The DiD Factory

Wednesday, November 22, 2006

Dice Master

Ok, I get the Conjure/Summon thing.

The reason why I called the Faith/Ritual stuff domain, is because it comes from some extraplanar power. Hedge/Hermetic was more about formulae, so schools sounded good. Priests don't really seem to be in a school of magic to me. Could we say there are four magic disciplines?

Either way, our stuff is pretty close. I like how you got rid of some overlap like enchantment and artifice. I think necromancy, life, and death might be redundant. You don't have priests giving curses. I need some examples for Martial. Without Artifice for Ritual, Green Man must be sacked. Also, Hedge and Ritual had six each. I am going to do a mix:

Priest Domains
Abjuration (protection, wards)
Anointment (Blessings)
Divination (Scry, information)
Exorcism (Banishment, curse removal)
Nature (Plants and animals, weather)
Necromancy (cure, hurt, raise dead, draining)
Possession (Charm, geas)
Radiance (Light, warmth)
Summoning (demons, avatars)
Wrath (curses, damnation)

Hermetic Schools
Abjuration (protection, wards)
Alteration (Disguise, light, fly, wish)
Annihilation (Dispel magic, disintegrate)
Artifice (Building golems and servants, enchantment)
Astromancy (Teleport, dimension door, planeshift)
Charm (Charms)
Divination (Scry, information)
Evocation (Fireballs, wall of fog)
Horology (Speed, timeportation)
Summoning (Get a xorn)

Hedge Schools
Alteration (Disguise, levitation)
Artifice (Building golems and servants)
Charm (Charms)
Divination (Scry, information)
Illusion (Illusions)
Jinxes (Fumbling, stink, etc…)

Ritual Domains
Anointment (Blessing)
Cannibalism (eat hearts, souls, you lose I gain)
Divination (Scry, information)
Sacrifice (Sacrifice for gain, blood pact, drink deep)
Summoning (Demon summoning)
Voodoo (disease, blind, curse or wierd stuff)

I took necro from ritual. Once it involved life and death, it didn't seem right. No cure or cause for the witch.

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