Shivelight Magic


🌿 Rules 🌿

🌱 This magic is restricted to Children of Shivelight or otherwise PCs that are native to That He Made for Us (such as Born From Starfall)
🌱 This magic does not have to be unlocked. You can just jump right into learning it!
🌱 A character can be proficient in types of magic from this listing at a time. Once these two slots are filled, they cannot earn spells from other schools or fields without first abandoning one of their two
🌱 If a character is already locked into their 2 types of magic, but you'd like to switch one of those to a different type of magic, you must chose which of the two they will lose their ability in. That type will then be knocked down to 0 prompts complete, requiring all 10 to be done a second time to reach proficient level if you wish to relearn it. They will not be able to use magic from their previous field/school unless they switch back to it and begin relearning it
🌱 Characters must do 10 prompts per school/field of magic to be proficient in it. Their ability will slowly scale with each prompt they complete
🌱 Prompts for Shive magic are open-ended! They can be anything as long as they somehow depict a character practicing the correct field/school of magic
🌱 Art for learning magic must be a minimum of fullbody. Everything else is optional
🌱 Writing for learning magic must be a minimum of 150 words per prompt
🌱 Characters aren't restricted to the spells listed here. You have wiggle room within reason!
🌱 Characters must be youth or above to begin learning magic unless otherwise specified
🌱 There is no specific folder for learning magic. Pieces can go in general art, writing, etc... Whatever's appropriate!


🌿 Misc Lore 🌿

Mana: Shive have a mysterious second source of energy known as mana. This energy is used up when spells are cast and regenerates slowly during periods of inactivity. Spells must be cast with one's mana pool in mind, as, if one goes over one's allotment, they'll begin to suffer symptoms such as pain, nosebleeds, headaches, dizziness, fainting, and, if the spell being cast is far out of their current range, unconsciousness. There have been cases where going severely out of one's mana pool have caused death, but this is not common. A Shive can generally feel instinctually how much mana they have at any given time, though the preciseness of this sense depends on the individual. Some may see it as "156/200 mana points remaining" while others will know they have "a little" left out of their usual "a lot". Mana pools can be expanded with endurance training, but not indefinitely. Each magic user has an upward limit of how much mana they'll ever be able to have. However, it's impossible to truly know when one has hit this ceiling

Tomes: Magical books with spells imbued upon them. Tomes can be used by any magic user regardless of what school they specialize in. This allows them to cast spells outside their usual area of ability. However, tomes are often difficult to come by and very expensive to trade due to their power and rarity. Experienced mages may create tomes, but often do not for fear of creating a liability for themselves

Through the rift: Magic from THMFU is, generally speaking, more powerful and destructive than what come from Susie. To keep Shive from burning the planet to the ground, the rift that passes between the worlds seems to have a dulling effect on Shive magic when they pass through. Spells will not be as potent for them on Susie as they would be on their homeworld, which can be cause for quite the frustration

Blue bullets () = honorable magic. Black bullets (◼️) = acceptable magic
Yellow bullets () = mistrusted magic. Red bullets () = evil magic
School > subclass > field > subfield


🔘 Abjuration: A school that specializes in protection magic and interfering with others' magical abilities. It has the subclasses shieldbreaker and paladin
     Shieldbreaker: A field of magic specifically designed to ruin everybody else whose magical's day. Does things such as weakening spells if not totally shutting them off and removing the opposing caster's ability to cast for a time. Considered a godsend on the battlefield. Example spells: break field: shatter force fields as if they were made of mere glass, disable magic: fizzle out spells within an area and cancel spells currently being cast, anticast: disable a wizard's ability to use magic for a period of time, sphere of weakening: affect all spells within a given area, making them less potent than they would normally be
     Paladin: The harbinger of protection magic, paladins are cast in a light of adoration and awe. It helps that they're thought to receive their magic directly from Him. Many paladins are employed in places such as royal castles and important walls to constantly keep up magical barriers that ward off attack. Example spells: force field: cast a sphere or wall of magical energy that prevents damage from coming to those who stand inside its influence, strengthen armor: extend armors protection capabilities beyond what would normally be possible, weaken protection: sap strength from other's armor or protection spells, leaving them more vulnerable, holy blade: a spell cast on a sword that makes it more likely to meet its mark, less likely to suffer injury


