Dungeons & Delvers 2nd Edition: New Wizard Spell Categories/Schools
Not content to merely tuck a page or so of more-or-less new content into Dungeons & Delvers and pretend that it's a new edition (or tack on a bunch of pages of rules lifted from other, actually complete games), whilst overhauling armor, Wound Points and Vitality Points, and adding a bunch of new weapons, items, and monsters we're also reimagining wizard spells.
In the default/implied setting the world was largely cobbled from but a portion of the remains of four primordial titans. Each is associated with a specific classical element, and this inherent resonance connects these innermost planes at a metaphysical level, thereby making it comparatively easy for wizards to detect, draw upon and manipulate.
The elemental categories are:
- Aeroturgy: These spells primarily derive energy from the corpse of Nashalamayim; The Ruinous Tempest.
- Hydroturgy: These spells primarily derive their energy and matter from the corpse of Veshataraf; the Crushing Depths.
- Pyroturgy: These spells primarily derive their energy from the corpse of Akharalahat; the Consuming Inferno.
- Terraturgy: These spells primarily derive their energy and matter from the corpse of Sachavuteresh; the Grinding Stone.
Other categories include:
- Astrallugry: For spells that don't neatly fit into other categories. These involve channeling and rapidly resonating raw astral quintessence, forcibly drawn from the Astral Plane if necessary. This is fairly difficult for a mortal to perform and so makes them generally more Drain intensive and/or limited in scope and duration.
- Demonurgy: Spells that summon the damned and demons and bind them to serve you. Also effects from the infernal planes (located beneath the Underworld), such as conjuring walls of hellfire and fields of frozen traitors.
- Necroturgy: Spells that summon and bind the spirits of the dead, and generate other effects derived from the Land of the Dead (ie, circle of death and such).
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