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
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:
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)
In this case the first spell sphere's focus means:
cár'áll at the target, make target more or less
dominated. An example, mathematically spoken: the 40% of the
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)
Application or initiation means to actually
wind within the target
or guide the target (through) the element to something. In both cases quality
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)
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.
restoration means adding
a quality (again or anew). An example, mathematically
spoken: 20% wind + 30%
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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