:: Magic Construction & Tips About Magic Pt. 1 ::
When making a character, I’m sure you consider whether or not they are going to have magic. If so, what kind of magic, how strong, how to use it, and how it can be countered or rendered useless. I’ve come upon in my day, a lot of people who do not put thorough though into the construction of magic within their character. As this has been brought to my attention, I shall attempt to offer my knowledge and experience below to help those who wish to utilize some help with the construction and creation of magic.
:: Step One ::
“Man, I really want some magic, but what kind?”
When it comes to types of magic, schools of magic, and forms of magic, there is a great, nearly endless variety at hand to which you can pick from. Below I will flesh out what I can think of to help create a guide to which you may hopefully find aid in picking a magic type. Remember, you can mix and match things to suit them to your character.
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Arcane Arts Arcane Arts do not necessarily mean that they are magics attained through dark means. Instead, it applies to magic acquired through learning, studying, or possibly dark means.
Abjuration- The magic revolving around magic that interferes with other magic or serves as a barrier from other magics. These include spells that can dispel, negate, and interfere with spells cast by another. An Abjurer can remove curses, enchantments, and seals as well. Abjurers also have the ability to cast the target of a specific spell of their magic to another plane of existence. And lastly of course, is an Abjurer’s ability to cast protection magic- such as magic shields and physical barrier shields.
Alteration / Transmutation- Alteration magic revolves around the ability to transmute or alter the physical properties of someone, something, or some condition of being. There are spells in this category that pertain to altering the target’s traits (making them stronger, weaker, charismatic, etc) and physical aspects.
Conjuration- This magic revolves around calling materials, creatures, or energy to caster. This can also work in the opposite function, of sending creatures or objects to other places, planes, or distances. Conjuration magic extends to summoning, calling upon the manifestations of creatures or energies in the current plane, some extent of healing via channeling energy, creating objects or basic creation, and some forms of teleportation in reference to teleporting to other planes of existence.
Divination- Divination magic applies to divining or finding information that otherwise would be difficult to obtain. This includes spells for scrying, tracking, and reading intent of others. Divination also extends to sensory magic (the ability to sense objects and living things beyond the common five senses) and magic detection.
Enchantments / Enchanting- This magic revolves around the ability to create an effect on a person or object. To enchant an object gives it a specific trait through magical means (i.e.: Imbuing with a magical attribute , while enchanting a person can summon the truth out of them, or draw out their intent, even allure them to your cause (i.e.: Charming).
Evocation / Invocation- Evocation can deal with utilizing the energies around one’s self to cast out magics. These can be elemental attacks or conjurations of magical energy (i.e.: Attacks like a single bolt of lightning, or a wall of darkness). Evocation is a broad field of magic, and often someone who takes up Evocation has a very wide array of spells, but these spells would be weaker in the face of someone who attributes themselves to one aspect (i.e.: An Evoker using a fire spell would be lesser in the face of a Fire Elemental).
Illusion / Phantasm- This particular strain of magic pertains to the abilities to alter the world around the designated target and fool the senses of the people within the environment given. This includes the ability to cloud another’s senses with scents, sounds, images, and sensations that are not there, bringing the minds of targets to perceive things in a different manner, and to create mental images that are thus projected into the mind’s eye of the target. Illusion also deals with stealth magic, such as invisibility, becoming soundless in walking, or passing through traps undetected.
Necromancy- Also known as the magic and manipulation of death itself. Necromancy is known for its control of the dead, either in reanimating and manipulating those who’ve felt death’s touch. It also extends to offensive spells that utilize the Necromancer’s way of manipulating life energy to inflict damage unto others (i.e.: A spell that causes one to undergo feelings of death, siphons life energy out of them, or causes the body to rot).
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Divine Arts These arts are often holy or light in concept, and are not gained through studying. Instead, one gains Divine Arts via bloodlines, or through a blessing from a deity. Many forms of the Arcane Arts can be learned by Divine means.
Healing- This magic is attributed under Divine as the ability to heal wounds. Often this is used in a manner of light, being able to cure and outcast disease and restore a person’s health or wound utilizing an almost clerical energy.
