Yaarel
🇮🇱 🇺🇦 He-Mage
With the "power source" spell lists failed to gain traction during the playtests. It is unclear how the spell lists will organize thematically.
But 2024 would do best to focus on making the traditional Spell Schools more sensical and useful.
The thematics for every single spell that has ever existed in D&D in any edition looks something like the following. A few spells are complex with a number of moving parts that entangle more than one category, but the categories are as follows.
ELEMENTAL
= Evocation (airy wind, airy Lightning-Thunder, watery Cold, fiery Fire-Radiant light-darkness, Elemental Chaos primordial elemental energies)
= Transmutation (earthy stone, metal, crystal, etcetera, Plant, Beast, body, shapeshift, fabricating objects, evoke or become an Elemental form)
FORCE
= Dunomancy (all "force" effects, gravitational force, antigravity, telekinesis, telekinetic flight, Fly, Force damage, Magic Missile)
= Illusion (objectively existing force constructs, whether invisible force armor, Wall of Force, Unseen Servant, or visible reality simulations)
SPACE-TIME
= Divination (psychic precognition whether predictive or of past events, or acquisition of knowledge and expertise)
= Teleportation (jumping thru space, Misty Step, Teleport, Haste, Time Stop, plus extradimensional spaces, such as Rope Trick)
= Chronomancy (jumping thru time or altering time)
ENCHANTMENT
= Enchantment (all telepathic mind-affecting spells, including "phantasms" that alter the senses of a target)
CONJURATION
= Conjuration (all planar spells that alter or perceive other planes of existence, Plane Shift, Detect "Evil/Good" Planar, Ethereal, Summoning)
ABJURATION
= Abjuration (thematic reuse of the other Schools for the purpose of Healing, resurrecting, protecting, and empowering)
NECROMANCY
= Necromancy (thematic reuse of the other Schools for "darkside" flavor, Undead, plus Fiend, Aberration, plus insanity, disintegration)
Note.
Conjuration is only planar, shifting thru levels of existence (matter, spirit, mind), and not Teleportion thru three-dimensional space.
Illusion is actual constructs, made out of ethereal "force" aka "magical energy", typically with light-sound only, but can exert physical force as if a solid object, and can be invisible.
Possibly make both Teleportation and Chronomancy a normal part of Divination. Divination is too passive but combine effectively and thematically with Teleportation effects, including temporal effects of Chronomancy.
Transmutation is strictly, only, Earth and Plant and Beast. Except various species relate to Beast (Human, Dragon) or Elemental.
With these minor organization tweaks, the Spell Schools that have been around since 1e become a powerful and thematic way of organizing spells, and helping to build thematically salient character concepts.
The selection of Spell School categories can help define the flavors of the Swordmage subclasses.
But 2024 would do best to focus on making the traditional Spell Schools more sensical and useful.
The thematics for every single spell that has ever existed in D&D in any edition looks something like the following. A few spells are complex with a number of moving parts that entangle more than one category, but the categories are as follows.
ELEMENTAL
= Evocation (airy wind, airy Lightning-Thunder, watery Cold, fiery Fire-Radiant light-darkness, Elemental Chaos primordial elemental energies)
= Transmutation (earthy stone, metal, crystal, etcetera, Plant, Beast, body, shapeshift, fabricating objects, evoke or become an Elemental form)
FORCE
= Dunomancy (all "force" effects, gravitational force, antigravity, telekinesis, telekinetic flight, Fly, Force damage, Magic Missile)
= Illusion (objectively existing force constructs, whether invisible force armor, Wall of Force, Unseen Servant, or visible reality simulations)
SPACE-TIME
= Divination (psychic precognition whether predictive or of past events, or acquisition of knowledge and expertise)
= Teleportation (jumping thru space, Misty Step, Teleport, Haste, Time Stop, plus extradimensional spaces, such as Rope Trick)
= Chronomancy (jumping thru time or altering time)
ENCHANTMENT
= Enchantment (all telepathic mind-affecting spells, including "phantasms" that alter the senses of a target)
CONJURATION
= Conjuration (all planar spells that alter or perceive other planes of existence, Plane Shift, Detect "Evil/Good" Planar, Ethereal, Summoning)
ABJURATION
= Abjuration (thematic reuse of the other Schools for the purpose of Healing, resurrecting, protecting, and empowering)
NECROMANCY
= Necromancy (thematic reuse of the other Schools for "darkside" flavor, Undead, plus Fiend, Aberration, plus insanity, disintegration)
Note.
Conjuration is only planar, shifting thru levels of existence (matter, spirit, mind), and not Teleportion thru three-dimensional space.
Illusion is actual constructs, made out of ethereal "force" aka "magical energy", typically with light-sound only, but can exert physical force as if a solid object, and can be invisible.
Possibly make both Teleportation and Chronomancy a normal part of Divination. Divination is too passive but combine effectively and thematically with Teleportation effects, including temporal effects of Chronomancy.
Transmutation is strictly, only, Earth and Plant and Beast. Except various species relate to Beast (Human, Dragon) or Elemental.
With these minor organization tweaks, the Spell Schools that have been around since 1e become a powerful and thematic way of organizing spells, and helping to build thematically salient character concepts.
The selection of Spell School categories can help define the flavors of the Swordmage subclasses.
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