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If you pick a school of magic, can you pick spell from other school? If you pick a school, do you get a bonus to spells from that school of magic? If so, what type of bonus and/or advatageous?
"Bilbo Baggins! Do Not take me for some conjurer of cheap tricks..." as Gandalf casts an illusion spell.... "Is that all you can CONJURE, Saruman?" LotR is not conjuration school-friendly!
Gandalf wasn't a Wizard - he was a Fighter with the Magic Initiate feat. Sure, he can cast Light and Thaumaturgy, but when do you ever see him cast any *real* magic? Exactly. ;) Edit- Okay, maybe a few (few) levels of Bard or Druid, so he could cast that 2nd level Animal Messenger spell on the moth. lol
My favorite thing for a conjuration wizard is having them create keys that they've memorized. They've used it for infiltration and to open the lock on a box they put their most personal objects in and the lock on their spellbook.
"Why is your Abjuration wiz throwing fireballs???" "Simple, he projected a bubble that repelled the absence of heat, while it gradually became more pressurized as it travelled before being detonated." "...F...Fair enough. But what about his cloudki-" "He rapidly deoxygenated a large area by shielding the O2 from other particles/atoms" "..." And those are examples on how Abjuration isn't a boring school
one of my favorite characters was an undying warlock who pack book contained the souls of all those who had been killed in the books presence contained in life stories. so for flavor all of his spells would be tied to the souls bound to the book, for example unseen servent was him calling forth the spirt in the book to do his biding and mage armor was a spectral aura that flowed around him. and any cantrips he cast from the wizard school was cast be a long dead wizard
I have been laying DnD since the age of four taught by my dad. However in the many years between that and now I have forgotten most and your great content has heled me to reconect and restart my love for this game. youre videos are great.
I have two I play in Adventures League. One is SS’Zhoul a male Yuan-ti Pureblood Enchanter of 12 Level and a member of the “Coiled Cabal” Rank Greater Over Hood. He is chaotic Neutral and is very skilled at charming those he deals with but he also has a interest in elemental magic and does summon fire snakes and fire salamanders🐍🐍🔥🔥 My Second is Tath’myr Xorlarrin a Drow Necromancer 20th level. He is the Sage of Darkness and a master of undeath and a summoner of Demons and devil alike. He is Lawful Evil and is from Menzoberranzan but now owns a Estate in Phlan but wants to be the new Archmage of Maerimydra as he uses his position as Lion Crown of Lords Alliance to put himself in a position of power while bring House Xorlarrin into the newly liberated Underdark drow city🕸🕸🕷🕷💯
I've always liked the idea of necromancy, either the idea of commanding undead hordes or someone who studies them to better destroy them, whether to restore the natural order or return the dead to the underworld.
I’m playing a transmutation wizard who is a thief. He makes wooden statues into silver and sells them before they turn back into wood. And uses minor alchemy to turn locks onto wood and breaks into a shop or chest
I have a Scourge Aasimar Valor bard who heavily studied Abjuration in bard school. He also has a bad history with necromancy and avoids all necromancy spells in his spell list.
I don't think you'll ever have to even think about necromancy spells because there are 133 spells on the bard spell list and 7 of them are necromancy spells so i think you'll be fine. But as an Aaismar i think it would be important for someone born with holy magic and was given that magic from the gods to get some spells like speak with undead which is a necromancer spell.
When my life cleric casts Toll the Dead I think of it as reminded the target that it has literally seconds before it might die and should take advantage that of that time wisely to prepare for what may be beyond the veil. It’s interesting that Revivify is classified as conjuration instead of necromancy, but Revivify is the only resurrection spell where the target doesn’t need to be willing to return:
I’m firmly a Necromancer. I like to think of it as a sort of composite of all sorts of spells and techniques from different schools that are applied in the practice of necromantic arts that bend life, death, and undeath. Clone feels like transmutation, Inflict Wounds and Vampiric Touch are like evocation. That’s how I like to justify it anyway.
Thanks! I love my Icy Dwarf Sorcerer, built for the Frozen Tundra a White Dragon blessed his people with it's blood. I like the imagine if a dwarf with light dragon scales for skin. He rides with the calvary in his war party. Making him and the squad of dwarf monks along side a hammer of chaos to any foe.
I think mold earth is secretly a good spell for a Rogue! You can bury yourself in dirt almost instantly, like pulling a bed sheet up and pulling it over yourself neatly. I think this application was used a lot in Naruto
I've recently fallen in love with Conjuration also. It just feels right in my mind when I envision classical wizard tropes, besides the proverbial crystal ball
I'm trying to make a kenku pyromancer he's a pyromaniac but he's not psychotic he's really chill but he's really awkward at campfires just staring at the fire. he also occasionally sets little bushes on fire just because. Edit. I forgot to put this in since kenmj are a cursed race he had to learn with his tribe he could not attend any sort of Magic School so yes he is a sorcerer and he is using illegal magic
Illusion. Spheres of Power Pathfinder: Fey Adept with as much Shadow reality as I can muster. The shadow can mimic materials of lesser hardness making it the most versatile form of magic in existence. D&D: Shadowcraft Mage to conjure up illusions with reality exceeding 250%(assuming they see through the illusion).
This video is great, really helpful, thank you for making it! What about also making a review on how these schools of magic are represented in different DnD based computer games?
In my game, the abyss throws a wisdom saving throw at you as soon as entering. If you fail, it is basically instant insanity that worked like a high-level phantasmal force. My dm let me use an 8th level major image to apply the same effect by making a cube of the abyss.
Necromancer historian. The ends justify the means. The goal is to uncover and record all of history. For this purpose, necromancy offer a means of bringing that history to life, manpower, and potentially the time necessary to fulfill this ever expanding goal. The endgame for such a character is to essentially become a DnD version of Trazyn the Infinite.
