More Subschools (3.5e Other)

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Author: Ideasmith (talk)
Date Created: 12/2/2018
Status: Raw Material
Editing: Clarity edits only please
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More Subschools[edit]

I was looking at the list of subschools at shadowend.pbworks.com/w/page/7570077/Magic, and found myself assigning core spells to the subschools therein. I ended up changing some of them around, and posted them at www.giantitp.com/forums/showthread.php?291683-Subschools and got feedback (especially from Vadskye). I am now posting them here on the off chance that someone might find them useful.


Notes: The only core subschool which is changed herein is compulsion; the schools are not changed at all. (At least as far as PH core spells are concerned.) The unchanged subschools are included for convenience.


I'm putting every spell from the PH in a subschool. Universal counts as it's own subschool. Expanding this to spells from other sources has not been done, but would be needed to use these in house rules.


Some spells are in multiple subschools in the same school. This is indicated using (+) if in two subschools or (++) if three subschools.


SOME IDEAS FOR USING THESE SUBSCHOOLS


1. One might use them to determine the school of a new spell. Determine which subschool it fits; see which school that subschool is in.


2. If one wants to make the schools more consistent, these subschools could help determine which spells to move to other schools by treating the core spells as new spells in suggestion one. This might be combined with removing one or more subschools (Manipulation is a strong candidate for such removal)


3. If one is willing to go to a lot of work, one could make these formally part of one's house rules. This requires assigning subschools to non-core spells, adapting the subschools to any homebrew changes to schools and/or spells, and coming up with rules that interact with these subschools.


ABJURATION[edit]

Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.


If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Search skill drops by 4.


If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.


Bulwark: A bulwark spell sorts targets out by alignment or plane of origin, or prevents such sorting.

Atonement

Banishment

Cloak of Chaos

Dismissal

Dispel Chaos

Dispel Evil

Dispel Good

Dispel Law

Forbiddance

Holy Aura

Magic Circle against Chaos

Magic Circle against Evil

Magic Circle against Good

Magic Circle against Law

Protection from Chaos

Protection from Evil

Protection from Good

Protection from Law

Shield of Law

Undetectable Alignment (+)

Unholy Aura


Negation: A negating spell negates magical effects.


Antimagic Field

Break Enchantment

Dimensional Anchor

Dimensional Lock

Dispel Magic

Globe of Invulnerability

Greater Dispel Magic

Greater Spell Immunity

Lesser Globe of Invulnerability

Mage's Disjunction

Mind Blank

Nondetection

Obscure Object

Protection from Spells

Remove Curse

Remove Fear

Spell Immunity

Spell Resistance

Spell Turning

Undetectable Alignment (+)


Protection: A protection spell protects creatures from harm.

Antilife Shell

Antiplant Shell

Endure Elements

Entropic Shield

Freedom of Movement

Freedom

Hide from Animals

Hide from Undead

Imprisonment

Protection from Arrows

Protection from Energy

Repel Metal or Stone

Repel Vermin

Repulsion

Resist Energy

Resistance

Sanctuary

Sequester

Shield of Faith

Shield Other

Shield

Stoneskin


Warding: A warding spell protects locations or objects from harm.

Alarm

Arcane Lock

Explosive Runes

Fire Trap

Glyph of Warding

Greater Glyph of Warding

Guards and Wards

Hold Portal

Mage's Private Sanctum

Prismatic Sphere

Prismatic Wall


CONJURATION[edit]

Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.


A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.


The creature or object must appear within the spell’s range, but it does not have to remain within the range.


Calling::A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled.

Gate

Greater Planar Ally

Greater Planar Binding

Lesser Planar Ally

Lesser Planar Binding

Planar Ally

Planar Binding


Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Acid Arrow

Acid Fog

Acid Splash

Black Tentacles

Cloudkill

Create Food and Water


Create Water

Fire Seeds

Fog Cloud

Gate

Glitterdust

Grease

Heroe's Feast

Incendiary Cloud

Mage Armor

Mage's Faithful Hound

Mage's Magnificent Mansion

Major Creation

Minor Creation

Obscuring Mist

Phantom Steed

Phase Door

Secure Shelter

Sepia Snake Sigil

Shambler

Sleet Storm

Solid Fog

Stinking Cloud

Unseen Servant

Wall of Iron

Wall of Stone

Wall of Thorns

Web


Healing: Certain divine conjurations heal creatures or even bring them back to life.

Cure Critical Wounds

Cure Light Wounds

Cure Minor Wounds

Cure Moderate Wounds

Cure Serious Wounds

Delay Poison

Greater Restoration

Heal

Heal Mount

Lesser Restoration

Mass Cure Critical Wounds

'Mass Cure Light Wounds

Mass Cure Moderate Wounds

Mass Cure Serious Wounds

Heal

'Neutralize Poison

Raise Dead

Regenerate

Remove Blindness/Deafness

Remove Disease

Remove Paralysis

Restoration

Resurrection

True Resurrection


Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells.

Creeping Doom

Elemental Swarm

Insect Plague

Instant Summons

Mount

Secret Chest

Storm of Vengeance

Summon Instrument

Summon Monster I

Summon Monster II

Summon Monster III

Summon Monster IV

Summon Monster IX

Summon Monster V

Summon Monster VI

Summon Monster VII

Summon Monster VIII

Summon Nature's Ally I

Summon Nature's Ally II

Summon Nature's Ally III

Summon Nature's Ally IV

Summon Nature's Ally IX

Summon Nature's Ally V

Summon Nature's Ally VI

Summon Nature's Ally VII

Summon Nature's Ally VIII

Summon Swarm

Trap the Soul


Teleportation: A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.

Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

'Dimension Door

Greater Teleport

Maze

Plane Shift

Refuge

Teleport

Teleport Object

Teleportation Circle

Transport via Plants

Tree Stride

Word of Recall


DIVINATION[edit]

Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.

Many divination spells have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.

Awareness: An awareness spell makes the caster or subject more aware of her surroundings for a while.

Analyze Dweomer

Arcane Sight

Detect Animals or Plants

Detect Chaos

Detect Evil

Detect Good

Detect Law

Detect Magic

Detect Scrying

Detect Secret Doors

Detect Snares and Pits

Detect Thoughts

Detect Undead

Find Traps

Foresight

Greater Arcane Sight

Identify

Read Magic

See Invisibility

True Seeing


Communication: A communication spell enables the subject to speak or otherwise communicate to creatures and/or objects, and might also enable them to communicate to the subject.

Commune

Comprehend Languages'

Contact Other Plane

Greater Prying Eyes

Prying Eyes

Speak with Animals

Speak with Plants

Stone Tell

Telepathic Bond

Tongues


Knowledge: A knowledge spell grants the recipient information.

Augury

Commune with Nature

Detect Poison

Discern Location'

Divination

Find the Path

Guidance

Know Direction

Legend Lore

Locate Creature

Locate Object

Moment of Prescience

Status

True Strike

Vision


Scrying: A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment.


Any creature trained in Spellcraft can notice the sensor by making a DC 20 Spellcraft check. The sensor can be dispelled as if it were an active spell. Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked.

Arcane Eye

Clairaudience/Clairvoyance

Greater Scrying

Scrying


ENCHANTMENT[edit]

Enchantment spells affect the minds of others, influencing or controlling their behavior.


All enchantments are mind-affecting spells. Enchantment spells grant you influence over a subject creature.


Charm: A charm spell changes how the subject views you, typically making it see you as a good friend.

Charm Animal

Charm Monster

Charm Person

Enthrall

Mass Charm Monster

Symbol of Persuasion


Compulsion: A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you cast the spell, and others give you ongoing control over the subject.

Animal Messenger

Antipathy (+)

Command

Confusion

Demand

Dominate Animal

Dominate Monster

Dominate Person

Geas/Quest

Greater Command

Hypnotism

Insanity

Irresistible Dance

Lesser Confusion

Lesser Geas

Mass Suggestion

Modify Memory

Song of Discord

Suggestion

Symbol of Insanity

Sympathy (+)


Emotion: An emotion spell influences the subject's emotions.

Aid

Antipathy (+)

Bane

Bless

Calm Animals

Calm Emotions

Crushing Despair

Good Hope

Greater Heroism

Heroism

Hideous Laughter

Prayer

Rage

Sympathy (+)


Inhibition: An inhibition spell impedes the functioning of the target's mind, typically preventing the target from acting.

Animal Trance

Binding

Daze

Daze Monster


Deep Slumber

Feeblemind

Hold Animal

Hold Monster

Hold Person

Lullaby

Mass Hold Monster

Mass Hold Person

Mind Fog

Power Word Blind

Power Word Kill

Power Word Stun

Sleep

Symbol of Sleep

Symbol of Stunning

Touch of Idiocy

Zone of Truth


EVOCATION[edit]

Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.


Control: A control spell manipulates forces and moves creatures and objects.

Blade Barrier

Clenched Fist

Crushing Hand

Earthquake

Floating Disk

Forcecage

Forceful Hand

Grasping Hand

Gust of Wind

Interposing Hand

Mage's Sword

Magic Missile

Resilient Sphere

Spiritual Weapon

Telekinetic Sphere

Tiny Hut

Wall of Force

Whirlwind

Wind Wall


Energy: An energy spell creates or manipulates energy, such as fire or electricity.

Burning Hands

Call Lightning Storm

Call Lightning

Chain Lightning

Cone of Cold

Delayed Blast Fireball

Fire Shield

Fire Storm

Fireball

Flame Blade

Flame Strike (+)

Flaming Sphere

Freezing Sphere

Greater Shout

Ice Storm

Lightning Bolt

Meteor Swarm

Polar Ray

Produce Flame

Ray of Frost

Scorching Ray

Shatter

Shocking Grasp

Shout

Sound Burst

Sympathetic Vibration

Wall of Fire

Wall of Ice


Illumination: An illumination spell creates, negates, or manipulates light.

Continual Flame

Dancing Lights

Darkness

Daylight

Deeper Darkness

Faerie Fire

Flare

Helping Hand

Invisibility Purge

Light

Prismatic Spray

Searing Light

Sunbeam

Sunburst


Invocation: An invocation spell channels divine or other power.

Blasphemy

Chaos Hammer

Consecrate

Contingency

Desecrate

Dictum

Divine Favor

Divine Power

Flame Strike (+)

Hallow

Holy Smite

Holy Sword

Holy Word

Imbue with Spell Ability

Implosion

Miracle

Order's Wrath

Sending

Unhallow

Unholy Blight

Word of Chaos


ILLUSION[edit]

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.


Because figments and glamers (see below) are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly.


A figment’s AC is equal to 10 + its size modifier.


Figment: A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like.

Because figments and glamers (see below) are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly.


A figment’s AC is equal to 10 + its size modifier.


Ghost Sound

Illusory Wall

Major Image

Minor Image

Mirror Image

Mislead

Permanent Image

Persistent Image

Programmed Image

Silent Image

Ventriloquism


Glamer: A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.

Blur

Disguise Self

Displacement

False Vision

Greater Invisibility

Hallucinatory Terrain

Invisibility

Invisibility Sphere

Magic Aura

Magic Mouth

Mass Invisibility

Mirage Arcana

Misdirection

Mislead

Phantom Trap

Screen

Seeming

Silence

Veil

Zone of Silence


Pattern: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.

Color Spray

Hypnotic Pattern

Rainbow Pattern

Scintillating Pattern


Phantasm: A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting spells.

Dream

Illusory Script

Nightmare

Phantasmal Killer

Weird


Shadow: A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.

Greater Shadow Conjuration

Greater Shadow Evocation

Project Image

Shades

Shadow Conjuration

Shadow Evocation

Shadow Walk

Simulacrum


NECROMANCY[edit]

Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.


Impairment: An impairment spell creates a physical disability.

Blindness/Deafness

Chill Touch

Contagion

Gentle Repose

Ghoul Touch

Poison

Ray of Enfeeblement

Ray of Exhaustion

Symbol of Pain

Symbol of Weakness

Touch of Fatigue

Waves of Exhaustion

Waves of Fatigue


Life Force: A life force spell manipulates life energy.

