Any wish for new spell schools for final rulebook?


Prerelease Discussion


I know it's probably too late for the playtest, but it is a question that's really bugging me (regarding in-game balance between spell schools).

Specifically regarding Conjuration and Transformation, the two classically overpowered schools (for they can easily creep on the niches of other spell schools, or also often, entire classes just by themselves). How would you split and pilfer spells from these two to create (a) new school(s) of magic spells?

Also, reorganizing spells into other (new or old) schools that fit them better is already a thing (as healing spells properly sorted into Necromancy in PF2), so such suggestions are also welcome.


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Breaching planar boundaries with living matter is the school of conjuration. This doesn't work with nonliving matter unless it is carried, so things like conjuring ice or acid no longer exist. Covers teleporting, plane hopping, and summoning/calling.

Manipulating base materials into physical objects, and changing physical properties of inanimate objects is the school of transmutation. This takes those acid/ice conjuring powers and reskins them as freezing water on the spot or turning a token amount of wood and stone into great walls or small cottages. Also takes spells that improve weapons or repair equipment.

Manipulating living creatures to give them new bodies or properties is the school of polymorphing. This covers size changing, stat boosting and skill boosting. Doesn't cover abilities that aren't a result of changing the creature itself.

Manipulating the properties of reality around a creature or point in space is a new school, call it editing for lack of a better term. This covers powers that move things around like telekinesis and levitate and fly, you are now editing gravity to function by mental commands instead of mass. It also covers abilities that alter the flow of time, as you are telling time to function by mental commands and not whatever parameters it operates under.

Won't be totally balanced, and will have some overlap, but it will at least split some of this up. Also, editing is a terrible name IMO, I just can't think of anything else right now. EDIT: Anyways, that's my crack at it.


Lucas Yew wrote:

I know it's probably too late for the playtest, but it is a question that's really bugging me (regarding in-game balance between spell schools).

I think the categories are fuzzy and arbitrary enough as is. Besides, from a setting perspective, Golarion has some really established material and history that there are just seven schools of magic. So if anything, an axe should be taken to divination.

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