Second! Good morning, Jorphdan! Thanks for all the lore. It has really improved my players experience as it enables me to add depth to their world. Thank you Thank you Thank you.
I'm usually the DM for my group but I'm going to be a player this Saturday. My character, a trasmutation wizard will basically be an NPC when I take back DM duties. He's going to tie in to the story of another NPC the party is fond of. In the bar they own, there is a talking dog. No one knows anything about him except for the fact that he speaks in a (bad) French accent and is verbally abusive to my players. My new character will be an old rival who, as a mere wizard pupil transformed his classmate into the dog. Having never seen him again, he assumed the embarrassment led him to quit school, when in fact he's been trapped in the body of a dog, with no memory of his past.
Create Water makes sense as a Transmutation spell if you fluff it as needing moisture in the air or nearby plants to make water. Or maybe transmuting other liquids into water by removing impurities?
Also, Transfiguration in Harry Potter had to do with both changing form and vanishing spells, so maybe it has something to do with that. Though I think summoning spells were a part of that so take it with a grain of salt...
Hmmm... I like to see divination as more complex than just seeing the future and reading thoughts; Comprehend Languages, Tongues, Legend Lore... It's all about information. My blind protector aasimar wizard is a detective-spy for the Harpers, and uses her divination skills (and familiar) to gain information on her surroundings without sight, she doesn't need to be optimised for combat since we play W:DH ! Also I'm going to play a cleric of Savras in 3.5e in another game, one of the most underrated gods tbh.
Abjuration is the magic of magic. You know the rules of magic so well you undo someone else’s with a flick of the wrist as you counterspell it. In 3.5 you could counter a spell and then just throw it back at the caster essentially stealing their spell by just deciding you could do it better.
I once had my character neutralize an entire stomach worth of stomach acid by conjuring 21 cubic feet of powdered baking soda, really saved my life there, I then proceeded to conjure iron spikes in the beast’s belly and then shrinking the beast from giant size to one size smaller. My DM didn’t like this and decided to up the beast’s HP at the spot.
I primarily play a Forge Cleric of Sune, so most of my spells tend to be Evocation for healing and fire spells, along with Transmutation for empowering my party's abilities and equipment.
I love to personalize the way spells look and how I use those material components. One of my favorites is magic missile flavored different depending on what type of wizard I am. My favorite examples are the following Abjuration: I cup my hands together as if holding a ball, concentrating to compress the air into a translucent bubble then I throw it at a target detonating upon impact releasing a burst of pressurized air. Conjuration: I conjure either squeaky balls or some colored throwing darts that I load into a big slingshot/crossbow and they dissipate post impact. Illusion: the missiles disappear mid flight and release a small glitter of sparkles as they fade from impact. Onomancy: imagine howlers from Harry Potter but they also punt you in the face. Enchantment: imagine getting hit in the face with a water balloon filled with liquid flower perfume.
Conjuration and Necromancy have always been my favorite schools in conventional D&D! Although I did play Oriental Adventures, with 1st Edition rules, for a while. And I very much enjoyed the Nature and Elementa, magics of the Wu Jen. My main character was actually a Wu Jen/Ninja, as that version of ninjas actually required multi-class. The required taboos were also a fun aspect!
Way to describe scare, or fear spell, 1/ all can hearthe wailing of souls being tortured by demons/devil's,. Now you can see the creature pointing at you all covered in gore
I never understood the actual difference between the classes of Cleric (Priest) and Warlock (basically a Priest that receives powers from an outside entity). Wizards receive their powers through years of study and meditation, Priests receive their magical abilities as granted by an outside Deity. Warlocks basically do the same thing, WotC just changed the name of "priest" to "warlock".
I think cleric the god and clerics ideals align, they have the same goals and if those goals deviate the cleric might lose their powers. A warlock makes a bargain with a greater power. We don't see this with God's in Dungeons & dragons, but I wish we did. No reason that a deity couldn't give a warlock some powers in return for a job.
I'm in the process of creating a Dragonborn Sorcerer of Draconic descent. I'm basing his character off MrRhexxs video "What they don't tell you about Dragonborn". From this video I'm thinking of basing him around transmutation, with a hint of another school, either Evocation of Divination.
I personally love to play a druid and use conjuration as being able to summon up something like an earth elemental can really help during combat with something that hits really hard not to mention if your smart and make your character right you won't loose concentration on your summons
I do not know if this has been stated before but a good reasoning as to why healing spells are classed as evocation is because the caster is either drawing on the energy of their deity and a expelling it out or drawing fro the plane of positive energy itself.
I’m a big fan of the 3.5 cleric necromancer, one of my players runs one and he’s quite potent (though has absolutely terrible luck), my character who’s now become and npc is a Drow wizard with a string preference for conjuration and transmutation and has a background in torturing people which surfaces whenever there are surviving enemies
Could we return healing spells to necromancy? (Like how it was in older editions) I’m willing to give up the fear spells (tbh it only makes sense because “zombies and ghosts are scary”), or do like TES and make a restoration school (and move necromancy into the Conjuration school, so necromancers are just a subspecialization of Conjuration magic), considering WotC is treating necromancy as “anti-life”. It does make sense to make many of the necromancy spells Conjuration, you could be gifting the remains a barely intelligent soul (we’re talking a figment of a figment) that will comply to you, or pulling a bit of energy from the Shadowfell, or in a more “scientific” way, by placing negative energy in a corpse, this attracts positive energy, which generates energy by creating a pull and push effect, similar to a Stirling motor.
I need a school for a young Luna high-elf princess, she has been studying magic for years but after an attack by orcs, she finds a cave that leads to a underground casel of a storm gient who warneds her of a powerful green dragon plot, you may have won me over on conjunction but I also want her to have learned a bit from the storm gient too in wind, lightning and cold magic to help her in a fight so evocation maybe better
I have an Illusionist that also goes deep into Divination and dips into Transmutation in Pathfinder. I've always flavored his magic as being tied directly to his belief that all of reality is a shared dream and that the only thing that truly matters is a person's belief in what exists within the dream. Thus, if he can craft a new reality for someone that is believable enough to where they accept it as real, their own mind will make it real.
