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Stripping the Wizard to Bare Bones (+)
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<blockquote data-quote="Yaarel" data-source="post: 9318331" data-attributes="member: 58172"><p>The spells that you prefer for this list are almost the same thing as "telekinesis".</p><p></p><p></p><p><strong>Force:</strong> <em>Blade Ward, Magic Missile, Shield, Levitate, Fly, Animate Objects</em> − but also include the following two by making them explicitly telekinetic: <em>Mage Hand, Mage Armor</em></p><p></p><p>All of these "Force" spells and Force related spells, can fold into the 5e school of "Dunomancy".</p><p></p><p>The other spells also relate to force.</p><p></p><p><strong>Force as "Magical Energy":</strong> <em>Detect Magic, Identify, Counterspell, Dispel Magic</em></p><p></p><p><strong>Distortions of Space-Time that Relate to Force:</strong> <em>Rope Trick, Dimension Door, Teleportation Circle, Contact Other Plane, Scrying, Arcane Eye, Legend Lore, Private Sanctum</em> (a complex spell that also involves other applications of Force). These space-time spells relate to teleportation and divination.</p><p></p><p><strong>Elemental Evocations </strong>− can be understood as telekinetic manipulations of Elemental Energy, in the sense of "pyrokinesis": <em>Firebolt, Fireball, Light, Invisibility (manipulating light), </em>plus<em> Message</em> (per description nontelepathic, and like a telekinetic manipulation of soundwaves)</p><p></p><p><strong>Illusion: </strong>The objects that are made out of Force (magic-energy), like <em>Prestidigitation</em>, are more like the quasi-real Illusion spells that sometimes have have a solid quality. This immaterial solidity is like a forcefield, molded into the shape of an object. I would relocate these force object spells to the Illusion school. Then I would rewrite <em>Mage Hand</em> and <em>Mage Armor</em> to be clearly telekinetic propulsion rather than quasi-real objects.</p><p></p><p><strong>Planar Conjurations </strong>− seem like outliers but might still be relevant: <em>Find Familiar, Magic Circle, Contact Other Plane</em>. All of this planar magic forms a specialized "Conjuration" school, that focuses on summoning spells that call creatures from other planes of existence. Demiplanes are distortions of the fabric of space, as opposed to planar spells that are levels of being such as the Astral realm of thought.</p><p></p><p></p><p>Two irrelevant outliers should be deleted from this Wizard list:</p><p>• <em>Blindness/Deafness</em> (per description is body magic, a kind of opposite of healing)</p><p>• <em>Geas</em> (a form of mind magic akin to <em>Charm</em>)</p><p></p><p></p><p>The spells in the list are "old school" D&D spells. Some of these are terrible in the context of 5e, such as <em>Legend Lore</em> being obsolete because of a normal History skill check. These subpar spells would need updates that significantly improve the spell description to be worth bothering with. But thematically they can apply.</p><p></p><p></p><p></p><p>In sum, finetune the thematics of the Wizard spell list as "Dunomancy" as follows:</p><p></p><p>[SPOILER="WIZARD LIST"]</p><p></p><p><strong><em>DUNOMANCY</em></strong></p><p></p><p>CANTRIPS</p><ul> <li data-xf-list-type="ul">Blade Ward (every wizard benefits from preventing taking damage)</li> <li data-xf-list-type="ul">Mage Hand (basic "move [dangerous] things at a distance" [telekinetically])</li> </ul><p></p><p>1ST LEVEL</p><ul> <li data-xf-list-type="ul">Detect Magic (essential magical detection)</li> <li data-xf-list-type="ul">Magic Missile (I think there'd be a riot if this wasn't core to the wizard)</li> <li data-xf-list-type="ul">Mage Armor (pretty basic magical protection [via a repelling telekinetic aura])</li> <li data-xf-list-type="ul">Shield (again, magical protection [via telekinesis])</li> <li