🔘 Alteration: This school of magic focuses on changing things into a more desirable outcome. It has the subclasses illusion, animation, and transmutation
    ◼️ Illusion: The art of changing oneself or other things into what appears to be something other than what they originally where. Weaker illusions may be purely visual while stronger ones will actually turn things into what they appear to be. Example spells: alter appearance: edit details about oneself, such as eye color or upgrade appearances, minor illusion: cast an illusion on someone or something else, though the effect is purely visual, glamor: fully alter oneself, even changing species or size, true illusion: an illusion cast on someone or something else that truly turns them into what they appear to be... for a time
    ◼️ Animation: Making inanimate objects animate, often by way of golems or the like. Animation spells tend to run on a shorter timer that other spells, consuming more mana faster. This makes endurance training important for this field. Example spells: tiny animation: a parlor trick. Give an item small enough to be held in the hand life, animate aid: animate an object while also giving it means of locomotion, a weapon, and a way of using said weapon in battle, large animation: convert an obect upwards of 5-6 feet tall into something that lives and breathes, massive animation: animate something as large as a building into a formidable ally
    ◼️ Transmutation: Change materials into different ones. Unlike many other spells, transmutation does not wear off after a period of time. If one wishes to undo the effects, the spell must be cast again, but in reverse. Transmutation works under the law of equivalent exchange. The thing something is being turned into must be equal to what it once was before in mass, lest a price be paid. Transmuters can carry extra materials for this price and doing so is highly recommended. You won't like the other option... Example spells: earth to water: transform basic dirt into drinkable water, metal to gold: turn less valuable metals into shimmering gold. Be sure to mind gold's mass..., stones to bread: take inedible rocks and convert them into a hearty meal, blood to poison: take the blood of your enemies and turn it into something that'll get rid of them for good...


🔘 Conjuration: A school of magic that, quite basically, specializes in making things appear or disappear. It has the subclasses summoning, necromancy, timewarp, and voidwalker
    ◼️ Summoning: Obtain allies or items from other planes of reality for ones own use. Or, you know. You could get stuff from this plane too, but watch out for spells that restrict this. You can't just rob a museum, they've got magic for that. Example spells: summon canidae: spawn a canine or canine-adjacent creature to aid you in battle. Or because you want to pet something, retrieve item: collect your keys from inside your house because you locked yourself out. Er... summon an item from a small distance away to your hand, elemental burst: steal an element from who-cares-where and throw it at your opponent. Commonly used are bursts of flame or gushes of water, summon steed: spawn in a creature large enough to ride and get out of dodge upon
     Necromancy: Now, necromancy normally gets a bad rep. However, if you're nice to your minions and put them back where they belong when you're done, people may be a little more accepting. Just don't raise like... grandma who passed yesterday or something. Let it lie, come on. Necromancy is the art of summoning and commanding the dead, often skeletons. People still don't love seeing animate skeletons, so it may make them somewhat nervous to see, but at least you're not getting burned at the stake. Example spells: raise minor skeleton: return a small beast to life - about the size of a golden retriever or smaller - to fight for you, bone wall: summon bones from the ground to form a brittle barrier, keeping enemies back for a time, raise skeleton: spawn a skeleton of substantial size or intelligence; a much better minion in combat, undead thrall: return a creature to life that is too far gone to resurrect, but still has meat on its bones. These types of undead are hardier in battle, though often still retain troublesome memories of life
    ◼️ Timewarp: Editing the flow of time, if only for oneself. Many, many students joke about learning timewarp magic so they can simply get some rest, but honestly? They're not too far off base. Time mages often use their abilities to slow time for themselves, getting more work done than would be feasible. Example spells: timeslow: alter the flow of time so that it passes slightly slower than it should, but only for you or another individual, timeskip: project oneself a short distance into the future, disappearing from current time in exchange, aging bolt: a frightening spell that can take months or more off an individual's life if they're hit with it, paradox kill: time travel has a lot of downsides. Just saw a paradox clone of yourself? Kill it. The timeloop has now been restored. Yippie!
    ◼ Voidwalker: The ability to create, manage, and use portals or teleportation. While not inherently evil, voidwalkers have been the cause of many highkey political assassinations, making others ill at ease with the concept of someone with a knife and portals at their disposal... Example spells: shadow step: teleport a short distance using shadows as ones entrance medium, short portal: open a portal that one can use to travel a good few miles with one mere step, blip: teleport oneself to a location without the use of a portal. This allows for further travel with less mana use at the cost of somewhat reduced accuracy, long portal: open a portal that allows one or many to travel great distances. A strenuous type of portal to hold open - use quickly!


