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Community
General Tabletop Discussion
*Dungeons & Dragons
Which school of magic is responsible for things such as Weapon & Armor enhancements and Magic Items?
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<blockquote data-quote="Yaarel" data-source="post: 8293600" data-attributes="member: 58172"><p>The Wizard schools are inconsistent. Some are purpose, some are means, some are process. I find the schools less helpful to meaningfully organize spells.</p><p></p><p></p><p>Abjuration is a purpose − protect (shield, dispel, restore, etcetera). Healing seems like it should be a form of Abjuration. Abjuration might magically enhance Armor to defend.</p><p></p><p>Conjuration is a process − makes something out of nothing or relocates. Could make magic items suddenly appear. Could make constructs and force fields like Shield, etcetera.</p><p></p><p>Divination can foresee the future, thus make armor avoid attacks, weapons strike unerringly, also attack from a remote location, and so on.</p><p></p><p>Enchantment is a means − the mind. Could make items terrifying to debuff hostiles, or distract targets to attack them more easily.</p><p></p><p>Evocation is a means − elemental energies, could make various weapons and armor, such Frostbrand, Fireshield, etcetera.</p><p></p><p>Illusion is weird − it is a means, also the mind like enchantment, but sometimes is quasi-real like conjuration − could make quasi-real armor, blur effect, invisibility, phantasmal weapons, etcetera.</p><p></p><p>Necromancy is a theme − could be ghostly weapons and armor, necrotic weapons, becoming incorporeal, etcetera.</p><p></p><p>Transmutation is a process − and can mean anything and everything. Anything that "changes" including every spell, is transmuting. In the sense of transmuting elemental substances (like soil and metal) can fabricate weapons and armor, and enhance their material strength, modify their properties, and in the sense of shapeshifting can form natural armor, claws, and so on.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8293600, member: 58172"] The Wizard schools are inconsistent. Some are purpose, some are means, some are process. I find the schools less helpful to meaningfully organize spells. Abjuration is a purpose − protect (shield, dispel, restore, etcetera). Healing seems like it should be a form of Abjuration. Abjuration might magically enhance Armor to defend. Conjuration is a process − makes something out of nothing or relocates. Could make magic items suddenly appear. Could make constructs and force fields like Shield, etcetera. Divination can foresee the future, thus make armor avoid attacks, weapons strike unerringly, also attack from a remote location, and so on. Enchantment is a means − the mind. Could make items terrifying to debuff hostiles, or distract targets to attack them more easily. Evocation is a means − elemental energies, could make various weapons and armor, such Frostbrand, Fireshield, etcetera. Illusion is weird − it is a means, also the mind like enchantment, but sometimes is quasi-real like conjuration − could make quasi-real armor, blur effect, invisibility, phantasmal weapons, etcetera. Necromancy is a theme − could be ghostly weapons and armor, necrotic weapons, becoming incorporeal, etcetera. Transmutation is a process − and can mean anything and everything. Anything that "changes" including every spell, is transmuting. In the sense of transmuting elemental substances (like soil and metal) can fabricate weapons and armor, and enhance their material strength, modify their properties, and in the sense of shapeshifting can form natural armor, claws, and so on. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Which school of magic is responsible for things such as Weapon & Armor enhancements and Magic Items?
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