Overview of Congruence Schools in The 4th Epoch | World Anvil

Overview of Congruence Schools

Schools of Study (applied sciences)

Congruence schools can be broken down into two categories; Active, and Passive. Active schools focus on implementing congruence into changing effects as magic, whereas passive schools broaden general and conceptual knowledge, and mainly increase congruence capacity, although sometimes can manifest other hidden effects or ways to better implement active schools. In our world, it would be analogous to Formal vs Applied sciences. Most practically applied forms of congruence study can be boiled down into four major groups. Active schools may have several subcategories, these are simply the most relevant (ones that garrett has talked about/ones that probably make sense to be in the world)

Physiologist:

the study of physical living bodies and their systems and functions.

Medic: the medic uses congruence to heal bodies, patch wounds, treat illnesses and pathogens in light matters, and strong practitioners can mend bones, reattach limbs, enhance regeneration or other metabolic functions, and can provide other enhancements (potentially by manipulating gland productions and biochemistry). The role would be similar to a cleric/transmutation wizard. Note: The term Medic is used as a catch-all healer term. Within the Vellidan, adepts are more precisely titled as Doctor, Nurse, and Caregiver.

Necromaster: the Necromaster uses congruence to manifest undead as a source of nearly indefinite labor. The undead serve any type of arbitrary grunt role and can do any sort of physical labor moderately well, although are too imprecise for any work that requires artisanship. They also make decent combatants and shock troops. Weak necromasters may only be able to raise one or two undead at a time, but powerful casters may be able to raise 50, or might be able to enhance their undead with exceptional abilities.

Conceptualist:

the conceptualist uses congruence to create systems that do not exist in the world, and mainly uses their imagination to augment their magic.

Creationist (summoner): creationists magically summon (give shape to) creatures of their choosing. Unlike the necromaster’s undead, these creations are temporary, but can be blessed with several other benefits undead do not have. A creationist’s strong–suit is adaptability. A weak creationist might only be able to create a creature for a few seconds before it starts to fade, but stronger casters can imbue their creations with multiple abilities and can potentially last for hours or even days at a time.


Evoker: evokers create spells with definite effects. Working with materials and elements that don’t exist to create short acting impactful effects is what they do best. They are a blast wizard (fireballs, ice walls, fogs, and the like fall under here).

Seer: Seers use congruence to envision situations outside of their normal perception. Whether this is in the past, present, or future.

Materialist:

the materialist studies congruence and its ability to manipulate already existing functions and systems.

Terramancer: the terramancer’s magic involves shifting the surrounding earth around them, manipulating terrain to their advantage.

Alchemist:alchemists are interested in conversion of one function to another, and are oftentimes notable chemists/biologists. They most commonly transfer the properties of one material into another, and are general all-rounders of magic. For instance, if an evoker casts a fog cloud, the alchemist would be able to do the same, but by redistributing certain properties of the water in the air, or by swapping a property with something that produces the same amount of vapors. This makes their congruence usage to knowledge a very steep bell curve. However, they are also able to cast spells with secondary effects that occur from the properties they are abusing being changed. The alchemist casting fog cloud could, for example, be sucking the heat from the air and vacuum cooling it, causing an explosion at the same time. alchemists are interested in conversion of one function to another, and are oftentimes notable chemists/biologists. They most commonly transfer the properties of one material into another, and are general all-rounders of magic. For instance, if an evoker casts a fog cloud, the alchemist would be able to do the same, but by redistributing certain properties of the water in the air, or by swapping a property with something that produces the same amount of vapors. This makes their congruence usage to knowledge a very steep bell curve. However, they are also able to cast spells with secondary effects that occur from the properties they are abusing being changed. The alchemist casting fog cloud could, for example, be sucking the heat from the air and vacuum cooling it, causing an explosion at the same time.

Empath:

empaths study congruence as it affects living beings and the perceptions of those around them.

Hex Adept: Hexs are all about leaving lasting congruence "marks" on others that have various different effects (almost always harmful or rebuffing in nature). The more powerful the hex adept the bigger the effect and the longer they last.

Illusionist: the illusionist shares certain traits with the evoker, but while their focus lies on creating impactful moments, an illusionist relies on creating belief.

Renamer: Renamers are able to rename thoughts, and directly influence a person’s ability to think. This can lead to complete sensory deprivation, brain death, or total domination of the body and its functions. A well trained Renamer can walk into the best guarded castle, assassinate the king in front of every guard, and leave without a trace.

Schools of Study

(formal sciences)

There are several other types of sciences out there in the 4th epoch, but rarely do they directly contribute to the spellcasting ability of congruence users. Mainly heightened understanding increases an individual's capability to broaden their congruence capacity and also potentially mitigate the draw of internal energy as easier applications of their spells becomes apparent. Because all knowledge, and therefore understanding, increases congruence, there are simply too many to list, but the most effective types can be thought of as the formal sciences, such as physics, math, game theory, etc.

Titles of Effect

As a caster settles more into their role, they can adapt their abilities with shaping. A fully fleshed-out spell can fall into one of three categories, depending on the size of the effect.

  • Insidious: single target, usually more focused and powerful, or with multiple effects
  • Artillerist: large area of effect, less powerful, or a single effect
  • Balanced: a small selection of targets, middle ground.

Levels of Mastery

Individual hermits and witches aside, any congruence user that finds themselves being taught through an education system, either with a school, private tutelage, or family rites, will encounter a mastery system to highlight and compare their progression. The three main levels of mastery are:

  • Apprentice (60%)
  • Journeyman (39%)
  • Master (1%)

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