Author Topic: [3.P] Spells that REALLY should be in a different school  (Read 14489 times)

Offline Reshy

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #20 on: November 22, 2014, 01:17:46 AM »
Shouldn't Nerveskitter be a Divination instead of a Transmutation?
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Offline zook1shoe

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #21 on: November 22, 2014, 12:02:32 PM »
I can see it more in Transmutation as written, since its augmenting the body, not seeing the future
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Offline Maelphaxerazz

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #22 on: November 27, 2014, 06:43:07 PM »
Safety, from Spell Compendium page 179, is listed as Abjuration, but its description and effect is textbook Divination.

Offline Nick

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #23 on: December 02, 2014, 03:31:57 PM »
1.) In my opinion, there's not much of a point in forcing a spell to be in only one school.  I'm not saying to put spells in all 8 schools of magic or anything, but is there much of a problem to count a spell as part of two schools?  I think they introduced This/That spells in some splatbook, but I'm not entirely sure how that went down (obviously, since I can't even remember which book it was). 


For example, I think it would be much simpler if mage armor counted as an abjuration spell and an evocation spell, since it's energy out of nowhere and it protects you. 


2.) Half of the necromancy spells.  You know, the ones about making life worse for undead?  You know, the ones that so many undead-haters can't learn because they're necromancy spells?  I remember in my first time as a wizard (second game I played in), I tried to make him a hater of undead, because I figured that you don't have to be a cleric or paladin to have strong religious opinions.  I wanted to reflect his spells he learned, favored schools, etc., in his personality and all, so I decided to favor conjuration (summon monster all the way) and prohibit illusion and necromancy.  I've learned a lot since then, I'll admit, but I still think that shouldn't have worked like that.  No, I don't know where the rest of those spells would go if they weren't in necromancy, but an undead hater should be able to both learn anti-undead spells and treat necromancy as a prohibited school.
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Offline Raineh Daze

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #24 on: December 02, 2014, 03:39:17 PM »
1.) In my opinion, there's not much of a point in forcing a spell to be in only one school.  I'm not saying to put spells in all 8 schools of magic or anything, but is there much of a problem to count a spell as part of two schools?  I think they introduced This/That spells in some splatbook, but I'm not entirely sure how that went down (obviously, since I can't even remember which book it was). 


For example, I think it would be much simpler if mage armor counted as an abjuration spell and an evocation spell, since it's energy out of nowhere and it protects you.

PHB II or CA, I think?

Quote
2.) Half of the necromancy spells.  You know, the ones about making life worse for undead?  You know, the ones that so many undead-haters can't learn because they're necromancy spells?  I remember in my first time as a wizard (second game I played in), I tried to make him a hater of undead, because I figured that you don't have to be a cleric or paladin to have strong religious opinions.  I wanted to reflect his spells he learned, favored schools, etc., in his personality and all, so I decided to favor conjuration (summon monster all the way) and prohibit illusion and necromancy.  I've learned a lot since then, I'll admit, but I still think that shouldn't have worked like that.  No, I don't know where the rest of those spells would go if they weren't in necromancy, but an undead hater should be able to both learn anti-undead spells and treat necromancy as a prohibited school.

Thus removing any other trivial usefulness of another school! Still think healing spells should be there. You're directly playing with life and death here.

Offline Nick

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #25 on: December 02, 2014, 04:15:31 PM »
PHB II or CA, I think?
That sounds right, thank you kind sir/ma'am.

Quote
Thus removing any other trivial usefulness of another school! Still think healing spells should be there. You're directly playing with life and death here.


Do you mean healing spells should be in "another school" or in necromancy?  Also, I do quite enjoy playing with life and death directly, just as much as my evoker friend likes to play with fire.


Frankly, I'm failing to see what your point is.  As in, I don't understand what you're trying to say at all, and would very much appreciate it if you were to restate your point in noob-friendly English.
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Offline Raineh Daze

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #26 on: December 02, 2014, 04:19:06 PM »
Do you mean healing spells should be in "another school" or in necromancy?  Also, I do quite enjoy playing with life and death directly, just as much as my evoker friend likes to play with fire.

