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Reschooling Magic
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The purpose of reschooling magic is twofold: first, certain spells in the preexisting system were, in my opinion, mis-schooled and should be moved to a more appropriate school. Secondly, reducing the number of schools available and redistributing the left-over spells amongst the remainder makes for a tougher decision when it comes to choosing a school of specialization. Besides, the Eight Schools of Magic are unnecessary: schools of magic should be distributed towards their ends, not through some thematic appropriation that can be as easily defined as from one of the other schools with a good argument. Case in point: the ubiquitous ''fireball'' could be coined as evocation (invoking fire from nothing), conjuration (summoning fire from the Elemental Plane of Fire), or even transmutation (altering the very air surrounding the target into flame). Therefore, there are four schools of magic: Abjuration, Conjuration, Evocation, and Transmutation. Each school of magic focuses on one aspect of magic: abjuration on protection and foresight; conjuration on creation; evocation on energy; and transmutation on alteration. ==What About Sub-Schools?== What about them, beyond the fact that this variation from the norm will likely spread similarly-sub-schooled spells across the four schools. And that is fine! Sub-schools needn't be bound to one particular parent school: they are merely defining aspects of magic used to differentiate one spell from another. ==The Four Schools== ===Abjuration=== Abjuration focuses primarily on defense. Whether that defense be against physical harm, against magical forces, or even against scrying, abjuration covers it. If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Search skill drops by 4. If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell. ===Conjuration=== Conjuration focuses primarily on creation and summoning. Whether that conjuring be summoning a creature, shaping an illusion, or resurrecting a fallen ally, that is still conjuration's purview. Conjuration also covers most divinatory spells, as they create magical sensors in order to perceive in a different fashion. A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spell’s range, but it does not have to remain within the range. ===Evocation=== Evocation focuses primarily on manipulation of energy and damage. Whether that energy be in the form of flame, electricity, ability damage, or even something a simple as mending a wound, that is evocation's domain. ===Transmutation=== Transmutation focuses primarily on transformation. Whether that be be repairing an object, altering one's shape into a dragon, or even altering the very fates, transmutation has it covered. ==Sub-Schools== ===Calling=== A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled. Most calling spells are transmutation. ===Charm=== A charm spell changes how the subject views you, typically making it see you as a good friend. Most charm spells are abjuration. ===Compulsion=== A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you cast the spell, and others give you ongoing control over the subject. Most compulsion spells are transmutation or abjuration. ===Curse=== Spells of the Curse subschool, unlike most spells, are permanent effects that cannot be dispelled through such means as dispel magic. Instead, they must be broken with remove curse, a specific reversal spell, or a similar means of overcoming the curse. Occasionally, spells of the Curse subschool have alternative means of removal, though these vary