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    Magical Dictionary and Schools of Magic

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    Princess-Toejam
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    Magical Dictionary and Schools of Magic

    Post by Princess-Toejam on Tue May 12, 2015 1:01 am

    Schools of Magic

    GUARDING

    Guarding, also known as 'Praeseation' in the old tongue, is the school of protection and healing. These spells cannot be used to harm others. This magic is practiced mainly by pacifists and doctors, and takes many years of training to perfect due to the complexity of organic matter and life.

    Though all magic requires different words and components, depending on the culture from which your magic was learned, the root words of most Praeseation spells come from the Latin 'Arco-' (to keep away), 'Tego-' (to shield or cloak), and 'Sepio-' (to preserve).

    CALLING

    Calling, also known as 'Raptiora' in the old tongue, is the school of conjuration and teleportation. These spells are used to pluck items from one are or plane to another, since matter cannot simply be created out of thin air. This school was once known as 'Conjuration', but the name was changed once alchemists and wizened folk came to realize they were stealing rather than creating.

    Though all magic requires different words and components, depending on the culture from which your magic was learned, the root words of most Raptioran spells come from the Latin 'Mitto-' (to send).

    DIVINATION

    Divination, also known as 'Prophetio' in the old tongue, is the school of the third eye. These spells will reveal what is hidden or has been forgotten, but are often useless to those who do not have further knowledge of what they seek. Divination takes time, more components than most magic, and total concentration. It is not a dangerous school, but it is among the more difficult to master.

    Though all magic requires different words and components, depending on the culture from which your magic was learned, the root words of most Prophetiacian spells come from the Latin 'Vide-' (to see).

    RUNES

    Runes, also known as 'Fortecio' in the old tongue, is the school of enchantment. These spells deal with using symbols to bind abilities, curses, and other magical properties to non-living matter. These enchanted objects can then be worn by, or otherwise attached to, living matter, however. One example is a sword with runes carved into the hilt--it would have magical properties that only affect the bearer whilst the bearer is touching the sword.

    Though all magic requires different words and components, depending on the culture from which your magic was learned, the tools and symbols of the Fortecian spells are uniquely Dwarven. Thus, this school is very difficult for others to learn, as they must not only have access to precious gems and metals, but also must learn the complex process of melding magic with art.

    INVOKING

    Invoking, also known as 'Excia' in the old tongue, is the school of growth. These spells allow the user to draw power from any given source--life from plants, strength from humans, and so on--to improve their physical body and abilities. This magic is primarily used by those with weak or sickly bodies, who cannot otherwise defend themselves, but great warriors are known to use this magic as well.

    Though all magic requires different words and components, depending on the culture from which your magic was learned, the root words of most Excian spells come from the Latin 'Sin-' (together) and 'Frater-' (brother).

    ILLUSION
    Illusion, also known as 'Obfucio' in the old tongue, is the school of dreams. Illusionary magic deals with manipulating light and air to fool others' senses--to make them see and believe that which is neither real nor true. This school of magic is highly coveted by the Elfin tribes, who use Illusionary magic to ward off unwanted visitors in their land. However, many other creatures may use Illusionary magic to better function in this modern world (vampires, for example, who prefer to hunt their prey).

    Though all magic requires different words and components, depending on the culture from which your magic was learned, most Obfucian magic does not use words at all! It relies totally on other senses, and speaking may in many cases cause the spell to break.

    NECROMANCY

    Necromancy, known only by its current name, is the school of life and death. These spells are among the most costly forms of magic, as they all require equivalent exchange to manipulate the life and death of living matter. Anyone could be a necromancer, though by their very nature Vampires are 'born' into this school of magic. A necromancer is one who manipulates the blood, bones and organs of the body. This form of magic is shrouded in shadows, though connections between Necromancy and Guarding have been disproved--the two work in completely different ways.

    The root words and the components used to perform Necromancy are not of this world, but of the various Planes of the Underland. Few have ventured there, and none (save for daemons and vampires) have been able to tell the tale of their time in the Planes.

    TRANSMUTATION

    Transmutation, also known as 'Mutagae' in the old tongue, is the school of change. These spells are meant to modify matter, and some masters can even change one item into another of equal value. Transmutation is one of the easier forms of magic, and is generally considered the 'entry level' or 'starter' school--most magic users know some form of transmutation.

