Arcane
Specializes in Elemental magic and time manipulation.
Spells include: Fire Darts, Fireball, Mirror Image, Energy Negation, Sleep, Ice Orb, Ice Storm, Mist Form, Aqua Breath, Flood/Drown, Lightning Bolt, Chain Lightning, Time Stop, Haste, Mass Haste, Quick, Gust of Wind, Crush, Stone Skin, Telekinesis and more.
Divine
Specializes in manipulating Divine energies, such as Holy lights, Divine Shields, Healing, etc. Divine spellcasters must remain Good aligned at all times. If they lose Good alignment, they lose their Divine spellcasting abilities.
Spells include: Holy Lights, Divine Shield, Heal, Mass Heal, Divine Power, Holy Sword, Sacred Flame, Blessed Hammer, Raise, Divine Resistance and more
Shadow
Specializes in summoning creatures to fight for you, controlling negative energy, life stealing and manipulation, and teleportation between shadows, among other effects.
Spells include: Summon Skeletons, Drain Life, Mass Drain, Steal MP, Teleport, Mass Teleport, Shadow Merge, Invisibility, Mass Invisibility, Petrify and more.
I'll have lists eventually of about 20 to 25 spells of each school when I'm done designing this new skill scheme.
What do you think of these?
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I mean, they've been done in other systems of course. What id like to see though is somewhere where druids are a thing and manipulating nature itself would be in the list. Also does arcane cover reality warping or is that too powerful for your campaign?
Arcane covers reality warping, subject to Game Master's approval. Typically, a boss enemy would have this ability. Nothing is "too powerful for the campaign" because players get to keep their character through very high levels if they choose to keep playing the same character that long. It can theoretically go beyond character level 99 if the players keep characters that long.
Druid abilities and Summoning is something I'm considering, just haven't worked out the balance of it yet for my more advanced RPG.