Post by Azrael on Jun 26, 2016 10:42:35 GMT -5
Just a little basic blurb for each to get an idea of the sorts things they do:
Abjuration: Abjuration is protective magic. It is most often used to create barriers both physical and magical, counter or negate hostile magic, heal people afflicted with various conditions, deter trespassers and even banish spirits or other malevolent beings.
Conjuration: With conjuration, it is all about manifesting objects, creatures or energy at your location. Creating objects, summoning creatures and even teleportation are often associated with conjuration.
Divination: With divination, you can learn things you shouldn't be able to know, find things, predict the future and see through mundane and magical deceptions. The ability to scry and communicate over great distances or with people speaking different language are often covered under divination.
Enchantment: This is a branch of magic dedicated to effecting the minds of others. Charming, persuading and compelling people to do what you want are all the sorts of things done using enchantment. As you become more powerful with enchantment, the stronger the minds you can effect and the more simultaneously. Additionally, as the more powerful the enchantment, the less likely the being is to realize they have been enchanted when the spell ends.
Evocation: Manipulating energies and tapping into unseen sources of power for spectacular effects is the domain of evocation. Some of the flashier and more well-known spells are in this school, from throwing giant fireballs and magical missiles to launching bolts of lightning from your fingertips.
Illusion: Deceiving the senses and the mind is what illusion is all about. Making people see things that aren't there, hear sounds that were never made or even remember things that never happened. More powerful illusionists can maintain greater numbers and more compelling illusions. Some illusions are so compelling that they can even cause harm to those who behold them.
Necromancy: Contrary to popular belief, necromancy is not just about raising the dead, though that certainly is part of what they do. Necromancy is about having power over life, death, unlife and the life force of others. Blights and contagions are at the control of necromancers as well as the more traditional undead-related magic. Necromancy is often highly opposed by civilized societies and is not taught at the academy.
Transmutation: Changing the properties of something into something else. How much you can effect simultaneously and the duration of effects are often the most common limiting factors in strength. Additionally, it is easier to transmute nonliving matter than it is living matter and it is easier to transmute yourself than it is to transmute others.
Would caution against getting too numerically focused or saying exactly what someone can or can't do. I prefer more vagueness along the lines of "at this rank they can typically accomplish/do/perform/etc". I don't wanna get into the scenario of people fighting because of something stupid like: "it says he can only look a few weeks into my past in the rules but he said he saw a month back!". It gets to be one of those: "I mean, I guess that's technically true that the rules say this, but I really don't care and don't think it really matters". Basically, vagueness leaves some degree of freedom and we want people to do creative things with their levels of magic rather than think they are strictly narrowed down to only doing exactly what the guide says.
Abjuration: Abjuration is protective magic. It is most often used to create barriers both physical and magical, counter or negate hostile magic, heal people afflicted with various conditions, deter trespassers and even banish spirits or other malevolent beings.
Conjuration: With conjuration, it is all about manifesting objects, creatures or energy at your location. Creating objects, summoning creatures and even teleportation are often associated with conjuration.
Divination: With divination, you can learn things you shouldn't be able to know, find things, predict the future and see through mundane and magical deceptions. The ability to scry and communicate over great distances or with people speaking different language are often covered under divination.
Enchantment: This is a branch of magic dedicated to effecting the minds of others. Charming, persuading and compelling people to do what you want are all the sorts of things done using enchantment. As you become more powerful with enchantment, the stronger the minds you can effect and the more simultaneously. Additionally, as the more powerful the enchantment, the less likely the being is to realize they have been enchanted when the spell ends.
Evocation: Manipulating energies and tapping into unseen sources of power for spectacular effects is the domain of evocation. Some of the flashier and more well-known spells are in this school, from throwing giant fireballs and magical missiles to launching bolts of lightning from your fingertips.
Illusion: Deceiving the senses and the mind is what illusion is all about. Making people see things that aren't there, hear sounds that were never made or even remember things that never happened. More powerful illusionists can maintain greater numbers and more compelling illusions. Some illusions are so compelling that they can even cause harm to those who behold them.
Necromancy: Contrary to popular belief, necromancy is not just about raising the dead, though that certainly is part of what they do. Necromancy is about having power over life, death, unlife and the life force of others. Blights and contagions are at the control of necromancers as well as the more traditional undead-related magic. Necromancy is often highly opposed by civilized societies and is not taught at the academy.
Transmutation: Changing the properties of something into something else. How much you can effect simultaneously and the duration of effects are often the most common limiting factors in strength. Additionally, it is easier to transmute nonliving matter than it is living matter and it is easier to transmute yourself than it is to transmute others.
Would caution against getting too numerically focused or saying exactly what someone can or can't do. I prefer more vagueness along the lines of "at this rank they can typically accomplish/do/perform/etc". I don't wanna get into the scenario of people fighting because of something stupid like: "it says he can only look a few weeks into my past in the rules but he said he saw a month back!". It gets to be one of those: "I mean, I guess that's technically true that the rules say this, but I really don't care and don't think it really matters". Basically, vagueness leaves some degree of freedom and we want people to do creative things with their levels of magic rather than think they are strictly narrowed down to only doing exactly what the guide says.