Post by Emmarie on May 24, 2011 16:31:07 GMT -5
Houses
The Weavers × The Weavers cast their spells using somatic (motions) and/or verbal components. They may also use material components for their castings. Many of them are bound to their spellbooks, needing them to cast even the simplest of spells, though some have memorized their spells and merely use a focus of some kind such as a wand, staff, gemstone, rune or weapon.
The Divine × The Divine spellcasters are given their energy by a divine source, either holy or unholy. These include clerics, druids, holy knights, etc.
The Elementalists × Elementalists draw their power from the elements, often focusing on one element of choice. Air, Water, Fire and Earth are the basic elements, but Shadow, Ice, Lightning, Time and other types of quasi-elements can be chosen as well.
The Psions × Psions drawn their power from their own minds. They merely have to think of a spell they've learned, and it will come to pass.
The Shapers × Shapers draw their spellcasting power from soul energy, sometimes referred to as incarnum. Whether they draw from their own souls, or other spirits of the past, present or future, they are able to create 'soulmelds'.
The Grim × The Grim are often the most feared of all the schools and often the most dangerous. Necromancers deal with powers over death, disease and the life force. Summoning and creating creatures of the Undead make up a large part of this school.
The Summoners × Summoners are a special class of magi that focus on bringing creatures or objects from other places through various means such as summoning circles, pacts, and rituals.
Main Schools of Magic
Abjuration - protective spells that create physical or magical barriers, negate magical or physical abilities, harm trespassers or even banish the subject of the spell to another plane of existence.
Conjuration - these bring manifestations of objects, creatures or some from of energy to you. There are subschools of conjuration which include teleportation, healing and summoning.
Divination - these spells enable you to learn secrets long forgotten, to predict the future, find hidden things, and foil deceptive spells.
Enchantment - these spells that affect the minds of others, influencing or controlling their behavior. These include charms and compulsion spells.
Evocation - spells that manipulate energy, or tap unseen sources of power to produce a desired effect. Basically, they create something out of nothing. Many of them deal large amounts of damage.
Illusion - these spells deceive the senses or minds of others, causing people to see things that aren't there, not see things that are there, hear phantom noises or remember things that never happened.
Necromancy - these powerful spells manipulate the power of death, undead, and life force. Spells involving undead creatures make up a large part of this school.
Transmutation - these spells change the properties of some creature, thing or condition.
--Some Sub-Schools of Magic--
(thank you to Eden for use of this list)
Summoning/Conjuring - Calls or brings objects or creatures from elsewhere.
Blood - use and manipulation of blood in spells and castings.
Entropy - magic of chaos, decay and dissolution.
Spirit Speaking - The ability to speak and communicate with the dead.
Vivimancy - manipulation of life force.
Auromancy - using the element of air/wind.
Chronomancy - time magic
Earth/Tellurmancy - use of the element earth
Elemancy - Use of the four basic elements
Hydromancy - Water magic including frozen water (ice)
Pyromancy - use of the element fire
Sand - use of sand in spells and castings
Shadow - magic that deals with shadows and darkness
Weather Control - spells and castings which effect weather.
Holy/Theurgy - Using the divine for magic casting
Diablerie - using diabolical spirits to create magic
Forces - control and manipulation of flashing elements/energies.. lightning, sound, etc
Warding - protective magics and Abjuration, banishing magics.
Wild - shapes dangerously uncontrolled raw energies, subject to unpredictable surges.
Artifice - using artifacts
Artistic - use of the arts in spells and castings.
Candle - use and manipulation of candle in spells and castings.
Crystallomancy - the use of crystals in magic
Gemstone - the use of gemstones in magic
Geometry - drawing symbols and geometrical shapes for magic
Herbal - Use of herbs and plants in magic
Imagery - the use of mirrors
Legerdemain - Slight of hand magic..trickery.
Manduban - the use of a deck of cards or trinkets to cast spells
Rune - drawing or inscribing of symbols
Spellsinger - bardic, the use of voice or instruments for magic
Technomancy - using technology or creating magical technology
Clairvoyance - see remote viewing
Dream - magic which effect and alter the dreamscape
Empathy - ability to feel and control emotions of another person.
Hypnotism - Use of hypnotism in magic.
Remote Viewing - The ability to gather information of an object, place, or person, etc from an unseen distance.
Telepathy - Mental communication of thoughts and emotions, and mental control of another person.
Healing - use of magic to heal and mend mental and physical pain and ailments.
Telemutation - Causing objects to change characteristics i.e. changing a man to a frog
Transmutation - the conversion of one object into another.
Sex Magic - (sometimes called blue magic) Magic's of sensuality and seduction.
