Thursday, 23 November 2017

Schools of Magic



Many campaigns do not allow PCs access to a complete spell list. Magic Users do not get to pick and choose any spell as they level. Spells are limited by geography and culture. The PC's masters/instructors do not know every spell that exists in the world. Creating schools of magic is an attempt to allow areas of spell choice for players.

Basic D&D doesn't have many options when it comes to incorporating different schools of magic into a campaign. The Principalities of Glantri seems to be the best possibility. Glantri is a kingdom ruled by a council of wizards and at the centre of their power, is The Great School of Magic. Magic Users who study at the school have the possibility of becoming Alchemists, Dracologists, Elementalists, Illusionists, Necromancers, Cryptomancers or Witches. Each branch of magic has its own spell like abilities.


Unfortunately, in Glantri, magic specialization  only starts at 5th level, so a lot of potential favour is lost for lower level characters. An alternative, playing within the rules, is to create schools of magic that offer role playing opportunities, instead of ability bonuses. 

For example: A Player wants to be a Fire Wizard, so you let him create a school of Fire Wizards that wear black and red velvet robes. They always carry iron staffs and are dedicated to roasting the students of any other schools of magic. Spells are re-skinned when possible, to appear to have a fire component. So a magic missile spell looks like a ball of fire, a shield spell like a small wall of fire etc..

The practical benefit for a Fire Wizard Player is access to the school's spell book. Allow the Player to pick 3 spells (+read magic) at 1st level and then 3 additional spells per level gained. When the Player reaches 9th level (name level) the school has few spells left to teach them. The Player will be expected to conduct their own spell research to gain new spells.



The spells taught by a Fire Wizard School might look something like this:

1st Read Magic, Detect Magic, Melt, Burning Hands, Fire Water, Flare, Fiery Eyes, Magic Missile, Shield, Affect Normal Fires, Dancing Werelight, Identify
2nd Flaming Sphere, Flame Arrow, Fire Shuirken, Detect Invisibility, Mirror Image, Wizard Lock
3rd Animate Fire, Fire Ball, Dispel Magic, Fire Wings, Fire Rain, Protection from Normal Missiles, Explosive Ruins
4th Wall of Fire, Fire Charm, Melt Metal, Fire Trap, Fire Shield, Flaming Blade, Marvellous Shield
5th Fire Breath

(Good sources for possible spells are CDD#2 Spell Reference by Kellri, The Wizard's Spell Compendium vol. 1-4, Oriental Adventures and the spell library at Dragonsfoot.org.)

Of course the Fire Wizard Player is expected to pay tuition/guild fees/bribes/sacrifices, to continue to be a member of the school in good standing. A reasonable price could be gold equal to half the experience needed to gain each new level.

Cost of Tuition per Level

2   1250 gp
3   1250 gp
4   2500 gp
5   5000 gp
6 10000 gp
7 20000 gp
8 30500 gp
9 70500 gp

Having an additional way of draining gold from a player is worth to the DM the time it takes to create a new school of magic.