Blight

Circle of Death

Death Knell

Deathwatch

Destruction

False Life

Finger of Death

Horrid Wilting

Inflict Critical Wounds

Inflict Light Wounds

Inflict Minor Wounds

Inflict Moderate Wounds

Inflict Serious Wounds

Mass Inflict Critical Wounds

Mass Inflict Light Wounds

Mass Inflict Moderate Wounds

Mass Inflict Serious Wounds

Slay Living

Spectral Hand

Symbol of Death

Undeath to Death (+)

Vampiric Touch

Wail of the Banshee


Spirit: A spirit spell manipulates the target's soul or confidence.

Astral Projection

Bestow Curse

Cause Fear

Clone

Curse Water

Death Ward

Doom

Energy Drain

Enervation

Eyebite

Fear

Harm

Magic Jar

Mark of Justice

Scare

Soul Bind

Speak with Dead

Symbol of Fear


Undeath: An undeath spell creates or manipulates undead.

Animate Dead

Command Undead

Control Undead

Create Greater Undead

Create Undead

Disrupt Undead

Halt Undead

Undeath to Death (+)


TRANSMUTATION[edit]

Transmutation spells change the properties of some creature, thing, or condition.


Alteration: An alteration spell changes the physical state of matter, or changes a creature into matter.

Disintegrate

Erase

Fabricate

Flesh to Stone

Make Whole

Mending

Move Earth

Passwall

Polymorph Any Object (++)

Purify Food and Drink

Rusting Grasp

Secret Page

Shrink Item

Snare

Soften Earth and Stone

Spike Stones

Stone Shape

Stone to Flesh (+)

Transmute Mud to Rock

Transmute Rock to Mud


Augment: An augment spell enhances the existing physical or mental abilities of an object or creature.

Bear's Endurance

Bull's Strength

Cat's Grace

Eagle's Splendor

Expeditious Retreat

Fox's Cunning

Glibness

Greater Magic Fang

Greater Magic Weapon

Jump

Keen Edge

Longstrider

Magic Fang

Magic Stone

Magic Vestment

Magic Weapon

Mass Bear's Endurance

Mass Bull's Strength

Mass Cat's Grace

Mass Eagle's Splendor

Mass Fox's Cunning

Mass Owl's Wisdom

Mnemonic Enhancer

Owl's Wisdom

Transformation

Virtue


Imbuement: An imbuement spell infuses an object or creature with magic, granting it new abilities or even the semblance of life.

Air Walk

Align Weapon

Animate Objects

Animate Rope

Awaken

Bless Water

Bless Weapon

Corrupt Weapon

Darkvision

'Disrupting Weapon

Feather Fall

Flame Arrow

Fly

Levitate

Mage's Lucubration

Overland Flight

Pass without Trace

Rope Trick

Spider Climb

Water Breathing

Water Walk


Manipulation: A manipulation spell manipulates dimensions, forces, or energy

Chill Metal

Control Water

Control Weather

Control Winds

Haste

Heat Metal

Knock

Mage Hand

Message

Open/Close

Pyrotechnics

Quench

Reverse Gravity

Sculpt Sound

Slow

Telekinesis

Temporal Stasis

Time Stop


Polymorph: A polymorph spell changes a creature's body into a new form, or changes matter into a creature.

Alter Self

Animal Growth

Animal Shapes

Baleful Polymorph

Blink

Enlarge Person

Ethereal Jaunt

Etherealness

Gaseous Form

Giant Vermin

Iron Body

Mass Enlarge Person

Mass Reduce Person

Meld into Stone

Polymorph

Polymorph Any Object (++)

Reduce Animal

Reduce Person

Reincarnate

Righteous Might

Shapechange

Statue

Stone to Flesh (+)

Wind Walk


Vegetation: A vegetation spell physically changes or manipulates plant matter

Animate Plants

Barkskin

Changestaff

Command Plants

Control Plants

Diminish Plants

Entangle

Goodberry

Ironwood

Liveoak

Plant Growth

Polymorph Any Object (++)

Repel Wood

Shillelagh

Spellstaff

Spike Growth

Transmute Metal to Wood

Tree Shape

Warp Wood

Wood Shape


UNIVERSAL[edit]

Arcane Mark

Limited Wish

Permanency

Prestidigitation

Wish


Back to Main Page3.5e HomebrewOther

AuthorIdeasmith +
Identifier3.5e Other +
Rated Bybalmz +
RatingRating Pending +
SummaryMore subschools, because why not. +
TitleMore Subschools +