Frankly, I'm failing to see what your point is.  As in, I don't understand what you're trying to say at all, and would very much appreciate it if you were to restate your point in noob-friendly English.

Healing spells should be in Necromancy. So should anti-undead spells, and pro-undead spells. If you're using positive and negative energy... well, you're either using magic specifically geared against death, or for it. It fits there. Like you get fire and ice spells in evocation, even though they're completely different.
« Last Edit: December 02, 2014, 05:06:06 PM by Raineh Daze »

Offline phaedrusxy

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #27 on: December 02, 2014, 04:59:07 PM »
I completely agree with RD here. Both pro and anti undead (i.e. positive and negative energy) spells should be in the Necromancy school, including healing. They were in earlier editions and it bugged the cap out of me when they were moved to conjuration. Necromancy used to deal with both life and death, but in 3.5 it basically became the icky school.
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Offline Eldritch_Lord

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #28 on: December 02, 2014, 05:30:03 PM »
Quote from: Maelphaxerazz
Safety, from Spell Compendium page 179, is listed as Abjuration, but its description and effect is textbook Divination.

Quote from: Nick
For example, I think it would be much simpler if mage armor counted as an abjuration spell and an evocation spell, since it's energy out of nowhere and it protects you.

Pardon the digression, but since we're talking about the basic concepts of the different schools at the moment, I frankly don't think Abjuration should be a school at all.

Six of the eight schools have fairly straightforward classifications, and it's fairly easy to determine where their spells should go; yes, the designers often used Conjuration and Transmutation as spell dumping grounds, but that's more an issue of laziness and bad fluff than actual confusion.  And while Necromancy has more overlap than most schools, hence why it can be argued that its direct-damage spells should be Evoking negative energy, animating zombies should be Transmuting corpses, etc., (A) there are still a bunch of effects that are unique/distinctive enough to make a "life force school" worthwhile and (B) the Necromancer is a strong enough archetype to be worth supporting, and I agree with RD and Phaedrus that Necromancy should have its own identity beyond "the icky school."

Abjuration, though?  It's supposed to be the "defensive" school yet half of its spells fall under "the best defense is a good offense" like abolish shadows and elemental ward, "undoing things counts as preventing things" like dispel magic and remove fear, and "it's defensive if I say it is" like maw of chaos and earth lock--and there's really no archetypal Abjurer that has a random grab bag of defensive stuff instead of a more focused theme that happens to include defensive spells.

Instead, I think Abjuration should be a subschool or descriptor for the other schools, used when a spell protects against its own school or is very clearly defensive in nature.  Under the former rule, mind blank becomes Enchantment (Abjuration), banishment becomes Conjuration (Abjuration), resist energy becomes Evocation (Abjuration), and so forth; under the latter rule, mage armor becomes Evocation (Abjuration), stoneskin becomes Transmutation (Abjuration), nondetection becomes Illusion (Abjuration), and so forth.  That means a focused pyromancer can protect himself against fire, Professor X can protect himself against other telepaths, and [specialist] can protect himself against [other same specialists] without needing to go outside of his chosen school.


Unfortunately, that leaves a very asymmetric grouping of seven schools rather than eight, but since we're shuffling spells around anyway I'm sure there's another school idea that could fill the gap.  My top two choices would be:
  • Something along the lines of Arcana or Thaumaturgy, for spells relating directly to other spells and other forms of magic (dispel magic, Mordenkainen's lucubration, finding the center, anyspell, imbue with spell ability, spell matrix, mental pinnacle, divest essentia, spell immunity, absorption...the list goes on and on).
  • Splitting Transmutation into Alteration and Transmutation, since Transmutation has around double the number of spells Conjuration does at the moment and should be cut down.  The dichotomy could be based on Alteration = changing something's qualities (keen edge, stone shape, enlarge person, cat's grace) vs. Transmutation = total transformation of all or part of something (the polymorph line, stoneskin, flesh to ice, fire wings) or on Alteration = changing creatures vs. Transmutation = changing objects, or whatever other criterion gives a relatively even split after all the other reshuffling going on, but either way it needs to be split up.
We now return you to your regularly scheduled Conjuration (Healing) vs. Necromancy debate.

