Schools of Magic

Do you have suggestions? Questions? Are there mechanical or balance problems?

Schools of Magic

Postby TheMatt » Mon Sep 23, 2013 11:57 pm

For the life of me, I can never remember the list of schools. What does each do?

Compulsion, - Forcing others actions
Chronomancy - haste?
Divination - read magic, see in the dark
Enhancement - bonus
Healing, - recover hp
Hexing, - malus
Illusion, - darkness,
Necromancy, - make skeleton friends
Ruin, - aka destruction, about making things BREAK
Summoning - Matter and energy?
Transmutation - lead to gold and whatnot? Or polymorph?
Warding - +1 to AC

Is the Warding/Healing overlap still an issue? Is there an issue with overlap between Warding and Enhancement?
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Re: Schools of Magic

Postby Maugh » Tue Sep 24, 2013 12:45 am

I really need to get you that school list. I was going to work on it tonight, but other things came up. Ended up doing art instead.

Your list looks right, but with caveats.

Chronomancy = Displacement plus time effects = RAD.
Divination = scrying + prophecy + reading into situations. (determining strengths and weaknesses, which can be critical. (pun intended.)
Summoning = Critters.
Transmutation = constructs and polymorphs.

Haven't really had an issue with warding/healing/enhancement in a long while. Resolved it by adding other minor effects to each.
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Re: Schools of Magic

Postby TheMatt » Tue Sep 24, 2013 6:55 pm

Ah. I was wondering what happened to teleportation effects. Good place ot stick them.

Div can be difficult to mechanify. A lot of the suggested spells I put in were things like seeing in the dark, x-ray vision, knowing a character's ranks or abilities. Erfworld has some cool stuff using Div, like knowing what a character's next roll is going to be.

What's the dif between summons and constructs?
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Re: Schools of Magic

Postby Maugh » Tue Sep 24, 2013 9:41 pm

Constructs are more durable, summons are easily replaced.
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Re: Schools of Magic

Postby TheMatt » Fri Sep 27, 2013 8:36 pm

Constructs=permanent
Summons=acid ape (espers)?-
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