🔘 Enchantment: This school of magic focuses on changing the mental state of a given target. It has the subclasses speechcraft, puppetry, barding, and beastkin
     Speechcraft: Alteration of the minds of others done through spoken word. Speechcraft makes others uneasy, as they don't like such power being hidden in simple sentences. Example spells: charm: cause an individual to regard you as a friend regardless of your standing, stupefy: muddle the mind, causing someone to appear less intelligent than they actually are, convert: convince a person they are your ally in battle for a time, forget: cause an individual to forget something that happened within the past few minutes
    ◼ Puppetry: Command a target to do as you will with or without their knowledge. Losing control over oneself in such a manner is not desired in the slightest, thus this type of magic usually invokes fear upon its mention. Example spells: influence: strongly suggest through the mind that someone do something in specific, alter memory: change the memory of another so that they recall something fabricated, puppeteer: command an individual to do something without resistance, body theft: project oneself into the body of another, using it as one's own
    ◼️ Barding: The field of using music to channel magic, resulting in the alteration of moods, intentions, and more. Often associated with flirtatiousness and trickery. Example spells: rallying song: bolster the courage of nearby entities, making them more likely to fight bravely for longer, tune of blades: a song that physically hurts, causing cuts to appear on the body, song of soothing: a tune that softens the mind, making hostile creatures less so, persuasion chant: strongly convince an individual to do one's bidding with a charming little song
    ◼️ Beastkin: Shive already have the ability to commune with animals, but the beastkin field of magic takes this to its extremes. Command animals to do one's bidding, becoming allies... for a time. Example spells: charm animal: draw an animal to your side in a battle, soothe beast: decrease or remove hostility from an animal that wishes you harm, strengthen animal: make a creature hit harder while it's your ally, windrunner: increase the speed of an animal, making them move substantially faster


A black Shive in a purple robe with one arm extended and the other holding it at the wrist. They snarl and cast a lightning spell from their outstretched hand🔘 Evocation: An explosive school of magic focused on causing as much damage as possible with raw magical power. It has the subclasses elemental, wild, and hex. Evocation generally uses already available elements as opposed to conjuring them, but there are exceptions
    ◼️ Elemental: By filtering it through an element, magic becomes stable enough for safe offensive use. Shive have many elements such as nature, earth, wind, water, fire, poison, and so on
          ◼️ Earth: Manipulation of things such as stone, earth, and crystal. A readily available magic due to dirt being absolutely everywhere. You don't want to get into a spat with an earth mage...! Example spells: earth wall: raise the ground to be used as a thick shield, stopping projectiles, stone throw: lift a rock remotely into the air and cast it in a direction, burrow: disappear into the earth, magically moving the dirt aside, stoneskin: convert the skin into a substance as hard as stone, making one more resistant to attack
              ◼️ Wood: Bend the very trees to one's will. This magic is oddly useful (but destructive) when one has to have a magic battle in the middle of a town. Example spells: treantawaken a tree into a shambling beast that can provide aid, pike rain: throw a flurry of sharpened sticks at an enemy, woodskin: make the skin as hard as wood, making one more resistant to attack, but vulnerable to fire, treeclay: mold the wood and/or bark of a tree as if it were merely clay
               Nature: Used to manipulate plants and fungi. This magic is not only beautiful, but is revered for its aid in growing crops and keeping towns fed in times of need. Example spells: bind: roots or vines protrude from the ground, holding an enemy fast, growth: rapidly enhance the growth of a plant, lashing vine: animate vines to whip out at an opponent, wither: hamper the growth of or kill a plant
              ◼️ Metal: Control metals as hardy as iron and as delicate as gold. Not the most readily available magic. Metal mages often carry pouches of metal pellets or metal rods with them for use in battle. Example spells: warp: bend metal out of the way or into a different shape, bullet: project a small metal projectile forward with substantial speed, mold metal: alter metal with one's hands as if it were hot on the forge, metal siphon: rip metal near enough to the surface directly from the earth for use, magnet: alter the poles of a metal to make it more or less attractive to others
               Acid: Harness corrosive substances, both those found in nature and those made with logics. Understandably, people tend to be quite wary of those who can throw liquid fire around. Acid mages are not often received with the fanfare that some other wizards may accumulate. Example spells: throw acid: toss acid through the air in a slashing shape, throwing it further than one could by handcorrose: cause a material to virtually rot away in front of one's eyes, acid barrier: erect a wall of acid, forbidding anyone from passing through, burning bolt: shoot a bolt of acid at a target like an arrow

