Beholder Bob
First Post
I am not pleased with the school division of spells – it produces some results I find irrational. Whatever the reason, though, I am looking for replacement schools.
I do not mind a spell showing up on more then one list (some spells really do belong to more then one school). Below is a rough list I am working with – any good ideas to add to this? Since you do not know my cosmology, some great suggestions will not work, but I figure having them out there will aid someone else working towards similar goals to mine – and they probably do not want my cosmology limiting the brainstorming… Ideally I am looking for suggestions for better definitions of the suggested schools, new schools, and have missing categories of spells pointed out (oops, did I forget to make room for fireball sort of thing).
Khemia: Think alchemy – add the concept that as you can transmute yourself as well Sympathetic magic is essential to these fellows.
Astrology: Some divination, but more. IMG the stars are the source of magic – so astrologers tap into a rather powerful force. I’m thinking of something like create astral construct, changing the nature of objects – not their shape or form, but their purpose.
Cabalism: All things are described by discrete formula, these fellows alter it. Numbers, glyphs, wards, and animation of constructs. Good at figuring out info on others.
Volcanomancy: (called Diabolism in my game) – this is actually based on the fact the underworld provides the heat that keeps the world from freezing! This is elemental earth and fire.
Stratomany: the art of both water and sky, thunder, lightning, weather, and cold. Just as the elements of earth and fire are related, so too are water and air (rain water comes from the sky).
Necromancy: Not the standard of DND, this is focused exclusively on the soul and spirit, the animating force of life, how to manipulate it, and other fell things. Fear, domination, magic jar, etc.
Sarcomancy: Magic of the flesh – with a definite tendency towards magic of the dead. Grow claws, weave bone, animate that road kill.
Mesmerism: Think Svengali – illusions, befuddlement, mental re-direction. You impose your opinion on others, even if you know better
Oneiromancy: The magic of sleep and dreams. Illusions, alter perception, cause sleep (surprise), create the quasi real, and divination and communication.
Shadowmancy: IMG – connection to the fiendish plane, abominations, terrors, evil things that should not be. The sphere of annihilation comes from here, as do the 4th level tentacle spell. Darkness, mirrors, and HP Lovecraft tenderness.
Unseelie Arts: The fey are their own plane, but jutted against our own. Call fey minions (new summon list and fey template), use fey tricks (glitter dust, invisibility, shape-change, etc) – minor mind, illusion, and transformative spells. Bending rules.
I do not mind a spell showing up on more then one list (some spells really do belong to more then one school). Below is a rough list I am working with – any good ideas to add to this? Since you do not know my cosmology, some great suggestions will not work, but I figure having them out there will aid someone else working towards similar goals to mine – and they probably do not want my cosmology limiting the brainstorming… Ideally I am looking for suggestions for better definitions of the suggested schools, new schools, and have missing categories of spells pointed out (oops, did I forget to make room for fireball sort of thing).
Khemia: Think alchemy – add the concept that as you can transmute yourself as well Sympathetic magic is essential to these fellows.
Astrology: Some divination, but more. IMG the stars are the source of magic – so astrologers tap into a rather powerful force. I’m thinking of something like create astral construct, changing the nature of objects – not their shape or form, but their purpose.
Cabalism: All things are described by discrete formula, these fellows alter it. Numbers, glyphs, wards, and animation of constructs. Good at figuring out info on others.
Volcanomancy: (called Diabolism in my game) – this is actually based on the fact the underworld provides the heat that keeps the world from freezing! This is elemental earth and fire.
Stratomany: the art of both water and sky, thunder, lightning, weather, and cold. Just as the elements of earth and fire are related, so too are water and air (rain water comes from the sky).
Necromancy: Not the standard of DND, this is focused exclusively on the soul and spirit, the animating force of life, how to manipulate it, and other fell things. Fear, domination, magic jar, etc.
Sarcomancy: Magic of the flesh – with a definite tendency towards magic of the dead. Grow claws, weave bone, animate that road kill.
Mesmerism: Think Svengali – illusions, befuddlement, mental re-direction. You impose your opinion on others, even if you know better
Oneiromancy: The magic of sleep and dreams. Illusions, alter perception, cause sleep (surprise), create the quasi real, and divination and communication.
Shadowmancy: IMG – connection to the fiendish plane, abominations, terrors, evil things that should not be. The sphere of annihilation comes from here, as do the 4th level tentacle spell. Darkness, mirrors, and HP Lovecraft tenderness.
Unseelie Arts: The fey are their own plane, but jutted against our own. Call fey minions (new summon list and fey template), use fey tricks (glitter dust, invisibility, shape-change, etc) – minor mind, illusion, and transformative spells. Bending rules.
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