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<blockquote data-quote="Yaarel" data-source="post: 8746269" data-attributes="member: 58172"><p>The point of dividing every spell in D&D into its respective theme is:</p><p></p><p>These are actually the themes and tropes that D&D itself is made out of.</p><p></p><p>When one looks at the lists, one can see what D&D has to offer. One can mix-and-match themes to create exactly the concept that one wants for ones own character concept. It is like painting a portrait using different colors from a palette.</p><p></p><p>Organizing spells into these lists also shows more clearly what is still missing from D&D. For example, every spell level within a particular theme should have not less than three appealing spells to choose from that can express the theme well at that level. Various themes need more development. As mentioned earlier, the earth themes needs more and more exciting development. The plant theme needs more powerful higher level spells. Necromancy has flavorful potential to explore: such as a higher level Find Familiar spell for an undead, fiend, or aberration pet. And so on.</p><p></p><p>In the mean time, combining two or more themes to create a distinctive character concept also helps fill in each others gaps.</p><p></p><p>In the same way that a player can look at the spell themes to think about the kind of character concept that one wants to play, the DM can look at the spell themes to think about what kind setting the characters are to play in. The setting might be local, regional, global, and planar. Different locations can emphasize a particular theme to create a tapestry of storytelling.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8746269, member: 58172"] The point of dividing every spell in D&D into its respective theme is: These are actually the themes and tropes that D&D itself is made out of. When one looks at the lists, one can see what D&D has to offer. One can mix-and-match themes to create exactly the concept that one wants for ones own character concept. It is like painting a portrait using different colors from a palette. Organizing spells into these lists also shows more clearly what is still missing from D&D. For example, every spell level within a particular theme should have not less than three appealing spells to choose from that can express the theme well at that level. Various themes need more development. As mentioned earlier, the earth themes needs more and more exciting development. The plant theme needs more powerful higher level spells. Necromancy has flavorful potential to explore: such as a higher level Find Familiar spell for an undead, fiend, or aberration pet. And so on. In the mean time, combining two or more themes to create a distinctive character concept also helps fill in each others gaps. In the same way that a player can look at the spell themes to think about the kind of character concept that one wants to play, the DM can look at the spell themes to think about what kind setting the characters are to play in. The setting might be local, regional, global, and planar. Different locations can emphasize a particular theme to create a tapestry of storytelling. [/QUOTE]
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