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          ◼️ Fire: An element that demands respect, but is quite powerful in return. Control and ignite flames as small as a candle or as large as a wildfire. People may have a hint of wariness towards fire mages, but it's generally not considered deplorable magic because there are bigger things to worry about... Example spells: spark: cast a small burst of sparks, assumedly onto something flammable, heat: increase the temperature of a flame, fireball: throw a flaming ball through the air that will burst upon impact, burning tendrils: tentacles of fire erupt from the ground and reach out to hold an enemy fast while also burning them
               ◼️ Smoke: A peculiar little subfield of magic dealing with smoke, embers, and ashes specifically. It's fought for many years for the right to be separate from fire and, for the time being, it has its way. Example spells: smokescreen: emit a field of smoke that makes the battlefield difficult to see, biting embers: cast a spray of embers through the air that burn supernaturally upon contact with flesh, airclear: vacate smoke or obstructions from the air, ash golem: raise a suitable pile of ash into a small construct to aid in battle
               ◼ Magma: What are you doing with magma powers, why do you need those. Stop it right this instant. Magma magic can melt rocks into their liquid forms for use or retrieve premade magma if it's close enough to the surface. Example spells: melt stone: convert rocks into molten liquid for use, lava slash: hurl a stripe of magma into the air, rain of fire: multiple pockets of lava fall from the sky, pelting an area with burning rock, boiling pool: convert an area of ground into a pit of magma 
               ◼️ NeonA laser-like subfield of magic using pressurized and electrified noble gasses to form beams of light. Despite the name, neon magic does not only use neon gas - neon would only produce red-orange light. It's a very pretty subfield of magic that also has its place on the battlefield. The danger of neon magic comes from its voltage and low pressure rather than temperature, as it is generally room temperature in its gas form. Example spells: blind: shine light directly in an individual's eyes, disabling their vision for a time, laser: refine neon into a laser and use it to cut swaths in whatever stands in your way, drawlight: a harmless form of neon used to draw pretty shapes in the air, implode: a focused mist of neon on an object or area of an individual, causing the low pressure to crush them outside in
                Solar: Harness the power of the stars with control over plasma. This superheated medium is very dangerous and even more difficult to keep perfect control on than fire, but is cast in a nearly holy light due to Him being depicted using it. It's important to note that solar magic is separate from neon and lightning magic. Example spells: sunball: a tiny sun that can be thrown at an enemy and will explode powerfully upon impact, corona ray: a great, arching ray of plasma that rains fire in its wake, personal explosion: a large explosion radiates outwards from the caster - spectacular and very dangerous, plasma field: turn swaths of ground into deadly pools of plasma for a time

