Michael Morris
First Post
Packing into this thread a plethora of new materials (well, new to most outside my group at least) that I'm looking for outside input on.
New Subschools and Descriptors
Abjuration (Dispel), Abjuration (Ward)
The abjuration school is split into these two sub schools. This primarily helps to make clear what is and is not a ward.
Time
Spells with the Time descriptor manipulate time or divine through time in some fashion: haste, slow, moment of prescience, augury, etc.
Divination (Insight), Divination (Sensory), Divination (Scrying)
I think scrying is already in pathfinder, but included for completeness. All divination spells divine into one of these three sub-schools. Sensory spells extend the senses - detect magic, see invisibility, true seeing. Insight spells give insight into the situation - true strike, moment of prescience, foresight...
Evocation (Invocation)
Spells which directly invoke a deity's power go into this subschool - divine power, righteous wrath, miracle, etc. A couple of spells where moved from transmutation to this school (not like transmutation is a school in need of more spells). The sub-school also has echoes of 1st and 2nd edition in it's naming.
Metamagic
Metamagic spells, like feats, alter the subject's use of magic. Mnuemonic Enhancer, Arcane concordance (APG), etc.
Triggered
The spell responds to a triggering event. There are some new global rules on these spells - most importantly that if multiple spells would trigger from an event only the strongest will do so. This prevents someone from placing 100 explosive runes on the happy fun wall of death for hundreds of dice of damage. Under the new triggering rules only one of the strongest spells will trigger when the all are read - the others will be wasted.
Vapor
This is a descriptor I'm considering adding but on the fence about. Vapor spells create a vapor as part of their effect: fog, solid fog, cloudkill, glitterdust, gaseous form, etc.
Abora, Balcra, Shunra, Sodra, Valra
Spells in Dusk are aligned. The setting glyph runes for each alignment is below.

Without getting into too much detail as to what that all means, a spell's alignment describes the philosophy behind it and a clue to how it is used.
New Subschools and Descriptors
Abjuration (Dispel), Abjuration (Ward)
The abjuration school is split into these two sub schools. This primarily helps to make clear what is and is not a ward.
Time
Spells with the Time descriptor manipulate time or divine through time in some fashion: haste, slow, moment of prescience, augury, etc.
Divination (Insight), Divination (Sensory), Divination (Scrying)
I think scrying is already in pathfinder, but included for completeness. All divination spells divine into one of these three sub-schools. Sensory spells extend the senses - detect magic, see invisibility, true seeing. Insight spells give insight into the situation - true strike, moment of prescience, foresight...
Evocation (Invocation)
Spells which directly invoke a deity's power go into this subschool - divine power, righteous wrath, miracle, etc. A couple of spells where moved from transmutation to this school (not like transmutation is a school in need of more spells). The sub-school also has echoes of 1st and 2nd edition in it's naming.
Metamagic
Metamagic spells, like feats, alter the subject's use of magic. Mnuemonic Enhancer, Arcane concordance (APG), etc.
Triggered
The spell responds to a triggering event. There are some new global rules on these spells - most importantly that if multiple spells would trigger from an event only the strongest will do so. This prevents someone from placing 100 explosive runes on the happy fun wall of death for hundreds of dice of damage. Under the new triggering rules only one of the strongest spells will trigger when the all are read - the others will be wasted.
Vapor
This is a descriptor I'm considering adding but on the fence about. Vapor spells create a vapor as part of their effect: fog, solid fog, cloudkill, glitterdust, gaseous form, etc.
Abora, Balcra, Shunra, Sodra, Valra
Spells in Dusk are aligned. The setting glyph runes for each alignment is below.

Without getting into too much detail as to what that all means, a spell's alignment describes the philosophy behind it and a clue to how it is used.
Last edited: