Approach A

Similar to Maneuvers, there's a general list of schools, and one specialty school per class.

This is more permissive than 5e, S6, etc.

Schools for all casters

School Descripton

Divination

Elementalism

Enchantment

Illusion

Necromancy

Transmutation

Specialty schools

Class School Description

Cleric

Holy

Light, healing, exorcism

Druid

Channeling?

Wild shape, ancestor conduit, eye of the storm

Mage

Arcana

Force, glyphs, chronomancy, etc

Warlock

Invocation

Binding, summoning

Witch

Thaumaturgy

Blood, phylacteries, etc

Approach B

All schools exist in one list, but each class is either advantaged, neutral, or disadvantaged (not the final terms), where:

  • Advantaged: better at casting, gain extra spells not available to others, baseline spells improved
  • Neutral: cast as written
  • Disadvantaged: can't cast at all, except rituals; or perhaps cast at half level or something

More complex than A, but helps to preserve class identity better.\

School Cleric Druid Mage Psion Warlock Witch

Arcana

-

-

+

+

0

-

Divination

+

0

0

0

0

+

Elementalism

0

+

+

0

0

-

Enchantment

0

-

0

+

+

+

Holy

+

0

-

-

-

0

Illusion

-

-

+

+

0

+

Invocation

0

+

0

-

+

0

Necromancy

+

0

0

-

0

+

Thaumaturgy

0

0

0

-

-

+

Transmutation

0

0

+

0

0

+

Approach C

Take it down to the granularity level of spheres, not schools.

This sounds complicated.

Last Resort

Everyone has their own spell list.

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