Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What are the Eight Schools to you?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Primitive Screwhead" data-source="post: 5271312" data-attributes="member: 20805"><p>For clarification, are you asking what specific 4e powers would map well to these NPC wizards?</p><p></p><p>In my opinion, I would look in the monster builder for a pre-built creature that is close {there is a Necromancer that is pretty good} and adjust as needed.</p><p></p><p>Illusionists are redirection controllers</p><p>Abjurerers focus on pushes and zone control</p><p>Diviners are hard to do as a combat mode, but something with immediate interupts/shifts/leaderish</p><p>Transmuters could be striker focused on changing their own bodies into weapons</p><p>Evokers are striker focused.. lightning bolt, fireball, etc.</p><p>Conjurers.. well, thats already covered <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Enchanters have the Sleep, Otto's irrestable dance, etc.. Very 'bard' feel to me.</p><p></p><p>[sblock]</p><p>School 1, Evocation: “Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.” </p><p></p><p>School 2, Necromancy: “Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.”</p><p></p><p>School 3, Illusion: “Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Illusions come in five types: figments, glamers, patterns, phantasms, and shadows.”</p><p></p><p>School 4, Enchantment: “Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.”</p><p></p><p>School 5, Conjuration: “Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.”</p><p></p><p>School 6, Abjuration: “Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.”</p><p></p><p>School 7, Divination: “Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. Many divination spells have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.”</p><p></p><p>School 8, Transmutation: “Transmutation spells change the properties of some creature, thing, or condition.”</p><p>[/sblock]</p><p>...</p><p>If you are looking for something more specific than that, hopefully someone else chimes in.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5271312, member: 20805"] For clarification, are you asking what specific 4e powers would map well to these NPC wizards? In my opinion, I would look in the monster builder for a pre-built creature that is close {there is a Necromancer that is pretty good} and adjust as needed. Illusionists are redirection controllers Abjurerers focus on pushes and zone control Diviners are hard to do as a combat mode, but something with immediate interupts/shifts/leaderish Transmuters could be striker focused on changing their own bodies into weapons Evokers are striker focused.. lightning bolt, fireball, etc. Conjurers.. well, thats already covered :) Enchanters have the Sleep, Otto's irrestable dance, etc.. Very 'bard' feel to me. [sblock] School 1, Evocation: “Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.” School 2, Necromancy: “Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.” School 3, Illusion: “Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Illusions come in five types: figments, glamers, patterns, phantasms, and shadows.” School 4, Enchantment: “Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.” School 5, Conjuration: “Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.” School 6, Abjuration: “Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.” School 7, Divination: “Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. Many divination spells have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.” School 8, Transmutation: “Transmutation spells change the properties of some creature, thing, or condition.” [/sblock] ... If you are looking for something more specific than that, hopefully someone else chimes in. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What are the Eight Schools to you?
Top