Divine Evocation- Evocation can deal with utilizing the energies around one’s self to cast out magics. These can be elemental attacks or conjurations of magical energy (i.e.: Attacks like a single bolt of lightning, or a wall of darkness). Evocation is a broad field of magic, and often someone who takes up Evocation has a very wide array of spells, but these spells would be weaker in the face of someone who attributes themselves to one aspect (i.e.: An Evoker using a fire spell would be lesser in the face of a Fire Elemental). The difference between this and the aforementioned Evocation beneath Arcane Arts is the fact that Divine Evocation is often granted unto a caster by a patron deity. Evoking qualities often reflect the deities to which they’d gained Evocation from.
Prayer- The magic induced by prayer is often a clerical attribute. It allows one to heal, restore abilities, and fight against Undead or beings that have succumb to Necromancy. Prayers also increase faith, strength, and one’s self given attributes. They often reflect the patron deity who is prayed too. Thus, in example, if one prayed to a deity of Fire, their spell thus casted would have fire attributes.
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Incarnum Arts The utilization of the soul or the energies of the soul. These can be self-trained, or adept via bloodline/race.
Soul Magic- This magic only affects the soul of the target or caster. Soul magics revolve around the ability to capture souls, release them, granting soul-bound abilities, and drawing out energy from one’s soul. Such spells in this category include soul traps and offensive soul-based attacks.
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Primal Arts These abilities and traits are gained by fighters or races/beings who have an adept skill with animals and nature. They can be bred traits, or traits/abilities gained by experience.
Animal Calling- The ability to be of one link with animals. This is used to communicate with nearby animals via the mind, understand animal habits, as well as the ability to call animals in to one’s aid.
Beastial Instinct- These magics pertain to granting the user animal like qualities or traits. Such as the strength of a bull, or the eyes of an eagle. These do not even need to draw upon a specific animal, as some casters can use pure primal magic to cast “buffer” spells that increase a certain aspect of their physical form for a specific time period (i.e.: A spell to increase the caster’s strength for a minute or two).
Earth Bonding- This category extends out to the connection one has with the world around them. This can be an unreal sensitivity to changes in the environment, the ability to communicate with plants and the habitat, and even as far as to blossom into the abilities of earth and nature bending.
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Elemental Arts These arts focus on the magics of the elements. They can be acquired a great many ways. Through arcane or holy means, or through studying and experience alike. They can also be abilities tied to one’s race or being.
Earth / Terrakinesis / Mineral Magics- This is the variety of magics that are based off of and rule themselves around the earth itself. Stones, soil, minerals, and even metals are that the advantageous hand of an Earth user. Earth magic is known for its raw physical strength and often can be used for purposes such as barriers and blunt attacks.
Wind / Aerialkinesis / Air Magics- A more witty and dexterous of elements. This magic revolves around air currents and the motion of air itself. Utilizing this to one’s advantage, a caster can create large gales of wind, kick up a flurry of sand/leaves, and even attempt to disarm or disorient opponents.
Fire / Pyrokinesis / Heat Magics- The rage of true heat. This magic revolves around the element of fire and the blaze of heat. Utilizing this, one can create attacks that can boil or melt aspects of the environment or the opponent’s attire, and can even strike the enemy as an openly offensive blow that inflicts damage by charring the flesh and boiling the blood. Some who use fire magic can also control thermal temperature in the form of raising the heat in the room.
Ice / Cryokinesis / Cold Magics- This magic revolves around the ability to freeze and create/manipulate ice. With this, one can conjure ice and drop the temperatures around them to a freezing degree. The caster can use this to their advantage by freezing aspects of the environment, or going more forward by using ice-based attacks on the opponent.
Water / Aquakinesis / Aquatic Magics- This magic revolves around the ability of water. With this cunning ability, one can create a slick environment, cast over a hazing mist/fog/rain, or even threaten to drown the opponent with the right moves.
