Schools of magic are methods of dividing the broad range of magical techniques into more specialized categories. Different cultures have different criteria and boundaries for what constitutes a separate school. Ekavarian society in particular have based much of their culture on these magical boundaries, which were originally derived from an ancient 2nd era document listing a theory on discovering the mythical Demispell.
The Ekavarian schools of magic are:
Power
without power nothing can be accomplished, and as such is the first of the schools of magic. Power is based around the manipulation of energy types, such as heat, cold, electricity, or even pure force. Power spells are often flashy and destructive, such as a fireball, or lightning bolt, and as such is often the first school those inexperienced in magic think of when magic is discussed. This has caused some to label it as a school only for those with violent tendencies, but the school of power has many uses in powering devices used by all Ekavarian cities. Masters of Power can rend entire mountains with their spells.
Restraint
Magic represents the manipulation of the natural world, but one must learn to this natural state before it can be changed. The school of restraint is concerned with the removal of magic, counterspells, shields, the banishing of magical beings not from this plane of existence, and of course the proper usage of the famous anti-magic field. Followers of this school are sometimes referred to as anti-mages, and are a nightmare for other practitioners of the arcane arts to deal with. The greatest of the Restrained are known as Unbound (Put link here) seemingly soulless beings that form a void in the Aether, around which no magic can be used.
Change
Change is progress, and progress is needed to improve. The school of Change turns one thing into another, manipulating the shape, material, and position of objects, both living and not, which already exist. Telekinesis and transmutation are common effects of the school, with polymorph, disintegrate, and control earth as notable spells in the school. The most powerful amongst them can even change the structure of space and time itself. Changers are often employed in civil works building structures and turning rock into useful materials such as wood and grain, and as such are regarded quite highly amongst the general populace as one of the most "useful" schools. while it would not do to put one of the schools above any of the others, it is undeniable that disciples of Change are effective where they are needed.
Lies
The journey to truth is filled with lies, and understanding them is needed to reach enlightenment. The school of lies tricks the senses of intelligent beings with fakes and illusions, making noises, people and even entire landscapes appear where there are none. Notable spells of the school include phantasmal force, major image, and disguise self. Masters of Lies have the capability are said to create illusions so real they trick even reality into bending to their will. Disciples of Lies are often mistrusted by those outside of their school, and have earned a reputation as creatures not to be trusted. This may seem prudent considering the nature of their practice, but those with a proper understanding of the school understand that their work is used to uncover fakes as often as it is used to create them.
Foresight
The path to true magical knowledge cannot be tread blindly without planning ahead, and foresight is vital to proper planning. Disciples of Foresight, often called diviners, see into the truth of the past, present, and even the future. Diviners can look into deep into history to discern the history behind an object, view across the continent to determine the outcome of battles miles away, and predict the harvest of the upcoming year. Looking into the future in particular is a risky process, often giving misleading info, as such it should only be relied on rarely. Common spells of the school include scry, foresight, and legend lore. Truly impressive seers can wade through a battlefield completely unscathed, making only minute movements to avoid all danger that comes toward them. Diviners are in high demand, especially those who can reliably provide correct predictions, although they are quite disliked by those running casinos. Evidence of divining in such an establishment is a surefire way to get kicked out.
Emotion
The Soul is not made of pure logic, and one must be in touch with their feelings if they are to be in touch with the universe. Disciples of Emotion manipulate the less logical parts of intelligent minds, improving moral with waves of confidence, or shattering psyches with utter terror. Notable spells include charm person, fear, and hold person. The finest masters of Emotion can even compel one to death with a single word. while sending happiness to someone to make the more agreeable or other such subtle manipulations to get what one wants from someone aren't discouraged, true mind control is within the realm of possibility and is appalled by most. Indeed, the loss of one's free will is often considered the greatest crime one can commit, and, as such, such practices are banned the Council of Eight. Towing the line between true control and manipulation is a razors edge, but it certainly can be done even at higher levels of ability.
Creation
Beauty does not arise without effort, and the creation of such beauty is a final goal of those seeking truth. Creation is concerned with the generation of physical objects and creatures, whether purely out of soul or drawn from another plane. Food, weapons, and raw elements are common, as are astral creatures, elementals, and even demons, although that last one is usually frowned on. Notable spells include cloud of daggers, conjure food and water, and conjure elemental. The strongest Creators can summon portals directly to anywhere in creation.
Mortality
All that is must one day come to an end, one must accept this fact if they are move on.
Arguments among schools
Whether a specific spell or category of spell falls within one school or another is a source of great debate between disciples of the eight schools. Some notable examples have been included here.
Creation seems to be most common source of ire in regard to treading on other schools specialties. Disciples of Power complain that fire deserves to be entirely in the realm of Power, yet creators call their conjurations of flaming spheres and swords their own discipline. They retain that the important distinction is that they are drawing directly from the elemental plane of fire, while Power's users generate immense heat to create fire. Change is another common debater with Creation, usually on the subject of teleportation. Creators argue that since summoning is within their realm, summoning themselves someplace else is easily their field. Changers counter with the description of teleportation as the changing of an objects position, which would put it within the sphere of Change. The formal definition goes back and forth frequently, although both sides continue to practice their own variations of teleportation.
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