Schools of Magic
The Arcane Congress teaches that magic encompasses nine distinct schools, eight of which represent the mastery of harnessing specific natural magical energies.
The Arcane Congress teaches that magic encompasses nine distinct schools, eight of which represent the mastery of harnessing specific natural magical energies. These schools (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation) each focus on unique aspects of magical manipulation, with the ninth school, Universal Magic, covering the foundational principles that underpin all magical practice. Within the Congress, these schools are equally cherished and respected, seen as vital facets of the magical spectrum. However, outside the organization, perceptions of these schools vary widely, influenced by cultural values, historical context, and practical utility.
Abjuration
Outside View: Often viewed with a mix of respect and reverence, Abjuration magic is associated with protection, defense, and warding off harmful forces. People outside the Arcane Congress see Abjurers as guardians and protectors, frequently sought after to safeguard homes, treasures, and even towns from magical and physical threats.
Conjuration
Outside View: Conjuration magic, known for summoning creatures and objects, is regarded with a sense of wonder and utility. Conjurers are seen as resourceful and practical magicians who can provide instant solutions to mundane problems, from summoning steeds to conjuring servants.
Divination
Outside View: Divination is often met with fascination and caution. Diviners are regarded as mysterious and wise, often sought after for their insights but also feared for their ability to reveal uncomfortable truths.
Enchantment
Outside View: Enchantment is seen with mixed emotions; it involves influencing and controlling the minds of others, which can be both beneficial and morally ambiguous. Enchanters are perceived as charming and persuasive, but also potentially manipulative and deceitful, leading to both admiration and distrust.
Evocation
Outside View: Known for its raw, destructive power, Evocation is both feared and revered. Evokers are seen as formidable and dangerous, often regarded as warriors and weapons of mass destruction.
Illusion
Outside View: Illusion magic is regarded as both captivating and deceptive. Illusionists are seen as tricksters and performers, admired for their creativity but gernally distrusted for their ability to manipulate perception.
Necromancy
Outside View: Necromancy is often viewed with suspicion and fear. It involves manipulating life and death, raising the dead, and tapping into dark energies. Necromancers are seen as macabre and taboo figures, associated with death and forbidden knowledge. Due to its dark reputation, some seek Necromancers to gain power over death, aiming to elongate their lives or return people from beyond the grave.
Transmutation
Outside View: Transmutation is seen as versatile and practical, involving the transformation of matter and energy. Transmuters are regarded as inventive and resourceful, often seen as alchemists and innovators.
Universal Magic
Outside View: Universal Magic is not undertood by almost all outside the AC. Only a few schoalrs, with deep magical knowledge, truly can grasp the concept. The rare ‘Universalists’ are viewed as scholars and sages. Essentially only know for their comprehensive understanding of magical principles.
Opposing Schools of Magic
The opposing schools of magic as taught by the Arcane Congress carry profound importance and inherent dangers. These opposing schools represent the delicate balance of magical forces, and their interplay can shape the very fabric of reality. It is crucial for aspiring spellcasters to comprehend the significance and consequences of wielding opposing schools of magic simultaneously.
Understanding the importance and dangers of opposing schools of magic is paramount for any skilled spellcaster. The clash between these schools can disrupt the fabric of reality, leading to unpredictable consequences and potentially catastrophic outcomes.
Abjuration Against Transmutation
When these opposing schools clash, it disrupts the stability of protective barriers, weakening or nullifying their effects. This also modifies and mutates objects and beings in the vicinity. The result can leave the caster vulnerable to threats or render the intended protections unstable, or distort them physically. All in all, it always leads to unforeseen consequences.
Conjuration Against Divination
Combining these schools can cause disturbances in the fabric of reality. The outcome can range from summoning creatures randomly, expelling others, expose hidden truths, bathing an area with visions or even make a permanent gate to another plane.
Enchantment Against Evocation
When used together in high-level spells, this clash is arguable the most frightening. Distorting and warping minds; chaotic energy surges causing catastrophic destruction; even the shattering of practitioner’s ability to call upon magic itself.
Illusions Against Necromancy
This results of this collision have yet to be studied. According to the oldest record, even the first practitioners in ancient times knew better than to see what outcome this union would bring. Hopefully its never tested…
Universal
The school of universal magic stands apart, representing the harmonious connection and understanding of all magical schools. It is the study of magic itself, the fundamental principles that underpin all other schools. Universal magic does not have an opposing school, as its purpose is to integrate and comprehend the intricate interplay between all branches of magic. It serves as the bridge that unifies the other schools in the safest manner.
When Opposing Schools Meet
When spells from opposing schools of magic intersect, the resulting effect depends on the combined potency of the conflicting forces. This interaction can occasionally extend to spells from closely related schools, creating unpredictable and potentially volatile outcomes.
Rule of Convergence
If multiple spells of the same school are cast or affect an area within close proximity (a dozen span), the spell level of the lesser spells is halved (rounded down) and added to the highest-level spell’s effect. The third spell would be halved twice (rounded down) before adding in, and so on. This rule reflects the arcane principle that the convergence of similar energies amplifies the dominant magical influence, altering the magical landscape in significant ways.
Combined Spell level: 0+
When cantrips or orisons of opposing schools meet, nothing happens. The magic is simply too weak to interact, even if cast near a much more powerful spell.
Combined Spell level: 2
- Minor Disruptions: Flickering lights, mild nausea, minor illusions.
- Effects: Caster must make a DC 15 concentration check. On a failure, the spell is disrupted, and the caster takes 1d6 non-lethal damage.
Combined Spell level: 3-4
- Moderate Disruptions: Sudden temperature changes, loud noises, disorientation.
- Effects: Caster must make a DC 18 concentration check. On a failure, both casters take 3d6 non-lethal damage, and one of the spells (determined randomly) is disrupted. (use the least wild magic table).
Combined Spell level: 5
- Severe Disruptions: Forceful gusts, electric shocks, temporary blindness.
- Effects: Caster must make a DC 21 concentration check. On a failure, both casters take 3d4 lethal and 3d4 non-lethal damage, and both spells are disrupted. (use the least wild magic table).
Combined Spell level: 6
- Extreme Disruptions: Explosions, magical wild surges, area-wide effects.
- Effects: Caster must make a DC 24 concentration check. On a failure, both casters take 6d4 damage (lethal), both spells are disrupted, and a wild magic surge occurs (use the lesser wild magic table).
Combined Spell level: 7-8
- Catastrophic Disruptions: Dimensional rifts, intense energy surges, dangerous elemental effects.
- Effects: Caster must make a DC 27 concentration check. On a failure, both casters take 8d4 damage (lethal), both spells are disrupted, and a major wild magic surge occurs (use the greater wild magic table).
Combined Spell level: 9+
Apocalyptic Disruptions: Reality-warping events, time distortions, devastating elemental manifestations.
Effects: Caster must make a DC 30 concentration check. On a failure, both casters take 10d4 damage (lethal), both spells are disrupted, and a cataclysmic wild magic surge occurs (use the dark wild magic table).