S6 Spell Schools

The idea:

  • Basically, the spheres should be kind of like 5e domains. 2 spells/level max, plus rituals, maybe a special power or two.
  • Each sphere has its "core spells". Anybody who "has" the sphere knows all of those.
  • A sphere can have "optional spells". They aren't automatic, but can be learned.
  • All spellcasters (except wizards) have a Spell Knowledge attribute equal to level + Int. This is how many optional spells they know.
  • All spellcasters (except wizards) have a certain number of Sphere they "have", giving them automatic knowledge.
    • For example, Clerics call them "Domains" and select them from a menu limited by their deity's alignment.
    • Druids have a fixed set, based on their Ethos.
    • Sorcerers choose whichever they please, but gain few of them overall.
  • Wizards have no in-built spheres, but have more Spell Knowledge, and can learn the in-built and optional spells from almost any Sphere.

S6 Schools

Druid

  • Air
  • Animals
  • Earth
  • Fire
  • Plants
  • Water

Definitely a lot of crossover on fire, and somewhat with air/water.

Mage

School Spheres

Arcane

Force, Light, Teleport, Transmute, Time, Fly, Glyph, Dispel

Elementalism

Obvious

The Dark Arts

Death, Drain, Undeath, Veil, Figment, Telepathy, Plane Shift, Shadow, Power Word

Priest

School Spheres

Divinity

Light, Healing, Shield, Power Word, Emotion

Mysticism

Emotion, Shield, Power Word, Stars (I guess), Telepathy, a bit of Arcane

Shadow

Drain, Death, Undeath, Shadow, some Emotion, Power Word

Psion

Erm, I'll get back to you.

Warlock

School Spheres

Infernal

Fire, Pain, Command

Fey

Color, Curse, uh..."Fun"?

Shadow

Drain, Shadow, Curse, Disintegrate

Not to mention Summon, Bind, etc.

Witch

School Spheres

Blood

Blood, Fire, Targaryens

Elements

Frost, Air

Shadow

Drain, Antimagic, Disintegrate, Undeath

Implementations

Telepathy

Level Spell

0

Mindlink: Establish telepathic link through eye contact, or over long distances with close relations. Concentration.

0

Empathy: Detect emotions and surface thoughts.

1

Charm: Makes subject friendly. Does not confer ability to communicate. Broken by hostility.

2

Suggestion: Subject is compelled to obey single sentence, if they understand it. Wisdom ends.

3

Mind Control: Take control of subject's actions, while you remain motionless. Charisma ends.

4

Mind Probe: Dive into subject's mind. Ask questions and receive honest answers, without subject knowing you're in there. Int save ends.

5

Dominate: Subject is compelled to obey your telepathic commands. Cha save ends.

6

7

8

9

Enthrall: As Dominate, but permanent, and subject is also Charmed.

Fire

Level Spell

0

Firebolt I guess

1

Burning Hands: Moderate damage frontal cone.

2

Scorching Ray: Targeted and splittable, heavy damage.

3

Fireball: Quintessential ranged burst.

4

Wall of Fire: Wall inflicts heavy fire damage on crossing and medium on turn start if adjacent. Concentration.

5

Meteor: Long-range fireball, variable size (up to your level in squares of radius); damage increases with size, but is divided among all within area.

9

Meteor Swarm: Hits everybody you want and nobody you don't for a fuck-ton of damage.

Optional spells:

  • (1) Flame Jet: Like Burning Hands, but more focused. 5-ft wide line, same range, heavy damage.
  • (1) Immolate: Target burns for moderate damage now and on turn start for 3 rds.
  • (2) Conflagration: Spreads any OTS fire effects from target to others within 3 squares.
  • (4) Flame Sphere: Sphere moves around battlefield zapping enemies with Scorching Rays, and ultimately explodes as a Fireball when dispelled or striking a wall or creature.
  • (1) Ward against Fire: Touch, concentration; grants resistance to fire damage.
  • (4) Fire Shield: Touch, concentration; enemies who touch subject (such as with melee attacks) suffer heavy fire damage and must pass a Con save to continue with their touch.
  • (5) Chaos Bolt: Long range; subject suffers heavy critical chaos damage.
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