Schools of Magic Reframe

homebrew

#1

I’ve been having a bit of a ponder about schools of magic, and how to make dedicating a caster to a school of magic really interesting and impactful. Currently, the way D&D and even ICRPG handles schools of magic is by focusing on the outcomes of the magic being cast - blowing things up, raising the dead, protecting yourself and others, seeing far away in space or time. This seems to me like describing schools of art as being focused on making people happy or sad, rather than painting or sculpture. In that vein, I decided to turn my creativity toward making schools of magic focused on the approach to magic - how it is cast, and not on what is being cast. I also thought that this could lend itself to rewarding a generalist a little bit more for being flexible and well rounded. Here are my thoughts thus far:

The Schools of Magic

Alchemy/Elementalism - casting magic through the proper combination of magical reagents. Benefits - spells can be made into stable material forms that persons other than the caster can employ. Drawbacks - requires access to rare or unusual materials, and the time and conditions to properly combine them.

Rune/Circle Magic - creating magic through drawn symbols and the arrangement thereof. Benefits - can be used to effect a set area with particular magic, or a particular object. Drawbacks - requires time, tools, and perhaps specific conditions (season, moon phase, position of constellations); also the magic is prone to failure if the symbols are disrupted.

Blood Magic - creating magic from life force. Benefits - living things are all around, and can be used as ready fuel for magic spells; also, as long as you are still alive, you can fuel your own magic. Drawbacks - sacrifices not properly prepared are more likely to curse the world in undeath; also, using yourself as a source of magic energy can lead a dramatically reduced lifespan. As a side note, I would never let the casting of magic to be used as a vampiric weapon against foes; the caster cannot use magic to create magic, so if you want to use the harm you inflict on your enemies to fuel your spells, you have to hurt them the old fashioned way - or get a friend to do it for you.

Enchantment - magic created through magical words and songs. Benefits - magic is available as long as you can sing or speak. Drawbacks - magic is limited to the sound of your voice, those that can hear it, and your ability to make sound with your voice.

Kinetic Magic - magic created by the particular positions and motions of the body. Benefits - spells are available as long as the caster has freedom of motion. Drawbacks - spells are only available as long as the caster has freedom of motions; also, changes to the caster’s body may require adjusting or relearning particular spells.

Artifact Magic - magic created through magical implements, such as wands, staves, gems, feathers, and other miscellanea. Benefits - the caster may access the magic as long as they possess the proper artifact. Drawbacks - the caster can only cast the magic available to them through the artifacts in their possession. Artifact components may be valuable, rare, or even unique.

Sympathetic Magic - magic created through a symbolic or metaphorical connection between the subject of the spell and the materials used by the caster. Benefits - magic may be cast from great distances. Drawbacks - casters must have some connection to the subject, often material, though sometimes just a name or set of intimate details.

Pact Magic - magic gained through a contract or oath made to a significant power. Benefits - magic is available as long as the pact remains in force. Drawbacks - the requirements of the contract or oath may be onerous, or the power with whom the pact was made may be fickle. Also, protections in place made against that power will also serve as protections against the magical gifts they bestow, potentially rendering all that magic gained impotent.

My first thought as to how the magic schools work, would be that a specialist mage would cast any spell from their particular school EASY, and all others HARD; found spells would be randomly determined which school they were written for, and converting the spell to another school would take 1 heart of effort with one roll per day of dedicated study and magical research. Generalists would make all rolls normal.
This may not be the best way; I’m open to suggestions. Thanks for reading!


#2

the idea of being able to change the school of a spell is pretty interesting and not something ive seen before. brings in a whole new layer and something i could see players digging into!


#3

It also occurred to me that as a milestone a mage could get the ability to write a spell in two schools at once, increasing the requirements, but also making it harder for others to cast. I don’t know that by itself would be appealing, but I’m not certain how else to make it cool.