Rebalancing the Schools of Magic

Necromancy is a problem school. Contrarily to the other schools, it is a "thematic" school rather than a "methodic" school -- its has a common theme (undead and creepiness), but all other schools have a common method (conjuring matter, evoking energy, manipulating minds, etc.).

Fact is, if you ditched necromancy altogether, you would not have much trouble fitting the existing necro spells into the other schools. Fear would be enchantment, negative energy wave would be evocation, animate dead would be transmutation.

I'll also point something out -- the Conjuration (Healing) school bothers me. In my opinion, conjuration brings about matter, energies are brought by evocation; so positive energy spells should be evocation too. Likewise for spells bringing negative energy, like the inflict X wounds ones.
 

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Gez said:
I'll also point something out -- the Conjuration (Healing) school bothers me. In my opinion, conjuration brings about matter, energies are brought by evocation; so positive energy spells should be evocation too. Likewise for spells bringing negative energy, like the inflict X wounds ones.

Fortunately, only divine casters and bards have Conjuration (Healing) spells, so the school is less of an issue.
 

i miss an old 2E paradigm that allowed one spell to fit to multiple schools... I wouldn't have a problem with both a necromancer and an enchanter being especially proficient at casting fear... I'd issue a corollary that only one set of Spell Focus and Greater Spell Focus could apply however...
 

I agree with many of the points made, although I too don't think Telekinesis belongs in Enchantment. Evocation may well be the best choice for this spell.

Even with the changes listed, I have difficulty believing that the schools of magic are balanced. I think that a variant of the original 3E system, with major and minor schools, may be called for.

The 'big three' from 3E - Conjuration, Evocation, and Transmutation, are still powerful, and should be major schools.

Divination, Necromancy, and Abjuration should be minor schools. I dislike having Divination as a special case in 3.5E, and the school does contain enough useful spells to justify being a 'proper school'.

Illusion and Enchantment are tricky. My gut feeling is that both should be minor schools, although you might want to have 4 major and 4 minor schools, in which case just give Fear spells (and something else?) to Enchantment, and make it a major school.

With this system, a minor school specialist has one barred school, and a major school specialist is barred from either one major school, or two minor schools.

This is fairly similar to the original 3E system, but altered to reflect 3.5 changes to the spell list. All that has really happened is that Necromancy, Divination (and possibly Enchantment) have all been 'moved up one level'.
I suspect that Necromancy will still be one of the most popular barred schools. However, given the focus of this school, this is actually quite justifiable from a role-playing perspective more often than not!
 
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I've often noticed (and complained about) the apparently random way WotC assigns spell schools. It's reached the point where I simply take whatever school they slap on a spell as a suggestion rather than a rule. Personally, I would rather that the school of the spell make logical sense in terms of what it does than all eight possible specialist wizards be "balanced". The reasons I have for feeling this way are these:

(1) There are plenty of viable class choices already. Without any specialization whatsoever, we already have nearly a dozen base classes (without even counting possibly viable "NPC" classes) and it seems like we get more in every new sourcebook.

(2) Contrawise, there are so many sub-optimal choices already that obsessing about weak specialist wizards is a total waste of time and effort.

(3) An overpowered spell can wreck game balance faster than almost anything else. Consequently, any DM who accepts any and all spells thrown his way--whether from WotC or elsewhere--is a fool. But once you start rejecting spells--which any good DM will--you throw off WotC's attempts to "balance" the various schools. So school "balancing" is doomed from the start.

(4) If it is unclear how spell schools are assigned, it becomes much easier for munchkin players to shoehorn their custom spells into any school of magic they want--which (surprise, surprise) happens to be the one they've specialized in and maxed out their save DCs with Spell Focus etc.

(5) Finally, as long as it is clear what effect belongs in what school, filling "holes" in the spell list to "balance" the schools of magic isn't a problem. People like making up new spells, which is why we have so many. Any hole that you can dig, we can fill. So don't worry about it!
 

A discussion of the schools of magic

I think how you design your spell schools depends a lot on the dominant theories of magic in your world and the source of magic...

