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Should D&D Have a 9th School of Magic (Restoration)?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8365546" data-attributes="member: 6704184"><p>In the system that I'm building, the magic skills are a bit more complex due to each having 3 specializations. Each character ends up with a lot of skills, and then the game gets incredibly simple from there. Basically, each skill and specialization does a lot of work but skills don't have their own rules generally. Anyway, as follows;</p><p></p><p><strong>Aeromancy </strong>(Gale, Whisper, Wind-Walk) - air magic, moving air, creating sound, using air to move yourself or another creature. </p><p><strong>Alchemy</strong> (Preparations, Sigils, Transmutation) - making stuff, symbolic magic, changing elements</p><p><strong>Beguile</strong> (Charm, Empathy, Glamours) - Fairly self-explanatory, Glamours are illusions and other mental tricks. </p><p><strong>Divination </strong>(Augury, Sight, Psychometry) - Reading signs, seeing through glamours and/or seeing truth, and seeing through objects and places, into their past present and future. </p><p><strong>Echomancy </strong>(Echokenisis, Echolocation, Resonance) - manipulation of sound and vibration, navigating by sound, </p><p><strong>Electromancy </strong>(Conductivity, Lightning, Signal) - manipulation of electricity, including messing with electronics</p><p><strong>Enchantment </strong>(Meta-Magic, Imbuing, Place Magic) - Manipulation of existing magic, enchanting items, creating magical effects in a place or enchanting a location</p><p><strong>Geomancy </strong>(Earthsense, Stone-skin, Inertia) - nav by vibration, defensive stuff, and moving stuff around, including teleportation</p><p><strong>Hex</strong> (Bind, Curse, Invoke) - deeply personal magic, invoke is using a name as leverage against a creature</p><p><strong>Hydromancy </strong>(Biomancy, Hydrokenisis, Cryokenisis) - manipulating water, including healing creatures and making things of ice</p><p><strong>Pyromancy </strong>(Combustion, Convection, Luminance) - Manipulation of fire, heat, and light</p><p><strong>Sacramancy </strong>(Bless, Cleanse, Rebuke) - channeling of the divine, or sacred articles, etc</p><p><strong>Sombramancy </strong>(Shadow-Walk, Sombrakenisis, Vitiate) - manipulation of shadows, internal and external, including effective teleportation</p><p><strong>Shamanism </strong>(Commune, Restoration, Spirit-Walk) - dealing with spirits and the spirit world</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8365546, member: 6704184"] In the system that I'm building, the magic skills are a bit more complex due to each having 3 specializations. Each character ends up with a lot of skills, and then the game gets incredibly simple from there. Basically, each skill and specialization does a lot of work but skills don't have their own rules generally. Anyway, as follows; [B]Aeromancy [/B](Gale, Whisper, Wind-Walk) - air magic, moving air, creating sound, using air to move yourself or another creature. [B]Alchemy[/B] (Preparations, Sigils, Transmutation) - making stuff, symbolic magic, changing elements [B]Beguile[/B] (Charm, Empathy, Glamours) - Fairly self-explanatory, Glamours are illusions and other mental tricks. [B]Divination [/B](Augury, Sight, Psychometry) - Reading signs, seeing through glamours and/or seeing truth, and seeing through objects and places, into their past present and future. [B]Echomancy [/B](Echokenisis, Echolocation, Resonance) - manipulation of sound and vibration, navigating by sound, [B]Electromancy [/B](Conductivity, Lightning, Signal) - manipulation of electricity, including messing with electronics [B]Enchantment [/B](Meta-Magic, Imbuing, Place Magic) - Manipulation of existing magic, enchanting items, creating magical effects in a place or enchanting a location [B]Geomancy [/B](Earthsense, Stone-skin, Inertia) - nav by vibration, defensive stuff, and moving stuff around, including teleportation [B]Hex[/B] (Bind, Curse, Invoke) - deeply personal magic, invoke is using a name as leverage against a creature [B]Hydromancy [/B](Biomancy, Hydrokenisis, Cryokenisis) - manipulating water, including healing creatures and making things of ice [B]Pyromancy [/B](Combustion, Convection, Luminance) - Manipulation of fire, heat, and light [B]Sacramancy [/B](Bless, Cleanse, Rebuke) - channeling of the divine, or sacred articles, etc [B]Sombramancy [/B](Shadow-Walk, Sombrakenisis, Vitiate) - manipulation of shadows, internal and external, including effective teleportation [B]Shamanism [/B](Commune, Restoration, Spirit-Walk) - dealing with spirits and the spirit world [/QUOTE]
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