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          ◼️ Water: Manipulation of water and other liquids with high water content such as tea, alcohol, mud, and milk. If you want to be the milk-mage guy. Does not effect blood, that's a different thing. Water magic is one of the most readily elemental available magics due to water being all over the place. But - and this is important to remember - not everywhere. Example spells: cutting wave: a wash of water that hits... hard, water siphon: pull water out of a source such as the ground, the air, or even a creature, waterbreathing: alter water so that it's absorbable by the lungswall of water: raise a barrier made of rushing water to deflect attacks and keep opponents at bay
               ◼️ Ice: Moving water that has already been frozen is a challenge that not too many are willing to undertake. The magic, in its beginning, is often stubbornly unresponsive. But, more adept mages can utilize this by freezing previously unfrozen water, removing it from use for those less experienced. Example spells: flash freeze: rapidly spread frost across the ground, chilling everything it touches, chill: increase how cold a given source of ice is, icicle blades: sharp spires of ice erupt from the ground, stabbing at enemies, freezing fingers: make it so everything the caster touches is coated in a layer of ice
                Blood: Control over a very special type of water: the kind that keeps everybody alive. This type of magic is at best looked down on, at worst feared. It narrowly avoids being marked as "evil" due to certain figures of royalty utilizing blood mages in their court. Still... it makes people nervous... Example spells: blood puppet: pilot a limb or body part that does not belong to you, inner wounds: sharpen the blood so that it tears the veins from the insides, causing internal bleeding, bloodspikes: spears of blood burst from the veins, dramatically puncturing the outside and inside of the body, marked for death: severe internal bleeding. They will not survive.
                GravityThis is truly moon-based magic, but Shive have little knowledge of how moons affect planets due to not having one nor any stable examples. Gravity magic deals both in propulsion and attraction. It can do some pretty scary things that people tend to... not like very much at all. It also has some chilling effects that can produce ice, which is why Shive mark it as a subfield of water at all. Example spells: attract item: use gravity to direct an item towards oneself, supercool: cool a liquid below its freezing point without turning it to ice, compress: exert significant weight on an enemy, staggering them, crush: smash an opponent with gravity, doing crushing damage

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          ◼️ Air: Perhaps the truly most available type of elemental magic, air mages are a formidable foe. It's incredibly difficult to put them in an environment where they have no ammunition at their disposal. It's not impossible, but then... perhaps you have bigger issues to worry about. Example spells: gale strike: a rush of air painfully whipping air flung at an individual, flight: use the air around you to walk through the clouds, pushing wind: a great burst of air that shoves an enemy backwards, possibly off their feet, asphyxiate: take the air away from someone's lungs and prevent more from entering
              ◼️ Lightning: Control the powerful form of plasma that is lightning. This magic is as loud and showy as it is dangerous to encounter. Nobody likes being pumped full of voltage. Example spells: lightning strike: direct a burst of lightning at an enemy, ball lightning: convert lightning into an angry, crackling ball that can be hurled with more precision, supercharge: take a moment to increase the electricity around oneself, strengthening lightning spells, electrify weapon: apply lightning to a weapon, giving it a powerful kick
              ◼️ Storm: An especially far-reaching subfield of magic that deals with clouds and the stuff that comes out of them. These wizards can not only make their own clouds, but can often reach into the skies and pull premade ones down for use. At least... pieces of them. Example spells: electric storm: a localized lightning storm wherein the user has control over the movement of the clouds, but not the lightning itself, deep mist: the water in the air is condensed until seeing through it is nigh impossible, snowstorm: small clouds that sprinkle burning cold snow onto enemies, small tornado: whip up the clouds into a whirlwind of fury
              Sound: A very, very quick way to lose your hearing. Sound mages aren't considered evil, but they can make people incredibly nervous with their ability to activate a sound cannon whenever they want. Example spells: cast voice: throw one's voice, making it seem as if it comes from elsewhere, ceaseless ringing: apply tinnitus to an enemy for a time, disabling them from hearing anything but an annoying ringing, deafness: completely disable someone's hearing for a time, sonic boom: an especially loud burst of sound that can stagger
              ◼️ Aerosol: The manipulation of air with tiny particles of things in it. This practice blends in magic from many other fields such as earth and smoke into something that is difficult to classify. It can make a room smell real nice or choke someone to death, depends on what you want it for. Example spells: breathing mist: air laden with particulates that make breathing come easier - good for the ill, choke: gust particles into the lungs, making an enemy struggle to cough them back out, sandstorm: fill the air with stinging, whirling sand that both bites and makes it difficult to see, track scent: condense scents in the air, making a visible trail that is easier to follow