Modern theory breaks down magic into three types:
(1) Traditional: Knowledge passed down orally through the ages, usually within families (e.g. witchcraft, shamanism). Usually includes herbal and medicinal lore.
(2) Ritual/Ceremonial: The stereotype of a wizard muttering in strange languages over a magic circle (e.g. golden dawn, ordo templi orientis, masons, and other "secret societies"). This is highly structured that uses rules, symbols and languages in strict formula.
(3) Sympathetic: Magic power derives from fetishes - symbols of a wizard's intention and/or items once connected physically to the intended subject of the spell. (e.g. Voodoo doll)

Schools of thaumaturgy deal with the physical manner of casting. Some examples include:
(1) Singing
(2) Artifice (crafting)
(3) Alchemy (mixing reagants/components)
(4) Writing (sacred geometry, hieroglyphics)
(5) Mundane actions (plowing field, thrashing rice)
(6) Sha'ir of Al-Qadim lore (summoning genie to retreive spells)

Schools of effect deal with spells based on the same energy/descriptor. These are the easiest schools to create, akin to expanded cleric domains. Some examples include:
(1) Elementalists (Air, earth, fire, water)
(2) Shadow mages
(3) Mind mages
(4) Light/sun mages

Schools of philosophy include the traditional eight Dnd schools. These schools are organized around a purpose. Abjuration - protect things. Conjuration - move things. Enchantment - ensorcel people. And so on. Really, these schools should have spells with vastly different effects. To really create a clear image of these schools, it's important to ask WHY?
Why does the Illusionist learn spells to deceive the mind or senses of others? Why do illusionist mages practice magic? What is the purpose of their magic? To deceive? To entertain?

The other big question is: What is the source of magic?
Various authors answer this differently:
(1) The gods! (This is Tolkien's take, also fits in with Ancient Egyptian magic)
(2) True Names (a la Ursula K. LeGuin's Wizard of Earthsea)
(3) Exertion of tremendous will (According to Mage: the Ascension)
(4) Faeries/Demons/other supernatural beings (a la ArsMagica)
 

Hashmalum said:
I've often noticed (and complained about) the apparently random way WotC assigns spell schools. It's reached the point where I simply take whatever school they slap on a spell as a suggestion rather than a rule. Personally, I would rather that the school of the spell make logical sense in terms of what it does than all eight possible specialist wizards be "balanced".

I agree. The same goes for other mechanics relating to specialisation. What is the logical justification for making Divination a special case? Only the fact that all wizards need Read Magic, which could just be put into Universal anyway. If players want to drop Divination then let 'em.

(1) There are plenty of viable class choices already. Without any specialization whatsoever, we already have nearly a dozen base classes (without even counting possibly viable "NPC" classes) and it seems like we get more in every new sourcebook.

(2) Contrawise, there are so many sub-optimal choices already that obsessing about weak specialist wizards is a total waste of time and effort.

Oddly enough, I think that changes to school specialisation in 3.5 were made because of the perception that generalist wizards were weak. Which is even more silly really, since out of the 9 wizard variants, only one was considered to be a problem (and even that was debatable, given a generalist's overall flexibility).

Seems like they 'solved' one 'problem' and created a dozen more...

(3) An overpowered spell can wreck game balance faster than almost anything else. Consequently, any DM who accepts any and all spells thrown his way--whether from WotC or elsewhere--is a fool. But once you start rejecting spells--which any good DM will--you throw off WotC's attempts to "balance" the various schools. So school "balancing" is doomed from the start.

Yes, if this really is WotC's intention, then it is futile. Have they actually said that the task of balancing the schools is ongoing? I've seen a few references to this now....

(4) If it is unclear how spell schools are assigned, it becomes much easier for munchkin players to shoehorn their custom spells into any school of magic they want--which (surprise, surprise) happens to be the one they've specialized in and maxed out their save DCs with Spell Focus etc.

There are already a few inconsistencies in the core rules, and those Orb spells in Complete Arcane have really blurred the line between Evocation and Conjuration. If barred schools are to count for anything, then clear spell school guidelines (that WotC themselves follow!) are an absolute must. The situation you've described above is much more likely to upset balance then any perceived problems in the 3.0 system.

I'm just going to pretend those Orb spells never happened. *hides* :uhoh:

(5) Finally, as long as it is clear what effect belongs in what school, filling "holes" in the spell list to "balance" the schools of magic isn't a problem. People like making up new spells, which is why we have so many. Any hole that you can dig, we can fill. So don't worry about it!

I think that certain schools lend themselves much more readily to new spells, as can be seen from supplements like T&B and Complete Arcane. This is assuming that you don't blur the line between the schools. Necromancy and Divination will probably never have as many useful spells as Conjuration or Transmutation. Abjuration lends itself to many cool ideas, but these are often specialised spells that 'react' to certain situations. Illusion didn't get much coverage in the last supplement, primarily because new spells just tend to be specialised versions of other spell from that school. Enchantment contains a number of important spells, and does have a good potential for expansion, as does Evocation. The latter of these two has suffered a bit from increased hitpoints and SR, but it is still a versatile and powerful school, and the various non-damaging force effects add a new dimension when trying to create spells.

