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Old 11-25-2013, 08:15 PM   #1
jamesfoxbr
 
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Default [RPM] D&D Schools of magic

Sorry my bad English.
I am planning a campaign in Forgotten Realms setting using Gurps and I think the best magic system to use is RPM (because the system from Gurps Magic... well, you know have some problems). I'm indecisive if I use the original RPM paths or if I try create new paths based on the Forgotten realms/D&D magic Schools (Abjuration, Divination, Necromancy, etc). The problem is because the schools don't fit well with the Effects because some schools are similar to Effects, Like the Transmutation School for example similar to Transform. I need ideas about this and decide if I use the original paths or make some change
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Old 11-25-2013, 08:21 PM   #2
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Default Re: [RPM] D&D Schools of magic

Pulled this from DragonLance Adventures (AD&D 1E).

Quote:
Originally Posted by DragonLance Adventures
Abjuration magics are primarily concerned with the prevention and exclusion of particular magical and nonmagical effects, situations, or individuals, and include most spells of protection, avoidance, and repellence. Examples include protection from evil spells, spells that dispel magic, and the anti-magic shell spells, among others.

Alteration spells modify existing conditions or individuals through the infusion of magical
energy. Spells that give the recipient enhanced Strength or the ability to fly, those that transform substances (polymorph self or others) and spells that have general effects (move earth or lower water) are all alterations.

Conjuration/Summoning spells are a combination of two separate magics in variable
quantities: The conjuration part brings additional matter from elsewhere, while the summoning portion creates a duct between the caster and some greater magical power. Spells that summon existing animals or monsters in an area, bring into being on this plane extradimensional creatures (such as elementals, for example), or use such creatures' power (such as a wish or power word) are conjuration and summoning magics.

Divination spells are those that uncover information that is otherwise hidden under
normal circumstances and include spells that detect magical effects, invisibility, and the
like, those spells that predict hidden or future events, and those that place the caster in contact
with powerful extradimensional creatures but do not involve direct action by those creatures.

Enchantment/charm spells place a dweomer on the target individual or item that
radiates a magical aura. On physical items it is normally used to invest an item with magical
powers (such as deeppockets or bind), but is more commonly used to induce particular
emotional or mental states in living targets (such as animal friendship, forget, and Otto's
irresistable dance). The magic jar spell, which was originally listed as a possession spell, is
really an enchantment/charm spell.

Evocation and invocations both channel magical energy, using that energy to create
specific effects and types of matter. These effects include permanent features such as the
wall spells, forces such as the Bigby's hand family of spells, and temporary effects such as
lighming bolt or t~reball. Invocations are dedicated to a particular powerful extradimensional
being and are usually confined to clerics, while evocations involve utilizing ambient magical energy.

Illusion/phantasm spells create a false reality. This sphere includes the bulk of the spells
listed in the illusionist sub-class. Illusions alone create the apparent existence of items in
the minds of the viewers, while phantasms create a shadow reality that gives these illusions
the power to affect the viewer as if real.

Necromantic spells involve the health, hit points, or normal functioning of a living or
once-living target. Spells that increase or decrease hit points, cause or cure disease, or
restore lost souls to their bodies all are necromantic spells.
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Old 11-25-2013, 08:30 PM   #3
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Default Re: [RPM] D&D Schools of magic

This text don't talk about all schools. The problem is because some schools don't use all Effects correct. The school of Divination, for example, will almost all time use Sense and no others, and Transmutation will use almost time only Transform... this is the main problem.
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Old 11-25-2013, 08:42 PM   #4
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Default Re: [RPM] D&D Schools of magic

Provided the text so you can have something on which to build. :-)

It lets you know the gist of what each school does. :-)

From comments in other threads, it sounds like using the "Higher Purpose (insert your tradition)" would be the way to go. So, for instance, "Higher Purpose (abjuration) 1 [5]" would allow the casting of warding spells and dispelling magic at a +1 to skill level.
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Old 11-25-2013, 09:03 PM   #5
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Default Re: [RPM] D&D Schools of magic

I was thinking about another idea. How much is the Limitation cost for a One Schools Magery? (there is 8 schools)
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