Schools of Magic Technology / Science in The World of Cartyrion | World Anvil

Schools of Magic

Abjuration

This discipline deals with all sorts of protective magic: defense against attacks both physical and psychic. It also includes magic designed to ward an area against intrusion or observation, whether mundane or magical.

The rune symbol most often associated with this discipline is that of a crest-shaped shield.

Alchemy

This discipline involves the study of mixing together various physical materials in proportions that result in the release of the power of the Six Energies in a (usually) predictable way. Alchemical elixirs often produce results similar to those obtainable with magical potions, but the difference between them is that alchemical mixtures emit their own magical energies as a consequence of their composition. Magical potions often require the inclusion of magical energy by the crafter when they are being produced.

The rune symbol usually associated with this discipline is that of a bubbling flask.

Conjuration

This magical discipline involved using the Six Energies to cause an item or creature to be transported from its current location to the location of the caster of the magic. The term "conjuration" is more correctly applied to magics that cause inanimate objects to be produced. When creatures are brought to the caster, the term "summoning" is more often applied, and this term is often used interchangebly with conjuration to define the discipline.

The rune symbol usually associated with this discipline is a stylized magical protection circle.

Divination

This discipline involves reaching across space or time to gather information. In various forms, its magic can be used to read a target's thoughts, watch over a remote area, listen in on secret conversations, or obtain information from surroundings about events that occured in a place.

The rune symbol for the Divination discipline is a spherical crystal mounted on a pedestal.

Enchantment

This discipline involves reaching into the mind of another to influence in some way. This ranges from planting simple suggestions to literally dominating the will of the target. Casters can put folk to sleep, cause them to experience great fear or bravery, obey commands, or even freeze in place as if paralyzed.

The rune symbol for this discipline is that of an upright palm of a hand.

Evocation

This discipline involves tapping into the raw power of the Six Energies, and causing that power to manifest in some way. Evocation spells can call forth fire or extreme cold, lightning bolts or whirlwinds, walls or domes of stone, ice, flame, or even sheer force.

The rune symbol for this discipline is that of a tongue of flame.

Illusion

Practitioners of the discpline of Illusion manipulate the Six Energies to fool the senses of those around them. Targets may be made to experience Images, sounds, smells, or voices that simply aren't there. Conversely, targets could be prevented from seeing or sensing what is in front of them.

The rune symbol for the Illusion discipline consists of an eye framed by two vertical wavy lines.

Necromancy

Those who practice the discipline of necromancy deal almost exclusively with manipulating only two of the Six Energies: Light/Life and Darkness/Death. Remains of deceased folk can be animated. The spirits of the dead can be made to speak. Physical injuries can be healed, or made to appear without cause. The dead can even be brought back to life.

The rune symbol for this discipline is that of a skull.

Transmutation

This discipline involves manipulating the Six Energies within a target object or person to alter their makeup in some way. Creatures can be turned into other types of creature; physical appearances can be altered. Unlike Illusion, these changes are real, though they are almost always temporary.

The rune symbol for the Transmutation discipline is that of a square within a circle.

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