Post by shadowyshinobi on May 21, 2011 12:43:55 GMT -6
abjuration - thinking of renaming. it handles protective magics such as barriers as well as dispellations. it should however also be the magic of magics. manipulation magic as well as analysis and such things. controling and altering pre-existing spells
example spells: protective barriers against specific things (not just a catch all protection), dispel, analysis of spells and magic items, simple bindings and cage like spells for containment.
conjuration - the arts of calling something from somewhere else such as a creature, an object, or a form of energy. conjuration does not manipulate the called object to great detail however. it is also banishing or teleportation sending objects about the axis of space. it does however manipulate location.
example spells: summoning of energies, objects, or creatures, teleportation, portals, banishment, warding against teleportation or summonings, manipulations of location, warps in space and location, pocket dimensions, scrying on remote locations.
enchantment - manipulation of the mind. psychological exploration, behavior control, emotions, and what not. could be blended with illusion to expand on the school. they're abilities are similar enough. kind of like a genjutsu school really.
Illusion - creating illusions which deceive the senses or the mind. should probably blend with enchantment
combine and rename as Glamour
example spells: mind reading, subtle persuasions, transfer of emotions, manipulation of emotions, sensory illusions, sensory deprivation, invisibility, suggestion/hypnosis, mind control, mind delving 9diving into the subconscious of a subject, alteration of color, unreal disguises.
evocation - manipulation of energies. energies being fire heat light sound radiation kinetics darkness gravity.
example spells: creation of fire, lightning, sound, light radiation, gravity, or kinetic force or darkness. manipulation of these forces, intensifying, cancelling out of, or alteration of these forces, creating uniquely propertied versions of these forces like a flame that burns underwater or a visible type of sound.
necromancy animancy - manipualtes the dead and death energies as well as souls and the animating forces of life which are much more difficult to harness than that of unlife. this magic would also deal with ghosts of both people objects.
example spells: soul testing, soul tampering or removal, manipualtion of a life force, complex healings, raising of zombies, temporary resurrection of the dead (for a steep cost), control over and altering of the dead, animation of objects (this requires some blending with transmutation), speaking with the departed.
transmutation - alteration of properties of basically anything. Transforming, transmuting, reshaping, granting new properties
example spells: transmutation of a substance, alteration of an object's shape, transforming one's self or another into something else, imbuement of magical properties, removal of certain properties, temporary addition of new or unique properties, size alteration, or simple manipulation of an object's function such as unlocking a lock, opening a door, or activating a device. also physical alterations or increase or decrease of a stat such as increasing strength or lowering constitution. Simple healings (those not involving things necessary for life such as cuts bruises or knitting together of flesh or bone, not good for organs)
Time/Fate - manipualtion of the weave of destiny and time. not taken to the extreme. simple slowing oftime perhaps for one object or a small area, reading the past or future though the future constantly shifts too much to be incredibly accurate. putting simple destinies on objects such as making sure an object reaches a certain place, blessing an area for good luck, bad luck, oaths, and the altering of probability. can move things but not people through the axis of time. deals with the ghosts of events.
example spells: scrying into the past or future, slowing of time, speeding up of time, stopping time for short durations, sending an object forward in time, manipulation of probability, granting of good luck or misfortune, destiny reading, granting a fate such as arrival of something to a certain location, getting exact timing correct, or analysis of temporal anomolies, or determining local time, or the age of something
Spiritualism - manipulation and communication with the spirits of objects and places and fundamental forces of existence. people do not have spirits. spirits are simplistic and only concerned with and can deal with things they are spirits of. follows the ideal of animism. They are also long lived fickle, and exist in their own world which coexists with this one, one influencing the other. This art also binds and summons them forth temporarily. it can also bind them into objects in this world, referred to the invisible realm. Spirits can be used to possess objects they coincide with on this plane to manipulate them.
example spells: calling forth of the spirit of an object, a concept, a fundamental force of nature or existence, the manipulation and control of such beings, traveling to the plane on which spirits reside, talking to creatures, objects or non vocal entities such as rocks and what not by communicating with the spirit that coincides with it, facilitating possession of something by a spirit for temporary and costly manipulation such as ordering a gun to fire, making a table get up and walk about, or the like. also binding spirits within objects for use or calling out at a later time. This can also close rends in the fabric of reality between the two planes. also would govern familiars.
