Schools of Magic

The Four Sources of Magic

While the uses of magic can be classified into schools, based on techniques and usage, all magic has some sort of source. Note that the example classes listed below are not comprehensive, and certain subclasses or patrons may indicate a player character uses a different source of magic (i.e., Celestial Warlock). Note that these example classes include both D&D 5e and Pathfinder 2e classes.   Some player-character builds may make use of multiple sources of magic, but that is not common in the wider world of Zivaria. Most spellcasters will utilize only one source of magic.

Divine

Class Examples: Cleric, Oracle, Paladin   Magic granted from a divine source is usually the result of a faith-based transaction between deities/creatures of the higher planes and mortals. Divine magic usually encompasses a lot of healing and protection powers, and the applications of magical damage are usually lower than other sources, unless the caster is targeting the deity's designated enemy (such as undead or outsiders).   In exchange for granting their followers magic, deities receive faith, prayer and sacrifices from their followers, as decided by each deity's dogma and practices. Divine magic is often, if not always, aligned with the morality of the patron deity.   Divine magic often feels like an extension of the deity's aura; casters have claimed differing sensations according to their deity.

Arcane

Class Examples: Artificer, Bard, Magus, Wizard   While the study of the source of arcane power is an ongoing effort, no one really can put their thumb on the exact source of arcane magic in Zivaria. Theories abound; including such as the power of certain souls, ley lines, as well as the simple explanation that arcane energy is a law of nature, just like gravity. Arcane magic is best described as taking raw power and manipulating it through careful study and structured application. Arcane magic is extremely functional, versatile and has lots of strong utility, however it is difficult to apply healing effects through arcane magic.   Arcane magic often feels overwhelming; like potential of pure power, sheer force of energy.

Occult

Class Examples: Artificer, Bard, Psychic/Psionicist, Sorcerer, Warlock, Witch  
Occult magic can be sourced through various means. Often unpredictable, and often rooted in superstition and esoteric supernatural beliefs and practices, often falling outside the bounds of conventional religion. Techniques to master occult magic are less structured than arcane magic, but more so than primal magic. Occult magic excels at subtle usages, and at manipulating the veil between the physical world and beyond.

Occult magic often feels strange, eldritch and wild.

Primal

Class Examples: Druid, Kineticist, Ranger, Sorcerer, Witch   Primal magic is sourced through a caster's connection to the land and the inherent elements that make up the material plane. Depending on the caster's background, there can often be overlap with Arcane or Occult sources, but primal magic is typically unexplainable. Primal magic is nearly always extremely physical (as opposed to the subtlety of occult magic), and very powerful, if taxing on the caster.   Primal magic often feels heavy; ancient, unfathomable, and rooted in nature and the elements.

The Eight Schools

Abjuration

fortification magic  

Conjuration

creation magic, ethereal spells  

Divination

spectral magic  

Evocation

fortification & creation magic  

Enchantment

alteration magic, physical spells  

Illusion

spectral & creation magic  

Necromancy

spectral & alteration magic  

Transmutation

fortification & alteration magic    

Other Schools of Magic

Universal Magic

Universal spells were spells not associated with any school, though they were sometimes collectively called the school of universal magic. Only a small number of spells fit this description, including permanency, prestidigitation, and wish. They could be learned by all wizards, no matter their specialization.

Thaumaturgy

The schools of thaumaturgy not only put spells into categories different from the traditional schools, but used alternative ways to access magical energy:
  • Artifice: This school taught the use of substances and magical items to channel magic.
  • Geometry: To channel magic, this school used diagrams, symbols and complex geometric patterns.
  • Song: Any spell that required singing or command of the voice belonged to this school of thaumaturgy.
  • Wild magic: A school whose spells tapped into raw magic, with powerful but often chaotic results.

Psionics

Unlike traditional arcane arts, psionics was a manifestation of magic came from the inner life force of their practitioners, known as psions. Also known as the invisible art, psionic abilities appeared in only a select few, but are more common among certain races.   The collective psionic powers were broken down into 6 disciplines, analogous to the above-mentioned philosophical schools of arcane magic. Scions were capable of crafting magical items through a process known as empowerment.

Oneiromancy

Oneiromancy was a form of magic that utilized dreams. Masters of oneiromancy were able to interpret dreams and thus reveal portents hidden in them.

Chronomancy

Chronomancy was a school of magic dealing with movement through time, or the manipulation of time. It was a secretive and rare school of magic, and most wizards had difficulty comprehending the possibility of altering the natural course of events. Those wielding power in this school were known as chronomancers.

Raw Magic

Raw magic was a powerful force, locked within all matter, that was difficult and dangerous for even the most patient of mortals to wield.
  • Mana: Also referred as "spell power", this form of raw magic appeared as a golden light and was gathered through meditation.
  • Spellfire: This rare, supernatural-arcane ability was refined and controlled raw magic, drawing the living energy from diverse sources throughout the world. This manifested in a variety of ways, such as destructive silver bolts, healing radiance of silver light or white-hot jet of consuming energy. It was believed to uniquely manifest in a single person once per generation, granting the wielder magnificent feats capable of great magical transference or absolute mass destruction.
  • Wild magic: "Areas where the weave had been badly damaged during the Time of Troubles, which produced wild magic effects, were scattered sporadically throughout Toril, similarly to dead-magic zones." They caused spells and spell-like abilities cast within their borders to exhibit random complications like spell failure, effects rebounding back to the caster, or random creatures being assigned as a spell's target, among others. Study of these effects inspired the development of a thaumaturgical school of magic.

Weird Magic

The magic of hags was often described by other creatures as "weird magic", being mistaken as a distinct form that didn't follow the normal rules of magic. In actuality, hags simply called upon magic in ways that were different from others.   Weird magic took on a multitude of forms with various means of activation, all of which were strange and unusual to other creatures. Each hag spent her life time developing her weird magic. Because of this individualized nature to weird magic, it was impossible to predict what a hag was capable of. And because hags carefully shepherded their use of weird magic, it was often impossible to duplicate or replace the magic items they created.

Dimension

The dimension school of magic was a "school of effect" rather than one of the traditional schools of magic, which were based on philosophy. Studying dimensionalism was a "specialist" track that exploited space, time, and other dimensions to achieve success.

Hishna (Talon Magic)

Hishna or talonmagic was a form of divine magic practiced by the Cult of TvĂ­gandr, the Twin Serpent. Hishna was the magic of claw, fang, and venomous sting.   Hishna could be used over long distances and powerful practitioners could dominate the will of another being hundreds of miles away. Hishna could also be used to create a sending to deliver messages over long distances and could be used to animate objects such as snake skins.

Pluma (Feather Magic)

Pluma or feather magic was a form of divine magic practiced by the Cult of Anatar. Feather magic took its name from the colorful feathers required to work the magic. Feather magic was used primarily to enchant objects such as feather armor and to create useful magical items such as elevator-like lifts or floating litters to carry a person. Feather magic was the magic of feathers and air.
Type
Metaphysical

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