Spell Schools
I also like the way FC re-envisioned spell schools. In their system, the Mage class is the only true “Spellcasting” base class. Priests gain other abilities and can, through their domains, gain spell-like abilities (e.g. cast X spell Y times per day). If you want to mimic a D&D Cleric, you would play a Mage with the Cleric specialty. As such, there is no longer a divide between “Arcane” and “Divine” spells. There are just “Spells”.
Under this system you then have 8 Schools, each made up of spells from 3 Disciplines. Each spell belongs to only 1 Discipline, which is another major change from old D&D spells, and IMHO a good change. I think D&D could use to relook at spell schools.
Channeler: Combative school that taps and controls primal forces.
* Energy: creates fire, light, sound (usually in destructive fashion)
* Force: creates invisible mass that can be shaped and directed
* Weather: manipulates the environment and atmosphere
Conjurer: controls the building blocks of the physical world
* Compass: alters time, speed, position and size
* Conversion: changes the shape and properties of matter
* Creation: creates matter from nothing
Enchanter: effects life in all forms
* Charm: influence minds and emotions
* Healing: repair and refresh the body and mind
* Nature: sways plants and animals
Preserver: focused on protecting and liberating places and people
* Glory: invoke righteous fury, promote excellence and victory in battle
* Seals: form magical glyphs and impediments
* Warding: prevent and deflect harm
Prophet: spells about the worlds beyond ours, as well as what ours might become
* Blessing: reveal cosmic splendor, raising the body, mind, and spirit
* Calling: channel and summon from the fringes of this world, and beyond
* Foresight: predict and manifest the future
Reaper: spells of suffering, death, pain, fear, and corruption
* Affliction: bring lasting suffering, commonly as curses
* Necromancy: explore the veil between death and undeath
* Shadow: harnesses the power of darkness
Seer: unique insights about the mechanics of the known world.
* Artifice: exposes and transforms the inner workings of machines, magic items, and spells
* Divination: gleans details about the past and present
* Word: derives power from language
Trickster: spells that make truth of untruth.
* Illusion: projects false images and feelings
* Secrets: invents lies and reveals truths
* Shapeshifting: transforms the body