Spellcasting General Changes
There are no longer unique spell lists based on class in this system. Instead they are linked to the caster’s elemental affinity and the elemental branches they are able to utilize.
New Schools of Magic
While the old schools of magic could be used for classification, most things would just fall into conjuration and evocation with a few into transmuation. As such, new schools of magic have been created to help with classification.
Magic that creates a very temporary amount of an element to attack with. The created energy or object doesn’t last more than the few seconds it is used to attack with.
Magic that uses an element to create objects like walls, weapons, and tools. The school focuses on creating lasting effects.
Similar to structural magic, this school usually creates a type of physical substance but is more malleable by nature. The school focuses on modifying the terrain and area around it to cause effects.
Magic that modifies the physical aspects of something that already exists. A lot of healing and empowering magic can be found in this school.
This school focuses on debilitating effects on the environment and individuals. Ailments and force effects can be found in this school.
Elemental Trees and Branches
All magic is tied to one of the five elements, Wood, Fire, Earth, Metal, and Water. These five major groups are referred to as Elemental Trees. On each of these Trees are several Elemental Branches, disciplines that focus on specific aspects of the major trees. These branches determine which spells a spellcaster can use. All of the branches are tied closely to one of the Magic Schools but it’s not uncommon to see a spell of a different school on one of the branches.
Each element has one branch called its fundamental branch. A fundamental branch is a branch all users of magic know for their element. If you can use an element you can use its fundamental branch.
Some branches are so rare few know they even exist or are so taboo that it’s use could put you into serious trouble. Being able to use one of these branch’s spells requires story reasons that must be discussed with your DM before hand.
Plant: Fundamental Branch. Evocation and Structural Magic. Create structures of wood, vines, and other plant material. Of the structural magics, plant focuses more on producing large quantities of plant matter at a distance over durability.
Toxin: Restricted Branch. Manipulation Magic. Create debilitating effects by creating venoms, poisons, and other ailments. Well known for its ability to bypass a creature's barriers. Is restricted due to its purely harmful nature making it taboo and against the laws of the cities.
Health: Transmutation Magic. Create healing herbs and poultices to heal wounds and ailments. This type of healing is often known for its long term abilities and preventative nature. If you find yourself sick you’re likely to be directed to a Health based caster to alleviate your symptoms.
Wind: Evocation and Environmental Magic. Control the air around you to push, pull, and injure. Wind users have commonly been employed to deliver messages over long distances due to their unique abilities.
Flame: Fundamental Branch. Evocation and Environmental Magic. Create and snuff out fire and heat to burn and injure targets. Flame spells often produce powerful effects in a small area.
Light: Restricted Branch. Manipulation Magic. Manipulate light to blind or create mirages to mimic distant or nearby objects. This branch is restricted simply due to it being a rarity amongst people that can manipulate light but it is not at all unheard of.
Clay: Evocation and Structural Magic. Create structures from clay or brick. Clay is well known for its malleable and quick hardening. It’s best at producing large quantities of material in a short amount of time.
Soul: Transmutation Magic. Self affecting magic used to fight off disease, heal wounds, or strengthen the body. Some of the best fighters utilize this magic due to its empowering abilities allowing them to sustain themselves as they fight.
Rock: Fundamental Branch. Evocation and Structural Magic. Create rock, stone, and crystal to form structures. Rock structures tend to be durable but also plentiful. It is considered the middle ground of all the structural magicks.
Sand: Environmental Magic. Create sand to push and pull targets, damaging them in the process. Sand is one of the rarer types of magic not due to its difficulty but due to most not having opportunities to utilizing it. It is far more common in desert environments.
Gravity: Restricted Branch. Environmental and Manipulation Magic. Control weight and forces applied to it to lighten or burden targets. This branch is restricted for two reasons. The first is its rare for someone able to utilize the magic. The second is due to some taboos against it due to old stories of terrorists completely bringing a large city down into the earth hundreds of years ago. Now practitioners of the magic are often placed on watch lists.
Power: Transmutation Magic. Improve physical qualities of a target to make them stronger. Many power magic users can find themselves in commanding positions of guilds that rely on physical labor due to their abilities to heighten the physical traits of their workers.
Forge: Fundamental Branch. Evocation and Structural Magic. Create objects made of iron and steel. The strongest of the structural magicks but also the hardest to create a mass amount of anything it creates. What it makes is usually precise and well suited for its use.
Nimbus: Evocation and Environmental Magic. Create clouds to produce rain or lightning. Due to recent technological advances, nimbus casters are finding employment as generators for crude batteries and other types of electrical storages.
Blood: Restricted Branch. Manipulation Magic. Manipulate blood to produce debilitating effects. This branch is often thought to be a myth but even still there are laws against its usage and many taboos exist to sway against its practice.
Ether: Transmutation Magic. Manipulate magic at its source to empower magical abilities. Those that wish to study the spirits of the land are necessarily required to be able to manipulate the ether.
Fluid: Fundamental Branch. Environmental Magic. Create water and manipulate its forces to push and pull. Water elementalists often find their abilities useful in a vast array of situations due to their ability to easily create water. Many of their abilities require water to be present to be able to utilize, but when there is they can easily cause devastating effects.
Ice: Evocation and Structural Magic. Create structures made of dense ice. Ice structures, while durable and easy to create, are not known for their long lasting abilities. Heat often causes their structures to melt and casters focused on building with it find their abilities best suited for colder climates. That said it is well suited for temporary solutions such as in battle.
Restoration: Transmutation Magic. Healing magic focused on improving a person’s natural healing ability. The other type of healing magic often known for being better at healing in emergency situations.
Time: Restricted Branch. Transmutation and Environmental Magic. Manipulate how time flows in a small area to speed up or slow down targets. Restricted due to its mythological connections. It is the rarest type of magic ever imagined and no practitioners of it are known in anything beyond fantasy.
With the introduction of the elemental magic system spells have gotten a drastic change. Instead of the more Vancian form of magic DnD utilizes I wanted to experiment with more modular spells while still sticking within DnD’s core systems. Below are some of the new features used to describe spells.
Each spell is now a family of spells with a list of specific spells within. Inside each spell you will see the elemental branches that can cast it and the changes that branch has on the spell's effects. If a branch is not in the spell’s family that branch cannot be used to cast the spell. These spell variations can be found beneath each spell listing in green and are considered spells when selecting them as spells known. A spell family is not a spell.
A lot of spells now have qualities of it change based on both spell slot level and the branch it was cast with.
Some spells in a spell family require a higher level than their base family. The required slot level is listed here.