Lightning / Electrokinesis / Electrical Magics- This magic revolves around the control of electricity or lightning. With this, one can cause forward damage by electrocuting opponents with up front lightning attacks, or they can use it in the manner of disarming, statically charging, and becoming a tool of cunning in the right hands.
Light / Holy / Divine Magic- This magic revolves around holy, pure, and light-based energy. It is best served against demons, undead, and unholy creatures. Holy powers are often seen as the root of some healing, but also can be damaging when used against a dark opponent. They can also be used in tow of cunning, such as being expelled as a blinding agent. Some who wish to get unique can alter some properties of holy magic to suit them. Such as using it to create conjured creations of light (i.e.: The orb of light within her palm began to morph and extend, soon becoming a tangible shortsword born of holy magics).
Dark / Unholy / Shadow Magic- This magic revolves around darkness, shadow, sin, and unholy energies. This is best served against angels, innocents, clerics, and paladins. These are often seen as the root of offensive dark magics, and often are used in dangerous methods of violence. Darkness can be manipulated and conjured into a tangible form more often than not (i.e.: He had charged the darkness within, and now let it flow free from his veins, pushing out of his back to form several long tentacles of physically manifested shadow).
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Psionic Arts These arts pertain to the mind. It is often learned and sometimes born into a specific race. Trained by meditation and practice, Psionic arts attack the mind and sometimes can tap into the physical realm from the power of one’s own consciousness.
Empathy- This ability is often idle, and allows one to sense and feel out the overall condition of one’s emotions. If used in a stronger sense as a magic, it can be prepped and unleashed to detect conditions of the environment, and feel out the wavering emotions of another person to premeditate a move. It also can be used in a stronger magic to expel, using an empathic field to alter the emotions around that person.
Omni-Abilities- These abilities are the abilities to learn rapidly and know things with a capability unlike others. Omniscience is the ability to know anything with the right method of gathering it. Omnilinguism is the ability to understand any form of language and know how to speak it after only hearing it. This also extends in Omniscience and Omni-capabilities, to the abilities to track another or learn what they see rapidly.
Astral Projection- The ability to part from one’s body and wander the realms. This is often not used in battle. When another is sleeping, Astral Projection can be used by the caster to leave their body and slip into the dreamer’s dream.
Mental Projection / Mediumship- With mental projection, one can cast their consciousness unto the astral plane for any such reason as perhaps coaxing the dead to offer aid, or to seek out an object/person. Mediumship is the other route, where without the projection, one can see and interact with the dead while remaining within their body. Though they are not capable of wandering the astral plane during mediumship.
Telepathy- This ability allows the caster to speak into the mind of the receiver. Stronger telepaths can reach into the minds of their targets to try and pick up thoughts, images, or ideas. This also works in reverse, as they- when stronger or at their strongest- can push thoughts, images, and ideas into another’s head via Psionic Persuasion.
Telekinesis- The ability to extend one’s consciousness to the world around them, thus manipulating physical objects around them, lifting, throwing, or breaking them using an invisible force of energy controlled by the caster’s mind.
Astral Trapping- The ability to cause an astral projection or astral being/soul to remain trapped on the astral plane, sometimes in a specific place.
Mind Control- The ability to alter the perception of others, often to gain control of their actions or to make them move abiding by the caster’s desire.
Possession- Sometimes this ability coincides with Astral Projection. With this, the caster can extend themselves and take over, inhabit, or control the body of another individual.
Psionic Blast- This ability allows one to thrust a great deal of their energy at an opponent’s mind at one singular time. This often causes an overload of the target’s mind, causing pain, memory loss, unconsciousness, and even a comatose state.
Psychic Weapon Conjuration- The ability to utilize psychic energy in such a form that it takes on a nearly tangible force, though remains without physical manifestation. This energy forms a weapon of whatever shape the caster chooses, and when striking the opponent attacks the mind and not the body.
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Energy Arts These arts often are attributed to energy-users or martial artists. They can be learned by self-discovery and meditation more often than not. Exceptions do exist to this of course.
