Poll: School of Magic

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Rhymenoceros

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Frankster said:
Rhymenoceros said:
for water there's just the woman who invented it and one of the main support characters who learn blood bending and the ability to control live animals and people through their blood.
Most if not all creatures on earth have their bodies made mostly out of water, so makes sense. Taking this to the next level, you could presumably boil a living creature's blood for messy results....

This only makes the water faction more appealing, if only to be able to defend yourself against such attacks (my blood is my own!).

Air would be my second choice, flying around would be awesome unless.... You could make yourself your own cloud to fly you around with by controlling its moisture? :D A la dragon ball nimbus cloud? Yeah I think water all the way.

Earth has never been an element I like, too..."dirty" and I have no particular liking of being underground, but it's a strong, robust element as it should be ;)
To be honest the idea of boiling someone's blood had never occurred to me, you have an impressively disturbed mind. I too have no particular liking of being buried underground, however I feel if you could sense what's around through the earth then that might change. I imagine it feeling safe and secure, like a cocoon. I don't think you's get dirty since you could just magic it all off you!
 

Frankster

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Rhymenoceros said:
To be honest the idea of boiling someone's blood had never occurred to me, you have an impressively disturbed mind. I too have no particular liking of being buried underground, however I feel if you could sense what's around through the earth then that might change. I imagine it feeling safe and secure, like a cocoon. I don't think you's get dirty since you could just magic it all off you!
My mind works on both extremes, on the more innocent side see the moisture controlled cloud idea for transportation ;)
Way I see it, if people can inflict harm on you in tough situations, they will, so you gotta be a step ahead and anticipate what's the worst they can do: in this case, blood boiling by someone who can manipulate the h2o in your body, and by extension your blood, which they can either control, freeze or heat up or heck...even drain :S

Air and Earth are the other nasty ones, fire mages could set you on fire instantaneously but you can counter this with the other elements since earth provides a shield on which fire can't burn, air dissipates flames and water is fires opposite. Air mages could potentially rip you inside out by forcing a massive concentration of winds, like a mini tornado right where you are standing, earth mages could crush/squash/swallow you if you are in proximity to anything earth like.

Cocoon like feel for being underground does fit if you're an Earth mage, but I'd rather be out in the open sky ^^ Earth is a great element that combines defence with raw power but too many aerial weakeness for me (you're powerless away from the ground) and i'm not one for getting my hands dirty xP I suppose you could have such a mastery of earth as to pull off any dirt molecules on you or prevent them from dirtying ya in the first place but still, i'd rather just clean it off with water made from the surrounding moisture and take a nice bath :)
 

Rhymenoceros

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Frankster said:
Rhymenoceros said:
To be honest the idea of boiling someone's blood had never occurred to me, you have an impressively disturbed mind. I too have no particular liking of being buried underground, however I feel if you could sense what's around through the earth then that might change. I imagine it feeling safe and secure, like a cocoon. I don't think you's get dirty since you could just magic it all off you!
My mind works on both extremes, on the more innocent side see the moisture controlled cloud idea for transportation ;)
Way I see it, if people can inflict harm on you in tough situations, they will, so you gotta be a step ahead and anticipate what's the worst they can do: in this case, blood boiling by someone who can manipulate the h2o in your body, and by extension your blood, which they can either control, freeze or heat up or heck...even drain :S

Air and Earth are the other nasty ones, fire mages could set you on fire instantaneously but you can counter this with the other elements since earth provides a shield on which fire can't burn, air dissipates flames and water is fires opposite. Air mages could potentially rip you inside out by forcing a massive concentration of winds, like a mini tornado right where you are standing, earth mages could crush/squash/swallow you if you are in proximity to anything earth like.

Cocoon like feel for being underground does fit if you're an Earth mage, but I'd rather be out in the open sky ^^ Earth is a great element that combines defence with raw power but too many aerial weakeness for me (you're powerless away from the ground) and i'm not one for getting my hands dirty xP I suppose you could have such a mastery of earth as to pull off any dirt molecules on you or prevent them from dirtying ya in the first place but still, i'd rather just clean it off with water made from the surrounding moisture and take a nice bath :)
You really thought that out, huh?
Well if you're the air mage you could also counteract the fire as it requires oxygen to burn, which an air mage could just remove, plus as well as ripping you apart they could similarly put you into a private vacuum, the change in pressure ripping you apart, or just remove the oxygen and replace it with CO2 causing them suffocate, a good torture method that one!
 

Xaio30

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No no, you got the schools all wrong!
They should be:

Abjuration - Protective magic.
Conjuration - Summoning magic.
Divination - Detection magic.
Illusion - Illusionary (duh) magic.
Enchantment - Mind manipulation.
Invocation - Energy manipulation.
Necromancy - Life manipulation.
Transmutation - Physical manipulation.

I'm a proud nerd.


OT: Restoration. Forever young, anyone?
 

Gamblerjoe

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TheIronRuler said:
Hello escapists.
This announcement is brought to you by The Iron Ruler, a swell guy to befriend.
Now to the topic.
I've ben wondering about the various schools of magic, if you might try to box the concept of magic into various schools.
What i came up with are these -
1. Necromancy- You bring back the dead, make them do your bidding and trick a human queen in the process.
2. Destruction- Like incindiary rounds, but even more illegal, and doesn't require a weapon to fire.
3. Restoration- being a doctor with no real training, it's my dream coming true.
4. Telekenises - The ability to control objects via your mind, similar to vectors, charles Xavier and most importantly, you can use pens as high velocity projectiles, causing injury a la manhunt style.
5. Elementalism - basically Avatar (not the large blue men) but with robes. Actually, when you look at it that way, Avatar has magic - Elementalism.
6. Teleportation - Because backstabbing your opponent never ceases to amuse you.
7. Illusion - because being a gifted stage magician qualifies you for a free school year in Hogwartz. I wish they had made THAT movie instead of that other series.
* Lesbomancy - the ancient art passed down in a mysterious manner. Only seen in 'the witcher 2' but is a prominent member of the schools of magic and will expand as the years go by.
I advise you to do the following -
1. tell me of other schools of magic I forgot.
2. Choose which school of magic is preferable.
Only 2 of those are schools of magic: Necromancy, and Illusion. The schools of magic are not about how you implement the spells, they are about the common threads the spells share on a fundamental level. This is of course all extremely subjective, depending on what game or novel's system you are using.

Elementalism and most destructive spells fall under Evocation. The actual summoning of elementals falls under Conjuration. Restoration and healing spells fall under Conjuration, though they are important enough to hold up an entire school on their own. Teleportation is not even close to being its own school. Its pretty much just one spell, or "subschool" of spells if you want different teleportation spells with different ranges and such. These spells also fall under Conjuration. Telekinesis dominates the transmutation school. There are a lot of transmutation spells that do not involve telekineses though, so you cant call it the telekinesis school.

So, the schools of magic are:
Abjuration: protection
Conjuration: summoning, creation, teleportation, spells that cause physical damage
Divination: heightening senses, seeing into the past or future
Enchantment: manipulation of minds
Evocation: manipulation of the elements, elemental damage, magical light
Illusion: tricking the senses
Necromancy: manipulation of death, causing decay or enervation
Transmutation: changing the state of objects, telekinesis, disintegration
 

TheIronRuler

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Gamblerjoe said:
TheIronRuler said:
Only 2 of those are schools of magic: Necromancy, and Illusion. The schools of magic are not about how you implement the spells, they are about the common threads the spells share on a fundamental level. This is of course all extremely subjective, depending on what game or novel's system you are using.

Elementalism and most destructive spells fall under Evocation. The actual summoning of elementals falls under Conjuration. Restoration and healing spells fall under Conjuration, though they are important enough to hold up an entire school on their own. Teleportation is not even close to being its own school. Its pretty much just one spell, or "subschool" of spells if you want different teleportation spells with different ranges and such. These spells also fall under Conjuration. Telekinesis dominates the transmutation school. There are a lot of transmutation spells that do not involve telekineses though, so you cant call it the telekinesis school.

