Areas of Magic
*as per AD&D rules*


This page is to help understand the different types, better known as schools, of magic. This will give details about each major type of magic starting with the description, the specialist name, oppositional schools, spell analysis, and the ethos. Remember, you do not have to follow these exactly. This only a guideline for magic users to follow. Also, this will be updated as we start to implement a combat/magic system within the muck so that battles and tournments can be done fairly and to keep powerful characters from going up against lower level characters.

These are based on Advanced Dungeon & Dragons rules for specialists, but because those are copyrighted, we can't implment them all, only base our system off of it, though several books which many are familiar with follow these very same rules. Please do not use these as an excuse to powergame/twink.

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ABJURATION
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Specialist Name: Abjurer

Oppositional School: An Abjurer can not learn spells from the schools of alteration and illusion.

Description:
Spells of this school focus magical energies to provide protection. This protection can take a number of forms, including warding off specific types of weapons or creatures and discouraging or dispelling enemies. The school also includes a variety of spells involving avoidance and repellance. Abjuration spells concentrate on eliminating or hindering sources of potential harm rather than repairing damage.



ALTERATION
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Specialist Name: Transmuter

Oppositional School: A transmuter can't learn spells from the schools of abjuration and necromacy.

Description:
Spells of this school enable the caster to channel magical energies to cause a direct and specific change in an existing object, creature, or condition. Alterations can affect a subject's form (polymorph other), weight (feather fall), location (teleport without error), or even his physical well-being (death fog).



CONJURATION/SUMMONING
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Specialist Name: Conjurer. A specialist who has learned only summoning spells sometimes calls himself a Summoner, but this is merely a matter of semantics and has no bearing on the specialist's abilities, restrictions, or effectiveness.

Oppositional School: A conjurer cannot learn spells from the schools of greater divination and invocation/evocation.

Description:
This school includes two different types of magic, though both involve bringing in matter from another place. Conjuration spells produce various forms of non-living matter. Summoning spells entice or compel creatures to come to the caster, as well as allowing the caster to channel forces from other planes. Since the casting techniques and ability requirements are the same for both types of magic, conjuration and summoning are considered two parts of the same school.



ENCHANTMENT/CHARM
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Specialist Name: Enchanter

Oppositional School: An enchanter can not learn spells from the schools of invocation/evocation and necromancy.

Description:
Similar to the school of conjuration/summoning, this school encompasses two general types of spells. Both types imbue their subjects with magical energy to create specfic effects. Charm spells induce changes or influence the behavior of of creatures, usually altering emotional states. Enchantment spells invest non-living objects with magical powers. Neither charm nor enchantment spells have any affect on their subjects physical form.



GREATER DIVINATION
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Specialist Name: Diviner

Oppositional School: The diviner is denied access to the school of conjuration/summoning.

Description:
This school involves spells that reveal information that would otherwise remain hidden or secret. Greater divination spells reveal the existance of specific items, creatures, or conditions, as well as information about the past, present, and future. This school also includes spells that contact creatures from other planes of existance, but do not induce direct action from those creatures.



ILLUSION
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Specialist Name: Illusionist

Oppositional School: An illusionist can not learn spells from the schools of necromancy, invocation/eveocation, and abjuration.

Description:
Spells from the school of illusion bend reality to create apparent changes in the environment, in the caster, or in persons or creatures. These spells do not cause real changes as alteration spells do, but instead alter the way that creature and person percieve reality. This school includes both illusion and phantasm spells (the differences are discussed in the spells analysis section).



INVOCATION/EVOCATION
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Specialist Name: Invoker

Oppositional School: The invoker is denied access to spells from the schools of enchantment/charm, and conjuration/summoning.

Description:
This school includes two types of spells, both of which use magical energy to create specific effects by bringing forth special forces that the caster shapes into constructs of matter. Evocation spells use the natural magical forces of the planes. Invocation spells call on the intervention of powerful extradimensional beings.



NECROMANCY
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Specialist Name: Necromancer

Oppositional School: The necromancer can not learn spells from the schools of illusion and enchantment/charm.

Description:
This powerful school involves spells dealing with death and the dead. These spells drain vitality from living creatures and restore life functions to unliving creatures. Bones, blood, spirits, and apparitions are all associtated with the magical energies shaped and controlled by the specialists of this school.



All material mentioned above is ©TSR, Inc. 1990 These magic files can also be found in extended format in the Advanced Dungeons&Dragons Wizard Handbook ©TSR 1995.

ELEMENTAL MAGIC

Information on the revised elemental magic section will be added as they are completed. Please be patient and follow the current news file on magic in the muck.

PYROMANCY
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Elementalist Name: Pyromancer and Fire Mage

Oppositional Element: A pyromancer specialist is unable to learn spells from the elements of water and earth.

Description:
The elemental magic of fire. This type of magic is usually associated with destruction and the drive for survival, as well as the heated passions of strong emotions.



GEOMANCY
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Elementalist Name: Geomancer, Earth Mage and Stone Mage are the most commonly used.

Oppositional Element: Earth Mage specialists cannot learn spells from the elements of Fire, Air, and Water.

Description:
The elemental magic of earth (stone). Geomancy is typically associated with a strong sense of stability, both mental and physical.



AEROMANCY
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Elementalist Name: Aeromancer and Apeiron Mage.
Oppositional Element: Aperion mage specialists can not learn from the elements of earth, fire, water, wood, and light.

Description:
The elemental magic of air. Air mages are most commonally associated with the potenial of magics and the astral plane.



HYDROMANCY
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Elementalist Name: Hydromancer and Water Mage are the most common names.

Oppositional Element: Water specialists cannot learn spells from the elements of fire, air, and shadow.

Description:
The elemental magic of water. Most assosiated to creation, birth, and dreams as well as the general emotions felt by all.



SYLVAMANCY
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Elementalist Name: Sylvamancer or Wood Mage. Few even refer to these magi as Nature Mages.

Oppositional Element: Wood mage specialists cannot learn from the elements of fire, sky, and shadow.

Description:
The elemental magic of wood. Generally known as the element of life, growth, and development. The magic concerned with this element is usually associated with morphing and the seasons.



WOKANISM
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Elementalist Name: Wokanist, better known as an Enviromage.

Oppositional Element: Because enviromages know all elements, they do not have an oppositional element.

Description:
The elemetnal magic that encompasses all elements. These mages are proficient in all elements, making them perhaps the strongest of all the elemental mages around. Wokanists are the most stable and versitle elemental mages, tending to be social unlike others though many like to be secretive.



Information pertaining to the elements is credited to Bleeding Earth MUCK and their canon wizard V'luria. This is used with their permission.




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