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Playtest 6: Spells
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<blockquote data-quote="Yaarel" data-source="post: 9064157" data-attributes="member: 58172"><p>Here, "<strong>Necromancy</strong>" is the "darkside" of astral thought and ethereal spirit, relating to the Negative Void rather than the Positive Energy. It is mainly a category to represent the reallife thematic tropes of "necromancy" and "black magic", and is intentionally multischool for a specific genre.</p><p></p><p>If you find it annoying to separate out Necromancy in this thematic way, I am fine with just making: Conjuration be "Astral Plane with Celestial, Fiend, and Aberration", and Dunomancy be "Ethereal Plane with Fey and Shadow".</p><p></p><p>But for the sake of organizing popular themes, it can be worthwhile to silo the darkside themes into Necromancy, similar to how Warlock is a go-to for darkside magic themes − generally with effects done by dangerous and evil spirits.</p><p></p><p></p><p><strong>Dunomancy </strong>is the stuff of ethereal forces, including gravity and telekinesis, and including the spirit world of the Fey (and Shadow).</p><p></p><p><strong>Divination </strong>is space-time, including seeing across space and time during precognition, traveling across space during teleportation, and traveling across time during time travel or other chronomancy effects.</p><p></p><p>Yes, the Dunomancy such as gravitational force and the Divination such as space-time are separate areas of specialization because the storytelling tropes are so different from each other. If you want a mage with a more scientific flavor, who understands how both fundamentally interrelate, then choose spells from both the Dunomancy and Divination schools.</p><p></p><p><strong>Illusion </strong>is often made out transient ether, namely a construct of "force" and "magical energy", that behaves virtually as if matter but isnt actually matter. Compare the holodeck of Star Trek. However some illusions involve the alteration of reality itself, a blurriness between subjective reality and objective reality, and result in real matter and actual reality. The concept of manifesting illusion is distinctive enough in stories, and distinctive enough mechanically as statting the objects themselves, to merit its own school specialization. Consider, most stories about mages who create illusions (force constructs) dont necessarily have them be able to fly (dunomancy telekinesis and gravity). They are different themes.</p><p></p><p><strong>Elemental Planes</strong> can easily have Evocation responsible for Earth effects as well as the rest of the elements Air, Water, and Fire. However, so far in D&D, earth effects are consistently Transmutation. I can see the logic of linking Transmutation with Earth, Plant, Beast, thus aspects of the Material Plane generally. In this context, Plant and Beast are creatures made out of solid matter. I have made peace with how D&D separates the Earth Element from the other three "energy" Elements.</p><p></p><p></p><p>Most <strong>magic weapons</strong> are Divination in the sense of being "lucky". But some magic weapons might be Dunomancy relating to telekinetic aim or whatever. Really any school of magic can have its own rationale for why a weapon is more accurate and deals more damage. It depends on the flavor of the magic.</p><p></p><p>Consider weaponlike spells: <em>Elemental Weapon</em> is Evocation inflicting elemental energy damage, <em>Magic Weapon</em> is Divination being lucky.</p><p></p><p> <em>Spiritual Weapon</em> is tricky, some aspects are Illusion in the sense of a quasi-real force construct, but it actually deals Force damage and doesnt behave like an actual weapon would. Mainly the Force damage makes it a force effect of Dunomancy. If the quasi-real object dealt weapon damage (Pierce, Slash, Bludgeon), it would be fully an Illusion.</p><p></p><p>Some spells cover the concept of one school, but the way that the spell description is actually worded makes it belong to an other school. For example, <em>Mage Armor</em> generally the covers the idea of force armor that repels attacks thus would be Dunomancy, but is actually written to be more like a quasi-real Illusion.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9064157, member: 58172"] Here, "[B]Necromancy[/B]" is the "darkside" of astral thought and ethereal spirit, relating to the Negative Void rather than the Positive Energy. It is mainly a category to represent the reallife thematic tropes of "necromancy" and "black magic", and is intentionally multischool for a specific genre. If you find it annoying to separate out Necromancy in this thematic way, I am fine with just making: Conjuration be "Astral Plane with Celestial, Fiend, and Aberration", and Dunomancy be "Ethereal Plane with Fey and Shadow". But for the sake of organizing popular themes, it can be worthwhile to silo the darkside themes into Necromancy, similar to how Warlock is a go-to for darkside magic themes − generally with effects done by dangerous and evil spirits. [B]Dunomancy [/B]is the stuff of ethereal forces, including gravity and telekinesis, and including the spirit world of the Fey (and Shadow). [B]Divination [/B]is space-time, including seeing across space and time during precognition, traveling across space during teleportation, and traveling across time during time travel or other chronomancy effects. Yes, the Dunomancy such as gravitational force and the Divination such as space-time are separate areas of specialization because the storytelling tropes are so different from each other. If you want a mage with a more scientific flavor, who understands how both fundamentally interrelate, then choose spells from both the Dunomancy and Divination schools. [B]Illusion [/B]is often made out transient ether, namely a construct of "force" and "magical energy", that behaves virtually as if matter but isnt actually matter. Compare the holodeck of Star Trek. However some illusions involve the alteration of reality itself, a blurriness between subjective reality and objective reality, and result in real matter and actual reality. The concept of manifesting illusion is distinctive enough in stories, and distinctive enough mechanically as statting the objects themselves, to merit its own school specialization. Consider, most stories about mages who create illusions (force constructs) dont necessarily have them be able to fly (dunomancy telekinesis and gravity). They are different themes. [B]Elemental Planes[/B] can easily have Evocation responsible for Earth effects as well as the rest of the elements Air, Water, and Fire. However, so far in D&D, earth effects are consistently Transmutation. I can see the logic of linking Transmutation with Earth, Plant, Beast, thus aspects of the Material Plane generally. In this context, Plant and Beast are creatures made out of solid matter. I have made peace with how D&D separates the Earth Element from the other three "energy" Elements. Most [B]magic weapons[/B] are Divination in the sense of being "lucky". But some magic weapons might be Dunomancy relating to telekinetic aim or whatever. Really any school of magic can have its own rationale for why a weapon is more accurate and deals more damage. It depends on the flavor of the magic. Consider weaponlike spells: [I]Elemental Weapon[/I] is Evocation inflicting elemental energy damage, [I]Magic Weapon[/I] is Divination being lucky. [I]Spiritual Weapon[/I] is tricky, some aspects are Illusion in the sense of a quasi-real force construct, but it actually deals Force damage and doesnt behave like an actual weapon would. Mainly the Force damage makes it a force effect of Dunomancy. If the quasi-real object dealt weapon damage (Pierce, Slash, Bludgeon), it would be fully an Illusion. Some spells cover the concept of one school, but the way that the spell description is actually worded makes it belong to an other school. For example, [I]Mage Armor[/I] generally the covers the idea of force armor that repels attacks thus would be Dunomancy, but is actually written to be more like a quasi-real Illusion. [/QUOTE]
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