Augury - divination using omens
Astragalomancy - divination using bones
Divination/Prophecy - Uncovers what is lost, or hidden in the past, present or future.
Precognition - The ability to perceive information about future places, or events before they happen.
Premonition - The ability to 'sense' or 'feel' good or ill intentions of things that might happen.
Postcognition - The ability to perceive information about the past; including past events and even past lives.
Postmonition - The ability to 'sense' or 'feel' good or ill intentions of things already past.
Scrying - remote viewing into the near future through the use of crystals.
Stars - predictions of omens and divination through the stars
PSIONIC ONLY
Aerokinesis: The manipulation of wind, air and other gasses.
Atmokinesis: The manipulation of the atmosphere and of weather; combining the aerokinetic, electrokinetic, and thermokinetic abilities.
Audiokinesis: The manipulation of sound waves.
Biokinesis: The manipulation of biological matter; including people and animal bone, flesh, skin, etc.. Can be used to heal and to wound.
Chlorokinesis: The ability to manipulate plant life.
Chronokinesis: The manipulation of Time.
Cryokinesis: The manipulation and creation of ice. They have the ability to dramatically lower temperatures in air, people or other things that have even the smallest amounts of water in them. They cannot create water and can only create ice by freezing water.
Cryptokinesis: The manipulation and projection of mental images or illusions.
Electrokinesis: The manipulation of electrons; such as static electricity and lightning.
Geokinesis: The manipulation of earth and minerals; including rocks and metals.
Gyrokinesis: The manipulation of gravity and gravital forces.
Hydrokinesis: The manipulation of water and liquid.
Lumokinesis: The manipulation of light particles.
Magnetokinesis: The manipulation or control of magnetic fields.
Molecukinesis: The manipulation of molecules and objects on a molecular level.
Photokinesis: The control or absorbtion of photons (light particles).
Pyrokinesis: The manipulation of fire.
Sonokinesis: The manipulation of sound waves.
Solarkinesis: The manipulation or generation of solar energy or heat.
Telekinesis: The ability to move things (objects/persons) with the mind.
Terrakinesis: Similar to Biokinesis, the manipulation of organic matter; plant life.
Thermokinesis: The combined ability of Cyrokinesis and Pyrokinesis. They can dramatically lower and raise the temperatures to freezing and combustion points. Cannot manipulate the actual elements.
Umbrakinesis: The manipulation of shadow.
Vitakinesis: The manipulation of blood.
The Weavers × The Weavers cast their spells using somatic (motions) and/or verbal components. They may also use material components for their castings. Many of them are bound to their spellbooks, needing them to cast even the simplest of spells, though some have memorized their spells and merely use a focus of some kind such as a wand, staff, gemstone, rune or weapon.
The Divine × The Divine spellcasters are given their energy by a divine source, either holy or unholy. These include clerics, druids, holy knights, etc.
The Elementalists × Elementalists draw their power from the elements, often focusing on one element of choice. Air, Water, Fire and Earth are the basic elements, but Shadow, Ice, Lightning, Time and other types of quasi-elements can be chosen as well.
The Psions × Psions drawn their power from their own minds. They merely have to think of a spell they've learned, and it will come to pass.
The Shapers × Shapers draw their spellcasting power from soul energy, sometimes referred to as incarnum. Whether they draw from their own souls, or other spirits of the past, present or future, they are able to create 'soulmelds'.
The Grim × The Grim are often the most feared of all the schools and often the most dangerous. Necromancers deal with powers over death, disease and the life force. Summoning and creating creatures of the Undead make up a large part of this school.
The Summoners × Summoners are a special class of magi that focus on bringing creatures or objects from other places through various means such as summoning circles, pacts, and rituals.
Main Schools of Magic
Abjuration - protective spells that create physical or magical barriers, negate magical or physical abilities, harm trespassers or even banish the subject of the spell to another plane of existence.
Conjuration - these bring manifestations of objects, creatures or some from of energy to you. There are subschools of conjuration which include teleportation, healing and summoning.
Divination - these spells enable you to learn secrets long forgotten, to predict the future, find hidden things, and foil deceptive spells.
Enchantment - these spells that affect the minds of others, influencing or controlling their behavior. These include charms and compulsion spells.
Evocation - spells that manipulate energy, or tap unseen sources of power to produce a desired effect. Basically, they create something out of nothing. Many of them deal large amounts of damage.
Illusion - these spells deceive the senses or minds of others, causing people to see things that aren't there, not see things that are there, hear phantom noises or remember things that never happened.
Necromancy - these powerful spells manipulate the power of death, undead, and life force. Spells involving undead creatures make up a large part of this school.
Transmutation - these spells change the properties of some creature, thing or condition.