So, the schools of magic are:
Abjuration: protection
Conjuration: summoning, creation, teleportation, spells that cause physical damage
Divination: heightening senses, seeing into the past or future
Enchantment: manipulation of minds
Evocation: manipulation of the elements, elemental damage, magical light
Illusion: tricking the senses
Necromancy: manipulation of death, causing decay or enervation
Transmutation: changing the state of objects, telekinesis, disintegration
Woulf YOU like to start a similar thread just to be right?
 

TheIronRuler

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Mordekaien said:
Lactomancy.
Because nothing else sates the thirst for a good bottle of milk.
Do I see a 'misfits' reference here?

danirax said:
Necromancy can be fun
each time one of them dies we get stronger =P
there are some really powerful creatures that necromancers can call...
Like what? Humans? Warrior humans? Other mage humans?

Bugerion said:
Telekinesis or teleportation because you can rob banks with them
1.Restoration-I heal myself if guard shoots me all the time while with others if you get shoot you die
2.Teleportation-well obviouse safest way to roba bank
'Jumper' already got you covered with robbing banks.
lettucethesallad said:
I'd go with telekinesis. I'm lazy that way.
SonofaJohannes said:
Lesbomancy sounds very tempting, but I'm gonna go with teleportation. Seems like the most useful in my daily life. I'll never be late again!
GraveeKing said:
Teleportation quite happily. My life is done - nobody has to get hurt and every time I run out of money I simply teleport into a bank then teleport out with the dosh.
If someone threatens me I simply grab them - teleport myself and them 5000ft in the air then teleport myself back and watch the splat.
Everybody here is lazy... I expected much from a 'gamer' forum.
 

Nevergod

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Feb 15, 2011
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TheIronRuler said:
Mordekaien said:
Lactomancy.
Because nothing else sates the thirst for a good bottle of milk.
Do I see a 'misfits' reference here?
[/quote]

Totally, or at least a very weird circumstance.

TheIronRuler said:
Everybody here is lazy... I expected much from a 'gamer' forum.
I wouldn't say everyone was lazy, it's just the simplest option in most cases, why bother creating an illusion of a beautiful woman to lure a man into your house, just so he can fetch you a drink? (If that's all you were going to do with it of course), and most people aren't terribly vengeful, If i wanted to kill someone using my telekinesis i'd probably systematically break every single one of their bones and then quite possibly throw them into low earth orbit, but a situation like that very rarely comes up, So people dont think about it often or in great detail.

And yes, Telekinesis/Teleporting might be a slightly mundane answer, but it's what you make of it isn't it? I imagine throwing fireballs is quite mundane, unless you decide to juggle with them, or start setting people's blood on fire, then it becomes spectacular.So yes, people can be lazy, but they can also be brilliant!
 

infohippie

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Destruction, because blowing shit up is fun.
My D&D mages are usually evokers for this very reason. Other players get nervous when I look at everyone's position during combat and start asking "You have a high save vs spells, right?"
 

danirax

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TheIronRuler said:
Mordekaien said:
Lactomancy.
Because nothing else sates the thirst for a good bottle of milk.
Do I see a 'misfits' reference here?

danirax said:
Necromancy can be fun
each time one of them dies we get stronger =P
there are some really powerful creatures that necromancers can call...
Like what? Humans? Warrior humans? Other mage humans?

Bugerion said:
Telekinesis or teleportation because you can rob banks with them
1.Restoration-I heal myself if guard shoots me all the time while with others if you get shoot you die
2.Teleportation-well obviouse safest way to roba bank
'Jumper' already got you covered with robbing banks.
lettucethesallad said:
I'd go with telekinesis. I'm lazy that way.
SonofaJohannes said:
Lesbomancy sounds very tempting, but I'm gonna go with teleportation. Seems like the most useful in my daily life. I'll never be late again!
GraveeKing said:
Teleportation quite happily. My life is done - nobody has to get hurt and every time I run out of money I simply teleport into a bank then teleport out with the dosh.
If someone threatens me I simply grab them - teleport myself and them 5000ft in the air then teleport myself back and watch the splat.
Everybody here is lazy... I expected much from a 'gamer' forum.
I was thinking more in the direction of
ghosts, vampires, zombies, elephants, banshees, bone horrors, leeches and horseman.
 

