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Community
General Tabletop Discussion
*Dungeons & Dragons
What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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<blockquote data-quote="Corinnguard" data-source="post: 9614707" data-attributes="member: 7033886"><p>Level up Adventurer's Guide, page 493:</p><p></p><p>The formal, classical spell schools are not the only way magic-users throughout the ages have labeled spells. In the multiverse there is a near-infinite array of spell schools; some are based on elemental sources (like beasts, fire, plants, shadow, water, and so on), while others are based on effects (compulsion, healing, and more). While a spell can belong to only one classical spell school, it can belong to any number of other spell schools. These spell schools have no rules of their own, but may be referred to by other game rules. For instance, a monster’s description might state that it can cast any spell in the fire school.</p><p></p><h3>Alter Self</h3><p><a href="https://a5e.tools/spell-levels/second" target="_blank">2n</a>d-level (<a href="https://a5e.tools/spells/transmutation" target="_blank">Transmutation</a>, <a href="https://a5e.tools/spells/arcane" target="_blank">Arcane</a>, <a href="https://a5e.tools/spells/movement" target="_blank">Movement</a>, <a href="https://a5e.tools/spells/shapechanging" target="_blank">Shapechanging</a>, <a href="https://a5e.tools/spells/weaponry" target="_blank">Weaponry</a>) </p><p></p><p>The Alter Self spell is typically seen as a spell from the school of Transmutation. But it could also be a spell from the Arcane, Movement, Shapechanging and Weaponry schools if your setting had additional schools of magic beyond the classic 8.</p></blockquote><p></p>
[QUOTE="Corinnguard, post: 9614707, member: 7033886"] Level up Adventurer's Guide, page 493: The formal, classical spell schools are not the only way magic-users throughout the ages have labeled spells. In the multiverse there is a near-infinite array of spell schools; some are based on elemental sources (like beasts, fire, plants, shadow, water, and so on), while others are based on effects (compulsion, healing, and more). While a spell can belong to only one classical spell school, it can belong to any number of other spell schools. These spell schools have no rules of their own, but may be referred to by other game rules. For instance, a monster’s description might state that it can cast any spell in the fire school. [HEADING=2]Alter Self[/HEADING] [URL='https://a5e.tools/spell-levels/second']2n[/URL]d-level ([URL='https://a5e.tools/spells/transmutation']Transmutation[/URL], [URL='https://a5e.tools/spells/arcane']Arcane[/URL], [URL='https://a5e.tools/spells/movement']Movement[/URL], [URL='https://a5e.tools/spells/shapechanging']Shapechanging[/URL], [URL='https://a5e.tools/spells/weaponry']Weaponry[/URL]) The Alter Self spell is typically seen as a spell from the school of Transmutation. But it could also be a spell from the Arcane, Movement, Shapechanging and Weaponry schools if your setting had additional schools of magic beyond the classic 8. [/QUOTE]
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What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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