steeldragons
Steeliest of the dragons
I've played around a lot with specialist schools, homebrewing-ruling them for my own world.
i agree with the comments that the "specialist wizards" need a bit of re-tuning and some definite flavor development. The 1e Illusionist seems to be the most commonly pointed to example...which then, yes, does demand each "specialist" needs his own spell list...and I concur, their own set of special abilities dealign with their special flavor.
My understanding of the 5e breakdown of "Themes", while seems an obvious choice seems to be leaning more toward "skills" and "background" type stuff, not really additional "class" types powers. So, taking that out of the mix, then leaves them to be "classes" or "sub-classes" in their own right.
I do sympathsize with @JRRNeiklot 's idea that, if you want an Illusionist, just choose illusion spells. Want a Necromancer? Choose necromantic spells. Makes sense and would be the easiest/cleanest solution...at least until they come out with the 5e Complete Mages every possible option module, if they ever get to that.
But, it seems, many people want everything spelled out for them. Some people just prefer to have RAW to tell them what to do...or give them as many parameters as possible.
I also concur that the traditional "Eight Schools of Magic" could be seriously pared down and the specialists infused with more flavor focus and additional "abilities" beyond their choice of spells.
So, going with that, here's what I'm thinking...
Divination and Abjuration. Two of the "weakest" specialities for adventuring/being in the field but so uber-useful and necessary to any mage. What wizard can't "detect" the presence of magic or know, at least the arcana-physical theories, of how to counteract/defend themselves from magic...at least in some small way?
They are, however, among the most useful for NPCs. Every king wants a diviner on retainer. A resident mage who can defend the castle against magical influence/intrusion and deal with "the unseen" is much more useful than one who can throw fireballs during a siege...they have scores of soldiers for that.
Throw in a few minor illusory tricks for some entertainment and you have the perfect "court wizard."
Throw in a slight "religious" or "scholastic" flavor and you have a very useful NPC Diviner's Guild or Academy of Knowledge or what have you for the PCs to utilize (and pay/donate to, of course
For PCs, Div. & Abj. get combined and strewn throughout all specialties (at least for "minor" way, which I always defined as 3rd level or lower spells) as makes sense. Dt. Illusion for Illusionists, Dt. Undead for Necro's, Dt. Charm for the Enchanters, etc.
Let's face it, noone is going to play a Diviner or Abjurist. I know, I tried. Great/cool character concept, but just not particularly useful in actual play. Leave those "specialists" to the realm of NPCs...but don't really define them as "separate specialist classes." Just a flavor thing. These guys n' gals "know stuff" better than anybody...and they can protect themselves as the day is long...long as there's someone else around to actually fight off their assailant before their magic runs out.
But everyone trained in the "Art/Craft/Mysteries/Arcane/Occult/however you want to fluff it" can "Detect [general/-ic] Magic" to some degree. "Read Magic", if that's still in the game (I long ago houseruled that to be an automatic NON-magical ability of mages). Everyone can cast a "Protection from Evil" (personal or perhaps circle or use protective talismans/cloaks/rings/etc.) to greater or lesser effect. Even/topping out with "Dispel Magic". Finding magic and defending oneself from it are, like, the first two things any mage would learn!
Illusion and Enchantment really, more or less get lumped in together. If you want an illusionist, focus on the more visual type spells, if you want a beguiling enchantress, focus on the more mind-altery/emotion based stuff. But they come in the same arcane "package" as it were.
The Illusionist and/or Enchanter mage, obviously, is just what you call yourself, however you want to fluff/focus your character. They are the masters of the mind****, entertainment, maybe mysterious, devious and/or conniving (perhaps), controlling light and color and shadow and emotion, the "figments", the "intangibles" to various effect.
Suitable "abilities" would be things like a resistance/immunity to phantasmal magic (recognizing/disbelieving illusions, probably starting small and scaling-increasing with level), non-magical sleight-of-hand, and some kind of non-magical interactive (CHA-based, if you like) bonus for recognizing/utilizing one's seductive wiles, entertaining bravado, etc...
Evocation and Transmutation get lumped together. The generation and control of raw energies/building blocks of matter and then the alteration of those blocks into other things.