from case to case and are annotated in each spell's description. Despite their permanent durations, some spells of the Curse subschool do not have immediate effect, instead requiring a specific set of circumstances to come about before the spell takes effect. Most spells have these set actions delineated in them specifically, but some more powerful curses allow the caster to set the required action at the time of casting. Curses come from all schools. ===Figment=== A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like. Because figments and glamers (see below) are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly. A figment’s AC is equal to 10 + its size modifier. Most figment spells are conjuration. ===Glamer=== A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear. Most glamer spells are transmutation or abjuration. ===Healing=== Certain transmutations and evocations heal creatures or even bring them back to life. ===Pattern=== Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells. Most pattern spells are conjuration. ===Phantasm=== A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting spells. Most phantasms are abjuration or evocation ===Polymorph=== A polymorph spell physically alters the shape of the target from one form to another. See the Alternate Form special ability for details on what a polymorph spell can and cannot do. ===Scrying=== A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment. Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active spell. Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked. Most scrying spells are conjuration. ===Shadow=== A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real. Most shadow spells are conjuration or evocation. ===Summoning=== A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again. When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells. Most summoning spells are conjuration. ===Teleportation=== A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation. Most teleportation spells are transmutation. ==Spells== ===A=== *Acid Arrow - Evocation *Acid Fog - Conjuration *Acid Splash - Evocation *Aid – Abjuration *Air Walk - Transmutation *Alarm - Abjuration *Align Weapon - Transmutation *Alter Self - Transmutation *Analyze Dweomer - Conjuration *Animal Growth - Transmutation *Animal Messenger - Transmuttaion *Animal Shapes - Transmutation *Animal Trance - Abjuration *Animate Dead - Evocation *Animate Objects - Transmutation *Animate Plants - Transmutation *Animate Rope - Transmutation *Antilife Shell - Evocation *Antimagic Field - Abjuration *Antipathy - Abjuration *Antiplant Shell - Evocation *Arcane Eye - Conjuration *Arcane Lock - Abjuration *Arcane Mark - Conjuration *Arcane Sight - Conjuration *Arcane Sight, Greater - Conjuration *Astral Projection - Conjuration *Atonement - Abjuration *Augury - Conjuration *Awaken - Transmutation ===B=== *Baleful Polymorph - Transmutation *Bane - Evocation *Banishment - Abjuration *Barkskin - Abjuration *Bear’s Endurance - Transmutation *Bear’s Endurance, Mass - Transmutation *Bestow Curse - Evocation *Binding - Abjuration *Black Tentacles - Conjuration *Blade Barrier - Evocation *Blasphemy - Evocation *Bless - Abjuration *Bless Water - Transmutation *Bless Weapon - Transmutation *Blight - Evocation *Blindness/Deafness - Evocation *Blink - Abjuration *Blur - Abjuration *Break Enchantment - Abjuration *Bull’s Strength - Transmutation *Bull’s Strength, Mass - Transmutation *Burning Hands - Evocation ===C=== *Call Lightning - Evocation *Call Lightning Storm - Evocation *Calm Animals - Abjuration *Calm Emotions - Abjuration *Cat’s Grace - Transmutation *Cat’s Grace, Mass - Transmutation *Cause Fear – Transmutation *Chain Lightning - Evocation *Changestaff - Transmutation *Chaos Hammer - Evocation *Charm Animal - Abjuration *Charm Monster - Abjuration *Charm Monster, Mass - Abjuration *Charm Person - Abjuration *Chill Metal - Evocation *Chill Touch - Evocation *Circle of Death - Evocation *Clairaudience/Clairvoyance - Conjuration *Clenched Fist - Evocation *Cloak of Chaos - Abjuration *Clone - Conjuration *Cloudkill - Evocation *Color Spray - Evocation *Command - Abjuration *Command, Greater - Abjuration *Command Plants - Abjuration *Command Undead -Abjuration *Commune - Conjuration *Commune with Nature - Conjuration *Comprehend Languages - Transmutation *Cone of Cold - Evocation *Confusion - Transmutation *Confusion, Lesser - Transmutation *Consecrate - Transmutation *Contact Other Plane - Conjuration *Contagion - Transmutation *Contingency - Abjuration *Continual Flame - Conjuration *Control Plants - Abjuration *Control Undead - Abjuration *Control Water - Transmutation *Control Weather - Transmutation *Control Winds - Transmutation *Create Food and Water - Conjuration *Create Greater Undead - Conjuration *Create Undead - Conjuration *Create Water - Conjuration *Creeping Doom - Conjuration *Crushing Despair - Transmutation *Crushing Hand - Evocation *Cure Critical Wounds - Evocation *Cure Critical Wounds, Mass - Evocation *Cure Light Wounds - Evocation *Cure Light Wounds, Mass - Evocation *Cure Minor Wounds - Evocation *Cure Moderate Wounds - Evocation *Cure Moderate Wounds, Mass - Evocation *Cure Serious Wounds - Evocation *Cure Serious Wounds, Mass - Evocation *Curse Water - Transmutation ===D=== *Dancing Lights - Conjuration *Darkness - Transmutation *Darkvision - Transmutation *Daylight - Evocation *Daze - Abjuration *Daze Monster - Abjuration *Death Knell - Evocation *Death Ward - Abjuration *Deathwatch - Conjuration *Deep Slumber - Abjuration *Deeper Darkness - Transmutation *Delay Poison - Abjuration *Delayed Blast Fireball - Evocation *Demand - Abjuration *Desecrate - Evocation *Destruction - Evocation *Detect Animals or Plants - Conjuration *Detect Chaos - Conjuration *Detect Evil - Conjuration *Detect Good - Conjuration *Detect Law - Conjuration *Detect Magic - Conjuration *Detect Poison - Conjuration *Detect Scrying - Conjuration *Detect Secret Doors - Conjuration *Detect Snares and Pits - Conjuration *Detect Thoughts - Conjuration *Detect Undead - Conjuration *Dictum - Abjuration *Dimension Door - Transmutation *Dimensional Anchor - Abjuration *Dimensional Lock - Abjuration *Diminish Plants - Transmutation *Discern Lies - Conjuration *Discern Location - Conjuration *Disguise Self - Transmutation *Disintegrate - Evocation *Dismissal - Abjuration *Dispel Chaos - Abjuration *Dispel Evil - Abjuration *Dispel Good - Abjuration *Dispel Law - Abjuration *Dispel Magic - Abjuration *Dispel Magic, Greater - Abjuration *Displacement - Transmutation *Disrupt Undead - Transmutation *Disrupting Weapon - Transmutation *Divination - Conjuration *Divine Favor - Abjuration *Divine Power - Abjuration *Dominate Animal - Abjuration *Dominate Monster - Abjuration *Dominate Person - Abjuration *Doom - Evocation *Dream - Conjuration ===E=== *Eagle’s Splendor - Transmutation *Eagle’s Splendor, Mass - Transmutation *Earthquake - Evocation *Elemental Swarm - Conjuration *Endure Elements - Abjuration *Energy Drain - Evocation *Enervation - Evocation *Enlarge Person - Transmutation *Enlarge Person, Mass - Transmutation *Entangle - Transmutation *Enthrall - Abjuration *Entropic Shield - Abjuration *Erase - Transmutation *Ethereal Jaunt - Abjuration *Etherealness - Abjuration *Expeditious Retreat - Transmutation *Explosive Runes - Evocation *Eyebite - Evocation ===F=== *Fabricate - Conjuration *Faerie Fire - Evocation *False Life - Abjuration *False Vision - Abjuration *Fear - Evocation *Feather Fall - Abjuration *Feeblemind - Transmutation *Find the Path - Conjuration *Find Traps - Conjuration *Finger of Death - Evocation *Fire Seeds - Evocation *Fire Shield - Evocation *Fire Storm - Evocation *Fire Trap - Transmutation *Fireball - Evocation *Flame Arrow - Evocation *Flame Blade - Evocation *Flame Strike - Evocation *Flaming Sphere - Evocation *Flare - Evocation *Flesh to Stone - Transmutation *Fly - Transmutation *Floating Disk - Conjuration *Fog Cloud - Conjuration *Forbiddance - Abjuration *Forcecage - Conjuration *Forceful Hand - Evocation *Foresight - Abjuration *Fox’s Cunning - Transmutation *Fox’s Cunning, Mass - Transmutation *Freedom - Abjuration *Freedom of Movement - Abjuration *Freezing Sphere - Evocation ===G=== *Gaseous Form *Gate *Geas/Quest *Geas, Lesser *Gentle Repose *Ghost Sound *Ghoul Touch *Giant Vermin *Glibness *Glitterdust *Globe of Invulnerability *Globe of Invulnerability, Lesser *Glyph of Warding *Glyph of Warding, Greater *Goodberry *Good Hope *Grasping Hand *Grease *Greater (Spell Name) *Guards and Wards *Guidance *Gust of Wind ===H=== *Hallow *Hallucinatory Terrain *Halt Undead *Harm *Haste *Heal *Heal, Mass *Heal Mount *Heat Metal *Helping Hand *Heroes’ Feast *Heroism *Heroism, Greater *Hide from Animals *Hide from Undead *Hideous Laughter *Hold Animal *Hold Monster *Hold Monster, Mass *Hold Person *Hold Person, Mass *Hold Portal *Holy Aura *Holy Smite *Holy Sword *Holy Word *Horrid Wilting *Hypnotic Pattern *Hypnotism ===I=== *Ice Storm *Identify *Illusory Script *Illusory Wall *Imbue with Spell Ability *Implosion *Imprisonment *Incendiary Cloud *Inflict Critical Wounds *Inflict Critical Wounds, Mass *Inflict Light Wounds *Inflict Light Wounds, Mass *Inflict Minor Wounds *Inflict Moderate Wounds *Inflict Moderate Wounds, Mass *Inflict Serious Wounds *Inflict Serious Wounds, Mass *Insanity *Insect Plague *Instant Summons *Interposing Hand *Invisibility *Invisibility, Greater *Invisibility, Mass *Invisibility Purge *Invisibility Sphere *Iron Body *Ironwood *Irresistible Dance ===J=== *Jump ===K=== *Keen Edge *Knock *Know Direction ===L=== *Legend Lore *Lesser (Spell Name) *Levitate *Light *Lightning Bolt *Limited Wish *Liveoak *Locate Creature *Locate Object *Longstrider *Lullaby ===M=== *Mage Armor *Mage Hand *Mage’s Disjunction *Mage’s Faithful Hound *Mage’s Lucubration *Mage’s Magnificent Mansion *Mage’s Private Sanctum *Mage’s Sword *Magic Aura *Magic Circle against Chaos *Magic Circle against Evil *Magic Circle against Good *Magic Circle against Law *Magic Fang *Magic Fang, Greater *Magic Jar *Magic Missile *Magic Mouth *Magic Stone *Magic Vestment *Magic Weapon *Magic Weapon, Greater *Major Creation *Major Image *Make Whole *Mark of Justice *Mass (Spell Name) *Maze *Meld into Stone *Mending *Message *Meteor Swarm *Mind Blank *Mind Fog *Minor Creation *Minor Image *Miracle *Mirage Arcana *Mirror Image *Misdirection *Mislead *Mnemonic Enhancer *Modify Memory *Moment of Prescience *Mount *Move Earth ===N=== *Neutralize Poison *Nightmare *Nondetection ===O=== *Obscure Object *Obscuring Mist *Open/Close *Order’s Wrath *Overland Flight *Owl’s Wisdom *Owl’s Wisdom, Mass ===P=== *Passwall *Pass without Trace *Permanency *Permanent Image *Persistent Image *Phantasmal Killer *Phantom Steed *Phantom Trap *Phase Door *Planar Ally *Planar Ally, Greater *Planar Ally, Lesser *Planar Binding *Planar Binding, Greater *Planar Binding, Lesser *Plane Shift *Plant Growth *Poison *Polar Ray *Polymorph *Polymorph Any Object *Power Word Blind *Power Word Kill *Power Word Stun *Prayer *Prestidigitation *Prismatic Sphere *Prismatic Spray *Prismatic Wall *Produce Flame *Programmed Image *Project Image *Protection from Arrows *Protection from Chaos *Protection from Energy *Protection from Evil *Protection from Good *Protection from Law *Protection from Spells *Prying Eyes *Prying Eyes, Greater *Purify Food and Drink *Pyrotechnics ===Q=== *Quench ===R=== *Rage *Rainbow Pattern *Raise Dead *Ray of Enfeeblement *Ray of Exhaustion *Ray of Frost *Read Magic *Reduce Animal *Reduce Person *Reduce Person, Mass *Refuge *Regenerate *Reincarnate *Remove Blindness/Deafness *Remove Curse *Remove Disease *Remove Fear *Remove Paralysis *Repel Metal or Stone *Repel Vermin *Repel Wood *Repulsion *Resilient Sphere *Resistance *Resist Energy *Restoration *Restoration, Greater *Restoration, Lesser *Resurrection *Reverse Gravity *Righteous Might *Rope Trick *Rusting Grasp ===S=== *Sanctuary *Scare *Scintillating Pattern *Scorching Ray *Screen *Scrying *Scrying, Greater *Sculpt Sound *Searing Light *Secret Chest *Secret Page *Secure Shelter *See Invisibility *Seeming *Sending *Sepia Snake Sigil *Sequester *Shades *Shadow Conjuration *Shadow Conjuration, Greater *Shadow Evocation *Shadow Evocation, Greater *Shadow Walk *Shambler *Shapechange *Shatter *Shield *Shield of Faith *Shield of Law *Shield Other *Shillelagh *Shocking Grasp *Shout *Shout, Greater *Shrink Item *Silence *Silent Image *Simulacrum *Slay Living *Sleep *Sleet Storm *Slow *Snare *Soften Earth and Stone *Solid Fog *Song of Discord *Soul Bind *Sound Burst *Speak with Animals *Speak with Dead *Speak with Plants *Spectral Hand *Spell Immunity *Spell Immunity, Greater *Spell Resistance *Spellstaff *Spell Turning *Spider Climb *Spike Growth *Spike Stones *Spiritual Weapon *Statue *Status *Stinking Cloud *Stone Shape *Stoneskin *Stone Tell *Stone to Flesh *Storm of Vengeance *Suggestion *Suggestion, Mass *Summon Instrument *Summon Monster I *Summon Monster II *Summon Monster III *Summon Monster IV *Summon Monster V *Summon Monster VI *Summon Monster VII *Summon Monster VIII *Summon Monster IX *Summon Nature’s Ally I *Summon Nature’s Ally II *Summon Nature’s Ally III *Summon Nature’s Ally IV *Summon Nature’s Ally V *Summon Nature’s Ally VI *Summon Nature’s Ally VII *Summon Nature’s Ally VIII *Summon Nature’s Ally IX *Summon Swarm *Sunbeam *Sunburst *Symbol of Death *Symbol of Fear *Symbol of Insanity *Symbol of Pain *Symbol of Persuasion *Symbol of Sleep *Symbol of Stunning *Symbol of Weakness *Sympathetic Vibration *Sympathy ===T=== *Telekinesis *Telekinetic Sphere *Telepathic Bond *Teleport *Teleport Object *Teleport, Greater *Teleportation Circle *Temporal Stasis *Time Stop *Tiny Hut *Tongues *Touch of Fatigue *Touch of Idiocy *Transformation *Transmute Metal to Wood *Transmute Mud to Rock *Transmute Rock to Mud *Transport via Plants *Trap the Soul *Tree Shape *Tree Stride *True Resurrection *True Seeing *True Strike ===U=== *Undeath to Death *Undetectable Alignment *Unhallow *Unholy Aura *Unholy Blight *Unseen Servant ===V=== *Vampiric Touch *Veil *Ventriloquism *Virtue *Vision ===W=== *Wail of the Banshee *Wall of Fire *Wall of Force *Wall of Ice *Wall of Iron *Wall of Stone *Wall of Thorns *Warp Wood *Water Breathing *Water Walk *Waves of Exhaustion *Waves of Fatigue *Web *Weird *Whirlwind *Whispering Wind *Wind Walk *Wind Wall *Wish *Wood Shape *Word of Chaos *Word of Recall ===Z=== *Zone of Silence *Zone of Truth
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