I think if I ever run a small game with no player cleric I might introduce a blind divination cleric who is a non-combatant. This would be a very powerful person who could give the players an edge, but someone that they would also have to protect, and maybe that could be part of the adventure too.
So Basically: Abjuration - Protect Stuff. Evocation - Destroy Stuff. Illusion- Make Stuff Seem Like Other Stuff. Transmutation - Change Stuff Into Other Stuff. Enchantments - Make Stuff Do Stuff. Necromancy - Do Creepy Stuff. Divination - Know All the Stuff. Conjuration - Make Stuff Appear.
My favorite is abjuration and/or evocation. In NWN games I used offensive character who is using fireball, ice storm, delayed fireball and meteor shower.
Ive been playing and DMing D&D since 2nd edition. In all these years, Necromancy has always be the sole home of all healing magic in my games. Any other school simply makes less sense to me.
My new character is a Evocation magic Phoenix Soul Sorcerer. Who’s also a dog. (Blessed by phoenix because my mother saved its hatchling. Gave me magic, and human level intellect and speech)
I have a few classes I made for my fantasy world that im trying to work out, but two class I’d try to work into dnd would be “Spirit Healer” and “Arcane Chevalier”.
I feel like a magician wizard people would think illusion but a lot of classic magic tricks are moving things, minor conjuration can literally be pulling something out of a hat, teleportation can be raising a blanket over yourself and disappearing under it
After Enderal came out, I actually enjoyed how they explained magic. Wizards can bring "instances" or "moments" from other dimensions, other possibilities. One where an object gets hit with a random physical force could be drawn into the current reality, causing an enemy to be thrown back. I do hate magic fever though like wtf with that shit. Sidenote and edit: conjurer is my favorite too, nothing nicer than conjuring needles which are endlessly falling in my own personal pocket dimension. That's right, who needs a comfy home and interesting dimensions when you could have the NEEDLE DIMENSION
marvel comic's dr. strange would be kind a mix of warlock, wizard, and cleric, as he gets his magic from study but also gets a bulk of his magical power from a group of beings that in his first incarnation before he was nerfed made him able to literally do damn near anything
I will say this I prefer to be a sorcerer in dnd the idea of drawing magic from your own inner power sounds awesome in one campaign I played in the world setting pretty much had it where warlocks were seen as evil and were shunned by society so the warlock in our party had to pretend to be a sorcerer whenever he was in town
Magic Schools are always ripe for Homebrew, but it takes a lot of time. Personally I wouldn't mind a revamp of the schools, upping the number to 12 (or something like that), as that would allow you to solve some of the problems (eg Seperate Conjuration and Summoning, seperate out teleporation and movement spells). this guy has some good ideas. coinsandscrolls.blogspot.com/
I think an interesting homebrew idea would be cities that ban any magic that overrides someone's free will or perception. Every one does the "ban necromancy" thing, but none of them seem to have a problem forcing npcs to do stuff that would probably ruin their lives or worse. So I would rather play with the idea of a culture that will not sanction the use of any spell that warps perception or overrides free will. It would make life for bards and arcane tricksters hard in ways they don't normally experience, and your players normally accustomed to leaning on trickery would have to think of other ways to get what they want from people.
My first character was a diviner wizard but I also like transmutation. In perticular, prestidigitation, and fabricate. I also, allways take mage armor, and at least one evocation cantrip, when playing a caster without armor proficcencys.
I never knew Cure Wounds was an Evocation spell. I'm more of a Pathfinder player myself, which 1e has it as conjuration but 2e has the one I think is most fitting, necromancy. Power over life and death includes life.
I used to like illusion/necromancy for the instant save or die spells - phantasmal killer and wail of the banshee. Now I don’t know what would be the closest thing to auto-killing.
I’m building a “life force sensitive” necromancer. It’s a work in progress and I’m undecided between warlock and sorcerer. Basically, something touched his life force (patron?), and opened him up to manipulating it. Fear spell manifests as him touching someone’s life force - just touching it, nudging it - and them feeling it and panicking. The possibility of him manipulating his own to extremes has occurred to me. Thoughts?
my pals and i use a homebrew system for magic magic cost MP not slots, big spells cost alot more than weak ones and regenerates slowly ( this way a caster can do way more than just 4 spells. constant casting a spell gains "spell proficiency" the more you cast them the better knowlege you get of said spell granting a manacost reduction bigger areal effect or faster casting time, if you got 100% you can "Rankup" making it stronger, usualy these are managed by either a trainer in a magical guild, or a task by a deity. right now we work on a way to add spell merging in our homebrew. as example lets say a wizard has reached a rankup in both fireball and ice manipulation... now he can try to learn and train a new spell lets say (winternova) instead of huge explosionblast from fireball it creates tehe xact oposite.. a vaccumpull in a extremly cold area. or lets say a cleric gets cursed and ahs its alignment swwitched... now instead of healing wounds the cleric can reverse it and inflicts them. at this point we are still MATHING a ton of smaller problems. but for a game with many many encounters its perfect
Illusions are perfect for devils, as they can say that they didn’t force you into a contract by taking away your choice like enchantments does, so all your actions are voluntary there for be fitting for the triggering of a contact.