Call your self a "blaster" mage, Evoker. Call yourself a "Transmuter" (if you must, but I never liked that one). But you are dealing in the harnessing, directing and (most of all) controlling the manifestations of energy and manipulation of matter, the "tangible" effects at your fingertips.
If you like being a "Fire mage", seek out, study, focus on Fire based spells. If you want to be an "Elementalist" then study them all! If you want to be Circe, altering your own shape and/or appearance and polymorphs are your friend.
Abilties that come to mind are a resistance to energy forms (perhaps one to start and increasing types and effectiveness with level, double your bonus if you limit the kinds of energy, perhaps?), an inherent "sense" (chance to detect) items, creatures, places that have been magically altered ("No really" ribbits the frog, "I am the princess!") and increased control (add damage but lessen area of effect, or versa vie type stuff) of their spell "output" as it were (increasing over time/with level, naturally).
And Necromancy and Conjuration come together in a similar manner. Your masters of the undead, your manipulators of/feeders on life energy, your studious scholar trying to comprehend the limits and relations of life and death and (perhaps) how to interchange the two?, your demonologists, diabolists, "higher minded higher planes" devotee.
Delving into the unknown realms of death can definitely bring one into contact with entities of diverse purpose (from wraiths and spectres to balors and pit fiends to devas and solars). Knowing how to deal with, control and protect yourself from such creatures is a necessity of the discipline.
Now, one could certainly make the case that Conjuration and Transmutation (calling into being energies, items, creatures and/or then being able to manipulate/change them) also makes sense. As much as Evoker/Necromancer go together, generating and controlling pure energies...including those of life and death if the caster so dares.
It could go a few ways, but at least this way, we need not catalogue and define 8 different kinds of mages and 8 different spell lists and 8 different sets of added expertise/abilities.
So...um...where was I on the topic of this thread? Ah yes, the specialist mages/schools should be pruned a bit and then solid archetypal "sub-classes" individually fluffed and added to the class list. Obviously, they are not necessary in the "basic/beinnger/core" book, unless, like 1e, you want to include ONE of them (I vote Illusionist!) and save the rest of additional/optional "Magic-users" module.
--Steel Dragons
i agree with the comments that the "specialist wizards" need a bit of re-tuning and some definite flavor development. The 1e Illusionist seems to be the most commonly pointed to example...which then, yes, does demand each "specialist" needs his own spell list...and I concur, their own set of special abilities dealign with their special flavor.
My understanding of the 5e breakdown of "Themes", while seems an obvious choice seems to be leaning more toward "skills" and "background" type stuff, not really additional "class" types powers. So, taking that out of the mix, then leaves them to be "classes" or "sub-classes" in their own right.
I do sympathsize with @JRRNeiklot 's idea that, if you want an Illusionist, just choose illusion spells. Want a Necromancer? Choose necromantic spells. Makes sense and would be the easiest/cleanest solution...at least until they come out with the 5e Complete Mages every possible option module, if they ever get to that.
But, it seems, many people want everything spelled out for them. Some people just prefer to have RAW to tell them what to do...or give them as many parameters as possible.
I also concur that the traditional "Eight Schools of Magic" could be seriously pared down and the specialists infused with more flavor focus and additional "abilities" beyond their choice of spells.
So, going with that, here's what I'm thinking...
Divination and Abjuration. Two of the "weakest" specialities for adventuring/being in the field but so uber-useful and necessary to any mage. What wizard can't "detect" the presence of magic or know, at least the arcana-physical theories, of how to counteract/defend themselves from magic...at least in some small way?
They are, however, among the most useful for NPCs. Every king wants a diviner on retainer. A resident mage who can defend the castle against magical influence/intrusion and deal with "the unseen" is much more useful than one who can throw fireballs during a siege...they have scores of soldiers for that.
Throw in a few minor illusory tricks for some entertainment and you have the perfect "court wizard."
Throw in a slight "religious" or "scholastic" flavor and you have a very useful NPC Diviner's Guild or Academy of Knowledge or what have you for the PCs to utilize (and pay/donate to, of course

For PCs, Div. & Abj. get combined and strewn throughout all specialties (at least for "minor" way, which I always defined as 3rd level or lower spells) as makes sense. Dt. Illusion for Illusionists, Dt. Undead for Necro's, Dt. Charm for the Enchanters, etc.
