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<blockquote data-quote="Beholder Bob" data-source="post: 2157125" data-attributes="member: 12866"><p>1st thought: I'd make the names more evocative - more flavorful. Saying 'I am a dimension mage' doesn't sound very DnD/medieval.</p><p>2nd thought: don't break a school into offense/defense. Find another division.</p><p></p><p>For my game, I use the following schools. I do allow some spells to fall into more then 1 school.</p><p></p><p><span style="color: Yellow">Khemia: </span> Sympathetic magic, Alchemy, the manipulation of matter and release of stored energies.</p><p></p><p><span style="color: Yellow">Astrology: </span> Tap into the flow of celestial lines of force, granting some divination, harnessing the local lines to create astral constructs, and the purpose (but not shape or form) of creatures and objects.</p><p></p><p><span style="color: Yellow">Cabalism: </span> Manipulate the raw numbers and formula that describe creatures and objects. The power of glyphs, wards, probable fates, and temporary life to objects.</p><p></p><p><span style="color: Yellow">Diabolism: </span> Mastery of earth and fire, bending it to your will. Earth is born of fire in the volcano.</p><p></p><p><span style="color: Yellow">Stratomancy: </span> Mastery of water and sky, thunder and lightning, weather and cold. Water is born from the air.</p><p></p><p><span style="color: Yellow">Necromancy: </span> Manipulation of the soul and spirit, the animating force of life. Fear, domination, and death magic.</p><p></p><p><span style="color: Yellow">Sarcomancy: </span> Magic of the flesh, blood, and bone. Animate the dead, alter your body.</p><p></p><p><span style="color: Yellow">Mesmerism:</span> Alteration of thought, controlling minds, and purely mental illusions.</p><p></p><p><span style="color: Yellow">Oneiromancy: </span> The magic of sleep, dreams, and illusions. Perception, the quasi real, and some divination.</p><p></p><p><span style="color: Yellow">Shadowmancy: </span> Abominations, things that should not be, and annihilation. Darkness, mirrors, and madness.</p><p></p><p><span style="color: Yellow">Unseelie Arts: </span> Fey minions, faerie magics, glamours, transformations, and bending realities rules.</p><p></p><p><span style="color: Yellow">Common Arcanum: </span> spells that effect other spells or are so common that they form the foundation for any magic study.</p><p></p><p>So - 12 schools, counting the common Arcanum.</p><p></p><p><span style="color: Red"><strong>B<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />B</strong></span></p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 2157125, member: 12866"] 1st thought: I'd make the names more evocative - more flavorful. Saying 'I am a dimension mage' doesn't sound very DnD/medieval. 2nd thought: don't break a school into offense/defense. Find another division. For my game, I use the following schools. I do allow some spells to fall into more then 1 school. [COLOR=Yellow]Khemia: [/COLOR] Sympathetic magic, Alchemy, the manipulation of matter and release of stored energies. [COLOR=Yellow]Astrology: [/COLOR] Tap into the flow of celestial lines of force, granting some divination, harnessing the local lines to create astral constructs, and the purpose (but not shape or form) of creatures and objects. [COLOR=Yellow]Cabalism: [/COLOR] Manipulate the raw numbers and formula that describe creatures and objects. The power of glyphs, wards, probable fates, and temporary life to objects. [COLOR=Yellow]Diabolism: [/COLOR] Mastery of earth and fire, bending it to your will. Earth is born of fire in the volcano. [COLOR=Yellow]Stratomancy: [/COLOR] Mastery of water and sky, thunder and lightning, weather and cold. Water is born from the air. [COLOR=Yellow]Necromancy: [/COLOR] Manipulation of the soul and spirit, the animating force of life. Fear, domination, and death magic. [COLOR=Yellow]Sarcomancy: [/COLOR] Magic of the flesh, blood, and bone. Animate the dead, alter your body. [COLOR=Yellow]Mesmerism:[/COLOR] Alteration of thought, controlling minds, and purely mental illusions. [COLOR=Yellow]Oneiromancy: [/COLOR] The magic of sleep, dreams, and illusions. Perception, the quasi real, and some divination. [COLOR=Yellow]Shadowmancy: [/COLOR] Abominations, things that should not be, and annihilation. Darkness, mirrors, and madness. [COLOR=Yellow]Unseelie Arts: [/COLOR] Fey minions, faerie magics, glamours, transformations, and bending realities rules. [COLOR=Yellow]Common Arcanum: [/COLOR] spells that effect other spells or are so common that they form the foundation for any magic study. So - 12 schools, counting the common Arcanum. [COLOR=Red][B]B:]B[/B][/COLOR] [/QUOTE]
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