I have an epic level Lore Wizard who takes a keen interest in Magic as a whole, and how it all works together, seeing the Schools as not particularly helpful destinctions in her research. That being said she does have a strong leaning towards Evocation, Illusion, and Abjuration magic, and a slight distaste towards Divination and Enchantment magic due to seeing so many of her contemporaries either abuse Enchantment to strip others of their free will or use Divination to spy on people or see things they were not ready too see. She actually sees facets of Necromancy as highly beneficial when used responsibly, and while she doesn't use it often for her regular spells, has a number of necromantic artifacts and an epic necromancy spell that she uses as a threat of mutually assured destruction against the gods of her world. She's also a master of Transmutation and Conjuration, but is trying to meld those magics with artifacer magic, and create things like magitek gateways and alchemical potioncraft
Which school of magic best fits my character? Psionics. Best spell in the game for a murder hobo is telekinesis combined with a double bladed sword. Boom instant lawnmower blade to mow down anything and everything.
Divine magic isnt limited to dieties or nature. Divine magic can be used through either a diety bestowing power or a persons belief in a philosophy or other divine source (this is where nature magic comes from)
I seek a historian, what was the 1st archetype introduced, I recall it was Illusion or was it enchantment. I'm talking 1st edition or the Advance version that cam out not long after. Back when it was called magic-user.
Divination, Abjuration, and Illusion have always been my go to schools. Necromancy, and Evocation never impressed me much. I prefer to help the fighter/rogue/barbarian do the majority of the damage, ultimately they are better at it. I provide problem solving and assistance that others cannot, but always keep at least one solid damage spell just in case. I prefer animate objects, lightning bolt, and disintegrate.
So I play a variant human Abjuration Wizard named Geometry Samson Due or Geome for short. The variance is giant blood, well firbolg actually. Geomes family are a bunch of bumpkin half giant bandits and Geome is the runt of the pack. He taught himself magic to augment his subpar strength but this only further alienated him from his family. Never getting the praise he desired he eventually washed his hands of his family to become a Prostlasyzer for Saint Cuthburt. He is Neutral Good to a fault, believing the only soul that is irredeemable is the one that doesn't wish to be saved. That being said free will is extremely important to Geome and he believes that every crime has a punishment and no one is above it if they willingly do evil. That mentality has got the party in trouble more than once it's all good. Well, mostly. It's fun to play a wizard that's religious. To be clear he's purely Wizard and I don't intend to multi class. Geome isn't bound to his Saint but holds to its scriptures tightly. Eventually the Saint took notice of Geome and charged him with the Big Damn Quest. He's currently transforming into an Arch Seraph from the Grim Hollow book currently level 2 by the way. It's really fun to play. I played him like a fighter until level 8 as a fighter only augmenting my abilities physically giving him apparent super strength, great durability and he sprinted at ungodly speeds around the world. Don't worry, I didn't gimp the party for roleplay purposes. I just tried to not use much "magic" that didn't match my flavor until I thought it made sense for the story. His primary spells are Catapult and now Disintegrate and it's literally just my wizard throwing stuff at bad guys at lethal velocities because you know the Giants penchant for rock throwing? Yeah, I did that but better because I'm magic. Suck it Family. Shocking Grasp and Shadow Blade are my magically augmented strikes. Flying an inch off the ground gave him super speed and powerful "jumps. " Shield made him capable of shrugging off blows the paladin broke under. He is a Constitution based wizard and he's ridiculous. At level 13 he's got something like 120 hit points and can create something like 50 temporary hit points plus the Abjuration shield which is another 25ish points, Constitution and Dexterity saving throw proficiency. Oh yeah, and a 20 AC . He's the party tank by the way. And before anyone screams power gaming my DM rolled and approved my characters stats himself. I applied an Abjuration Wizard atop it, that simple. With the exception that he's becoming an Arch Seraph Geome is RAW. I've never played a Wizard before and I made this one up on the spot. I love this Character. I highly recommend Constitution based Wizards. They are fantastic.
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If you pick a school of magic, can you pick spell from other school? If you pick a school, do you get a bonus to spells from that school of magic? If so, what type of bonus and/or advatageous?
Diviner:*looks into alternative futures*
Party: What did you see?
Diviner: Lots of falling rocks.
haha!
I guess rock music just isn't welcome in the taverns in the D&D world.
@@Colin12475 do you know what music is favorite on earth elemental plane so?
Hard rock.
Wizard with meteor storm: my time has come
"Bilbo Baggins! Do Not take me for some conjurer of cheap tricks..." as Gandalf casts an illusion spell....
"Is that all you can CONJURE, Saruman?" LotR is not conjuration school-friendly!
different world, different rules
Gandalf wasn't a Wizard - he was a Fighter with the Magic Initiate feat.
Sure, he can cast Light and Thaumaturgy, but when do you ever see him cast any *real* magic? Exactly. ;)
Edit- Okay, maybe a few (few) levels of Bard or Druid, so he could cast that 2nd level Animal Messenger spell on the moth. lol
Interestingly Tolkien’s wizards were actually closer to clerics
Roukan Brightside Tolkien Wizards we’re basically Angels that had to be nerfed while in the world to not mess things up too much.
@@schwann145 he is not a human so/and that is all inaccurate
My favorite thing for a conjuration wizard is having them create keys that they've memorized. They've used it for infiltration and to open the lock on a box they put their most personal objects in and the lock on their spellbook.
Chloe Pechlaner that’s genius
"Why is your Abjuration wiz throwing fireballs???"
"Simple, he projected a bubble that repelled the absence of heat, while it gradually became more pressurized as it travelled before being detonated."
"...F...Fair enough. But what about his cloudki-"
"He rapidly deoxygenated a large area by shielding the O2 from other particles/atoms"
"..."
And those are examples on how Abjuration isn't a boring school
If you are an expert of phisics.
NERD!!! jk. That's pretty cool.
I'm a muggle.
one of my favorite characters was an undying warlock who pack book contained the souls of all those who had been killed in the books presence contained in life stories. so for flavor all of his spells would be tied to the souls bound to the book, for example unseen servent was him calling forth the spirt in the book to do his biding and mage armor was a spectral aura that flowed around him. and any cantrips he cast from the wizard school was cast be a long dead wizard
Badass :D
The Transmuter was my favorite wizard specialist in 3.x, but Conjurer or the Summoner has won me over in 5e.