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          Poison: A hex-like field of magic that focuses on the misfortune of others. It is considered nothing less than evil due to the harm and painful death that it tends to cause. Why work so hard to master something so cruel when the world holds such wonders? Example spells: caustic splash: throw a burst of poison towards an enemy in hopes of it entering the body, seeping touch: grab ahold of an individual and cause poison to seep directly from your skin, though theirs, crippling poison: throw a splash of poison that immediately debilitates an individual, fog of death: create a mist of poison in the air, harming all those who inhale it
               Plague: A truly evil source of magic focused on inflicting great sickness upon many an individual. Rather than killing swiftly, plague tends to express drawn-out suffering so that multiple individuals may become infected before the ailment has run its course. Example spells: pox: inflict a simple pox upon an individual. Not immediately debilitating, but it may kill with time if not given proper treatment, seeping plague: cast out an illness that causes the body to weep from its orifices, increasing the chance of spreading, coughing fit: inflict an ailment that causes an individual's throat to rasp and cough severely, hampering them in battle, a dark death: cast a serious plague upon an individual and immediately clear the area. What you have done is a dark act indeed...
              ◼️ Chaos: A peculiar subfield of magic that benefits the caster... usually. Many of its effects seek the chaos of randomization so, on a wizard's bad day, it may actually aid the enemy. Usually it's just annoying, though. Example spells: scramble weapon: cast a bolt towards a weapon that randomly changes it into something else. Hopefully not another weapon..., change material: alter the material of something into a randomized something else - perhaps valuable, perhaps useless, chaos ball: throw a ball of energy that turns into a randomized area-of-effect spell upon landing, abrupt escape: open a rift for but a moment in order to flee to a random location. Favors dropping the caster on land as opposed to in water, but one might want to have enough mana to cast this multiple times regardless...

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         ◼️ Light: Fill your surroundings with a beautiful, unnatural glow or sear the eyes of those less fortunate. Light magic is often underestimated, but no less powerful than other fields. Example spells: blinding light: obstruct an individual's view with light that burns so bright, it temporarily blinds, light blade: wield or throw a blade made of pure light that cleanly slices through most in its path, glow: make an object or individual glow for a time, providing light in the darkness, restoring light: cast a spray of gentle light that invigorates and even slightly heals those in its wake
              ◼️ Shivelight: A poetic magic for Shive, as one might assume by the name. Still, such magic is more often used in tales than it is in life. A command over direct shafts of light such as shivelight or god rays. Example spells: bend beam: alter the direction of a beam of light, pointing it in a more useful direction, serpent of light: animate a beam of light into a snake-like entity to aid one in battle, intensify light: increase the shine of a beam, which can be used to blind attackers if used correctly, light of purity: make a beam of light cleanse the very soul... Gives relief from negative effects and soothes the mind
              ◼️ Dark: Play with the shadows, using them for one's own benefit. A dangerous type of magic to encounter, as darkness is almost everywhere. At the very least, the caster always has their shadow... Example spells: cloak: use the shadows to hide oneself, becoming significantly less visible in the dark, shadow cut: blades of solidified darkness protrude from the ground, surging towards an attacker, shadow pin: exert your powers over an individual's shadow, holding them fast or even completely still, dark mist: thicken the shadows around an individual so that their vision worsens
               Void: A black-hole-like field of magic that's as dangerous as it is rare. It's very difficult to find a teacher for this subfield, as those involved in void magic often go missing in mysterious ways. Or... perhaps they are no so mysterious... Example spells: small void: open a small hole in one's hand that somewhat attracts objects towards it. Anything that falls in disappears - be careful, binding pool: a pool of pure blackness cast on the ground that works akin to quicksand, slowing, stopping, and possibly even sinking an enemy, absorb: suck an object or individual of substantial size into a briefly existing void, causing them to disappear, black lashes: tendrils of pure darkness lash out at an attacker, sucking up more blood than would be usual to lose from a wound of such a size

