2014-02-19

Introduction

Before I get into the meat of this article, I want to shed some light on my sources. The original artist that classifies magic in the manner that I am about to utilize is a fantasy writer and game designer named Gary Gaigax. He is most widely known as the creator of Dungeons and Dragons, and had a great mind for presenting new and unusual ideas in a clear and understandable way that anyone can learn with relative ease as long as their willing to put in the time.

It is not often that occultists openly oppose each other in ideal for the sake of argument, but when it comes to fantasy and science fiction many practitioners are quick to dismiss findings as soon as they realize the results were based on a game. I am not attempting to make a case for fantasy and role play as true magic, but rather to provide a suitable discussion for the classification of magical workings.

Gary Gaigax and his team have provided a comprehensive guide to the schools of magic based on their applications and techniques. So, this article is not meant to teach you how to raise the dead as zombies, or Evoke fire from nothing, but rather to allow the reader to consider the effects of their practice to better understand themselves as well as the practices of their kinsmen and neighbors.

In order to make this article my own original work, as well as establish parallels based in reality rather than purely relying on the fantasy setting, I have also incorporated some of the Secrets of ISON which will allow this information to translate well, and encourage growth of the various magical trades.

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The Eight Schools

No matter your practice or beliefs, if you utilize any magic you are engaged in one of the eight schools that describe it. These schools are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, and Universal/Exceptional. All possible magical workings fall into one of these eight schools (and may apply to a sub-school) which provide a generalized method of the themes and philosophy behind individual spells or rituals.

Here are their most basic concepts:
Abjuration

To Abjure is to renounce with solemnity. Abjurations offer protection, blocking, or banishing in a plethora of ways. An Abjurer might construct a space that denies the entry or exit of beings based on their defining characteristics.

Conjuration

To Conjure is to create by force of will or effort. There are five sub-schools of Conjuration.

Calling brings creatures to you in physical form. A Calling spell often imposes a restriction on how that creature may return from where it came, but once the creature has arrived it is not bound by any other restrictions. This is not to be confused with Summoning, which is a separate sub-school within Conjuration.

Creation is a more difficult form of Conjuration, as the goal is often to manipulate matter in order to create an object. A Creation spell may bring about a useful tool that the caster desperately needs, or allow the caster to find general objects in accordance to the terms in the spell.

Within Gaigax' work, Calling and Creation are very similar, but in accordance to reality, Calling is reserved for creatures, and Creating is reserved for objects. In this way, it is possible to create objects by a means of delivery rather than outright something-from-nothing type behavior.

Healing is the act of making living material whole or pure. Healing spells range from simple charms that repel sickness, to complex ones such as speeding the recovery of a broken limb.

Within the Healing sub-school are also miracles such as rejoining a soul with it's dead body to bring them back to life. While effects like these are not commonly witnessed, I include it here as an example from antiquity.

Summoning brings creatures or objects directly to the caster by means of a vestige. A Summoning spell doesn't bring the physical being (as with calling or creation), but instead conjures a sort of effigy of the intended subject that can be interacted with in a very limited way. Consider Solomonic or Goetic summoning in this fashion for a better understanding.

In general, when a Summoning Spell expires, all the subjects of that spell, and their effects also end.

Teleportation spells transport creatures or objects to a new location. While these spells are very difficult to manage in reality, I include it here to provide an identity to effects that are not Calling, Summoning, or Creating.

Teleportation is almost always one-way, and subjects affected by teleportation have to find their own means of returning, if they wish to.

Divination

To Divine is to learn facts or gain knowledge through supernatural means, however much of modern Divination involves physical tools to be used such as decks of cards, or painted stones. Diviners will often employ their talents to ascertain the truth behind deceptions.

Within this school is the Sub-school of Scrying. These spells often take the form of extraordinary sensory organs such as Clairvoyance which allows the caster to see or hear in a place beyond their physical location.

Enchantment

Enchanting is the act of affecting a subject's mind in order to influence or control their behavior. An Enchanter can bolster a person's confidence, or shatter a foe's resolve. There are two Sub-Schools to Enchantment: Charms change the way the Subject perceives the caster or situation (allowing such effects as false-camaraderie or forced friendship), and Compulsions alter the way the subject's mind works in order to force it into action (which helps if you want the subject to perform a specific task in a specific way, for instance; touching doorknobs twice before grasping them to open the door).

Evocation

To Evoke is to control a force or control some unseen power with the mind. All forms of Energy Manipulation are considered Evocation (such as Qi Gong, Tai Chi, or Chakra Spinning).

Very strong Evocation has been known to cause physical and mental damage among subjects and casters.

Illusion

To Allude is to indirectly hint at some idea. Illusionist's goals include deceiving the mind, and confusing the psyche. As with Conjuration, there are five Sub-schools within Illusion.

Figments create false sensations, or generally trick one of the five physical senses. The affect of a figment is the same no matter whom perceives it except in the case of audible illusions that duplicate speech, in such a case the Figment can only duplicate languages known mutually to the subject and caster.

Figments are never real, and cannot cause physical harm.

Glamer spells change the perceived qualities of the subject. Just as with Figments, the affects of Glamer are consistent among all effected by them, and are not real.

Patterns affect the minds of subjects that can see it, or are within it. Different Patterns can have drastically different affects, but they all rely on sight to work.

Phantasms are mental images impressed into the minds of their subjects. Phantasms are personal, and take form according to the subject's will rather than the caster's. Those not affected by the Phantasm will not see it, even if they are observing the subject of such.

Shadow illusions are particularly devious, in that they create illusions that are partially real. Shadow illusions have been known to cause damage, and leave physical impressions.

Necromancy

Spells in this school manipulate death, create or delegate unlife, or directly affect the life-force of a living creature. Spells that cause the loss of body parts or fluids, putrefy organic material, or allow communication with the departed in any way are also forms of Necromancy.

Transmutation

To transmute is to cause a change in form, nature, or substance of matter. Transmutations can also affect other spells in these ways, and may change the way certain spells work entirely.

Within Transmutation is the Sub-school of Polymorphing. Spells of this nature change the physical shape of the subject. In reality there are only rare mentions of this kind of magic, even among legendary stories.

Universal/Exceptional

Any spell that doesn't fit into the above schools is considered Universal. These spells are usually basic conceptions of other types of magic, such as casting a wish, or producing a miracle. No matter what your specialty is, all magic-users should be able to use some form of Universal magic.

Spells that fit multiple schools, or work differently within their school are considered Exceptional. Mass-rituals often fit into this category.

Concluding thoughts

I want every member of the forum to consider the spells they cast, and what school or schools they fit into. Knowing a spell's properties could help us examine new uses for old spells, or discover why making personal changes to an existing spell don't always work.

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