I have been laying DnD since the age of four taught by my dad. However in the many years between that and now I have forgotten most and your great content has heled me to reconect and restart my love for this game. youre videos are great.
Im working on a tank like tiefling eldrich knight character. Im stil thinking on what spells to use but this video has helped.
I have two I play in Adventures League. One is SS’Zhoul a male Yuan-ti Pureblood Enchanter of 12 Level and a member of the “Coiled Cabal” Rank Greater Over Hood. He is chaotic Neutral and is very skilled at charming those he deals with but he also has a interest in elemental magic and does summon fire snakes and fire salamanders🐍🐍🔥🔥
My Second is Tath’myr Xorlarrin a Drow Necromancer 20th level. He is the Sage of Darkness and a master of undeath and a summoner of Demons and devil alike. He is Lawful Evil and is from Menzoberranzan but now owns a Estate in Phlan but wants to be the new Archmage of Maerimydra as he uses his position as Lion Crown of Lords Alliance to put himself in a position of power while bring House Xorlarrin into the newly liberated Underdark drow city🕸🕸🕷🕷💯
I'm not going to mess with your characters.
I've always liked the idea of necromancy, either the idea of commanding undead hordes or someone who studies them to better destroy them, whether to restore the natural order or return the dead to the underworld.
I’m playing a transmutation wizard who is a thief. He makes wooden statues into silver and sells them before they turn back into wood. And uses minor alchemy to turn locks onto wood and breaks into a shop or chest
I have a Scourge Aasimar Valor bard who heavily studied Abjuration in bard school. He also has a bad history with necromancy and avoids all necromancy spells in his spell list.
I don't think you'll ever have to even think about necromancy spells because there are 133 spells on the bard spell list and 7 of them are necromancy spells so i think you'll be fine. But as an Aaismar i think it would be important for someone born with holy magic and was given that magic from the gods to get some spells like speak with undead which is a necromancer spell.
When my life cleric casts Toll the Dead I think of it as reminded the target that it has literally seconds before it might die and should take advantage that of that time wisely to prepare for what may be beyond the veil. It’s interesting that Revivify is classified as conjuration instead of necromancy, but Revivify is the only resurrection spell where the target doesn’t need to be willing to return:
I love Transmutation, all my magic users have been transmuters and its pretty interesting for controlling the encounters.
I’m firmly a Necromancer. I like to think of it as a sort of composite of all sorts of spells and techniques from different schools that are applied in the practice of necromantic arts that bend life, death, and undeath. Clone feels like transmutation, Inflict Wounds and Vampiric Touch are like evocation. That’s how I like to justify it anyway.
Thanks! I love my Icy Dwarf Sorcerer, built for the Frozen Tundra a White Dragon blessed his people with it's blood. I like the imagine if a dwarf with light dragon scales for skin.
He rides with the calvary in his war party. Making him and the squad of dwarf monks along side a hammer of chaos to any foe.
I think mold earth is secretly a good spell for a Rogue! You can bury yourself in dirt almost instantly, like pulling a bed sheet up and pulling it over yourself neatly. I think this application was used a lot in Naruto
I've recently fallen in love with Conjuration also. It just feels right in my mind when I envision classical wizard tropes, besides the proverbial crystal ball
Thank you so much for this video!
I've been trying to get my head round the different schools.
I'm trying to make a kenku pyromancer he's a pyromaniac but he's not psychotic he's really chill but he's really awkward at campfires just staring at the fire. he also occasionally sets little bushes on fire just because. Edit. I forgot to put this in since kenmj are a cursed race he had to learn with his tribe he could not attend any sort of Magic School so yes he is a sorcerer and he is using illegal magic
Illusion. Spheres of Power Pathfinder: Fey Adept with as much Shadow reality as I can muster. The shadow can mimic materials of lesser hardness making it the most versatile form of magic in existence. D&D: Shadowcraft Mage to conjure up illusions with reality exceeding 250%(assuming they see through the illusion).
This video is great, really helpful, thank you for making it! What about also making a review on how these schools of magic are represented in different DnD based computer games?
In my game, the abyss throws a wisdom saving throw at you as soon as entering. If you fail, it is basically instant insanity that worked like a high-level phantasmal force. My dm let me use an 8th level major image to apply the same effect by making a cube of the abyss.
Necromancer historian. The ends justify the means. The goal is to uncover and record all of history. For this purpose, necromancy offer a means of bringing that history to life, manpower, and potentially the time necessary to fulfill this ever expanding goal. The endgame for such a character is to essentially become a DnD version of Trazyn the Infinite.
Second! Good morning, Jorphdan! Thanks for all the lore. It has really improved my players experience as it enables me to add depth to their world. Thank you Thank you Thank you.
You're super welcome! Happy to help :D
I have been having so much fun with a Drow divination wizard. Many a time has the DM been thwarted by the portents.
muwahahaha portents!
Very cool! Thank you for your work on these videos.
I'm usually the DM for my group but I'm going to be a player this Saturday. My character, a trasmutation wizard will basically be an NPC when I take back DM duties. He's going to tie in to the story of another NPC the party is fond of.
In the bar they own, there is a talking dog. No one knows anything about him except for the fact that he speaks in a (bad) French accent and is verbally abusive to my players. My new character will be an old rival who, as a mere wizard pupil transformed his classmate into the dog. Having never seen him again, he assumed the embarrassment led him to quit school, when in fact he's been trapped in the body of a dog, with no memory of his past.
Create Water makes sense as a Transmutation spell if you fluff it as needing moisture in the air or nearby plants to make water. Or maybe transmuting other liquids into water by removing impurities?
I like this 😀
Also, Transfiguration in Harry Potter had to do with both changing form and vanishing spells, so maybe it has something to do with that. Though I think summoning spells were a part of that so take it with a grain of salt...