Offline phaedrusxy

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #29 on: December 02, 2014, 06:03:11 PM »
Necromancy also "classically" (as in, mythologically, etymologically, etc) included Divination effects. So rolling those two together could get you back to a nice even number of schools (going alongside of making Abjuration a subtype). Thematically, this could represent Necromancy dealing with spiritual energy, not just "life" energy. So manipulating this energy directly in the living/dead = necromancy, but speaking to spirits (i.e. divination) also = necromancy. It would also make a school that is as strong and diverse as the current heavyweights of Conjuration and Transmutation.

I could also see Abjuration just being rolled into Evocation, instead of being split up, as Evocation currently is a bit too narrowly focused and weak.

So we'd be left with:
Conjuration (NOT healing)
Transmutation
Evocation/Abjuration
Necromancy/Divination
Illusion
Enchantment

The last two are also a bit weak compared to the others, though. So maybe roll them together as well, as that kind of makes sense thematically as well, and there is already quite a bit of overlap. That once again leaves us with an odd number, but I don't really see that as a problem as we no longer even have the concept of "opposition schools". Also, the 5 schools could represent the corners of a pentagram, which I really like thematically.  :smirk
« Last Edit: December 02, 2014, 06:22:55 PM by phaedrusxy »
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Offline zook1shoe

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #30 on: December 03, 2014, 01:02:41 AM »
I like that basic 5 school idea, would the few universal spells be kept in their own school? Or rolled into an appropriate school for that spell?
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Offline YouLostMe

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #31 on: December 03, 2014, 01:48:19 AM »
Conjuration also feels like it steps on Evocation's toes, but I'm not sure how one would fix that.

Offline Raineh Daze

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #32 on: December 03, 2014, 07:04:24 AM »
Conjuration also feels like it steps on Evocation's toes, but I'm not sure how one would fix that.

Strip it of the direct-damage elemental spells and stuff.

Offline Unbeliever

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #33 on: December 03, 2014, 09:20:58 AM »
I like that basic 5 school idea, would the few universal spells be kept in their own school? Or rolled into an appropriate school for that spell?
If you were to rearrange things I'd almost be tempted to scrap the whole school idea entirely.  Or at least D&D's approach to them.  I've always found them, as a general matter, too esoteric to wrap my head around.  That seems like a bigger or smaller project, depending.

All that being said, Abjuration conceptually makes perfect sense to me.  I'd almost like to see nearly all defensive spells, as well as anything like a ward or banishment, dropped into it. 

Conjuration also feels like it steps on Evocation's toes, but I'm not sure how one would fix that.

Strip it of the direct-damage elemental spells and stuff.
Definitely.  But, what ends up being the core of Conjuration?  Is it just teleportation in all of its various flavors and summoning things?  Is that enough?

Offline Raineh Daze

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #34 on: December 03, 2014, 09:33:42 AM »

Conjuration also feels like it steps on Evocation's toes, but I'm not sure how one would fix that.

Strip it of the direct-damage elemental spells and stuff.
Definitely.  But, what ends up being the core of Conjuration?  Is it just teleportation in all of its various flavors and summoning things?  Is that enough?

Yes. Yes, it is.

Offline Nick

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #35 on: December 03, 2014, 04:13:54 PM »
Healing spells should be in Necromancy. So should anti-undead spells, and pro-undead spells. If you're using positive and negative energy... well, you're either using magic specifically geared against death, or for it. It fits there. Like you get fire and ice spells in evocation, even though they're completely different.


That's true; I see what you're saying.  If only the fluff of necromancy would fit with it  :(

[/size]

Pardon the digression, but since we're talking about the basic concepts of the different schools at the moment, I frankly don't think Abjuration should be a school at all...Unfortunately, that leaves a very asymmetric grouping of seven schools rather than eight, but since we're shuffling spells around anyway I'm sure there's another school idea that could fill the gap.  My top two choices would be:
  • Something along the lines of Arcana or Thaumaturgy, for spells relating directly to other spells and other forms of magic (dispel magic, Mordenkainen's lucubration, finding the center, anyspell, imbue with spell ability, spell matrix, mental pinnacle, divest essentia, spell immunity, absorption...the list goes on and on).[/l][/l]
[/size]Your idea of a "Spells about Spells" school is a great idea in my opinion.  I'd assume that would also include magic aura and spell turning and so forth?  I must mention that this opens up a whole bunch of ideas for homebrew spells.  The only possible problem I see here is that it may get a little funky with Universal spells.  I'm wondering a bit if it would be better to make these spells universal spells and then allow someone to take "Spell Focus (Universal)"?[size=78%]