--Some Sub-Schools of Magic--
(thank you to Eden for use of this list)
Summoning/Conjuring - Calls or brings objects or creatures from elsewhere.
Blood - use and manipulation of blood in spells and castings.
Entropy - magic of chaos, decay and dissolution.
Spirit Speaking - The ability to speak and communicate with the dead.
Vivimancy - manipulation of life force.
Auromancy - using the element of air/wind.
Chronomancy - time magic
Earth/Tellurmancy - use of the element earth
Elemancy - Use of the four basic elements
Hydromancy - Water magic including frozen water (ice)
Pyromancy - use of the element fire
Sand - use of sand in spells and castings
Shadow - magic that deals with shadows and darkness
Weather Control - spells and castings which effect weather.
Holy/Theurgy - Using the divine for magic casting
Diablerie - using diabolical spirits to create magic
Forces - control and manipulation of flashing elements/energies.. lightning, sound, etc
Warding - protective magics and Abjuration, banishing magics.
Wild - shapes dangerously uncontrolled raw energies, subject to unpredictable surges.
Artifice - using artifacts
Artistic - use of the arts in spells and castings.
Candle - use and manipulation of candle in spells and castings.
Crystallomancy - the use of crystals in magic
Gemstone - the use of gemstones in magic
Geometry - drawing symbols and geometrical shapes for magic
Herbal - Use of herbs and plants in magic
Imagery - the use of mirrors
Legerdemain - Slight of hand magic..trickery.
Manduban - the use of a deck of cards or trinkets to cast spells
Rune - drawing or inscribing of symbols
Spellsinger - bardic, the use of voice or instruments for magic
Technomancy - using technology or creating magical technology
Clairvoyance - see remote viewing
Dream - magic which effect and alter the dreamscape
Empathy - ability to feel and control emotions of another person.
Hypnotism - Use of hypnotism in magic.
Remote Viewing - The ability to gather information of an object, place, or person, etc from an unseen distance.
Telepathy - Mental communication of thoughts and emotions, and mental control of another person.
Healing - use of magic to heal and mend mental and physical pain and ailments.
Telemutation - Causing objects to change characteristics i.e. changing a man to a frog
Transmutation - the conversion of one object into another.
Sex Magic - (sometimes called blue magic) Magic's of sensuality and seduction.
Augury - divination using omens
Astragalomancy - divination using bones
Divination/Prophecy - Uncovers what is lost, or hidden in the past, present or future.
Precognition - The ability to perceive information about future places, or events before they happen.
Premonition - The ability to 'sense' or 'feel' good or ill intentions of things that might happen.
Postcognition - The ability to perceive information about the past; including past events and even past lives.
Postmonition - The ability to 'sense' or 'feel' good or ill intentions of things already past.
Scrying - remote viewing into the near future through the use of crystals.
Stars - predictions of omens and divination through the stars
PSIONIC ONLY
Aerokinesis: The manipulation of wind, air and other gasses.
Atmokinesis: The manipulation of the atmosphere and of weather; combining the aerokinetic, electrokinetic, and thermokinetic abilities.
Audiokinesis: The manipulation of sound waves.
Biokinesis: The manipulation of biological matter; including people and animal bone, flesh, skin, etc.. Can be used to heal and to wound.
Chlorokinesis: The ability to manipulate plant life.
Chronokinesis: The manipulation of Time.
Cryokinesis: The manipulation and creation of ice. They have the ability to dramatically lower temperatures in air, people or other things that have even the smallest amounts of water in them. They cannot create water and can only create ice by freezing water.
Cryptokinesis: The manipulation and projection of mental images or illusions.
Electrokinesis: The manipulation of electrons; such as static electricity and lightning.
Geokinesis: The manipulation of earth and minerals; including rocks and metals.
Gyrokinesis: The manipulation of gravity and gravital forces.
Hydrokinesis: The manipulation of water and liquid.
Lumokinesis: The manipulation of light particles.
Magnetokinesis: The manipulation or control of magnetic fields.
Molecukinesis: The manipulation of molecules and objects on a molecular level.
Photokinesis: The control or absorbtion of photons (light particles).
Pyrokinesis: The manipulation of fire.
Sonokinesis: The manipulation of sound waves.
Solarkinesis: The manipulation or generation of solar energy or heat.
Telekinesis: The ability to move things (objects/persons) with the mind.
Terrakinesis: Similar to Biokinesis, the manipulation of organic matter; plant life.
Thermokinesis: The combined ability of Cyrokinesis and Pyrokinesis. They can dramatically lower and raise the temperatures to freezing and combustion points. Cannot manipulate the actual elements.
Umbrakinesis: The manipulation of shadow.
Vitakinesis: The manipulation of blood.