Modern Schools of Magic Physical / Metaphysical Law in Athunis | World Anvil
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Modern Schools of Magic

The eight standard schools of magic are Abjuration, Transmutation, Divination, Conjuration, Evocation, Enchantment, Illusion, and Necromancy.   Within these schools are a number of sub-schools, focused on a specific aspect of one nature of a particular school. These sub-schools are Contra Maledictum (Abjuration), Demonology (Conjuration), Arithmancy (Divination), Astrology (Divination), Oneiromancy (Divination), Dunamancy (Divination), Hemomancy or Hemocraft (Necromancy), Incarnum (Necromancy), and Keiromancy (Transmutation).  

Abjuration

Abjuration spells are those of a protective nature; wards and spells that dispel or counters others. It is common for those seeking to protect themselves to employ such magics, without the need for bulky armour which can hinder spell casting.  

Contra Maledictum

The specialization of lifting curses, either through the sheer force of abjuration magic or fulfilling a curse's requirements; such as returning a lost ring or tending to a long forgotten gravestone.  

Conjuration

Conjuration magic gathers tendrils of arcane energy and forces a form upon it, creating matter, creatures, and even bridges to other realms. Such powers are used by those seeking to travel instantly across the world or planes.  

Demonology

The study of chaotic entities that dwell within the Abyss. Demonologists often claim to seek combat with such creatures and be ready to fight any would-be incursion into our world. However, few keep such noble ideals and many istead see these beings as tools to be used at the risk of becoming tools themselves of the very creatures they seek to control.  

Divination

Divination is the ability to read the ebbs and flows of arcane energy as it is tugged and pulled by forces across the cosmos. This allows Diviners to change their vision to see arcane auras or cast their mind's eye across the world to other places and even locate lost objects.  

Arithmancy

Involves the use of mathematics and complex formulas to see patters in an attempt to predict the future. This information can be used for upcoming events; some say they can even ensure things happen as predicted.  

Astrology

Astrologists monitor the movements of the planes, both those bound to Athunis by Planar Flumes and those that float about freely in the Astral Sea and Elemental Chaos.  

Oneiromancy

The study of dreams for the purpose of predicting the future is one long studied by a specific variety of arcanists known as Sages. The practice varies from person to person; some are able to simply enter a dream state at will while others drink a brew that allows them to dip into the dreamsphere and converse with their soul's messages and occasionally a deity's.  

Dunamancy

The study of time and fate, specifically for the purposes of its manipulation often crossing over into the school of Transmutation magic. Dunamancers believe that Dunamis is the primal arcane energy of potentially and actuality. An anticipatory arcane force that helps shape the multiverse and might very well be what holds the elements together like an infinite web of unseen tethers. Dunamancers are able to twist fate and project potential destinies into a reality or shift the unseen force of gravity to their will.  

Enchantment

Enchantment involves affecting the mind and enthralling the senses. Enchantment relies on altering a person's opinions, charming them, or compelling them to some course of action, or inaction. In the instances of Artificers, Enchantment is used in the creation of magical items by imbuing them with spells, wards, and other forms of arcane energy.  

Evocation

Evocationists tap into the less refined elements of arcane energy to create spontaneous effects often without tangible form such as light or fire. Such magic is quite desirable in a world of conflict and many Envokers find employment among the Mercenary Guilds of Athunis.  

Illusion

Illusion magic focuses on deceiving and bending perceptions. A highly practiced Illusionist can use this to present their version of reality to a viewer, influencing them to accept that vision as their own.  

Necromancy

Dealing in the manipulation of life and death, this force stems from the innate magic of souls as well as the mending and manipulation of flesh. In most instances, Necromancy is seen as dark and dirty magic by most common folk.  

Hemomancy or Hemocraft

This rare and often reviled subschool of Necromancy involves a number of blood rituals the average person would consider sickening. Often, these rituals involve the corruption of life giving forces of the body, warping them into grotesque forms.  

Incarnum

The practice of contacting and returning souls from beyond death, often to resurrect a fallen hero or bind a soul to an object or vessel. Such magic is viewed as heretical when not performed by Clerics that channel the powers of a deity; which is seen as having the blessing of both the keeper of the soul and the soul itself.  

Transmutation

Transmutation is the spontaneous alternation from one form to another. Polymorphing objects and creatures into other forms or enhancing the abilities of a warrior or scholar in their endeavors are common transmuter abilities.  

Keiromancy

As the manipulation of weather, Keirmancy is often considered the domain of more primal magic users such as sorcerers and druids. Powerful Keiromancers are highly valued by Athunian naval powers. Bamnbryn, Ruathym, and Aldeyth are examples of nations that utilize Keirmancy to bolster travel, trade, and war.

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