The Schools of Magic Organization in The Lost Lands | World Anvil
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The Schools of Magic (The Schools of Ma-gik)

The 6 Schools of magic.

An Explanation of the 6 Schools

The Schools of Magic have 6 various different schools in total. Out of these 6, only 4 remain after the event known as "The Falling School" occurred during "The 3rd Terror". The 2 schools that were disgraced was the school of Pain sorcery and Summoning sorcery. Ever since their falling out with the main organization, it has been rarely used outside of illicit cults and such. The other 4 schools that were not tainted are as follows. The School of Elements, The School of Enchantment and Curses, The School of Nature, and the School of Change. Each of these Schools have their own unique perks and drawbacks. All of these schools excluding the 2 disgraced schools are in league with each other and help each other and have their own nation state that is a sanctuary for magic users. This nation is known as The Wisdom Theocracy. For they practice the worship of the God of their world.

The School of Elements

The School of Elements are Wizards who are naturally inclined to use their energy of the soul to affect and create instances of elements such as water, earth, air, and fire. The users of this form of magic are the most diverse and vary most out of all the schools, to add on this school is also the most popular and well known. This school of magic sorcerers often only learn one kind of magic due to the fact one's soul is always inclined to do one specific form of magic, and eventually even a mental subconscious block is formed, which makes them better at the magic they study, however makes them inept at learning other magics. To continue, some elemental sorcerers who are good at making high quantity and concentration of power collaborate with Enchantment Sorcerers and seal things such as miniature firestorms, lightning storms, tornadoes, tsunamis, etc into objects. These objects thus far have been very rare and only used by the highest order of warriors and soldiers. These sorcerers are identified by the white robe, representing unity and purity between all the elements.

The School of Enchantments and Curses

The School of Enchantments and Curses, shortened to The School of Enchantments to which it will be referred to from now on is a unique school of magic, and often ridiculed because of how reliant this school is on other schools of magic such as the aforementioned Elemental school. The abilities of the school of elements is mainly sealing power into an item giving it power, these weapons are coveted by every single nation. However, other thing can be enchanted, as long as the object has an anchor for the power such as a crystal, gem, or any object that has ability to hold power. To continuea nother power that sorcerers here can possess have is cursing people using different kinds of objects. There is a certain enchantment that cannot store power but instead amplifies your soul energy like a wand per say, however you must be precise with this power otherwise it sill fail completely. However this magic is frowned upon by many due to how brutal it is, and is only used in a situation in which the stakes are so high and life and death is imminent. While the "wand" without proper ritual just shotguns energy everywhere that is harmless and at most makes the affected feel sick or have minor headaches. However, there are rituals such as making runes on the ground using your feet to draw them. These rituals take fairy long and in battle are only used with sufficient protection. To do these rituals you need grounded conduits for soul energy, such as soul gems. They users of this magic often use glue to glue the grounded soul gems and have small nails protruding from their footwear so they can make the runes more visible and therefore to some extent more powerful. The runes can use different kinds of energies and have different purposes and meanings. Often a sorcerer only practices one rune so they can perfect the art of drawing the symbols with their feet, which is quite complicated due to the fact the runes need to be exact. After the runes were made with the right preparations, one needs to go into a deep state of meditation and draw power into the self, this process however is the hardest. Because if to much power is drawn one explodes in a hell of curse, and anyone around the caster is either killed or maimed and cursed for life. Once they succeed in this process they need to be quick and precise, otherwise there is a chance the wand would explode, because it would be amplified for far to long and the energy could not be stored in the wand. These sorcerers are identified by their purple robes.

The School of Nature

The School of Nature is the newest school introduced and was founded a decade prior to "The Falling School". The School is an off-shoot on The School of Enchantments and Curses, which instead of focusing on enhancing human made objects, focuses on things such as making waybread that with one bite and suture the needs of a soldier, such as lembas bread from the Lord of the Rings franchise, the sorcerers here are not reffered to as such and instead are reffered to as Druids because of their affinity for nature. To add on, certain Druids have been known to breed plant creatures that can be controlled and are nicknamed as "Druid Spawn" these creatures have a period of activity of 24 hours and a resting period of 48 hours to compensate. The School of Nature despite the fact being the newest is considered one of the most powerful, these wizards are often used as scouts for their knowledge of the land and are used as emmisaries for Elven nations because they have similiar goals. People in this school of magic can be identified by either a green or blue robe.

The School of Change

The School of Change is a school of magic that prefers to use their soul energy to lift and change and alter things around them, considered the most basic and is the 2nd populous form of magic behind elemental these sorcerers prioritize in deflecting spells with "magical parries" from their soul energy, these people can also use their soul energy as an extenstion of themselves, for armor and blades and the such. These sorcerers are identified by their dark gray robe.

The School of Pain

The School of Pain is one of the two disgraced schools of magic, the other disgraced being The School of Summoning. The School of Pain is the least common and the more frowned on upon of the 2 disgraced schools. The School of Pain is mysterious, with known records only telling of sorcerers attaching strange objects various ways (impalement, stabbing, punching, etc) and then the person who the sorcerer is going against collapses and slowly dies a very painful death. The School of Pain have produced 3 of the 7 dark lords who attempted to reign control over the Lost Lands.

The School of Summoning

The School of Summoning is one of the two disgraced school of magic, the other disgraced being The School of Summoning. The School of Summoning is the most unique and considered at one point the most powerful school of magic. The means of their summoning is unknown to most, however what is known is that practitioners of the school specialize making strange portals to other realms, while others prefer making golems by collaborating with enchanters to make the core of the golem. Some specialize in using their own power to give the undead life again for a short amount of time. Besides that, no one truly knows the ways of the school of summoning.

The Wisdom Theocracy

The Wisdom Theocracy is the kingdom where magic is not only accepted but encouraged, everyone there atleast knows one spell, the Wisdom Theocracy is led by a council of 4 head wizards and a Senate of powerful sorcerers and wise wizards. The Wisdom Theocracy is located on the Isle Channel, where only water seperates the Grand Isle from the continent. They have holdings both on the isle and the continent and are considered a powerful enemy. They have been around since history could remember and are not to be taken lightly.
Type
Guild, Mages

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