Quote

  • Splitting Transmutation into Alteration and Transmutation, since Transmutation has around double the number of spells Conjuration does at the moment and should be cut down.  The dichotomy could be based on Alteration = changing something's qualities (keen edge, stone shape, enlarge person, cat's grace) vs. Transmutation = total transformation of all or part of something (the polymorph line, stoneskin, flesh to ice, fire wings) or on Alteration = changing creatures vs. Transmutation = changing objects, or whatever other criterion gives a relatively even split after all the other reshuffling going on, but either way it needs to be split up.
We now return you to your regularly scheduled Conjuration (Healing) vs. Necromancy debate.


Nah nah, let's continue digressing.  XD  I have to admit I don't like this idea as much, just for the fact that too many people would disagree with it/not like it, and I don't think anyone wants to make a mechanic that nobody would be willing to play with. 


One other option though is a school for all of those "animal" spells, such as Tree Stride and whatnot, but that would basically mean a whole school of magic just for the druids, and we all know how druids are already.


There's also the teleportation spells that don't really fit anywhere.  Sure, conjuration is a nice fit for the moment, but a mage going only conjuration would be a conjurer, and a conjurer isn't exactly depicted as a master of jaunting shenanigans.


At the end of the day though, the Thaumaturgy/Spells about Spells idea is best; that option seems to be the best one with enough spells to actually make it its own school.[/list]
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Offline Eldritch_Lord

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #36 on: December 03, 2014, 06:41:24 PM »
Quote from: phaedrusxy
*snip 5-school theory*

While paring things down to five schools does give us a nice clean breakdown, I'm not a fan because it's not very distinct.  Divination/Necromancy, Enchantment/Illusion, Abjuration/Evocation, Transmutation, and Conjuration is essentially Spirit, Mind, Energy, Matter, and Space, which strongly resembles the sphere system of Spirit/Life, Mind, Entropy/Forces, Matter, and Correspondence/Prime/Time used by Mage: The Ascension, the magicka system of Restoration, Illusion, Destruction, Alteration, and Conjuration (plus Mysticism as a catch-all) in the Elder Scrolls, and a bunch of other tabletop and computer RPGs (really, any games that don't want to use the same ol' elemental diamond).

Not to mention that the pentagram layout is very Magic: The Gathering, and Spirit/Mind/Energy/Matter/Space kinda maps to Black/Blue/Red/Green/White if you squint a bit.

Basically, yes, dividing all possible effects into five all-encompassing schools certainly works, but it's been done before and I don't think it's very interesting.  It also doesn't lend itself well to differentiating casters based on specialization: a beguiler all about deception with Enchantment/Illusion is fairly distinct playstyle-wise from a wizard with a Divination/Enchantment focus who's all about spying and making sleeper agents, an Uttercold Assault necromancer with Evocation/Necromancy is very different from a shaman with Divination/Necromancy is very different from a minionmancer with Conjuration/Necromancy, etc.  Meanwhile, the five spheres are broad enough that you can't really specialize in all of Mind or Energy the way that you can reasonably dabble in most of the effects in Evocation or Necromancy, and saying you focus on Energy and Matter is just saying you focus on "spells dealing with anything in the material world" which isn't really archetypal at all.

If you were to rearrange things I'd almost be tempted to scrap the whole school idea entirely.  Or at least D&D's approach to them.  I've always found them, as a general matter, too esoteric to wrap my head around.  That seems like a bigger or smaller project, depending.

I prefer keeping them around; even if they don't do much on their own, having them as labels ("that item has an Illusion aura", "my wizard has mostly lightning Evocations with some elemental Transmutations", etc.) is handy in the same way that it's handy to be able to say you're a cleric with the Destruction, Wrath, and Sun domains or a warblade focusing on Diamond Mind and Iron Heart with a splash of White Raven.  It communicates ideas quickly, can inspire character concepts, and gives you "hooks" to hang other mechanics on, and that's good enough to be worth keeping around.