    Though all magic requires different words and components, depending on the culture from which your magic was learned, the root words of Mutagation come from the Latin 'Hetero-' (mixed) and 'Utilis-' (useful).

    ALCHEMY

    Alchemy, also called brewing or simply cooking, is the act of creating potions, elixirs, dusts, etc. that will act as your spell casting components. These reagents can also be used as spells and curses in their own right, if the proper human emotion and energy is put into them (like with any spell). It is important to note that using potions or reagents is not Alchemy. Collecting, brewing, and preparing them is. As such, there are no spells to cast--only recipes to follow and reactions discover.

    .

    TECHNOMANCY
    Technomancy is one of the newer schools of magic. It was first developed by Dwarves, though Humans insist they started the trend. Technomantic spells mix technology with magic, quite simply. As it is a newer school of magic, its definitions are very vague. A technomacer could be anything from a wizen who uses magic to power their computer, to a wizen harnessing the magical properties of electricity from a tazer. The possibilities are endless, and some speculate that Technomancy will one day be split up into the already-existing schools of magic.

    Technomancy, as it is so new and so diverse, has very little in the way of spell books. As such, we cannot record its root words at this time, nor their meanings.
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    Princess-Toejam
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    Re: Magical Dictionary and Schools of Magic

    Post by Princess-Toejam on Tue May 12, 2015 6:54 pm

    Alchemist
    [Al-KEM-hiss-t]

    1. The proper title of someone who studies Alchemy: the Alchemist insisted I stir the cauldron clockwise under a full moon.


    Conjurer
    [Con-Jur-Her]

    1. The proper title of someone studying Calling: the Conjurer snapped their fingers, and an apple appeared in the palm of their open hand.


    Diviner
    [Div-I-nehr]

    1. The proper title of someone studying Divination: the Diviner rubbed their temples--opening the Third Eye always gave them a headache.


    Excior
    [Ex-see-or]

    1. The proper title of someone who studies Invoking: the Excior's arms glowed dully, then began to grow and ripple with stolen muscle.


    Illusionist
    [Ill-HEW-see-o-nist]

    1. The proper title of someone who studies Illusion: the Illusionist was very beautiful to me, but others clearly saw something different.


    Necromancer
    [Neh-crow-mahn-ser]

    1. The proper title of someone studying Necromancy: the Necromancer tossed aside the spare femur.


    Praesion
    [Pray-SEE-uhn]

    1. The proper title of someone studying Guarding the Praesion drew up a chalk circle, which easily warded off the undead.


    Reagent
    [Re-AY-gent]

    1. The official term for spell components; magical ingredients: reagents are far too expensive in this part of town.


    Runic
    [Rhu-Nick]

    1. Of or relating to runes: the runic encyclopedia was dusty and caked in mud.
    2. Any weapon enchanted with runes: the runic sword tore into the beast's flesh like a hot knife through butter.


    Scraper
    [S-Krey-Pher]

    1. The unofficial term for one who carves runes, or enchants weapons: the scraper sniffed snobbishly at the notion of haggling over their wares.


    Sorcerer/Sorceress
    [Wiz-ehn]

    1. The proper title of someone studying Transmutation: the Sorceress easily transformed the pencil into a quill pen.


    Techie
    [Tech-EE]

    1. The unofficial (but most common) title of someone who studies Technomancy: he laughed, "Just call me a Techie."


    Technomancer
    [Tech-no-MAHN-ser]

    1. The proper title of someone who studies Technomancy: the Technomancer raised a brow--no one ever called them Technomancers anymore.


    Ward
    [Wuh-ard]

    1. A spell, rune or potion used to prevent someone--or something--from reaching others: the Praesion's ward prevented the skeleton from reaching us.


    Witch
    [Wuh-ITCH]

    1. The female version of 'Wizen': the Witch scoffed, insisting only 'noobs' needed wands.


    Wizard
    [Wiz-ARD]

    1. The male version of 'Wizen': the Wizard snorted, insisting only old men use staffs.


    Wizen
    [Wiz-ehn]

    1. A general term for any magic user; one who studies magic: the magic emporium's stock was provided by Wizen Folk.
    2. A gender-neutral term for anyone studying magical lore: the Wizen raised their hands and called out for volunteers.

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