Divination will be removed as it is too broken on its own.
possible subschools
biomancy - manipulation of organic matter and life force. this includes plants animals humans and what remains of dragon tissues. its kind of a medical subschool. the magical version of being a doctor
thermomancy - manipulation of heat cold fire and ice. also governs steam. may be split into cryo and pyro mancy
transmogrification - the art of trasforming one's self into something else.
example spells: protective barriers against specific things (not just a catch all protection), dispel, analysis of spells and magic items, simple bindings and cage like spells for containment.
conjuration - the arts of calling something from somewhere else such as a creature, an object, or a form of energy. conjuration does not manipulate the called object to great detail however. it is also banishing or teleportation sending objects about the axis of space. it does however manipulate location.
example spells: summoning of energies, objects, or creatures, teleportation, portals, banishment, warding against teleportation or summonings, manipulations of location, warps in space and location, pocket dimensions, scrying on remote locations.
enchantment - manipulation of the mind. psychological exploration, behavior control, emotions, and what not. could be blended with illusion to expand on the school. they're abilities are similar enough. kind of like a genjutsu school really.
Illusion - creating illusions which deceive the senses or the mind. should probably blend with enchantment
combine and rename as Glamour
example spells: mind reading, subtle persuasions, transfer of emotions, manipulation of emotions, sensory illusions, sensory deprivation, invisibility, suggestion/hypnosis, mind control, mind delving 9diving into the subconscious of a subject, alteration of color, unreal disguises.
evocation - manipulation of energies. energies being fire heat light sound radiation kinetics darkness gravity.
example spells: creation of fire, lightning, sound, light radiation, gravity, or kinetic force or darkness. manipulation of these forces, intensifying, cancelling out of, or alteration of these forces, creating uniquely propertied versions of these forces like a flame that burns underwater or a visible type of sound.
necromancy animancy - manipualtes the dead and death energies as well as souls and the animating forces of life which are much more difficult to harness than that of unlife. this magic would also deal with ghosts of both people objects.
example spells: soul testing, soul tampering or removal, manipualtion of a life force, complex healings, raising of zombies, temporary resurrection of the dead (for a steep cost), control over and altering of the dead, animation of objects (this requires some blending with transmutation), speaking with the departed.
transmutation - alteration of properties of basically anything. Transforming, transmuting, reshaping, granting new properties
example spells: transmutation of a substance, alteration of an object's shape, transforming one's self or another into something else, imbuement of magical properties, removal of certain properties, temporary addition of new or unique properties, size alteration, or simple manipulation of an object's function such as unlocking a lock, opening a door, or activating a device. also physical alterations or increase or decrease of a stat such as increasing strength or lowering constitution. Simple healings (those not involving things necessary for life such as cuts bruises or knitting together of flesh or bone, not good for organs)
Time/Fate - manipualtion of the weave of destiny and time. not taken to the extreme. simple slowing oftime perhaps for one object or a small area, reading the past or future though the future constantly shifts too much to be incredibly accurate. putting simple destinies on objects such as making sure an object reaches a certain place, blessing an area for good luck, bad luck, oaths, and the altering of probability. can move things but not people through the axis of time. deals with the ghosts of events.
example spells: scrying into the past or future, slowing of time, speeding up of time, stopping time for short durations, sending an object forward in time, manipulation of probability, granting of good luck or misfortune, destiny reading, granting a fate such as arrival of something to a certain location, getting exact timing correct, or analysis of temporal anomolies, or determining local time, or the age of something
Spiritualism - manipulation and communication with the spirits of objects and places and fundamental forces of existence. people do not have spirits. spirits are simplistic and only concerned with and can deal with things they are spirits of. follows the ideal of animism. They are also long lived fickle, and exist in their own world which coexists with this one, one influencing the other. This art also binds and summons them forth temporarily. it can also bind them into objects in this world, referred to the invisible realm. Spirits can be used to possess objects they coincide with on this plane to manipulate them.
example spells: calling forth of the spirit of an object, a concept, a fundamental force of nature or existence, the manipulation and control of such beings, traveling to the plane on which spirits reside, talking to creatures, objects or non vocal entities such as rocks and what not by communicating with the spirit that coincides with it, facilitating possession of something by a spirit for temporary and costly manipulation such as ordering a gun to fire, making a table get up and walk about, or the like. also binding spirits within objects for use or calling out at a later time. This can also close rends in the fabric of reality between the two planes. also would govern familiars.
Divination will be removed as it is too broken on its own.
possible subschools
biomancy - manipulation of organic matter and life force. this includes plants animals humans and what remains of dragon tissues. its kind of a medical subschool. the magical version of being a doctor
thermomancy - manipulation of heat cold fire and ice. also governs steam. may be split into cryo and pyro mancy
transmogrification - the art of trasforming one's self into something else.