Update PostHere is the latest I have compiled.
- Alchemical - spells/powers that deal with the creation of magical potions, gases, chews
- Bewilderment - spells/powers that aid against detection, scrying, etc
- Communication - spells/powers that aid in communication
- Conjuration - spells/powers that transport items or beings from another realm of existence
- Defensive - spells/powers that defend against attacks
- Detection - spells/powers that detect things
- Divination - spells/powers that allow viewing of the future utilizing at least one sense (vision), but may include others
- Elemental - spells/powers that utilize the elemental forces with further specialization into only one:
- Æther - an arcane element, the pure element of creation.
- Air - the elemental fluid of the air - earth - light triad.
- Earth - the elemental matter of the air - earth - light triad.
- Fire - the elemental energy of the fire - ice - water triad.
- Ice - the elemental matter of the fire - ice - water triad.
- Light - the elemental energy of the air - earth - light triad.
- Nether - an arcane element, the pure element of destruction.
- Water - the elemental fluid of the fire - ice - water triad.
- Enchantment - spells/powers that deal with the creation of magical items such as rings, weapons, staffs, wands, etc
- Enhancement - spells/powers that improve or increase what already exists
- Evocation - spells/powers that allow viewing of the past utilizing at least one sense (vision), but may include others
- Force - spells/powers that involve the direct manipulation of matter, energy, or living beings through the use of a spell's/power's force
- Fundamental Interaction - spells/powers that directly manipulate the aspects of the fundamental interactive forces with further specialization into only one (of course, these types are almost impossible to learn and may not be included):
- Electromagnetism - the familiar interaction that acts on electrically charged particles. The photon is the exchange particle for this force.
- Gravity - a long-range attractive interaction that acts on all particles. The postulated exchange particle has been named the graviton.
- Strong Interaction - the interaction responsible for holding quarks together to form neutrons and protons, and holding neutrons and protons together to form nuclei. The exchange particle that mediates this force is the gluon.
- Weak Interaction - a repulsive short-range interaction responsible for some forms of radioactivity, that acts on electrons, neutrinos, and quarks. It is governed by the W and Z bosons.
- Healing - spells/powers that heals physical damage
- Illusion/Phantasm - spells/powers that utilize the manipulation of the senses
- Influencing - spells/powers that control or influence the actions of others
- Informational - spells/powers that divine information about items, persons, etc
- Invocation - spells/powers that call for the aid of more powerful beings
- Mind/Mental - spells/powers that affect the mind
- Nature - spells/powers that affect/use nature
- Necromancy - spells/powers that affect/use the dead and spirits
- Passive - spells/powers that are hung and triggered (almost always Wards)
- Personal/Physical - spells/powers that only affect the caster
- Scrying - spells/powers that allow viewing of the present utilizing at least one sense (vision), but may include others
- Sorcery/Destruction - spells/powers that cause damage/disruption/destruction of natural things
- Subconscious - spells/powers that are hung and triggered by the subconscious when unconsciousness occurs
- Summoning - spells/powers that transport items or beings from a location to the caster's locale
- Transformation - spells/powers that change the structure or appearance of items or beings
- Transmutation - spells/powers that change the fundamental structures of substances
- Transportation - spells/powers that aid in travel
- Utilitarian - spells/powers that perform menial tasks
Differences Between the TypesAs pointed on this thread, some have pointed out some similarities between the powers, suggesting they may be the same type. Some of these I can see where they could be included into one type. This section will provide some further clarification (I hope). Remember, these are for my upcoming campaign world of Onaviu. They definitely will not fit into others' worlds, unless they choose to make them fit.
Transformation & TransmutationTransformation only alters shape. Transmutation alters composition of a substance. Where transformation could make you look like a chair, you would still be flesh and bone. Transmutation could turn you into wood, but you would still have a human shape. In other words, to truly turn you into a wooden chair, a power user would first transmutate you into wood, then transform you into a chair. Or vice versa. Transformation is basically used to change into animal forms. Transmutation could literally be used to change lead into gold. However, no person is capable of such sub-atomic control. It is much simpler to turn a pile of carbon into a diamond since all the power user would need to control is pressure and heat. Of course, s/he would need a
LOT of pressure and a
LOT of heat, but s/he is not really trying control it on a sub-atomic level. Basically, transformation and transmutation are complementary powers, but separate.
Informational, Divination, Scrying, & EvocationAlthough I can see these being lumped into one type, I feel all should be separate types. I feel "seeing" into the future is a different form of power as compared to "seeing" into the past. Reason: seeing into the past is fairly easy compared to seeing into the future since the past has already happened and cannot be changed (read some of my post in this thread:
Time Travel). When deciding what each does (Divination, Scrying, and Evocation), I used the
Mentalism Companion, pp 60-84, which lists them as Divining the Future, Scrying the Present, and Evoking the Past. However, divination is usually seen as the ability to see into the past and future, the true definition is not. From Meriam-Websters 13th Collegiate Dictionary, divination is defined as "
the art or practice that seeks to foresee or foretell future events or discover hidden knowledge usually by the interpretation of omens or by the aid of supernatural powers." If I am not mistaken, I see no mention of "past" in that definition. And I prefer this definition for evocation, "imaginative recreation (an evocation of the past)." Thus, I kept "seeing into the past" as Evocation. And "scrying" is not even listed in the dictionary. Informational I define as being able to get information about something, but
ONLY if you can see the object
AND it is within the range of the spell/power. Holding or touching the object would even be best.
Conjuration & SummoningRead the definitions. Summoning is the transpositioning of something within the same realm of existence. Conjuration is similar to summoning, but does it through portals opened to other realms of existence. Another way to view it, summoning teleports, conjuration opens portals.
Keep the ideas and criticism coming. I love it.
rmfr