Schools of Magic

“For years,” the headmaster began, “the final test at the Academy was for a prospective magus to attempt to hide an article of arcane power from the school’s magi for as long as possible. This was back before rose stone was commonplace, of course. Most wizards attempted powerful abjurations to prevent the seekers from discerning the location of the artifact. Most, that is, except for Cordin.

“Cordin was a clever student indeed. You all may be familiar with one of his personal inventions, Cordin’s magic aura. It allows the caster to create the appearance of a powerful magical enchantment on an object.

“Well, Cordin spent the 2 years leading up to the final test placing his aura on dozens of objects, everything from rocks to swords to pieces of jewelry. The night before the test began, he scattered them about the city in haphazard manner. When the seekers went to look for the artifact, they found themselves overwhelmed by the number of objects they found, and unable to zero in on the correct one. To this day you’ll still find the occasional faux-ensorcelled object around the region.

“Sometimes it’s better to hide a needle in a pile of needles than to look for a haystack.”

Remember I ENACTED:

Illusion

Evocation
Necromancy
Abjuration
Conjuration
Transmutation
Enchantment
Divination

The eight schools of magic encompass the various ways with which a skilled practioner can harness arcane power to achieve their ends. Abjuration concerns itself with the art of protection: guards, wards, and other defenses against threats both physical and magical. Conjuration involves the summoning or motion of physical creatures and objects. Divination harnesses information and investigation, whether it be divining the future or scrying at a distance. Enchantments affect the minds of others, altering their perceptions or dispositions or even modifying their very memories. Evocation summons magical power directly, be it to blast the enemy with a fireball or to heal a comrade’s wounds. Illusion creates false perceptions, sometimes tricking the senses and sometimes reaching into the mind itself to alter the way those senses are perceived. Necromancy concerns itself with the energy of death: that can be channeled to restore a fallen warrior to life, to blast an enemy with necrotic energy, or to reanimate a skeleton to serve for a time. Transmutation magic changes the form and nature of things, perhaps allowing the caster to become a giant eagle, slowing an enemy in combat, or enlarging an ally.

Curiously, these schools are symbolized differently by different traditions of magic. The northern magi of Oppa have a separate set of symbols from those used throughout Doma and the former Urek empire, and the recent arrivals in Tarsha bring an entirely different set from the far East:

Schools of Magic and their Symbols
School Urek Oppa Eastern
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Words of advice for aspiring dweamorcrafters:

Abjurers should take care to ply their craft across their cadre — protecting yourself only goes so far. Allies who can use that protection to eliminate threats will let you live beyond the duration of a resilient sphere.

Conjurers must be on the lookout for narcissism; remember that you are summoning allies to help you, not subjugating slaves to do your bidding.

Creepster peepsters.

Diviners must always weigh the value of information with the privacy of others. While knowledge can be intoxicating, the wrath of someone scryed upon against their will can bring your career — and your life — to a quick end.

Sexy bastards.

Enchanters should be careful to cultivate real friendships. It’s easy to be seduced into thinking that those you’ve beguiled actually care for you, and find yourself alone in the world.

Evokers have an enormous hammer. Remember that not everything is a nail.

Illusionists must take care not to forget how the world actually is — it’s easy to believe your own glamours.

Necromancers must remember that while they can help stave off death for a time, they are not immune to its touch. Relish your life while you have it.

Nerds.

Transmuters are often of a mind with tinkerers and artisans, deeply curious about the world around them, how objects work, and how to control them. Remember to take time to see the people around you and relate with them.