This post was inspired by a spell description that the players discussed in the 3d6 Down the Line podcast (I can’t recall which episode). The spell provided a haste-style effect, but instead of transmutation or similar, it was actually illusion magic – it fooled the recipient into thinking that they weren’t actually tired and had more energy available to go fast.
What if we pick spells and schools randomly, and then try to work backward to explain how that would possibly make sense? These could create some interesting forms of magic, or imply unusual worldbuilding choices. We’ll also list more sensible alternatives.
Telepathy
Current school: Evocation
Random conversion prompt: Conjuration
The sensible alternative: Divination
Well, I suppose you’re "conjuring" thoughts in someone’s head… but generally conjuration is distinguished from other magic by “creating a tangible thing.” So perhaps a conjuration-themed form of telepathy actually externalizes the thoughts sent in either direction, making them externalize as literal manifestations of the transmitted thought.
Spells like Detect Thoughts are divination spells, so it would make sense if another spell meant to connect to another mind would land in the divination school as well. Looking through the other communication spells, it’s interesting how they differ. Note that Sending, like Telepathy, is evocation, but Message is… transmutation? Weird.
Web
Current school: Conjuration
Random conversion prompt: Necromancy
The sensible alternative: Transmutation
We can make this one work, but you’re not going to like it. Spider silk is made of protein, like human hair. A necromantic web spell manifests the lingering hair of the dead to form its binding strands. Gross.
Transmutation would be the more obvious choice, as many transmutation spells mimic animal and monster abilities, and this would bring it into line with Spider Climb. In moving from conjuration to transmutation, the webs should not appear out of thin air but rather be a transformed spell component, or the caster briefly gaining Tobey Maguire-style spinnerets.
Awaken
Current school: Transmutation
Random conversion prompt: Enchantment
The sensible alternative: Necromancy
Awaken is a spell that grants average intelligence to a beast or plant. It also charms them, so Enchantment is the next most-obvious choice. But it suggests an interesting worldbuilding difference. If you transmute a creature to make it more intelligent, you are creating intelligence where none was before. Whereas if you enchant a creature to make it intelligent, it suggests that the intelligence was inherent within the creature, and you are merely coaxing it out.
None of the other schools make much sense for what Awaken does. But Necromancy could work if we assume that the intelligence actually comes from a deceased spirit that is bound to the animal or plant. That would explain the human-level intelligence.