Magic can be divided up into ten main classifications which group spells by similarity. These could be called schools, spheres, specialties or something else. Throughout the civilized realms of Ithria, these divisions are known as disciplines. Each discipline is a grouping of spells, an independent realm of study. Some mages choose to specialize in one or more disciplines. Other mages study all equally. Likewise, there are some schools of magic that teach only one specific discipline. Below, these ten "disciplines" are listed with their descriptions.
This is an optional system only. A classification system used by some scholars on Khoras. If the following system doesn't fit into your game system or style of play, don't use it.
|Alchemy||Alchemy deals with the natural essence in objects and Nature and the effects that can be wrought by combining these essences. An alchemist is interested in naturally occurring magic, in gathering them, purifying and using them. Alchemy includes potions, powders, elixirs, crystals, rocks, herbs and metals. Alchemy spells deal mostly with finding, analyzing, purifying, combining and/or creating such things.|
|Biomancy||Biomancy combines bioneural energy and the essence in the body to perform all sorts of body related spells. Healing, wound infliction, poisons, sickness and such would all fall under this Discipline.|
|Corporealism||This Discipline is closely related to ethereality, but instead of controlling energy, the mage controls matter. Creating matter and altering matter are the two main channels of this spell. With corporealism, a mage might summon a stone wall, turn lead into gold, change a cat into a leopard, make his horse sprout wings, cause iron bars to disintegrate and things of that nature. Corporealism and etherealism are opposite sides of the same coin.|
|Cosmology||Many cosmologists claim this to be the most powerful Discipline of all for it deals with the forces of the Universe itself. With this Discipline, a mage can affect space, time and gravity in a limited way. For instance, using cosmology, a mage might move an object through space telepathically, fly or levitate a rock (gravimetric distortion). He could teleport himself to a place of safety (wormhole) or teleport a boulder into a castle wall to blow it up (space folding). Invisibility by bending light waves falls under cosmology as does speeding up and slowing down time for limited areas. Cosmology is the most difficult discipline to master.|
|Enchantment||The enchantment discipline deals with magic that is infused into objects. All magic items have some enchantment in them in order to make them receptacles for magic. All manner of automatons are enchanted as well : golems, zombies, etc|
|Etherealism||This discipline is often the most spectacular and most commonly witnessed. It deals with summoning and controlling pure energy in any form. Such spells might include bolts of lightning from the caster's fingertips, hurling balls of fire, controlling temperature, and summoning shadows or bright light|
|Mentalism||Mentalism is the study of thoughts and the mind. Mentalism allows a mage to read thoughts and control thoughts, erase and plant memories, and feel the emotions of another. He could also create illusions in the mind of another that only the victim can see. He might also make himself invisible by masking his presence from a guard's mind.|
|Metamagic||Metamagic is a special discipline that is often used by all mages from time to time. Literally, this is the study of casting magic on magic. This basically means altering and manipulating the very fabric of spells. This includes augmenting range and area of effect, enhancing spell effects, redirecting spells, making magic permeable to other forms of magic, merging two or more spells, breaking a spell down into its component parts, dispelling magic, disenchanting a magical item, disrupting the flow of magic, placing spells in stasis, containing pure essence and much more. Metamagic is used extensively in magic item creation and spell research. It is sometimes used out in the real world to overcome warding glyphs, defensive spells and the like|
|Mysticism||Also called Divination. This Discipline involves peering into Fate and the probabilities of Nature. It involves understanding and seeing the threads of reality woven from the infinite possible, through the probable and into the concrete now. Prophecies and fortune telling are a part of mysticism, but these spells are difficult because the future is always changing. Mysticism can also tell the present. Viewing distance places, hearing distant words, divining the true nature of things and calling upon knowledge all fall into mysticism. This is a difficult Discipline to understand, let alone master. Many mystics have gone mad when they became too powerful.|
|Necromancy||Necromancy deals with the essence of the body as does mysticism, but more with its connection to the universal essence field. Necromancy spells would include : obliterating the essence in a living creature (killing not only the body, but the spirit as well), severing the connection between essence and body (in effect, killing the creature), summoning spirits, communicating with spirits, locating and analyzing spiritual essence and the like|
This website was last updated January 6, 2018. Copyright 1990-2018 David M. Roomes.