Introduction
The Dawn of Magic
Meanwhile, if you want a way to tip your host, I've started posting some of my work on the DM's Guild. There you can find a compilation of A History of Magic with a number of other related posts, or some other posts on their own, paying what you want for all of it.
Sources of Power
Children of the Elements
Scions of Light and Darkness
- The History of Necromancy
- Necromancy Subschools and Selected Spells
- The History of Evocation
- Evocation Subschools and Selected Spells
Children of the Elements
Scions of Light and Darkness
- The History of Enchantment
- Enchantment Subschools and Selected Spells
- The History of Illusion
- Illusion Subschools and Selected Spells
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Like many players I regularly
stumble across things in the magic system that simply baffle me. My oft referenced 3e disintegrate v
destruction comparison, the migration of healing around the schools, or the
inclusion of time magic in the transmutation school. One of my new favorites is
that Wish has become a conjuration spell with no discernable logic.
Much time and ink have been spent on
explaining and justifying the vancian magic system, even as the influence of
that concept on the game has withered. Less energy has been focused on clearly
defining the schools of magic in a coherent manner. 5e has, arguably, ended
Vancian magic even among its great stronghold of the Wizard class. What it
didn't do, and I feel no edition has ever really done, is take a hard look at what
the schools of magic actually mean. This has led to some fundamental
assumptions that have become "traditional" but hamper balance and
interest without a solid benefit and other things just drifting aimlessly. Even
3e, which provided perhaps the best detailed descriptions of the schools and some
subschools as part of the tendency towards "tagging" everything for
easy classification and interaction, feels like it did so with only a modicum
of consideration with regards to why a given spell belonged with a given
school. Case in point; the movement of teleportation spells from transmutation
to conjuration with the shift from 3.0 to 3.5.
So, guess what I decided to do. I
set myself such trivial tasks.
We all know
the D&D schools of magic came from the mind of a group of geeks looking
across history, mythology, and fiction, gathering up the abilities they thought
would be interesting, and then categorizing them. Even in the context of the
game they're approached as delivered knowledge. Divinely granted, bargained for
from powers infernal or worse, or discovered from ancient civilizations that
have since fallen... but, what would that history look like if it weren't
manufactured knowledge delivered wholesale? What look at the knowledge of
arcane magic, as understood by the first groups that wrested these unearthly
abilities from the unknown, societies such as the Netherese and the giants of
Xen’drik. Even with the glut of other types of magic, the naturals like
sorcerers and those who have it bestowed like clerics and warlocks, spellcraft
as experienced by wizards still has to be discovered (either through adventure
or research), examined, and learned; knowledge earned rather than being
delivered on a silver platter. Just because every bard who can "feel"
the magic of song or otherwise requires little actual understanding, the first
wizards, and later researchers, had to decide to make a deliberate study of the
practice. They had to break the workings of wonder down to equations and
formula and treat it with some semblance of the scientific method to get
results as reliable and repeatable as the spells in the player's handbook...
There are two main ways this could
happen. The first is what seems to be accepted; a proliferation of small
disparate discoveries that just happen to being able to be fit together
virtually seamlessly when found. This has the ease of looking like exactly what
happened in reality to make the magic system and, if you don't look at it to
hard (because it's magic, which makes it inexplicable after all!), it works
just fine. The second is what I went with; a scientific-style development which
split into subfields through its ongoing development.
Mechanically, the things I'm writing
here, carried to their natural end, change very little. Even the most radical
changes do little aside from a few choices in terms of wizard specialist
slot allocation and new options in play styles and viable concepts.
But, mostly, it hacks away at much of the confusion that has
grown around the schools of magic, and gives a much clearer sense of what an
individual schools can do. My goal is to set aside previous choices that may
have been made, whether for perfectly good or entirely questionable reasons,
but don’t seem to have been reexamined or treated holistically. The result
should be a set of core definitions that, while they retain some overlap in
effects, also give each school a concrete flavor. It would be nice to be able
to look at a spell's effect and know reflexively what school it comes from
rather than compare the two and go "I guess I can see that." In
fairness, I'm no system will create that clean a dividing line any more than
that line exists between physics, chemistry, and biology at their most
fundamental levels. Instead, I'll settle for getting rid of "that should
really be something else" and "how does that even fit in that school?"
Meanwhile, if you want a way to tip your host, I've started posting some of my work on the DM's Guild. There you can find a compilation of A History of Magic with a number of other related posts, or some other posts on their own, paying what you want for all of it.
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