
This makes sense to me, as mind vs matter. (I'll also confess I'm not fond of Spam Monster X spells in general- I think it's more interesting to either (A) negotiate for services, or (B) call upon your forest friends in a situation-specific manner.) In contract, the cleric can leave some of the finer details of implementation as a matter of faith in their patron.

NB: The reason why I'd tend to classify healing and necromancy as clerical specialties is partly because they have more of a moralistic good-v-evil component and require dominion over the soul & afterlife, but also because I like to imagine that wizards are subject to something resembling thermodynamic laws, in that (A) wizards have to know exactly what they're doing, and (B) it takes less skill to blow things up than to put things back together. I suspect with some shoe-horning and a little bit of custom fluff you could do that for each of the major schools' offings. If you wanted to get really reductive about it, you could probably boil all the various Cure X wounds, Regenerate and Restoration down to a single meta-spell, and maybe even extend that to cover the stat-booster abilities as well. Spells like Consecrate and Unholy Blight might need consideration as well.
Silence and Time Stop would probably be Abjurations. I'd argue that Bull's Strength, Cat's Grace, Eagle's Splendour and the like all clearly fall under 'The Body & Humours', so they'd lie along the healing-to-necromancy spectrum, not transmutation, and might not be accessible by wizards at all. One other caveat I'd raise is that you'd probably need to go through every spell and ponder carefully whether they really belong in a given category. One can actually argue that all other schools are either forms of Conjuration or rely on it heavily, simply because they involve action-at-a-distance and/or tapping the content of the Elemental Planes to spew out flame and frost and dirt and soda pop, etc.Ī lot of this is quite similar to Ars Magica, for what it's worth. A lot more flexibility, but a lot less control. By contrast, the wizard has to do the heavy lifting of finding and persuading a plausibly willing extraplanar creature, along with punching a wormhole through extradimensional space to bring them in for tea and biscuits. Clerics already have a hotline to their deity and the deity can delegate to extraplanar beings like archons and lemures, so getting in touch with the beyond is fairly straightforward, but the terms and conditions are already pretty well-defined. I would also imagine that Conjuration spells function differently for wizards and clerics. for the sake of consistency I'd take both away and make necromancy an exclusively clerical concern. Necromancy's natural opposite is Healing, and there's no obvious reason why wizards shouldn't get access to the latter through access to positive energy, so.


Conversely, if an illusion spell relied primarily on physical phenomena such as noise and light and force, couldn't it be classified as a specialised Evocation?Įvocation and Abjuration seem like natural opposites to me, with Transmutation fitting in as a 'neutral' option between. Divination makes sense to me, but Illusion seems to overlap heavily with certain Enchantment spells, insofar as they tamper with the memories or beliefs of the subject. Nifft has the thrust of it right, but I agree that D&D's school classifications are fuzzy enough that you run into problems.
