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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Rebalancing the Schools of Magic
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<blockquote data-quote="ZSutherland" data-source="post: 1907351" data-attributes="member: 7638"><p>acid splash should, imo, be evocation. evocation got hosed on all acid spells, since they're nearly all conjuration. it makes sense from a realistic point of view, but since D&D classifies it as an energy type, I think it belongs in evocation as it is an orb, not a glob or some such. Melf's, on the other hand, belongs in conjuration as I read the spell, since it actually creates an arrow, a physical, tangible object and the acid remains, acting like acid. Windwall is fine where it is in evocation, since it evokes a force or energy. Shadow Walk is one of those titchy spells, but is probably properly assigned to illusion since most magic dealing specifically with the plane of shadow is theirs. Spectral hand is absolutely where it belongs, since the hand is composed of the caster's life force and necromancy is the school that governs such things. if anything, it's the cure spells that are misplaced and should be necromancy as well (as it was in 2e iirc). I concur with Etherealness and Ethereal Jaunt being in Transmutation, since it is you who becomes ethereal, ergo you have transmuted yourself. Most of the other quick movement spells are more like stepping through a hole into & out of the astral plane, so you do not change, but here you do. Rary's Mnemonic Enhancer is fine. Again, you are transmuting your own properties, and it doesn't really fit anywhere else. Mordenkainen's Lubrication, however, I can see going in Divination, since it is not so much an issue of changing your own properties, but delving into the past to recover knowledge.</p><p></p><p>As for fear effects, leave them in necromancy for the most part. Yes, I can certainly see the argue for enchantment and it is fairly valid, but fear is the emotion we experience most viscerally. You can be scared to death. Few people, if any, are calmed to death or charmed to death.</p><p></p><p>Z</p></blockquote><p></p>
[QUOTE="ZSutherland, post: 1907351, member: 7638"] acid splash should, imo, be evocation. evocation got hosed on all acid spells, since they're nearly all conjuration. it makes sense from a realistic point of view, but since D&D classifies it as an energy type, I think it belongs in evocation as it is an orb, not a glob or some such. Melf's, on the other hand, belongs in conjuration as I read the spell, since it actually creates an arrow, a physical, tangible object and the acid remains, acting like acid. Windwall is fine where it is in evocation, since it evokes a force or energy. Shadow Walk is one of those titchy spells, but is probably properly assigned to illusion since most magic dealing specifically with the plane of shadow is theirs. Spectral hand is absolutely where it belongs, since the hand is composed of the caster's life force and necromancy is the school that governs such things. if anything, it's the cure spells that are misplaced and should be necromancy as well (as it was in 2e iirc). I concur with Etherealness and Ethereal Jaunt being in Transmutation, since it is you who becomes ethereal, ergo you have transmuted yourself. Most of the other quick movement spells are more like stepping through a hole into & out of the astral plane, so you do not change, but here you do. Rary's Mnemonic Enhancer is fine. Again, you are transmuting your own properties, and it doesn't really fit anywhere else. Mordenkainen's Lubrication, however, I can see going in Divination, since it is not so much an issue of changing your own properties, but delving into the past to recover knowledge. As for fear effects, leave them in necromancy for the most part. Yes, I can certainly see the argue for enchantment and it is fairly valid, but fear is the emotion we experience most viscerally. You can be scared to death. Few people, if any, are calmed to death or charmed to death. Z [/QUOTE]
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