     Wild: Magic not filtered through an element; feral and full of rage. Especially difficult to control and often shunned due to how spectacularly it can fail. But, if you can master it... then what a warlock you are. Example spells: field of brambles: cover an area in peculiar spiked vines of hissing, spitting magic; a great hazard to attempt to cross, untamed bolt: throw a lightning bolt of wild magic at an individual with great speed, area clear: shoot tendrils and bolts of magic out from one's person, zapping and pushing away anyone or thing that has come too near, wildhand: temporarily replace one limb with pure wild magic, making it a powerful weapon
     Hex: A magic of woe and misfortune. Hexers focus specifically on applying negative effects to their enemies. Drowsiness, sleeplessness, illness, poison, and many other evils are at their fingertips. Example spells: fever: inflict a fever on an individual with a mysterious cause, drowsiness: make a target weary regardless of their physical state, making them a much easier foe to down, swarm of insects: inflict a plague of small, buzzing beasts on an individual, providing distraction and, often, small stings, mudboot: make it so that the target feels as if they are walking through thick, deep mud regardless of the true surface they walk upon


🔘 Divination: A school of magic used to learn information, often the kind that is not otherwise accessible. It has the subclasses scrying, clairvoyance, and interpretation
    ◼️ Scrying: Use of a transparent surface such as a mirror or water to see something not currently in front of oneself. At high levels, this can include brief glimpses of the future or past. Example spells: short scry: use a transparent surface to view a location up to a few miles away, future glimpse: scry with the hopes of seeing something important in the future. Generally based on a specific request, read person: scry something about an individual in specific in hopes of learning useful information, distant scry: view a location many miles away. The further the distance, the shorter the scrying period
     Clairvoyance: A divine form of gaining information, claimed to be provided to the Shive by He Himself in order to aid them in times of uncertainty. More precise detection that scrying and a lot more seeing into the future, though messages are often cryptic or brief. Part of being a clairvoyant is the interpretation that comes with. Example spells: scan object: detect possibly important information about an item such as where it came from, who it belongs to, or what it's used for, sense person: scan an individual for their intentions, origins, or otherwise helpful information, future sight: look into the future for guidance, but expect mysterious visions, guidance: seek assistance on a specific quest, possibly being granted answers to a difficult puzzle or situation
    ◼️ Interpretation: Glean useful information from a scene with spells used to sense intent, detect magic, read walls, and more. Interpreters are virtually useless in combat, but can come back to bite with their detection abilities. Their abilities are notably more precise than scrying or clairvoyance, though do not reach into the future. Example spells: detect magic: sense if a person, place, or thing is magical in any way, sense intent: slip into a person's mind and tell if they intend to harm you despite what they say, read walls: the walls have eyes - look through them, comprehend language: read a language or cypher regardless of one's knowledge of it


🔘 Wellbeing: A school that focuses on using magic for one's own benefit rather than the harm of others. Generally speaking. It has the subclasses woundknit, veinpurge, blessing, and aberration
     Woundknit: In a medieval-akin world with a very poor grasp on medicine, a woundknit may be your best bet at survival. These mages are capable of casting healing spells and are bringers of purity. Like paladins, they are believed to receive their powers directly from Him. Example spells: minor healing: heal away small, non-dire wounds, bonemend: knit a broken bone back together, staunch: alter the bloodflow to keep blood in the body, not pouring out of holes in it, resurrect: return a recently deceased individual to life
    ◼️ Veinpurge: If something ails you, veinpurge magic is there to make sure that stops. It removes negative effects from the body such as fever, freezing, overheating, poison, and so on. It directly cancels out debuffs from other magic schools. Example spells: cure poison: remove poison from the bloodstream, relief: slightly reduce the effects of hex-type spells without fully removing them, cure fever: remove a fever from the body, purge infection: remove infection from the body - an invaluable asset
    ◼️ Blessing: Bless magic does exactly what it says on the tin: it provides positive boosts to a person. The can increase things such as speed, recovery time, and bravery while decreasing infection rates, nerve breaks, and ill luck. Example spells: haste: increase a creature's default speed, joy: up a creature's mood, making them more willing to deal with you, His call: rally your fellows to battle, granting them courage and bravery, thick skin: decrease the amount of damage taken by default
     Aberration: A magic of flesh and bone. Abberationists are summoners of amalgamations from one's nightmares, using meat and sinew to protect and defend in their time of need. Example spells: wall of flesh: erect a grotesque wall between you and your enemies, keeping them at bay for a time, bubbleflesh: enemies grow strange, bulbous growths on their skin that slow and hinder them for a time, askew bone: break a leg. Or whatever bone you like, tooth shards: cover the ground in spikes of tooth and bone, making it difficult for enemies to move without injuring themselves