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Forms of Magic

Elemental

  • Aeromancy – The ability to create, move, manipulate, etc the element of Air.
  • Geomancy – The ability to create, move, manipulate, etc the element of Earth.
  • Hydromancy – The ability to create, move, manipulate, etc the element of water.
  • Pyromancy – The ability to create, move, manipulate, etc the element of Fire.
  • Electromancy – The ability to create, move, manipulate, etc the element of Electricity or Lightning.
  • Cryomancy – The ability to create, move, manipulate, etc the element of Ice.
  • Ferromancy – The ability to create, move, manipulate, etc the element of Metal.

Anima

  • Vitamancy – The Ability to manipulate Life.
  • Necromancy – The ability to manipulate Death.
  • Sanguimancy – The ability to manipulate Blood.
  • Caromancy – The ability to manipulate Flesh.
  • Osteomancy – The ability to manipulate Bone.

Nature

  • Floramancy – The ability to create, move, manipulate, or grow plant matter.
  • Faunakinesis– The ability to speak to and understand Beasts and their natures.
  • Shapeshift – The ability to change your form into a creature and a back again.
  • Warg – The ability to place your conscious mind into the body of a beast.
  • Animalism – The ability to take on the power and skills of beasts.

Celestial

  • Lumomancy – The ability to create, move, or manipulate Light or the power of the Sun.
  • Umbramancy – The ability to create, move, or manipulate Darkness or Shadow.
  • Lunarmancy – The ability to create, move, or manipulate the power of the Moon.
  • Stellamancy – The ability to create, move, or manipulate the power of the Stars.

Psionic

  • Telepathy – The ability to communicate with or manipulate the mind.
  • Telekinesis – The ability to move objects with the mind.
  • Clairvoyance – The ability to see or divine the future, past, or present.
  • Illusion – The ability to project settings into the mind.
  • Dreamwalking – The ability to move through and manipulate the world of Dreams.
  • Inspiration – The ability to inspire the minds of others, usually through music.
  • Psychometry – The ability to divine knowledge from touching inanimate objects or living beings.
  • Omnilingualism – The ability to speak, write, or understand any language.
  • Astral Projection – The ability to project your conscious mind into the Astral plane.

Types of Spells

  • Cantrip – These are simple acts that barely take any magic to do, either with just a thought or with a simple one word command.
  • Instant – These spells are cast in the blink of an eye, all Mana used to power them is taken all at once.
  • Channeled – These spells require concentration for the duration of the casting and a continuous source of Mana to power them until their completion.
  • Delayed – These spells are set to trigger at a specific time or when a certain set of provisions has been reached.
  • Enchant – These spells imbue an object with a certain power, allowing the object to draw Mana on it’s own at the behest of the user.
  • Summoning – Spells of this nature often take more than one being to cast, and can pull a creature or object from wherever it may be to the casters.
  • Invocation/Conjuration – These spells are designed to pull power from other places, such as the moon, the sun, or even from the Creator or the Destroyer.
  • Potion – A Spell in the form of a liquid or stew, combining magical ingredients to provide the desired effect once ingested or once it’s container is broken. Should someone without magical ability try to combine the same ingredients, no magic of any kind will happen. The finished product may be used by anyone, magical or not.
  • Alchemy/Transfiguration – The magical act of changing matter from one form into another. These spells can turn a mouse into a teacup, or turn water into wine, or turn straw into Gold.
  • Permanent/Timed – These spells are designed to last a certain amount of time, though the longer they last, the more power it will require. Sometimes they will need recharged or a new source of power found.
  • Counterspell – These spells are cast as a way to counter another spell, most often during a magical duel, though the two spells colliding could have unforetold consequences.
  • Negation – This is the act of negating the effects of another spell or type of magic and rendering them inert.
  • Amplification – The act of amplifying the effects of a spell, usually through an outside power source. Siphon – The act of Siphoning the Mana from a spell, usually to power another, or to disarm a delayed spell. One must be cautious they do not Siphon more Mana then they can handle or accidentally trigger the spell they’re trying to Siphon.
  • Binding/Linking – The Act of joining objects or people together with a thread of Mana. This can be beneficial, such as allowing two Magi to share power or detrimental, such as enforcing your will on another. Binding may also refer to using Mana to keep another person from using their magic.
  • Divination – The Act of learning the past, present, or future through physical rituals such as a Tarot Deck, tea leaves, or bones.
  • Ritual – Ritual magic is far more complex then most and often combines two or more types of spells and contains physical spell components. It also a Caster to draw more power than normal and channel it into a single purpose. Some Rituals can take fifteen minutes, while others can take days.
  • Runic – The art of using Runes as a spell component, to direct Mana in certain ways to power spells. Runes are a special language all their own that some believe to be handed down from the Creator and the Destroyer at the beginning of Time.
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