Revised Universal School

Recently thru the AD&D listserv, a discussion was fired up about the feasibility of an "all" school for mages, as there exists an All sphere for clerics. My participation in the debate started me thinking about this topic as I'd not done before. Was the idea of an All school viable, and what should it include if it was?

Presented below is the answer to my question. The "Universal", or All, school for mages in it's full glory. But first, a little more info and some additional history on the subject. Most of my ideas reflected below are a result of the All school discussion on AD&D-L, but some additional help arrived just as I was putting the finishing touches on the article. Having newly acquired a copy of the Player's Option: Spells & Magic sourcebook, was I surprised to discover that TSR had (barely) beat me to the punch by introducing their own All school! Shocked, surprised, and actually a little hurt I was, but was still glad to see the All school has made it as an "official" rule.

However, I found the proposed Universal school to be nearly as bad as the problems it was designed to fix. What are the initial problems, you ask? Well, as you know, there exists in the core rules of AD&D a school known as the Lesser Divination school. All mages, including every type of specialist mage, have access to this school The school possesses several minor spells that virtually all mages need to get by, such as Read Magic, Detect Magic, and Identify. However, it also contains certain spells that have no need to be made "universal" - spells such as ESP, Clairaudience, and Clairvoyance are prime examples of such unessential spells.

So, there exists this problem with the Lesser Divination school. To add to that, there are several other spells that *don't* belong to this school that *do* sound like good candidates for universal access. The most often brought-up example is Dispel Magic, along with other spells like Find Familiar that are often considered fair to allow to all mages, regardless of specialty.

The idea forms..... why not create a new school of magic, a school that gathers in essential spells from all the other schools, not just Divination? Sounds like a workable plan, but then TSR surprises us all with their own Universal school! But (fortunately for me!) there are still problems. TSR's suggested school contains some spells that don't seem that essential. Do all mages really require access to Teleport Without Error? Remove Curse? Astral Spell? Not likely.

Finally, we arrive to my own suggested Universal school of magic. Taking the best of my fellow's ideas from AD&D-L, TSR's own concept of what an All school should be, and a slight amount of my own inspiration, and voila! Instant Universal School!

The list below mainly consists of "metamagical" spells - spells that affect how other spells work, which should probably be within the grasp of all potential mages. These spells affect how the caster's own spells operate. Is there a sound reason why, for example, an illusionist shouldn't be able to Augment or make Contingent his own illusionist spells? The concept of a metamagic school has much in common with an All or Universal school, and it is this former concept that primarily shapes my ideas below.

Of course, feel free to add, subtract, and in general totally alter the below suggestions. If you do feel that Teleport is absolutely an essential spell for mages, then by all means add it back! Have fun!


Universal School of Metamagics

1st

Cantrip (all schools)

Detect Magic (divination)

Find Familiar (conjuration/summoning)

Identify (divination)

Read Magic (divination)

2nd

Sense Shifting (ToM, alteration)

Vocalize (CWHB, alteration)

3rd

Alacrity (ToM, alteration)

Augmentation I (ToM, invocation/evocation)

Dispel Magic (Abjuration)

Far Reaching I (ToM, alteration)

Squaring the Circle (ToM, alteration)

4th

Dilation I (ToM, alteration)

Divination Enhancement (ToM, evocation)

Extension I (alteration)

Far Reaching II (alteration)

Mordenkainen's Celerity (ToM, alteration, invocation)

Rary's Mnemonic Enhancer (alteration)

5th

Extension II (alteration)

Far Reaching III (ToM, alteration)

Safeguarding (ToM, abjuration)

6th

Augmentation II (ToM, evocation)

Contingency (Evocation)

Dilation II (ToM, alteration)

Enchant an Item (enchantment, invocation)

Extension III (alteration)

Mordenkainen's Lucubration (alteration)

7th

Persistence (Sp&M, invocation/evocation)

Semipermanency (DK, alteration)

8th

Permanency (alteration)

9th

Chain Contingency (ToM, evocation)

Mordenkainen's Disjunction (alteration, enchantment)



(X) = spell's normal school affiliation
ToM = Tome of Magic sourcebook
CWHB = Complete Wizard's Handbook
Sp&M = Player's Option: Spells & Magic
DK = Dragon Kings