L1gh7Sp33d

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Teleportation, absolutely, because it is the easiest one to use in the real world without being hunted for being a witch. No more commute, no more flights, no more driving to gamestop.
 

thylasos

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Ah, what a pity, I was hoping this would be about the Abbey of Thelema, at Cefalu.
 

TheIronRuler

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Jungy 365 said:
Me? Destruction magic.
Because why does the world exist if we were not meant to burn it down?
nicely said.
That's exactly the reason why I am also an avid supporter of the phrase - "Rules are made to be broken."
 

2xDouble

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timeadept said:
2xDouble said:
Illusion is no mere stage magic. Illusion is ultimate control and domination. Illusion is the ability to force the mind and body to see and feel whatever you want. Illusion can force a person to suffer as if burning alive, forever. Illusion can show someone haunting images from their past, or of their fears of the future, and you don't even need to know what it is.

Also you're missing one. My favorite: Meta-magic. Meta-magic is the manipulation of magic itself. It can work with or against other magic-users. Metas can make a spell bigger, or negate it entirely, or change it into something else. For example, a Destructor could make something blow up by igniting it, while a Meta makes something blow up by turning its energy into fire. Metas can also attack the very essence of a being.
Meta-magic... I've thought about something like this. Like the person has no magic themselves but if another person is using magic then they can usurp the spell and take control of it? Very good choice. Maybe they could absorb the magic themselves and become stronger, if only temporarily.Or are you going along the lines of every thing is made up of energy, and a meta-mage can control and release this energy?
A little of both. Magic-users use special energy (typically called "mana") to fuel their abilities, while a Meta actually controls and manipulates mana. Like the difference between a car and a gasoline manufacturer: one uses the fuel, and the other controls it. They couldn't cast a spell themselves, per se, but they can certainly take control of one, or subvert mana being used for their own purposes. Metas also have access to devastating "mana burn" abilities, wherein they apply the energy directly to living things, either overloading them or draining them. Both are extremely painful, and especially devastating against magic-users (who would have built up larger mana pools).
 

AVATAR_RAGE

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BigDeadMushy said:
AVATAR_RAGE said:
BigDeadMushy said:
depends on which systems you follow,but I think I'll just list the Warhammer lores.there's quite a list.
Lore of Death(not to be confused with necromancy):DOOM!!
Lore of Fire:self explanatory
Lore of Beasts:boost your own or a friendly units stats,prevent non-humanoid units from attacking
Lore of Light:to protect and heal
Lore of Metal:basically alchemy.improve your gear or make the enemys gear useless
Lore of Life:summon winds,or make the terrain itself strike out in anger!
Lore of the Heavens:thunderbolts,or unleash a comet on the battlefield
Lore of Shadow:speed around the battlefield,or scare the bejesus out of your foe
then there's the race-specific stuff.I won't go into detail.
Lore of the Old Ones (Lizardmen)
High Magic(High Elves)
Dark Magic(Dark Elves)
Lore of the Forest (Wood Elves)
Necromancy + Vampiric Magic
Lore of Chaos Undivided
Lore of Nurgle:disease and decay
Lore of Tzeentch:transformation and manipulation
Lore of Slaanesh:pleasure and desire
Lore of the Horned Rat(Skaven[rat-men])
Gastromancy(Ogre's Gut Magic)
Big Waaagh! and little Waaagh! (orcs and goblins)
and the Lore of Ice,practised only by the Tzarina Katarina of Kislev.


I'm pretty sure I got them all.more information can be found at www.games-workshop.com
Lizardmen do not use their own form of magic anymore, the winds of magic are too weak to comply. You also left out the Lore of Nehekhara (Tomb Kings) to call upon the desert gods! (Sorry nerded my self all over the place then)

But yeah I voted Necromancy but going by Warhammer Rules the Lore of Tzeentch is far more appealing, bow the to the Changer of Ways!

I left tomb kings out because they use the scroll system as opposed to the regular Winds of Magic (By My Will Be Done!)


Changer of the Ways be damned, Grandfather Nurgle has many gifts to bestow!

Actually Tomb Kings use chants now, to harness the power of the desert gods. (little of topic but yeah).