Jasperak
Adventurer
I have two questions that I would like to get some assistance with.
First. I am looking to set up different schools of magic for a S&W/OD&D game like AD&D had with the Illusionist. To clarify I want to break down the spells into different "spheres or schools" that I can base some specialist mages around. I was wondering if anyone knows if this has been done before and available online.
I know I can do this myself (I have all three edition PHBs), but I have found that the strict 8 schools in 1e and 2e do not really encompass all of the schools very well. For instance Fly or Teleport do not really fit the schools they are in.
So second and more importantly, are there any other systems that anyone has seen that break down the spells (or spells in general) by a different metric?
I like the idea of having generalist Magic-Users, Illusionists (like 1e), elementalists/invoker types (2e), and Necromancers (2e). Part of the reason why I am interested in other ways to break down spells is that I do not want to limit the class or spell selections to only what has come before but try and add new choices that can expand upon what magic can do in the game.
Thanks in advance for any assistance.
First. I am looking to set up different schools of magic for a S&W/OD&D game like AD&D had with the Illusionist. To clarify I want to break down the spells into different "spheres or schools" that I can base some specialist mages around. I was wondering if anyone knows if this has been done before and available online.
I know I can do this myself (I have all three edition PHBs), but I have found that the strict 8 schools in 1e and 2e do not really encompass all of the schools very well. For instance Fly or Teleport do not really fit the schools they are in.
So second and more importantly, are there any other systems that anyone has seen that break down the spells (or spells in general) by a different metric?
I like the idea of having generalist Magic-Users, Illusionists (like 1e), elementalists/invoker types (2e), and Necromancers (2e). Part of the reason why I am interested in other ways to break down spells is that I do not want to limit the class or spell selections to only what has come before but try and add new choices that can expand upon what magic can do in the game.
Thanks in advance for any assistance.