This is an effort to create the resource I’ve been wanting to see. Whenever I’ve been creating spell lists, especially minimalist ones, I’ve always worried that I’ve left off something necessary or oft-expected. To solve that problem, I’ve gone through my library of fantasy RPGs and recorded all the spell effects that recur enough to be noteworthy. The ultimate thesis I came to is this: these are the 10 categories of magic that most frequently recur in medieval fantasy dungeoneering games, and as such a well-rounded spell list should have at least one of each type of spell to feel like it covers all the bases. Below, each category is expounded into its relevant tropes and archetypes for an individual designer to adopt or reject at their leisure. If I forgot anything, please let me know in the comments. I want this to be as complete a resource I can make it (for very selfish reasons.)
ARCHETYPAL SPELL “SCHOOLS”:
1 Elemental magic
2 Enchantment magic
3 Social magic
4 Summoning magic
5 Divine magic
6 Health magic
7 Illusion magic
8 Sensory magic
9 Movement magic
10 Dungeon magic
ELEMENTAL
- HARMFUL ELEMENTAL
- Elemental damage (prominently fireball, lightning bolt, and magic missile)
- Gas cloud, obfuscating and poisonous
- Weather control/magical weather (particularly ice storms, earthquakes, and insect plagues)
- UTILITY ELEMENTAL
- Elemental wall (prominently fire and stone)
- Elemental resistance
- Elemental form
- Produce/destroy water
- Manipulate earth
ENCHANTMENT
- OBJECT ENCHANTMENT
- Mending
- Invulnerability
- Ensorcel item (particularly weapons)
- Create item (particularly food/drink and magic items)
- BODY ENCHANTMENT
- Stat boost
- Size manipulation (particularly plant hypergrowth)
- Shapeshift (particularly into animals)
- Incorporeality
SOCIAL
- CHARM
- Make friendly
- Single-word command
- Long-term command
- Induce confusion/insanity
- NONVIOLENCE
- Read/speak language
- Compel truth
- Induce sleep
SUMMONING
- NATURAL CREATURES
- Familiar
- Beast/swarm/steed
- Monster
- SUPERNATURAL CREATURES
- Elemental
- Demon
- Angel/hero
- Exorcism/banishing
- EXOTIC SUMMONS
- Animate objects
- Invisible servant/familiar
DIVINE
- INFLUENCE
- Turn of fortune, good and ill
- Manifestation/summoning of spiritual entity
- DIVINATION
- Question, binary and open-ended
- Conversation with spiritual entity
HEALTH
- WEAL
- Heal wounds
- Heal ailments (diseases, curses, handicaps, etc.)
- Raise from dead
- WOE
- Inflict ailment (diseases, curses, handicaps, etc.)
- Necrotic/vampiric touch
- Reanimate as undead (particularly zombies and skeletons)
ILLUSION
- GENERAL
- Monosensory
- Polysensory (particularly terrain)
- Obfuscation (particularly darkness, invisibility, and silence)
- SPECIFIC
- Appearance modification/disguise
- Manifestation of a target’s fears
- Clone, real or illusory
SENSORY
- SHORT-RANGE
- Sense magic
- Sense “evil”
- Sense “traps”
- Read thoughts/telepathy
- LONG-RANGE
- Remote seeing/scrying
- Locate (particularly objects)
MOVEMENT
- MUNDANE
- Speed/jump boost
- Exotic mobility (climb, swim, etc.)
- Flight
- INSTANTANEOUS
- Portal use (circle, doorway, tree, etc.)
- Extemporaneous teleportation
- Recall to safety
- Interdimensional/interplanar teleportation
- RESTRICTION
- Restraint (particularly ropes/spider webs, paralysis, and petrification)
- Extradimensional prison (particularly with physical totem, i.e. soul jar)
DUNGEON
- DUNGEONEERING
- Produce light (particularly sun/moonlight)
- Un/lock
- Telekinesis (particularly with spectral hand)
- Disintegration
- ANTIMAGIC
- Block/undo magic
- Ward (particularly against weapon use, magic, and “evil”)
I hope this proves as useful to you as it hopefully will for me. Thanks for reading, and happy gaming.
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