Hence, when I outlined my modifed school idea above, I was considering not just the power and number of spells at present, but also the potential for expansion. Having thought about it a bit more, I think it does strike the right balance

Major: Conjuration, Enchantment, Evocation, Transmutation
Minor: Abjuration, Divination, Illusion, Necromancy
 

Lets take a look at the changes they made in the free update booklet.

CHANGES TO SPELL SCHOOL
Spell Old New
Bestow Curse Trans Necro As writen should't have change, maybe with flavor text
Bless Weapon Trans Necro see Curse Water
Burning Hands Trans Evoc this should have been
Curse Water Trans Necro Evil trans becomes necro = stupid
Detect Magic Univ Div see the below
Dimension Door Trans Conj see the below (why not call it lesser teleport
Eyebite Trans Necro good change
Flame Arrow Conj Trans good with text, should have new spell Fiery Bolts
Heroes’ Feast Evoc Conj good
Mark of Justice Trans Necro Like Bestow Curse
Plane Shift Trans Conj see the below
Power Word Blind Conj Ench with new text look good
Power Word Kill Conj Ench with new text look good
Power Word Stun Conj Ench with new text look good
Prayer Conj Ench luck bonus should't be Ench Mind-Affecting
Purify Food and Drink Univ Trans good
Ray of Frost Conj Evoc good
Read Magic Univ Div see below
Symbol of Death Univ Necro see below
Symbol of Fear Univ Necro Mind-Affecting necro = strange
Symbol of Insanity Univ Ench see below
Symbol of Pain Univ Necro see below
Symbol of Persuasion Univ Ench see below
Symbol of Sleep Univ Ench see below
Symbol of Stunning Univ Ench see below
Teleport Trans Conj see below
Teleport Object Trans Conj see below
Teleport, Greater Trans Conj see below
Teleportation Circle Trans Conj see below
Tree Stride Trans Conj could be trans by changing the tree
Word of Recall Trans Conj see below

-The teleport spell should have been conj. in the fist place, so no argument here.
-The univ. becoming divination like read magic, where univ. because of the old rule for specialisation.
- Symbol spells is a good change but a mind affecting spell chould not be necro but ench.
-I don't know why is word of chaos is different from them.

So in general, the basic changes are good but this is only 31 spell, and it dind't take into acount the new spells or the boost boo... oups class books, and the biggest changes where made in changing most of the spell description (which I think it's stupid and a waste of time for wizard of the coast).

They did most of the changes, to go with the new specialation rule, but I don't like it. I prefer the rules to balance the schools in the bad axe heroes of high favor: Elf.

And I like the idea of puting descriptor in schools that don't have any.

In the end, I'm gonna try to look at all the spell and see if the change is needed or stay with the 3.0 description. (I got a lot of time)
 
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I got to thinking about the traditional Dnd schools of magic, and I came up with these basic philosophical tenets:

Abjuration: ?
Conjuration: The heart's desires are king (limited to summoning/calling)
Divination: We know everything, we have only forgotten
Enchantment: ?
Evocation: ?
Illusion: What we believe is real becomes real
Necromancy: There is no boundary between life & death
Transmutation: All matter & life are facets of the same truth

And here are 2 schools from my home campaign:
Chronomancy: All past, present, and future co-exist (time travel)
Correspondence: There is only one point in space (teleportation/messages)

Using this philosophy as a basis, here is my take on the divination school. Spells marked (Psi) are psionic powers from the clairsentience list, and spells in dark orange are new spells.

SCHOOL of DIVINATION
0th: Detect magic, detect poison, know direction, read magic,recognize spells
1st: Comprehend languages, detect secret doors, detect undead, identify, know allegiance, precognition (Psi), reading, true strike
2nd: Auspice, clairvoyant sense (Psi), detect thoughts, locate object, object reading (Psi), see invisibility, sensitivity to psychic impressions (Psi)
3rd: Arcane sight, clairaudience/clairvoyance, eye in the sky, fate link (Psi), tongues, true intentions
4th: Arcane eye, detect scrying, divination, locate creature, remote viewing (Psi), scrying
5th: Contact other plane, prophet’s utterance, prying eyes, telepathic bond, true seeing
6th: Analyze dweomer, find the path, legend lore, precognition (greater) (Psi), true seeing
7th: Arcane sight (greater), fate of one (Psi), scrying (greater), vision, whisper of the future
8th: Discern location, hypercognition (Psi), moment of prescience
9th: Foresight, metafaculty (Psi), revelation
 

I just saw your list.
I don't think curse and blindness/deafness should be in necromacy, the are more transmutation.

Maybe, curse should say, ''The spell disturb the soul of a being and cause...'' this is more of a neromancy spell.

And acid splash should be in evocation, acid is now a energy.
 

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