Hmmm... I like to see divination as more complex than just seeing the future and reading thoughts; Comprehend Languages, Tongues, Legend Lore... It's all about information. My blind protector aasimar wizard is a detective-spy for the Harpers, and uses her divination skills (and familiar) to gain information on her surroundings without sight, she doesn't need to be optimised for combat since we play W:DH ! Also I'm going to play a cleric of Savras in 3.5e in another game, one of the most underrated gods tbh.
Good points! and I love Savras :D
Abjuration is the magic of magic. You know the rules of magic so well you undo someone else’s with a flick of the wrist as you counterspell it. In 3.5 you could counter a spell and then just throw it back at the caster essentially stealing their spell by just deciding you could do it better.
I once had my character neutralize an entire stomach worth of stomach acid by conjuring 21 cubic feet of powdered baking soda, really saved my life there, I then proceeded to conjure iron spikes in the beast’s belly and then shrinking the beast from giant size to one size smaller.
My DM didn’t like this and decided to up the beast’s HP at the spot.
Did you use spells for these? If so, which? Hahaha I am very interested in Conjuration as well as its skill minor conjuration 😁
Jann Fredryck Matias oh, I didn’t use a spell, I just abused the keen mind conjuration wizard.
I primarily play a Forge Cleric of Sune, so most of my spells tend to be Evocation for healing and fire spells, along with Transmutation for empowering my party's abilities and equipment.
I love the Dresden you slipped in there 10/10
I love to personalize the way spells look and how I use those material components. One of my favorites is magic missile flavored different depending on what type of wizard I am. My favorite examples are the following
Abjuration: I cup my hands together as if holding a ball, concentrating to compress the air into a translucent bubble then I throw it at a target detonating upon impact releasing a burst of pressurized air.
Conjuration: I conjure either squeaky balls or some colored throwing darts that I load into a big slingshot/crossbow and they dissipate post impact.
Illusion: the missiles disappear mid flight and release a small glitter of sparkles as they fade from impact.
Onomancy: imagine howlers from Harry Potter but they also punt you in the face.
Enchantment: imagine getting hit in the face with a water balloon filled with liquid flower perfume.
Conjuration and Necromancy have always been my favorite schools in conventional D&D! Although I did play Oriental Adventures, with 1st Edition rules, for a while. And I very much enjoyed the Nature and Elementa, magics of the Wu Jen. My main character was actually a Wu Jen/Ninja, as that version of ninjas actually required multi-class. The required taboos were also a fun aspect!
Way to describe scare, or fear spell,
1/ all can hearthe wailing of souls being tortured by demons/devil's,. Now you can see the creature pointing at you all covered in gore
I never understood the actual difference between the classes of Cleric (Priest) and Warlock (basically a Priest that receives powers from an outside entity). Wizards receive their powers through years of study and meditation, Priests receive their magical abilities as granted by an outside Deity. Warlocks basically do the same thing, WotC just changed the name of "priest" to "warlock".
I think cleric the god and clerics ideals align, they have the same goals and if those goals deviate the cleric might lose their powers.
A warlock makes a bargain with a greater power. We don't see this with God's in Dungeons & dragons, but I wish we did. No reason that a deity couldn't give a warlock some powers in return for a job.
I'm in the process of creating a Dragonborn Sorcerer of Draconic descent. I'm basing his character off MrRhexxs video "What they don't tell you about Dragonborn".
From this video I'm thinking of basing him around transmutation, with a hint of another school, either Evocation of Divination.
I personally love to play a druid and use conjuration as being able to summon up something like an earth elemental can really help during combat with something that hits really hard not to mention if your smart and make your character right you won't loose concentration on your summons
I do not know if this has been stated before but a good reasoning as to why healing spells are classed as evocation is because the caster is either drawing on the energy of their deity and a expelling it out or drawing fro the plane of positive energy itself.
I’m a big fan of the 3.5 cleric necromancer, one of my players runs one and he’s quite potent (though has absolutely terrible luck), my character who’s now become and npc is a Drow wizard with a string preference for conjuration and transmutation and has a background in torturing people which surfaces whenever there are surviving enemies
Could we return healing spells to necromancy? (Like how it was in older editions) I’m willing to give up the fear spells (tbh it only makes sense because “zombies and ghosts are scary”), or do like TES and make a restoration school (and move necromancy into the Conjuration school, so necromancers are just a subspecialization of Conjuration magic), considering WotC is treating necromancy as “anti-life”.
It does make sense to make many of the necromancy spells Conjuration, you could be gifting the remains a barely intelligent soul (we’re talking a figment of a figment) that will comply to you, or pulling a bit of energy from the Shadowfell, or in a more “scientific” way, by placing negative energy in a corpse, this attracts positive energy, which generates energy by creating a pull and push effect, similar to a Stirling motor.
My very first character was a deep gnome conjuration wizard...sadly the group fell apart after one session
I personally love necromancers. Plus my dm is chill so I can give some flare and flavor to my undead
right now I have a War Domain Cleric and a Dragon Bloodline Sorcerer. He is a homebrewed half-dragon race. He mostly uses abjuration and evocation.
My Evocation wizard has indefinite madness and exclusively casts evocation spells
that's actually really interesting, fun character flaw I love it!
Mine's always Transmutation (sometimes I go Evoker tho). I love turning people into stuff, whether its to enhance a teammate or nerf a bad guy.
I need a school for a young Luna high-elf princess, she has been studying magic for years but after an attack by orcs, she finds a cave that leads to a underground casel of a storm gient who warneds her of a powerful green dragon plot, you may have won me over on conjunction but I also want her to have learned a bit from the storm gient too in wind, lightning and cold magic to help her in a fight so evocation maybe better
I have an Illusionist that also goes deep into Divination and dips into Transmutation in Pathfinder. I've always flavored his magic as being tied directly to his belief that all of reality is a shared dream and that the only thing that truly matters is a person's belief in what exists within the dream. Thus, if he can craft a new reality for someone that is believable enough to where they accept it as real, their own mind will make it real.
