A "Human" wizard arcane school


Homebrew and House Rules


Hey all.

Bit of background info, we are starting a game at around 6th level set in Golarion. The general game theme is going to be archeology, lost and ancient kingdoms so I thought I'd make a wizard who is fascinated with what he calls "human magic". The magic of ancient Atzlant, Thassilon etc. He's trying to unite them in a General Theory of Human based magic.

OOC I thought that it would be cool to have a wizard version of the Imperious sorcerer bloodline. The problem I'm having is deciding what kind of spells should go into this 'school'.

I thought perhaps that a school exemplifying the most common human traits/drives might work.

These being:
Passion, intensity, drive. Humans generally the most driven of the races given their relatively short lifespan. Can also be very zealous in beliefs.

Diplomatic and accepting. Humans usually create the most multi racial nations. And we screw anything..

Dominating and conquering. Humans tend to view the world as something to be tamed and conquered. A mountain range isn't a barrier, its a problem to be solved. Wild animals are driven off or domesticated. etc

Mentally versatile and adaptable. Humans change to their circumstances mentally rather than physically. Other races have actual subraces adapted to different environments while humans simply have different cultures and skills.

What do you think?


No ideas, comments or criticisms?

Anyway, I had another thought. Perhaps instead of a single arcane school, perhaps it would work better as a new way of organising magic? The way elemental mages split magic into the 7 elements (including void, wood and metal). Or the way Thassilonian mages saw 7 schools rather than 8.

I thought that perhaps each of the Humanity traits I outlined above could be the basis for a new school of magic, incorporating spells from any of the 'traditional' schools but organised by how they exemplify Humanity.

For example: Passion/Drive could have spells that evoke emotions, grant morale bonuses(or penalties). Probably mostly enchantments but a few necromancy or transmutations could be involved.

Diplomacy/Acceptance could be persuasive or manipulative spells, protective spells that absorb or negate harm, communications. So enchantments, abjurations and transmutations.

Domination/Conquering might be control spells, direct damage, summoning and binding, transporting(? can't conquer somewhere if you can't get there. bit of a reach though). So enchantment(domination), evocations, conjuring.

Versatility/Adaptation could be spells that grant multiple or variable abilities, such as Trifold Aspect, or those that allow the caster to decide the form the spell takes at casting such as Shadow evocation or Guidence. Anything that gives a 'floating bonus'. I'd say mostly transmutation with some enchantment and illusion(shadow).

Any feedback, comments etc would be greatly appreciated.

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