Quote from: Raineh Daze
But, what ends up being the core of Conjuration?  Is it just teleportation in all of its various flavors and summoning things?  Is that enough?

Yes. Yes, it is.

I'd personally add in telekinesis and similar effects, because "changing" something's position shouldn't count as Transmutation and that would really cement Conjuration as the school of moving creatures and things through space, but yeah, teleportation + TK + summoning is plenty for one school.

  • Something along the lines of Arcana or Thaumaturgy, for spells relating directly to other spells and other forms of magic (dispel magic, Mordenkainen's lucubration, finding the center, anyspell, imbue with spell ability, spell matrix, mental pinnacle, divest essentia, spell immunity, absorption...the list goes on and on).

Your idea of a "Spells about Spells" school is a great idea in my opinion.  I'd assume that would also include magic aura and spell turning and so forth?

Yep.  Anything dealing with magic itself would go in that school, though you might want to dual-school some spells (e.g. detect magic as Divination/Thaumaturgy) where there's significant overlap.

Quote
I must mention that this opens up a whole bunch of ideas for homebrew spells.  The only possible problem I see here is that it may get a little funky with Universal spells.  I'm wondering a bit if it would be better to make these spells universal spells and then allow someone to take "Spell Focus (Universal)"?

If you're classifying spells by function and already have plenty of well-defined schools, there shouldn't be "universal" spells, as that defeats the whole purpose.  Looking at all the Universal spells out there, if we add a school for magic itself it's easy to reclassify them into another school: arcane mark, enhance familiar, and fortify familar are Transmutation, familiar pocket is Conjuration, and imbue with spell ability, limited wish, permanency, and wish are Thaumaturgy.

Prestidigitation is the only outlier, but firstly we don't need an entire school for a single spell and secondly it could fit as a Conjuration/Illusion dual-school spell, assuming my above suggestion about telekinesis belonging in Conjuration is taken: moving, lifting, and creating objects is textbook Conjuration, and cleaning an object can arguably be moving or banishing dirt, while coloring, soiling, and flavoring objects definitely Illusion, and warming and cooling it can be as well if it only gives the sensation of warming and cooling.

Quote from: Eldritch Lord
  • Splitting Transmutation into Alteration and Transmutation, since Transmutation has around double the number of spells Conjuration does at the moment and should be cut down.  The dichotomy could be based on Alteration = changing something's qualities (keen edge, stone shape, enlarge person, cat's grace) vs. Transmutation = total transformation of all or part of something (the polymorph line, stoneskin, flesh to ice, fire wings) or on Alteration = changing creatures vs. Transmutation = changing objects, or whatever other criterion gives a relatively even split after all the other reshuffling going on, but either way it needs to be split up.

I have to admit I don't like this idea as much, just for the fact that too many people would disagree with it/not like it, and I don't think anyone wants to make a mechanic that nobody would be willing to play with.

I much prefer the Thaumaturgy idea as well, but I played in one game before where the DM implemented the Alteration/Transmutation split for setting reasons (part of the setting background was that two powerful factions had been warring on the southern continent for a long time, one of changelings, druids, lycanthropes, and other shapeshifters and one of dwarven artificers and engineers with lots of support from earth creatures, so she felt that it would make more sense and have more room for setting-specific homebrew if the two factions' schools, PrCs, and such were totally separate) and it noticeably cut down on Transmutation's school bloat, so I figured I'd throw the idea in the ring.

There's also the teleportation spells that don't really fit anywhere.  Sure, conjuration is a nice fit for the moment, but a mage going only conjuration would be a conjurer, and a conjurer isn't exactly depicted as a master of jaunting shenanigans.

Conjuration is all about bringing creatures and objects to the caster's location by way of the Astral Plane, so it makes sense that teleportation--which is just the reverse of that, sending the caster or other stuff away from the caster's location by way of the Astral Plane--falls under the same school.  Not to mention that, as RD said above, a single school with both teleportation and summoning has plenty of combat and noncombat capabilities on its own, and giving it that strong thematic identity prevents using it as a grab-bag school like it usually is.

