Classes of Magic

Magical spells and effects are divided into Classes of magic, which allow a caster to identify and classify spells based on their overall purpose and the specific effects they have on the world about them.

Spellcasters may find they have a natural affinity for certain types of spells, and they will thus focus their learning on these types of spells in order to increase their efficiency and power most effectively. This usually begins by showing natural talent for a certain Class of magic, then further specialising into a Division afterward. Certain Classes of magic are off limits to certain types of spellcasters, primarily due to the kinds of Mana they utilise. This restriction is most often observed amongst Theurgist Pact Keepers, who are limited in their spellcasting abilities by the Domains or innate traits of their Patron.

There are four Classes of magic, which are known as Thaumaturgy, Invocation, Diacrourgy, and Conversion. Like the Categories of Magic, Classes of magic have been established since the Age of Arcana, where they were finalised and recorded by the Gnomish Archmage, Kaia Adamis, from the Tower of the Higher Arcane. The Tower was one at the forefront of standardising magical lore and theory, and despite being destroyed during the Fall of the Floating Cities the results of the Archmage's work survive and are in use to this day.

Manifestation

Spell Classes do not have set manifestations or visualisations, though certain Divisions are associated with specific colours.

While spells and rituals will often have a set effect or result, though the manner in which they come into effect can vary drastically from caster to caster, with some casters preferring subtle manifestations over showy effects. The results can also vary depending on intent and component variation. For example, a spell that summons spirits will result in different spirits depending on the material component used, while rituals that call out to Gods can read the attentions of different deities depending on the intent of the caster.

Breakdown of the Classes

Thaumaturgy

The most basic of Classes, Thaumaturgy does not have Divisions of its own, but instead leads into other Classes and Divisions with its various Utility-based spells. These spells are often harmless in nature, and are usually classified as Cantrips, but can potentially lead to something more destructive with practice and patience. Anyone with a Mana Pool can utilise Thaumaturgy spells, though a Weave Channel is still required, and like the Cantrips of other Classes of magic, they do not consume Mana from a Mana Pool, instead utilising “Surface Mana”, Mana which has been drawn in to the caster’s body and purified, but has not entered the Mana Pool. Additionally, they do not require any special training to perfect, as they are mostly instinctual.

Invocation

Considered the most physically destructive of the magical arts, Invocation is the art of calling something into being or purpose. It can be used for assault or protective purposes, or can even reach across the Planes to summon powerful beings to assist the caster in battle. Amongst Mages, those of the Evoker, Abjurer, Conjurer, Battle Mage, and Blade Weaver Paths all specialise in Invocation Class spells, while the majority of Sorcerers find working with these Classes relatively simple. Theurgists, Weave Archers and Arcane Knights also utilise Invocation magic quite heavily, as do many non-healing speciality Elementalists, Druids, Rangers, Clerics and Paladins. The Divisions within the Invocation Class are:

  • Evocation - the destructive arts
  • Abjuration - the defensive arts
  • Conjuration - the summoning arts

Diacrourgy

The art of deceiving or expanding the mind and senses, Diacrourgy is a Class of Magic that can both mystify and clarify. It can be used to see into the future or past, to impart an effect onto a being or object, or to confuse the senses with visions and sounds. Diacrourgy tends to suffer most from negative publicity due to its use amongst Tricksters of the Rogue Vocation. However, it is also used heavily as a distraction tactic by Illusionists, Enchanters, and Diviners, while many Witches are also proficient in the Diacrourgic arts. These arts are rare amongst Druids, except within specific Paths, but are often utilised by Theurgists, Rangers and Ashbinder Elementalists out in the wilds. The Divisions within the Diacrourgy Class are:

  • Illusion - the deceptive arts
  • Enchantment - the controlling arts
  • Divination - the revealing arts

Conversion

Conversion is the magic of transformation; of both the self and of the world around the caster. While most physical transformations are temporary in nature, Conversion Class magic also allows for the use of Healing spells, or even the exploration of powers over death and the dead. Conversion magic is most often seen in Transmutation and Necrourgy Mages, Clerics, Paladins, Druids, Rangers, Waterweaver Elementalists, and some Theurgists. The healing arts, however, are generally only usable by Divine spellcasters, Aura/Qi spellcasters, Sylvan spellcasters, or Theurgists that have made Pacts with entities that have access to that form of magic. The Divisions within the Conversion Class are:

  • Transmutation - the transforming arts
  • Zoiurgy - the healing arts
  • Necrourgy - the negative arts

Localization

The Classes of Magic are specifically written with the laws of the Material Plane in mind, and are therefore only steadfast "laws" within the Material Plane itself. While the Classes generally translate well into other Planes, not all Classes are available across all Realms, and thus the details presented may not be true when attempting magic or magical study within other Planes.

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