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Playtest 6: Spells
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<blockquote data-quote="Yaarel" data-source="post: 9065178" data-attributes="member: 58172"><p>The "Ethereal Plane" is ether in the same way that the "Plane of Fire" is fire. Unlike the other elements, ether is an immaterial substance. Ether is the fifth element.</p><p></p><p>The Force damage type is peculiar to "forces", such as gravity. (But also nuclear forces relating to the <em>Disintegration</em> spell.) This damage type is extreme force that typically concentrates in a small area, such as <em>Magic Missile</em>. When gravity causes damage from falling, the force itself isnt strong enough to deal damage, but impact deals the Bludgeoning damage. A spell like <em>Feather Fall</em> would be Dunomancy to evade the gravitational pull.</p><p></p><p>As far as I can tell, every spell that inflicts Force damage becomes, by definition, Dunomancy. The only ambiguity are spells that are force constructs that deal Force damage. For these a decision needs to be made to clearly distinguish between the Illusion school that creates quasi-real objects versus the Dunomancy school that manipulates force.</p><p></p><p></p><p>Of course, there are different methods for flying. Wings are bodily shapeshifting (Transmutation). One can effectively hover, glide, and sail via elemental air (Evocation). When I say "flight", I mean the ignore-gravity variety of flight. Actually, I exactly mean the <em>Fly</em> spell, but keep the door open for other spells like it. Sometimes I refer to this as telekinetic flight.</p><p></p><p></p><p>Healing, by definition, is altering the body. Not sure how one can dispute this.</p><p></p><p>Regarding various methodologies to effect the change, each concept can be considered. The "soul" healing relates to ki and psionic psychometabolism, thus is still identical bodily shapeshifting, whence Transmutation.</p><p></p><p>However, the manipulation of time, whether the past or a parallel timeline, would be Divination − and might come with its own kinds of special considerations or side effects, perhaps such as lacking memory about recent events.</p><p></p><p></p><p></p><p>That might be the best reason to make Healing its own spell school. Then a player who wants bodily healing themes, can include it with shapeshifting magic. A player who wants miraculous faith healing, can include it with Conjuration magic. A person who wants life-and-death themes can include it with Necromancy, and so on. Siloing out the Healing into its own category is probably the most helpful for the most number of players.</p><p></p><p></p><p></p><p>Heh, that is because, so far, the D&D official spell schools are inconsistent meaningless mishmash.</p><p></p><p>But if the schools become actually informative categories, players will use schools to build their character concepts.</p><p></p><p></p><p></p><p>The schools and the school descriptions need tweaking, but they can be very useful to players.</p><p></p><p>Just like having a taxonomy system that is clear and useful can help a person find various related animals, having a spell school sytem that is clear and useful can help a person find various related spells.</p><p></p><p>Potentially, a game can have hundreds − even thousands! − of spells. There must be a functional spell school system to track all of these.</p><p></p><p></p><p></p><p>Yeah. 4e remixed Shadow and Ethereal to create Fey and Shadow. The 5e kept Fey and Shadow and returned Ether. They are all intertwining.</p><p></p><p></p><p></p><p>Yet. Wait till the spell comes.</p><p></p><p>The <em>Phantasmal Force</em> spell keeps the tradition of being strictly mental and personally subjective. This spell in particular could be the Enchantment school. And if not. There needs to be a why not.</p><p></p><p></p><p></p><p>I think that is fine. The main point is, this <em>Invisibility</em> spell is objectively real.</p><p></p><p></p><p>I take it for granted that different settings can and will (and should) flavor the cosmology in a way that is appropriate for the setting, including its magic theory.</p><p></p><p>So the most useful approach is to group spells into the most useful units. Then each setting and each character can build the groups in ways appropriate to the concept.</p><p></p><p></p><p></p><p>The ghosts of the Shadowfell and the spirits of the Feywild are immaterial. They are spirit worlds. They are not part of the "Material" Plane because they lack matter.</p><p></p><p></p><p></p><p>Nevertheless, themes of the cosmology and the themes of the spells often relate to each other.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9065178, member: 58172"] The "Ethereal Plane" is ether in the same way that the "Plane of Fire" is fire. Unlike the other elements, ether is an immaterial substance. Ether is the fifth element. The Force damage type is peculiar to "forces", such as gravity. (But also nuclear forces relating to the [I]Disintegration[/I] spell.) This damage type is extreme force that typically concentrates in a small area, such as [I]Magic Missile[/I]. When gravity causes damage from falling, the force itself isnt strong enough to deal damage, but impact deals the Bludgeoning damage. A spell like [I]Feather Fall[/I] would be Dunomancy to evade the gravitational pull. As far as I can tell, every spell that inflicts Force damage becomes, by definition, Dunomancy. The only ambiguity are spells that are force constructs that deal Force damage. For these a decision needs to be made to clearly distinguish between the Illusion school that creates quasi-real objects versus the Dunomancy school that manipulates force. Of course, there are different methods for flying. Wings are bodily shapeshifting (Transmutation). One can effectively hover, glide, and sail via elemental air (Evocation). When I say "flight", I mean the ignore-gravity variety of flight. Actually, I exactly mean the [I]Fly[/I] spell, but keep the door open for other spells like it. Sometimes I refer to this as telekinetic flight. Healing, by definition, is altering the body. Not sure how one can dispute this. Regarding various methodologies to effect the change, each concept can be considered. The "soul" healing relates to ki and psionic psychometabolism, thus is still identical bodily shapeshifting, whence Transmutation. However, the manipulation of time, whether the past or a parallel timeline, would be Divination − and might come with its own kinds of special considerations or side effects, perhaps such as lacking memory about recent events. That might be the best reason to make Healing its own spell school. Then a player who wants bodily healing themes, can include it with shapeshifting magic. A player who wants miraculous faith healing, can include it with Conjuration magic. A person who wants life-and-death themes can include it with Necromancy, and so on. Siloing out the Healing into its own category is probably the most helpful for the most number of players. Heh, that is because, so far, the D&D official spell schools are inconsistent meaningless mishmash. But if the schools become actually informative categories, players will use schools to build their character concepts. The schools and the school descriptions need tweaking, but they can be very useful to players. Just like having a taxonomy system that is clear and useful can help a person find various related animals, having a spell school sytem that is clear and useful can help a person find various related spells. Potentially, a game can have hundreds − even thousands! − of spells. There must be a functional spell school system to track all of these. Yeah. 4e remixed Shadow and Ethereal to create Fey and Shadow. The 5e kept Fey and Shadow and returned Ether. They are all intertwining. Yet. Wait till the spell comes. The [I]Phantasmal Force[/I] spell keeps the tradition of being strictly mental and personally subjective. This spell in particular could be the Enchantment school. And if not. There needs to be a why not. I think that is fine. The main point is, this [I]Invisibility[/I] spell is objectively real. I take it for granted that different settings can and will (and should) flavor the cosmology in a way that is appropriate for the setting, including its magic theory. So the most useful approach is to group spells into the most useful units. Then each setting and each character can build the groups in ways appropriate to the concept. The ghosts of the Shadowfell and the spirits of the Feywild are immaterial. They are spirit worlds. They are not part of the "Material" Plane because they lack matter. Nevertheless, themes of the cosmology and the themes of the spells often relate to each other. [/QUOTE]
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