Energy Sourcing- The ability to draw power from large or small sources of energy. People who energy source can often draw out of thermal, radial, solar, or kinetic energies. Sometimes the caster can hold onto this energy, charge themselves with it, or expel it in another form of energy for their own use.
Chi / Qi- This ability is most often attributed to martial artists. It is the flow of energy within the body and is used to deal more damaging attacks. Chi/Qi is often references to as the focus of a fighter, and when expelled allows more critical hits with more ease. Sometimes Chi/Qi can come out in a concussive manner as well.
Concussive Energy- The ability to create or cast out waves, beams, pillars, or bursts of energy that rolls outwards from the caster quickly and deals blunt physical damage most of the time to the target struck. Often this energy is invisible, and can also be caused by Chi/Qi gathering.
Energy Construction- This ability is much more refined than concussive use. But it is also more cunning than it too. With this, one can create physical shapes, sometimes complex ones, out of their energy (i.e.: Making a cage around another being out of solidified energy).
Force Field Construction- The ability to not just create energy, but hold it in such a manner that it becomes a barrier and shield. People who utilize force fields can expel them like concussive bursts, but also create shields against some magics and physical blows.
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Other Magics Here is a quick list of other such things. You can look them up if you like, if they sound good to you.
-Energy Conversion- The ability to convert one energy into another
-Gravity Manipulation- The ability to manipulate and alter gravitational pull
-Magnetism Manipulation- The ability to manipulate and alter magnetic fields
-Plant Manipulation / Geokinesis - The ability to manipulate and control plant life
-Weather Alteration / Manipulation- The ability to alter the weather
-Density Control- The ability to alter one’s own density or the density of objects touched
-Disintegration- The ability to disintegrate an object with a touch
-Phasing- The ability to phase through solid objects
-Mass Manipulation- The ability to manipulate and alter one’s own mass or the mass of objects touched
-Microwave Manipulation-( has nothing to do with your home microwave) The ability to manipulate and conduct microwaves (not microwave ovens)
-Radioactivity- The ability to exude and conduct radioactivity
-Sound Manipulation- The ability to conduct and manipulate sound wavelengths
-Probability Control- The ability to alter the chances of success or failure of an object or move
-Flight- The ability to take flight through numerous means
-Planeswalking / Realm Travel- The ability to travel to different planes or realms
-Elasticity- The ability to stretch one’s body and limbs with an inhuman elasticity
-Size Shifting- The ability to grow larger or smaller at will
-Substance Mimicry- The ability to transform a limb or object into a mimicry of another substance
-Substance Detection- The ability to detect the composition of an object with just a touch
-Technopathy- The ability to communicate with, and control, machines
-Power Augmentation- The ability to enhance or weaken the powers of others
-Power Bestowal- The ability to jump start latent abilities or bestow powers
-Power Mimicry/Absorption- The ability to mimic, copy, or absorb the powers of those around you
-Power Negation- The ability to negate or cancel out the abilities of others
-Power Sensory- The ability to detect others with power
-Bone Manipulation- The ability to manipulate the bones in one’s own body
-Shapeshifting- The ability to shapeshift forms, most often into animals
-Matter Ingestion- The ability to consume any matter without ill effect
-Poison/Toxin Generation- The ability to naturally generate poison(s) or a toxin(s)
-Reactive Adaptation- The ability to rapidly create immunities to substances or environments
-Muscle Memory Adaptation- The ability to perform the physical feats one sees visually
-Superhuman Features- The added strength, speed, endurance, agility, or other traits that is inhuman
-Special Vision- Night vision, heat vision, x-ray vision, or other forms of exceptional vision
-Alchemy- The ability to transmute objects into potions or to even alter metallic composition
-Light Wavelength Manipulation- The ability to manipulate visible light
Do know that these are just a few things. You can always go the extra mile to create a magic specific to your character. Even more so, you can create a spell list if your character is a mage or studier of the Arcane. Just remember to be specific about what you do. Please do not be like “I control elements, and my environment.” That sounds rather Godly and inappropriate. If you have any questions on the aforementioned abilities, just contact me. And remember, you’ve got the internet at your disposal if you want to go around and look for other unique types of magic.