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Mini six magic specializations

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The idea is, if someone takes a specialization of magic it limits the spells they can learn. 

Trying for 12 spells each collection

Psionics

  • Charm

  • Clairvoyance

  • ESP

  • Illusions

  • Invisibility

  • Paralysis

  • Possession

  • Sense Danger

  • Slumber

  • Still Mind

  • Telekinesis

  • Teleport

 

Necromancy

  • Animate Dead

 

Summoning

  • Animal Growth

  • Beast Tongue

  • Conjure Elemental

  • Control Weather

  • Dark Vision

  • Earthquake

  • Fly

  • Growth

  • Light

  • Lightning Bolt

  • Resist Elements

  • Shape Change

 

Mystic

  • Charm

  • Clairvoyance

  • Dispel Magic

  • Divination

  • ESP

  • Hasten

  • Illusions

  • Invisibility

  • Light

  • Possession

  • See Magic Aura

  • Still Mind

 

Divine

  • Bless

  • Charm

  • Curse

  • Dispel Magic

  • Divination

  • ESP

  • Heal

  • Light

  • Paralysis

  • Resurrection

  • See Magic Aura

  • Slumber

 

Combat

  • Dark Vision

  • Death Spell

  • Dispel Magic

  • Fly

  • Hasten

  • Invisibility

  • Lightning Bolt

  • Paralysis

  • Sense Danger

  • Resist Elements

  • Slumber

  • Still Mind

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14 minutes ago, anlarye said:

Is that just using the spells in the barebones simple magic spell list of Mini Six?

Yes, plus the one from a setting about a rebellion that is a copy cat of star wars in the same book. 

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Necromancy

  • Animate Dead

  • Curse

  • Dark Vision

  • Death Spell

  • Dispel Magic

  • Divination

  • ESP

  • Hasten

  • Paralysis

  • Possession

  • Resurrection

  • Slumber
    34 minutes ago, anlarye said:

    Not a bad start using that system

    Thank you

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After a time away and returning to look at the rules.... I was thinking treating Magic as a general skill that you must take a subset of. 

Magic (Psionics) or Magic (Necromancy)

Then a specialization of Magic (type) would be a specific spell?

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