Unfortunately, the spell schools are as Sacred Cow as Vacian magic, so expect them to not be going anywhere (as much as I dislike them). However, I would like to see specialists become condensed into unique classes, rather than simply "can cast more spells from their school, but banned from others".
Something like:
* Beguiler - Enchantment & Illusion specialist
* Shaper - Necromancy & Transmutation specialist
* Summoner - Conjuration & Divination specialist
* Warmage - Abjuration & Evocation specialist
What I would prefer is a redefining of spell schools similar to what Fantasy Craft did with the original d20 spell lists. FC's system comprises 8 Schools of Magic, each with 3 Disciplines. I at least want the ability to split spells up into new schools like this.
Each school has its own class named after the school, such as Channelers, Reapers, etc. also key to note is there is only 1 "base" Spellcasting class - the Mage (no cleric, no druid, etc.)
Channeler: This highly combative School taps and controls primal forces.
• Energy: Creates surges of fire, light, and sound, mostly in the form of powerful destructive spells
• Force: Generates invisible mass the caster can shape and direct at will
• Weather: Manipulates the environment, particularly the atmosphere
Conjuror: This School makes and controls the building blocks of the physical world.
• Compass: Alters time, speed, position, and size
• Conversion: Changes the shape and properties of matter
• Creation: Creates matter from nothing
Enchanter: This intimate School grants dominion over life in all its myriad forms.
• Charm: Influences the minds and emotions of others
• Healing: Repairs and refreshes the body and mind
• Nature: Sways plants and animals
Preserver: This School focuses on protecting and liberating places and people.
• Glory: Invokes righteous fury, promoting excellence and victory in battle
• Seals: Forms magical glyphs and impediments
• Warding: Prevents and deflects harm
Prophet: This School teaches about the worlds beyond ours, as well as what ours might become.
• Blessing: Reveals cosmic splendor, raising the body, mind, and spirit
• Calling: Channels and summons from the fringes of this world, and beyond
• Foresight: Predicts and manifests the future
Reaper: Rooted in suffering and death, this School promotes pain, fear, and corruption.
• Affliction: Brings lasting suffering, commonly as curses
• Necromancy: Explores the veil between death and undeath
• Shadow: Harnesses the power of darkness
Seer: This School offers unique insights about the mechanics of the known world.
• Artifice: Exposes and transforms the inner workings of machines, magic items, and spells
• Divination: Gleans details about the past and present
• Word: Derives power from language
Trickster: This School makes truth of untruth.
• Illusion: Projects false images and feelings
• Secrets: Invents lies and reveals truths
• Shapeshifting: Transforms the body
Something like:
* Beguiler - Enchantment & Illusion specialist
* Shaper - Necromancy & Transmutation specialist
* Summoner - Conjuration & Divination specialist
* Warmage - Abjuration & Evocation specialist
What I would prefer is a redefining of spell schools similar to what Fantasy Craft did with the original d20 spell lists. FC's system comprises 8 Schools of Magic, each with 3 Disciplines. I at least want the ability to split spells up into new schools like this.
Each school has its own class named after the school, such as Channelers, Reapers, etc. also key to note is there is only 1 "base" Spellcasting class - the Mage (no cleric, no druid, etc.)
Channeler: This highly combative School taps and controls primal forces.
• Energy: Creates surges of fire, light, and sound, mostly in the form of powerful destructive spells
• Force: Generates invisible mass the caster can shape and direct at will
• Weather: Manipulates the environment, particularly the atmosphere
Conjuror: This School makes and controls the building blocks of the physical world.
• Compass: Alters time, speed, position, and size
• Conversion: Changes the shape and properties of matter
• Creation: Creates matter from nothing
Enchanter: This intimate School grants dominion over life in all its myriad forms.
• Charm: Influences the minds and emotions of others
• Healing: Repairs and refreshes the body and mind
• Nature: Sways plants and animals
Preserver: This School focuses on protecting and liberating places and people.
• Glory: Invokes righteous fury, promoting excellence and victory in battle
• Seals: Forms magical glyphs and impediments
• Warding: Prevents and deflects harm
Prophet: This School teaches about the worlds beyond ours, as well as what ours might become.
• Blessing: Reveals cosmic splendor, raising the body, mind, and spirit
• Calling: Channels and summons from the fringes of this world, and beyond
• Foresight: Predicts and manifests the future
Reaper: Rooted in suffering and death, this School promotes pain, fear, and corruption.
• Affliction: Brings lasting suffering, commonly as curses
• Necromancy: Explores the veil between death and undeath
• Shadow: Harnesses the power of darkness
Seer: This School offers unique insights about the mechanics of the known world.
• Artifice: Exposes and transforms the inner workings of machines, magic items, and spells
• Divination: Gleans details about the past and present
• Word: Derives power from language
Trickster: This School makes truth of untruth.
• Illusion: Projects false images and feelings
• Secrets: Invents lies and reveals truths
• Shapeshifting: Transforms the body