data-xf-list-type="ul">Identify (basic magic item identification)</li> <li data-xf-list-type="ul">Unseen Servant [localized telekinetic activity]</li> </ul><p></p><p>2ND LEVEL</p><ul> <li data-xf-list-type="ul">Levitate (basic magical movement)</li> </ul><p></p><p>3RD LEVEL</p><ul> <li data-xf-list-type="ul">Counterspell (basic magic defense)</li> <li data-xf-list-type="ul">Dispel Magic (basic magic denial)</li> <li data-xf-list-type="ul">Fly (advanced magical movement)</li> </ul><p></p><p>5TH LEVEL</p><ul> <li data-xf-list-type="ul">Animate Objects (advanced magical companion [animated telekinetically])</li> <li data-xf-list-type="ul">Wall of Force</li> </ul><p></p><p></p><p><strong><em>DIVINATION</em></strong></p><p></p><p>2ND LEVEL</p><ul> <li data-xf-list-type="ul">Rope Trick (basic extradimensional space)</li> </ul><p></p><p>4TH LEVEL</p><ul> <li data-xf-list-type="ul">Arcane Eye (basic magical scrying)</li> <li data-xf-list-type="ul">Dimension Door (moderate magical movement)</li> <li data-xf-list-type="ul">Private Sanctum [a complex spell with many moving parts]</li> </ul><p></p><p>5TH LEVEL</p><ul> <li data-xf-list-type="ul">Legend Lore (advanced knowledge acquisition)</li> <li data-xf-list-type="ul">Scrying (advanced scrying)</li> <li data-xf-list-type="ul">Teleportation Circle (advanced magical movement)</li> </ul><p></p><p></p><p><strong><em>EVOCATION</em></strong></p><p></p><p>CANTRIP</p><ul> <li data-xf-list-type="ul">Firebolt (the most basic magic attack spell)</li> <li data-xf-list-type="ul">Light (an essential "human" spell to see by)</li> <li data-xf-list-type="ul">Message (basic magical communication [by manipulating Thunder soundwaves])</li> </ul><p>2ND LEVEL</p><ul> <li data-xf-list-type="ul">Invisibility (core magical protection)</li> </ul><p>3RD LEVEL</p><ul> <li data-xf-list-type="ul">Fireball (core blast spell)</li> </ul><p></p><p></p><p></p><p><strong><em>ILLUSION</em></strong></p><p></p><p>CANTRIP</p><ul> <li data-xf-list-type="ul">Prestidigitation [= quasi-real object]</li> <li data-xf-list-type="ul">Minor Illusion</li> </ul><p></p><p>3RD LEVEL</p><ul> <li data-xf-list-type="ul">Tiny Hut</li> </ul><p></p><p></p><p>[/SPOILER]</p><p></p><p></p><p>Maybe give all of the "Planar" Conjuration spells to the Warlock and Cleric.</p><p></p><p>[SPOILER="CONJURATION"]</p><p></p><p><strong><em>CONJURATION</em></strong></p><p></p><p>1ST LEVEL</p><ul> <li data-xf-list-type="ul">Find Familiar (basic magical companion)</li> <li data-xf-list-type="ul">Protection from Evil/Good [= Protection from Planar Creatures]</li> </ul><p></p><p>3RD LEVEL</p><ul> <li data-xf-list-type="ul">Magic Circle (essential [planar magic], magical summons protection)</li> </ul><p></p><p>5TH LEVEL</p><ul> <li data-xf-list-type="ul">Contact Other Plane</li> </ul><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9318331, member: 58172"] The spells that you prefer for this list are almost the same thing as "telekinesis". [B]Force:[/B] [I]Blade Ward, Magic Missile, Shield, Levitate, Fly, Animate Objects[/I] − but also include the following two by making them explicitly telekinetic: [I]Mage Hand, Mage Armor[/I] All of these "Force" spells and Force related spells, can fold into the 5e school of "Dunomancy". The other spells also relate to force. [B]Force as "Magical Energy":[/B] [I]Detect Magic, Identify, Counterspell, Dispel Magic[/I] [B]Distortions of Space-Time that Relate to Force:[/B] [I]Rope Trick, Dimension Door, Teleportation Circle, Contact Other Plane, Scrying, Arcane Eye, Legend Lore, Private Sanctum[/I] (a complex spell that also involves other applications of Force). These space-time spells relate to teleportation and divination. [B]Elemental Evocations [/B]− can be understood as telekinetic manipulations of Elemental Energy, in the sense of "pyrokinesis": [I]Firebolt, Fireball, Light, Invisibility (manipulating light), [/I]plus[I] Message[/I] (per