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*Pathfinder & Starfinder
Redefining Schools of Magic
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<blockquote data-quote="Soulsong" data-source="post: 3646863" data-attributes="member: 15704"><p>I like this idea myself and have done similar myself.</p><p>Illusion can be covered by Enchantment, Evocation, and Conjuration.</p><p>Necromancy can be covered by the remaining 6 schools, as it is not really associated with a function, but with a flavor.</p><p></p><p>I use different oppositions however, as follows (with an admittedly different flavor than standard D&D):</p><p></p><p>Divination - Enchantment<p style="margin-left: 20px">Divination reveals/liberates (mentally or physically)</p> <p style="margin-left: 20px">Enchantment conceals/binds (mentally or physically)</p><p>Evocation - Abjuration<p style="margin-left: 20px">Evocation creates </p> <p style="margin-left: 20px">Abjuration dismisses</p><p>Transmutation - Conjuration<p style="margin-left: 20px">Transmutation changes/replicates the physical properties of existing things</p> <p style="margin-left: 20px">Conjuration changes/replicates the temporal/spatial properties of existing things (teleport, time-travel, planar-related)</p><p></p><p>Note that these divides are high level functions and are not based on specific uses.</p><p>It would be possible to create either offensive, defensive, or utility spells using any of these.</p><p>It would also be possible to establish other thematic groupings (domains) using different cross school concepts (such as necromancy, illusion, protection, buffing, shadow, fire, etc...) that have common themes that can be manifested via multiple high level functions. Necromancy might involve possession (enchantment and/or abjuration), animate dead (evocation and/or transmutation), shadow killer (enchantment), finger of death (evocation and/or transmutation), cause light wounds (evocation and/or transmutation), feign death (transmutation and/or enchantment), negative enrgy protection (abjuration), detect undead (divination), shadow walk (transmutation and/or conjuration), summon wraith (conjuration), etc...</p><p></p><p>One might argue for an additional reduction to 5 schools, rolling Conjuration into Evocation, but I think that there is a significant difference between evocations (that actually create new energy, creatures, etc...) and summoning type spells (those that either <em>call</em> existing energy, creatures, etc... or merely <em>summon</em>/create temporary magical replicas of the same).</p><p></p><p>One might also argue for different sets of opposition. I can see the rationale that you are using for transmutation/enchantment (ie transmutation changing physical properties vs enchantment changing mental/magical properties), but I do not follow the opposition of divination and conjuration.</p><p></p><p>One might also attempt to tie the 6 schools to other aspects of the cosmology as well, ie:</p><p></p><p>Divination - Water</p><p>Enchantment - Fire</p><p>Evocation - Positive Energy</p><p>Abjuration - Negative Energy</p><p>Transmutation - Air</p><p>Conjuration - Earth</p></blockquote><p></p>
[QUOTE="Soulsong, post: 3646863, member: 15704"] I like this idea myself and have done similar myself. Illusion can be covered by Enchantment, Evocation, and Conjuration. Necromancy can be covered by the remaining 6 schools, as it is not really associated with a function, but with a flavor. I use different oppositions however, as follows (with an admittedly different flavor than standard D&D): Divination - Enchantment[INDENT]Divination reveals/liberates (mentally or physically) Enchantment conceals/binds (mentally or physically)[/INDENT] Evocation - Abjuration[INDENT]Evocation creates Abjuration dismisses[/INDENT] Transmutation - Conjuration[INDENT]Transmutation changes/replicates the physical properties of existing things Conjuration changes/replicates the temporal/spatial properties of existing things (teleport, time-travel, planar-related)[/INDENT] Note that these divides are high level functions and are not based on specific uses. It would be possible to create either offensive, defensive, or utility spells using any of these. It would also be possible to establish other thematic groupings (domains) using different cross school concepts (such as necromancy, illusion, protection, buffing, shadow, fire, etc...) that have common themes that can be manifested via multiple high level functions. Necromancy might involve possession (enchantment and/or abjuration), animate dead (evocation and/or transmutation), shadow killer (enchantment), finger of death (evocation and/or transmutation), cause light wounds (evocation and/or transmutation), feign death (transmutation and/or enchantment), negative enrgy protection (abjuration), detect undead (divination), shadow walk (transmutation and/or conjuration), summon wraith (conjuration), etc... One might argue for an additional reduction to 5 schools, rolling Conjuration into Evocation, but I think that there is a significant difference between evocations (that actually create new energy, creatures, etc...) and summoning type spells (those that either [I]call[/I] existing energy, creatures, etc... or merely [I]summon[/I]/create temporary magical replicas of the same). One might also argue for different sets of opposition. I can see the rationale that you are using for transmutation/enchantment (ie transmutation changing physical properties vs enchantment changing mental/magical properties), but I do not follow the opposition of divination and conjuration. One might also attempt to tie the 6 schools to other aspects of the cosmology as well, ie: Divination - Water Enchantment - Fire Evocation - Positive Energy Abjuration - Negative Energy Transmutation - Air Conjuration - Earth [/QUOTE]
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