B]mean[/B] anything. They're not based on anything in particular, which can be seen in things like the confusion about where healing spells belong (for the record, using the 3e definition they were fine in Conjuration, because they were based on channeling positive energy). They started out as meaningless labels, and that's pretty much where they've stayed. As a contrast, look at the Color Wheel in Magic: the Gathering. Those colors actually [B]mean[/B] things - both when it comes to methods and goals. Red deals with fire, lightning, speed, emotion, recklessness, and inventiveness, and it primarily desires Freedom. Blue deals in trickery, ice, illusion, flight, transformation, and it primarily desires Knowledge. These are strong identities, and it's fairly easy to tell the difference between a Red and a Blue mage. But it's not that easy to tell the difference between a D&D evoker and a diviner. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Creating Monstrosities - which school of magic?
Top