description nontelepathic, and like a telekinetic manipulation of soundwaves) [B]Illusion: [/B]The objects that are made out of Force (magic-energy), like [I]Prestidigitation[/I], are more like the quasi-real Illusion spells that sometimes have have a solid quality. This immaterial solidity is like a forcefield, molded into the shape of an object. I would relocate these force object spells to the Illusion school. Then I would rewrite [I]Mage Hand[/I] and [I]Mage Armor[/I] to be clearly telekinetic propulsion rather than quasi-real objects. [B]Planar Conjurations [/B]− seem like outliers but might still be relevant: [I]Find Familiar, Magic Circle, Contact Other Plane[/I]. All of this planar magic forms a specialized "Conjuration" school, that focuses on summoning spells that call creatures from other planes of existence. Demiplanes are distortions of the fabric of space, as opposed to planar spells that are levels of being such as the Astral realm of thought. Two irrelevant outliers should be deleted from this Wizard list: • [I]Blindness/Deafness[/I] (per description is body magic, a kind of opposite of healing) • [I]Geas[/I] (a form of mind magic akin to [I]Charm[/I]) The spells in the list are "old school" D&D spells. Some of these are terrible in the context of 5e, such as [I]Legend Lore[/I] being obsolete because of a normal History skill check. These subpar spells would need updates that significantly improve the spell description to be worth bothering with. But thematically they can apply. In sum, finetune the thematics of the Wizard spell list as "Dunomancy" as follows: [SPOILER="WIZARD LIST"] [B][I]DUNOMANCY[/I][/B] CANTRIPS [LIST] [*]Blade Ward (every wizard benefits from preventing taking damage) [*]Mage Hand (basic "move [dangerous] things at a distance" [telekinetically]) [/LIST] 1ST LEVEL [LIST] [*]Detect Magic (essential magical detection) [*]Magic Missile (I think there'd be a riot if this wasn't core to the wizard) [*]Mage Armor (pretty basic magical protection [via a repelling telekinetic aura]) [*]Shield (again, magical protection [via telekinesis]) [*]Identify (basic magic item identification) [*]Unseen Servant [localized telekinetic activity] [/LIST] 2ND LEVEL [LIST] [*]Levitate (basic magical movement) [/LIST] 3RD LEVEL [LIST] [*]Counterspell (basic magic defense) [*]Dispel Magic (basic magic denial) [*]Fly (advanced magical movement) [/LIST] 5TH LEVEL [LIST] [*]Animate Objects (advanced magical companion [animated telekinetically]) [*]Wall of Force [/LIST] [B][I]DIVINATION[/I][/B] 2ND LEVEL [LIST] [*]Rope Trick (basic extradimensional space) [/LIST] 4TH LEVEL [LIST] [*]Arcane Eye (basic magical scrying) [*]Dimension Door (moderate magical movement) [*]Private Sanctum [a complex spell with many moving parts] [/LIST] 5TH LEVEL [LIST] [*]Legend Lore (advanced knowledge acquisition) [*]Scrying (advanced scrying) [*]Teleportation Circle (advanced magical movement) [/LIST] [B][I]EVOCATION[/I][/B] CANTRIP [LIST] [*]Firebolt (the most basic magic attack spell) [*]Light (an essential "human" spell to see by) [*]Message (basic magical communication [by manipulating Thunder soundwaves]) [/LIST] 2ND LEVEL [LIST] [*]Invisibility (core magical protection) [/LIST] 3RD LEVEL [LIST] [*]Fireball (core blast spell) [/LIST] [B][I]ILLUSION[/I][/B] CANTRIP [LIST] [*]Prestidigitation [= quasi-real object] [*]Minor Illusion [/LIST] 3RD LEVEL [LIST] [*]Tiny Hut [/LIST] [/SPOILER] Maybe give all of the "Planar" Conjuration spells to the Warlock and Cleric. [SPOILER="CONJURATION"] [B][I]CONJURATION[/I][/B] 1ST LEVEL [LIST] [*]Find Familiar (basic magical companion) [*]Protection from Evil/Good [= Protection from Planar Creatures] [/LIST] 3RD LEVEL [LIST] [*]Magic Circle (essential [planar magic], magical summons protection) [/LIST] 5TH LEVEL [LIST] [*]Contact Other Plane [/LIST] [/SPOILER] [/QUOTE]
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