Schools of Magic A summarised introduction by Wa'iz Adham, wizard scholar of the the Phantom Tower Alchemy: a magic of transmuting and enhancement that can range from the creation of mystical potions and the the conversion of metals to creations of mythical blades and the construction of golems. Arcane: magic at its most pure, often witness in the 'fire' of the jin or genies, as well as the 'elemental' properties of a portal. The magic tends to be unstable, often mixing what is refereed to as "chaos magic" (usage at its most naked) and "order magic" (usage under strict directive) which tend to be more philosophies of using magic rather than sub-schools of the arcane. Death: manipulation the forces of death, often linked with dark magic though light powered death magic users are not unheard of. Essentially death magic is the path of necromancy, with the ability to commune, raise and command the undead. Demonic: like eldrich demonic magic is a linkage of other magic schools through the prism of demonic power. Master requires a understanding of demonic channelling, often invoking communions with demonic beings to acquire their knowledge, a practice with prices. Despite the natures of this magic it is quite opposed to eldrich to a point that makes the binaries between light and dark magics appear at peace. Divine: refers to the twin schools of dark and light magic. Both twins are regarded individual as among the powerful forms of magic but both schools to attract a binary hostility among user among each. Those who master both dark and light magic are among the more powerful users of magic. Users tend to link with death and life magic. The beings refereed to as "angels" tend to have mastery of either one or both of the sub-schools. Eldrich: nicknamed "cosmic" by those who wish to not fully reference to its origins, it is referred as the "twisted parody of divine magic." Edrich magic is the realm of the eldrich abominations known as the Dark Gods. The magic tends to channel to other schools in a more twisted form. Users of this magic tend to face accelerated mutations and a rather cosmic form of insanity. The magic has also been known to forge powerful forms of psionics, though the results tend to break down the realities of the dominion it is used in. Elemental: a collections of magic schools, each set to the five elements; in much of the realms these are air, earth, fire, water and aether. Magic users can also follow a alternative form of elemental magic based on metal, wood, water, fire and earth. For each set of five most users of elemental magic tend to specialise in one or two, though there are who have mastered all. Life: a magic school can manipulates life forces, with tendencies ranging from the mending of the body through healing to the ability to command the beasts of nature through the magic of the fae. Body magic is often a nickname granted to this school due to the ability to enhance the natures of the body, while the term nature magic relates to practices such as communion with wildlife and haste growth of plants. This school is often linked with either a divine sub-school of magic or (for the Fae) elemental powers, though it is also founded among those who strive for both power of the body and (through psionics) the mind. Psionic: essentially mind magic; a unusual magic that does not have any linkage to arcane considerations, with a power of manipulation that seems to follow more the physical conditions of the user's mental capabilities as of itself rather than a mastery of embodiment of a magic power source. Seen in the likes of astral protection, psychokinesis and telepathy, the latter if mastered can enable one to essentially control the minds of others through will alone. This post was primary (with edits) a copy and past from the this post in Roll2Rule and was also of this one in Choices and Chances.