THE
SEVEN
XIMAXIAN
SCHOOLS
OF MAGIC |
The seven Schools of Magic represent the main categorizations of magic as elaborated by the archmages of the Magical Academy of Ximax (note that categorizations of magic are always dependent on the point of view of the magicians designing these categorizations and therefore cannot be seen as a "general truth"). Each School is divided further into two spheres of the School (one physical representation and one spiritual), and these spheres are further split up into various spell classes. Finally each spell class contains a group of spells. Inititates in Ximax have to focus on one of the basic spell classes first and level up before they can move to any of the advanced spell classes, where they can further improve what they have learned. Since the 3rd century the 4 Elemental Schools and the 2 Archschools are taught in the current form at the Academy. Though the arcane School of Weaving is not officially taught in Ximax, the magicians at the Academy try to analyze and put this school as well into the general scheme, though knowledge about it is mostly scarce and from second hand.
Concept. According to the canon of the Magical Academy of Ximax and thus the famous guidebook of Xeuátan Khaelvan III. (9th century a.S.) all known kinds of magic are part of the 7 Schools of Magic, six official schools and one arcane. The schools can be seen as a pyramide on three levels, which we'd like to describe as follows:
In order to
be able to cast spells of the two Archschools of Xeuá and Ecuá one usually has
to go through the basic schools of one or two of the Elemental Schools, at least
this is the way
magic is dealt with at the
Ximaxian Academy. Exceptions which
are also reported throughout the lands of exceptionally gifted persons in the
art of
magic only confirm the common rule.
The School of Weaving (casting "raw magic") on the other hand is not officially
taught at the Ximaxian Academy, though it is recognized as an official "School".
You might still find masters of this art in
Ximax, but
Weaving in general is
more seen as a gift than something you can learn through other kinds of
magic.
A Magical School is a general categorization, which deals with all kinds of
spells this School stands for, e.g. a Wind School obviously deals with all kinds
of wind spells. Wind spells for example are defined as spells, where the spells'
focus lies on the Element of Wind, which means in particular, on dealing with an
element/principle in exactly 3 ways:
These possible ways of dealing with elemental energies (the "how" so to speak) can be realized by targeting different aspects of beings or objects (the "what"). These aspects are twofold:
physcial targeting
spiritual targeting
Note that "spirit" in this context shouldn't be reduced to the "mind" or "soul" of beings, but refers to the general existential orientation of the target's cár'áll (aura). The general scheme can be depicted as follows:
At the diagram above you can
see a general example of the splitting up of a School of Magic into 3 spheres,
each sphere with a physical and a spiritual representation, thus making a
complete amount of 6 spell classes. The central
icons represent the flow of the elemental cár'áll the
School stands for.
School Example. Let's take a look at a specific Elemental School to see how the system works in detail. We use the Wind School for the following example. In the following example we try to represent the qualities of the cár'áll by expressing the cár'áll through quantifications: Let's take an object, whose cár'áll can be divided into 40% wind, 30% earth, 20% water and 10% fire and see how the spheres change these proportions:
SPHERE I - Intension/Removal of Elemental Energies (Mirage)
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In this case the first spell sphere's focus means:
intensify/remove
wind
cár'áll at the target, make target more or less
wind
dominated. An example, mathematically spoken: the 40% of the
wind
cár'áll may be
expanded to 60% or decreased to 20% (depending on the orientation of the spell),
replacing or freeing room for other qualities, however without adding new quality
(like you can stretch rubber for example). The other elemental components are
diminished or increased proportionally.
a) Physical Representation: Illusion
Increasing/decreasing
wind
in the physical sense means: to make an object lighter or more transparent for
example, or even invisible, without actually changing the object physically: The
object only appears to be different. Therefore the spell class is named
"Illusion". Note that an object appears as well differently e.g. at the
Fire School, which would make it an "illusion",
however, spell classes are not named for what they have in common, but for their
main focus related to the element, which in the Flame School example is
Pyrification.
b) Spiritual Representation: Wind Enchantment
Increasing/decreasing
wind in the spirtual sense means: to fill a person's (mind)
or a spirit with more of the already inherent
wind (or to reduce the amount), to
expand or diminish it, e.g. to make a person see things or not, to trick the
mind with the presence of things which aren't there, or to make a person
temporarilly more intelligent. Note again that
cár'áll is only shifted in this
spell class, not added or completely removed.
SPHERE II - Application/Initiation of Elemental Energies (Movement)
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Application or initiation means to actually
align
wind within the target
or guide the target (through) the element to something. In both cases quality
(cár'áll)
isn't added or changed at all.
The first case means: Wind
cár'áll is put in confrontation to the target and a
reaction in the target is triggered caused by the
wind "initiation" process.
The second case means: You only give the target a direction or take the initial
direction away. Mathematically spoken: If you have a complex structure which
consists of 20% wind, 10%
earth, then again 30%
wind (at another place) and
again 40% earth, focussing would result in a desired order/priority: 20%
wind,
30% wind, 10%
earth, 40%
earth or, more precise then: 50%
wind, 10% earth, 40%
earth. Removing the direction is e.g. very
typical for fire spells, which are more of chaotic
nature.
a) Physical Representation: Motion
Physical
wind
being applied to items may cause them to move or may destroy them,
or - like in the Clap of Thunder spell - to clash two clouds against each other,
thus producing a lightning as an indirect affect.
b) Spiritual Representation: Guidance
The spirtual representation of this sphere usually focusses on the realignment
of the elemental energies and thus - in the case of wind spells - often restores
the equilibrum of the mind.
SPHERE III - Creation/Re-creation of Elemental Energies (Clarity)
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Spiritually creating
wind means getting
the knowlegde of something, and applying it means to restore something that was
lost (adding wind from the outside). Note that there's a
major difference between Enchantment and Restoration. Enchantment
means to make a quality predominant in an object (e.g.
wind),
restoration means adding
a quality (again or anew). An example, mathematically
spoken: 20% wind + 30%
wind
new = 50%. This third sphere is the most powerful of all as
it actually forms something new and this happens directly.
a) Physical Representation: Restoration
Physical creation in the wind
sense means to re-construct something new (to add
wind, spirit or purpose), mainly
from damaged material (living or life-less) and is therefore a good precursor in
respect of xeuá magic where actually creation instead of re-creation takes
place.
b) Spiritual Representation: Perception
The equivalent to the physical re-creation (by adding
wind) is the understanding
lying behind the re-creation, the wind
needed to re-create. Therefore spiritual representation spells often deal with
identifying, remembering or sensing.
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Artimidor
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