Let's face it, noone is going to play a Diviner or Abjurist. I know, I tried. Great/cool character concept, but just not particularly useful in actual play. Leave those "specialists" to the realm of NPCs...but don't really define them as "separate specialist classes." Just a flavor thing. These guys n' gals "know stuff" better than anybody...and they can protect themselves as the day is long...long as there's someone else around to actually fight off their assailant before their magic runs out.
But everyone trained in the "Art/Craft/Mysteries/Arcane/Occult/however you want to fluff it" can "Detect [general/-ic] Magic" to some degree. "Read Magic", if that's still in the game (I long ago houseruled that to be an automatic NON-magical ability of mages). Everyone can cast a "Protection from Evil" (personal or perhaps circle or use protective talismans/cloaks/rings/etc.) to greater or lesser effect. Even/topping out with "Dispel Magic". Finding magic and defending oneself from it are, like, the first two things any mage would learn!
Illusion and Enchantment really, more or less get lumped in together. If you want an illusionist, focus on the more visual type spells, if you want a beguiling enchantress, focus on the more mind-altery/emotion based stuff. But they come in the same arcane "package" as it were.
The Illusionist and/or Enchanter mage, obviously, is just what you call yourself, however you want to fluff/focus your character. They are the masters of the mind****, entertainment, maybe mysterious, devious and/or conniving (perhaps), controlling light and color and shadow and emotion, the "figments", the "intangibles" to various effect.
Suitable "abilities" would be things like a resistance/immunity to phantasmal magic (recognizing/disbelieving illusions, probably starting small and scaling-increasing with level), non-magical sleight-of-hand, and some kind of non-magical interactive (CHA-based, if you like) bonus for recognizing/utilizing one's seductive wiles, entertaining bravado, etc...
Evocation and Transmutation get lumped together. The generation and control of raw energies/building blocks of matter and then the alteration of those blocks into other things.
Call your self a "blaster" mage, Evoker. Call yourself a "Transmuter" (if you must, but I never liked that one). But you are dealing in the harnessing, directing and (most of all) controlling the manifestations of energy and manipulation of matter, the "tangible" effects at your fingertips.
If you like being a "Fire mage", seek out, study, focus on Fire based spells. If you want to be an "Elementalist" then study them all! If you want to be Circe, altering your own shape and/or appearance and polymorphs are your friend.
Abilties that come to mind are a resistance to energy forms (perhaps one to start and increasing types and effectiveness with level, double your bonus if you limit the kinds of energy, perhaps?), an inherent "sense" (chance to detect) items, creatures, places that have been magically altered ("No really" ribbits the frog, "I am the princess!") and increased control (add damage but lessen area of effect, or versa vie type stuff) of their spell "output" as it were (increasing over time/with level, naturally).
And Necromancy and Conjuration come together in a similar manner. Your masters of the undead, your manipulators of/feeders on life energy, your studious scholar trying to comprehend the limits and relations of life and death and (perhaps) how to interchange the two?, your demonologists, diabolists, "higher minded higher planes" devotee.
Delving into the unknown realms of death can definitely bring one into contact with entities of diverse purpose (from wraiths and spectres to balors and pit fiends to devas and solars). Knowing how to deal with, control and protect yourself from such creatures is a necessity of the discipline.
Now, one could certainly make the case that Conjuration and Transmutation (calling into being energies, items, creatures and/or then being able to manipulate/change them) also makes sense. As much as Evoker/Necromancer go together, generating and controlling pure energies...including those of life and death if the caster so dares.
It could go a few ways, but at least this way, we need not catalogue and define 8 different kinds of mages and 8 different spell lists and 8 different sets of added expertise/abilities.
So...um...where was I on the topic of this thread? Ah yes, the specialist mages/schools should be pruned a bit and then solid archetypal "sub-classes" individually fluffed and added to the class list. Obviously, they are not necessary in the "basic/beinnger/core" book, unless, like 1e, you want to include ONE of them (I vote Illusionist!) and save the rest of additional/optional "Magic-users" module.
--Steel Dragons
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