I think if I ever run a small game with no player cleric I might introduce a blind divination cleric who is a non-combatant. This would be a very powerful person who could give the players an edge, but someone that they would also have to protect, and maybe that could be part of the adventure too.
So Basically:
Abjuration - Protect Stuff.
Evocation - Destroy Stuff.
Illusion- Make Stuff Seem Like Other Stuff.
Transmutation - Change Stuff Into Other Stuff.
Enchantments - Make Stuff Do Stuff.
Necromancy - Do Creepy Stuff.
Divination - Know All the Stuff.
Conjuration - Make Stuff Appear.
My favorite is abjuration and/or evocation. In NWN games I used offensive character who is using fireball, ice storm, delayed fireball and meteor shower.
Divination: "I CAN SEE THE FUTURE!!!"
Ive been playing and DMing D&D since 2nd edition. In all these years, Necromancy has always be the sole home of all healing magic in my games. Any other school simply makes less sense to me.
I've always been a warlock fan, but conjuration wizards have always had a place in my heart.
I would love to make a time wizard, like the xelors of WakFu. I guess thats transmutation, with some divination and conjuration
This is great timing, as I have some wizards I'm making. One is an important NPC.
Hissk the Yuan-ti pureblood Conjuration Wizard. Has 3 levels of celestial, pact of chains warlock to heal his summoned minions.
My new character is a Evocation magic Phoenix Soul Sorcerer. Who’s also a dog. (Blessed by phoenix because my mother saved its hatchling. Gave me magic, and human level intellect and speech)
I have a few classes I made for my fantasy world that im trying to work out, but two class I’d try to work into dnd would be “Spirit Healer” and “Arcane Chevalier”.
I feel like a magician wizard people would think illusion but a lot of classic magic tricks are moving things, minor conjuration can literally be pulling something out of a hat, teleportation can be raising a blanket over yourself and disappearing under it
After Enderal came out, I actually enjoyed how they explained magic. Wizards can bring "instances" or "moments" from other dimensions, other possibilities. One where an object gets hit with a random physical force could be drawn into the current reality, causing an enemy to be thrown back.
I do hate magic fever though like wtf with that shit.
Sidenote and edit: conjurer is my favorite too, nothing nicer than conjuring needles which are endlessly falling in my own personal pocket dimension. That's right, who needs a comfy home and interesting dimensions when you could have the NEEDLE DIMENSION
I have a Gnome Evocation Wizard. The most clever I have been with a spell is casting Sunbeam by projecting a Firebolt through a crystal prism.
That’s actually really smart 👀
My personal fav is chronurgy, because it is fun to play for me, and fun is for me the most important thing in games
marvel comic's dr. strange would be kind a mix of warlock, wizard, and cleric, as he gets his magic from study but also gets a bulk of his magical power from a group of beings that in his first incarnation before he was nerfed made him able to literally do damn near anything
Oh, you know... Divination, Enchantment, and Abjuration. Illusion is great. Necromancy has Life Transference, Vampiric Touch and Soul Cage
transmuter duel for me was disney sword in the stone, merlin vs the witch.
I will say this I prefer to be a sorcerer in dnd the idea of drawing magic from your own inner power sounds awesome in one campaign I played in the world setting pretty much had it where warlocks were seen as evil and were shunned by society so the warlock in our party had to pretend to be a sorcerer whenever he was in town
Your use of Harry Dresden gave you a like
Magic Schools are always ripe for Homebrew, but it takes a lot of time.
Personally I wouldn't mind a revamp of the schools, upping the number to 12 (or something like that), as that would allow you to solve some of the problems (eg Seperate Conjuration and Summoning, seperate out teleporation and movement spells).
this guy has some good ideas.
coinsandscrolls.blogspot.com/
Honestly I think transmutation needs a split the most. I vote for material focus, and biology focus.
Conjuration is also my favorite. (Well tied with Necromancy but don’t tell the guards)
I think an interesting homebrew idea would be cities that ban any magic that overrides someone's free will or perception. Every one does the "ban necromancy" thing, but none of them seem to have a problem forcing npcs to do stuff that would probably ruin their lives or worse. So I would rather play with the idea of a culture that will not sanction the use of any spell that warps perception or overrides free will. It would make life for bards and arcane tricksters hard in ways they don't normally experience, and your players normally accustomed to leaning on trickery would have to think of other ways to get what they want from people.
I had this idea of a divination druid in my head and thats why i have to take forest land druid and ritual caster should be interesting to play
My first character was a diviner wizard but I also like transmutation. In perticular, prestidigitation, and fabricate.
I also, allways take mage armor, and at least one evocation cantrip, when playing a caster without armor proficcencys.
My next 3 coustom characters, I plan to play are;
Devotion Palidin,
A Valor Bard,
And a forge domain Cleric.
I never knew Cure Wounds was an Evocation spell. I'm more of a Pathfinder player myself, which 1e has it as conjuration but 2e has the one I think is most fitting, necromancy. Power over life and death includes life.
Necromancy. Then I will become a lich and rule an nation of undead.
I used to like illusion/necromancy for the instant save or die spells - phantasmal killer and wail of the banshee. Now I don’t know what would be the closest thing to auto-killing.
I’m building a “life force sensitive” necromancer. It’s a work in progress and I’m undecided between warlock and sorcerer. Basically, something touched his life force (patron?), and opened him up to manipulating it. Fear spell manifests as him touching someone’s life force - just touching it, nudging it - and them feeling it and panicking. The possibility of him manipulating his own to extremes has occurred to me. Thoughts?
