It's two schools. Say you wanted to be an Invoker to blow things up, your two opposition schools were enchantment/charm and Conjuration/Summoning. Divination was an oddball, opposed only by Conjuration and Summoning. Lesser Divination were spells under 4th level and all wizards could learn them regardless of opposition.
I kind of miss that, and wish that was still a thing.
I think 3rd edition did a different number based on which school you picked and which schools you were trying to keep and that could hit up to 3 schools if you wanted to keep some of the more traditional opposition schools
I wish there were more subclasses that combined two schools of magic, like the War Wizard does. You could do both Evocation and Necromancy magic to suck out the life of enemies and heal allies (Lifedrinking Magic), combine Illusion and Enchantment magic to mind control people with scintillating images (Hypnomancy), merge Transmutation and Conjuration magic to summon objects from Limbo that change shape, material, and size all with the will of your mind (Limbo/Chaos Magic), protect others with both Divination and Abjuration magic by using your future-predicting magic to protect others (Omen-Warders), and so on.
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Please check out my homebrew, I would appreciate feedback:
That's quite a bit difference. Chronurgy is the manipulating of time, while Divination is more just "seeing things", typically through scrying sensors or predicting/determining the future. There is some overlap between Chronurgy and Divination, but it's not that big of an overlap, IMO.
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Please check out my homebrew, I would appreciate feedback:
As for making the sub classes special, 2e too a limited degree had designed some specialist only spells. Like necromancy had a animate animal spell at level 1, but only necromancers could cast it. They only did it for like 2-3 schools, i think schools they kind of felt didn't have enough spells in them. I wouldn't necessarily recommend better spells, like they should remain balanced but unique spells would be a interesting add. Like I'm still pretty disappointed that a necromancer can't animate all the things you bump into, like let them animate ogre bodies etc. Have a range of animate spells or maybe for them they have the option of when upcasting animate dead to animate more powerful skeletons and zombies.
Matt Mercer did that — he combined Divination school with the Optimization school and created the Chronurgy Wizard.
isn;t it in the you play as like demi gods book. I kind of have the impression its not meant for normal play.
It's in the Wildemount book on Matt Mercer's homebrew world.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I wish there were more subclasses that combined two schools of magic, like the War Wizard does. You could do both Evocation and Necromancy magic to suck out the life of enemies and heal allies (Lifedrinking Magic), combine Illusion and Enchantment magic to mind control people with scintillating images (Hypnomancy), merge Transmutation and Conjuration magic to summon objects from Limbo that change shape, material, and size all with the will of your mind (Limbo/Chaos Magic), protect others with both Divination and Abjuration magic by using your future-predicting magic to protect others (Omen-Warders), and so on.
It’s a good approach…I even tried a homebrew subclass that combined Divination & Conjuration magic.
Called it the “Wayfarer Magic” subclass…emphasis on teleportation magic & gathering information about the landscape to create a Wizard who specializes in traversing hazardous places.
They could teleport allies & themselves around to avoid damage…their higher level ability gave them a free casting of “Commune With Nature”; except it did not have the restriction of not working within towns or structures.
The flavor was that they preferred field work when studying magic or magical phenomenon…eventually expanding to other planes.
I wish more wizard subclasses fundamentally changed the class on some level... The bladesinger does it.. but every other wizard behaves in a very similar fashion... very "safe" I guess.
One reason I have trouble playing wizards tbh, their subclasses just never feel very inspiring and tend to lack particularly eye-catching and character defining abilities like so many other paths for other classes do.
Bladesinger kind of hits the mark, but only if you want to go all in on that concept.
Scribes does some cool stuff and some of the Strixhaven subclasses look pretty neat too... but a lot of the rest just don't.
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I think 3rd edition did a different number based on which school you picked and which schools you were trying to keep and that could hit up to 3 schools if you wanted to keep some of the more traditional opposition schools
I wish there were more subclasses that combined two schools of magic, like the War Wizard does. You could do both Evocation and Necromancy magic to suck out the life of enemies and heal allies (Lifedrinking Magic), combine Illusion and Enchantment magic to mind control people with scintillating images (Hypnomancy), merge Transmutation and Conjuration magic to summon objects from Limbo that change shape, material, and size all with the will of your mind (Limbo/Chaos Magic), protect others with both Divination and Abjuration magic by using your future-predicting magic to protect others (Omen-Warders), and so on.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Matt Mercer did that — he combined Divination school with the Optimization school and created the Chronurgy Wizard.
That's quite a bit difference. Chronurgy is the manipulating of time, while Divination is more just "seeing things", typically through scrying sensors or predicting/determining the future. There is some overlap between Chronurgy and Divination, but it's not that big of an overlap, IMO.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I got all that rich flavor for this sub-class — my point here is how powerful and probably broken is Chronurgy Wizard.
isn;t it in the you play as like demi gods book. I kind of have the impression its not meant for normal play.
As for making the sub classes special, 2e too a limited degree had designed some specialist only spells. Like necromancy had a animate animal spell at level 1, but only necromancers could cast it. They only did it for like 2-3 schools, i think schools they kind of felt didn't have enough spells in them. I wouldn't necessarily recommend better spells, like they should remain balanced but unique spells would be a interesting add. Like I'm still pretty disappointed that a necromancer can't animate all the things you bump into, like let them animate ogre bodies etc. Have a range of animate spells or maybe for them they have the option of when upcasting animate dead to animate more powerful skeletons and zombies.
It's in the Wildemount book on Matt Mercer's homebrew world.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
It’s a good approach…I even tried a homebrew subclass that combined Divination & Conjuration magic.
Called it the “Wayfarer Magic” subclass…emphasis on teleportation magic & gathering information about the landscape to create a Wizard who specializes in traversing hazardous places.
They could teleport allies & themselves around to avoid damage…their higher level ability gave them a free casting of “Commune With Nature”; except it did not have the restriction of not working within towns or structures.
The flavor was that they preferred field work when studying magic or magical phenomenon…eventually expanding to other planes.
One reason I have trouble playing wizards tbh, their subclasses just never feel very inspiring and tend to lack particularly eye-catching and character defining abilities like so many other paths for other classes do.
Bladesinger kind of hits the mark, but only if you want to go all in on that concept.
Scribes does some cool stuff and some of the Strixhaven subclasses look pretty neat too... but a lot of the rest just don't.