Offline Keldar

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #37 on: December 03, 2014, 06:44:28 PM »
Cure spells were Necromancy prior to 3E!  One more of a myriad of tiny, seemingly insignificant changes that tilted the edition in the extreme direction it wound up.

Quote from: Advanced Dungeons & Dragons 2nd Edition Players Handbook
Necromancy is one of the most restrictive of all spell schools.  It deals with dead things or the restoration of life, limbs or vitality to living creatures.  Although a small school, its spells tend to be powerful.  Given the risks of the adventuring world, necromantic spells are considered quite useful.

Offline Nick

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #38 on: December 03, 2014, 08:08:26 PM »
  • Something along the lines of Arcana or Thaumaturgy, for spells relating directly to other spells and other forms of magic (dispel magic, Mordenkainen's lucubration, finding the center, anyspell, imbue with spell ability, spell matrix, mental pinnacle, divest essentia, spell immunity, absorption...the list goes on and on).

Your idea of a "Spells about Spells" school is a great idea in my opinion.  I'd assume that would also include magic aura and spell turning and so forth?

Yep.  Anything dealing with magic itself would go in that school, though you might want to dual-school some spells (e.g. detect magic as Divination/Thaumaturgy) where there's significant overlap.

Quote
I must mention that this opens up a whole bunch of ideas for homebrew spells.  The only possible problem I see here is that it may get a little funky with Universal spells.  I'm wondering a bit if it would be better to make these spells universal spells and then allow someone to take "Spell Focus (Universal)"?

If you're classifying spells by function and already have plenty of well-defined schools, there shouldn't be "universal" spells, as that defeats the whole purpose.  Looking at all the Universal spells out there, if we add a school for magic itself it's easy to reclassify them into another school: arcane mark, enhance familiar, and fortify familar are Transmutation, familiar pocket is Conjuration, and imbue with spell ability, limited wish, permanency, and wish are Thaumaturgy.

Prestidigitation is the only outlier, but firstly we don't need an entire school for a single spell and secondly it could fit as a Conjuration/Illusion dual-school spell, assuming my above suggestion about telekinesis belonging in Conjuration is taken: moving, lifting, and creating objects is textbook Conjuration, and cleaning an object can arguably be moving or banishing dirt, while coloring, soiling, and flavoring objects definitely Illusion, and warming and cooling it can be as well if it only gives the sensation of warming and cooling.


Oh, we're calling it Thaumaturgy?  I was thinking "Magimancy" or "Magiology" or "Arcanamancy," since there are prestige classes using "Thaumaturge" in the name, and using that as the same word for "user of Thaumaturgy" would get confusing.  And plus I really want to be able to say my character is a "Magimancer" XD


And I think that Prestigitation could easily be Thaumaturgy/Magimancy.  It's kind of like wish except the cantrip version, which basically would be "copy spells lower than this level, but there aren't any, so do some magic tricks instead."
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Offline Eldritch_Lord

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Re: [3.P] Spells that REALLY should be in a different school
« Reply #39 on: December 05, 2014, 02:31:30 PM »
Cure spells were Necromancy prior to 3E!  One more of a myriad of tiny, seemingly insignificant changes that tilted the edition in the extreme direction it wound up.

While changing heal spells to Conjuration was certainly a stupid decision fluff-wise, I don't know if I'd say it contributed much of anything to 3e power creep.  Most of the players I know who favor divine casters don't know or care about the schools of most of their spells because they, unlike wizards, don't have any abilities that interact with spell schools 99% of the time.  I still houserule them back into Necromancy in my games, though.

Oh, we're calling it Thaumaturgy?  I was thinking "Magimancy" or "Magiology" or "Arcanamancy," since there are prestige classes using "Thaumaturge" in the name, and using that as the same word for "user of Thaumaturgy" would get confusing.  And plus I really want to be able to say my character is a "Magimancer" XD

I've been calling it Thaumaturgy because that's the name I originally suggested, and because thaumaturgy is a more "accurate" term for magic-about-magic than any sort of -mancy.  I don't think it's any more confusing having a Thaumaturgy school and a Thaumaturgist PrC than it is to have a Necromancy school and a Dread Necromancer class, but the name can easily change.