Nice perspective. Thanks.
my pals and i use a homebrew system for magic magic cost MP not slots, big spells cost alot more than weak ones and regenerates slowly ( this way a caster can do way more than just 4 spells. constant casting a spell gains "spell proficiency" the more you cast them the better knowlege you get of said spell granting a manacost reduction bigger areal effect or faster casting time, if you got 100% you can "Rankup" making it stronger, usualy these are managed by either a trainer in a magical guild, or a task by a deity. right now we work on a way to add spell merging in our homebrew. as example lets say a wizard has reached a rankup in both fireball and ice manipulation... now he can try to learn and train a new spell lets say (winternova) instead of huge explosionblast from fireball it creates tehe xact oposite.. a vaccumpull in a extremly cold area. or lets say a cleric gets cursed and ahs its alignment swwitched... now instead of healing wounds the cleric can reverse it and inflicts them. at this point we are still MATHING a ton of smaller problems. but for a game with many many encounters its perfect
Ultimate transmutation spell: transmuting an illusionist into a mere illusion or transmuting an elementalist into a different element....
Illusions are perfect for devils, as they can say that they didn’t force you into a contract by taking away your choice like enchantments does, so all your actions are voluntary there for be fitting for the triggering of a contact.
I have an epic level Lore Wizard who takes a keen interest in Magic as a whole, and how it all works together, seeing the Schools as not particularly helpful destinctions in her research. That being said she does have a strong leaning towards Evocation, Illusion, and Abjuration magic, and a slight distaste towards Divination and Enchantment magic due to seeing so many of her contemporaries either abuse Enchantment to strip others of their free will or use Divination to spy on people or see things they were not ready too see. She actually sees facets of Necromancy as highly beneficial when used responsibly, and while she doesn't use it often for her regular spells, has a number of necromantic artifacts and an epic necromancy spell that she uses as a threat of mutually assured destruction against the gods of her world. She's also a master of Transmutation and Conjuration, but is trying to meld those magics with artifacer magic, and create things like magitek gateways and alchemical potioncraft
nice!
@@Jorphdan Thanks :D
love your channel
My Abjuration specialist..."...and I have a whole pocket full of 'nope' for you"
Just made my first character, goliath abjurer lvl 2, might try mutliclassing once I get ahold of counterspell
I am working on a warlock that its some kind of grim reaper this video helped helped alot thanks
Which school of magic best fits my character? Psionics. Best spell in the game for a murder hobo is telekinesis combined with a double bladed sword. Boom instant lawnmower blade to mow down anything and everything.
Ha love it 😉
I have always gone with the Necromancer. There is a lot of power over the mortal there.
Love how he used the diagrams of lore from Warhammer for this thumbnail
Divine magic isnt limited to dieties or nature. Divine magic can be used through either a diety bestowing power or a persons belief in a philosophy or other divine source (this is where nature magic comes from)
I seek a historian, what was the 1st archetype introduced, I recall it was Illusion or was it enchantment. I'm talking 1st edition or the Advance version that cam out not long after. Back when it was called magic-user.
Avatar the last Airbender is about an evocation wizard with a glider staff that has an air spell buff and a sky bison familiar lol 😆
Divination, Abjuration, and Illusion have always been my go to schools. Necromancy, and Evocation never impressed me much. I prefer to help the fighter/rogue/barbarian do the majority of the damage, ultimately they are better at it. I provide problem solving and assistance that others cannot, but always keep at least one solid damage spell just in case. I prefer animate objects, lightning bolt, and disintegrate.
Great video. Very helpful for roleplay.
So I play a variant human Abjuration Wizard named Geometry Samson Due or Geome for short. The variance is giant blood, well firbolg actually. Geomes family are a bunch of bumpkin half giant bandits and Geome is the runt of the pack. He taught himself magic to augment his subpar strength but this only further alienated him from his family. Never getting the praise he desired he eventually washed his hands of his family to become a Prostlasyzer for Saint Cuthburt. He is Neutral Good to a fault, believing the only soul that is irredeemable is the one that doesn't wish to be saved. That being said free will is extremely important to Geome and he believes that every crime has a punishment and no one is above it if they willingly do evil. That mentality has got the party in trouble more than once it's all good. Well, mostly.
It's fun to play a wizard that's religious. To be clear he's purely Wizard and I don't intend to multi class. Geome isn't bound to his Saint but holds to its scriptures tightly. Eventually the Saint took notice of Geome and charged him with the Big Damn Quest. He's currently transforming into an Arch Seraph from the Grim Hollow book currently level 2 by the way. It's really fun to play.
I played him like a fighter until level 8 as a fighter only augmenting my abilities physically giving him apparent super strength, great durability and he sprinted at ungodly speeds around the world.
Don't worry, I didn't gimp the party for roleplay purposes. I just tried to not use much "magic" that didn't match my flavor until I thought it made sense for the story.
His primary spells are Catapult and now Disintegrate and it's literally just my wizard throwing stuff at bad guys at lethal velocities because you know the Giants penchant for rock throwing? Yeah, I did that but better because I'm magic. Suck it Family. Shocking Grasp and Shadow Blade are my magically augmented strikes. Flying an inch off the ground gave him super speed and powerful "jumps. " Shield made him capable of shrugging off blows the paladin broke under.
He is a Constitution based wizard and he's ridiculous. At level 13 he's got something like 120 hit points and can create something like 50 temporary hit points plus the Abjuration shield which is another 25ish points, Constitution and Dexterity saving throw proficiency. Oh yeah, and a 20 AC . He's the party tank by the way.
And before anyone screams power gaming my DM rolled and approved my characters stats himself. I applied an Abjuration Wizard atop it, that simple. With the exception that he's becoming an Arch Seraph Geome is RAW.
I've never played a Wizard before and I made this one up on the spot. I love this Character. I highly recommend Constitution based Wizards. They are fantastic.
I had a very very violent Divination wizard. He died at level 7. Not a very good choice for a wizard, but he was fun.
I play with drak magic. Necromancer both arcane and divine, shadow sorcerer and warlock undead.