RedMage125
2018-12-12, 11:39 AM
So...I have this idea I was tossing around in my head for a story, and it involves magic being tied to the classic 4 elements. And I wanted to classify the 8 schools as being considered "air/water/fire/earth magic", in terms of how the characters' talents lie. So, I've decided to post this, because I like to share my ideas, and if anyone likes this, they're welcome to cherry pick or steal wholesale.
First, the list, and then I'll give my reasoning:
Divination: Air
Transmutation: Water
Evocation: Fire
Abjuration: Earth
Enchantment: Air/Water
Illusion: Air/Fire
Conjuration: Earth/Fire
Necromancy: Earth/Water
Air Magic: Air is often times (with Astrology, Tarot, etc) associated with the mind, mental faculties and the like. Air Signs, for example, tend to be "in their head", and be more prone to cold logic over emotional responses. Divination is thus purely Air, as it reveals/provides knowledge and insight, generally without creating anything of substance.
Water Magic: Water is change. Pure and simple. Going again with Astrological signs, Water Signs tend towards emotion, which can-at times-be very volatile and subject to swift change. Transmutation, in this regard, is the quintessential school of magic for change. Water is also often associated with Life, which will be addressed further below.
Fire Magic: This one should be obvious. Fire is the element most easily associated with "energy". In Astrology, Fire Signs are enthusiastic, passionate, and creative. Evocation is the creation and manipulation of raw energy, be it fire, electricity, etc.
Earth Magic: This one was honestly the hardest of the elements to codify. Where I went with this is that Earth represents stability, solidity, and to a small extent, protection. In Astrology, Earth Signs are solid, dependable, and practical. Abjuration is the school where one finds a great deal of protection spells, wards, and the removal of other magical effects, such as dispelling magic or antimagic fields.
Air/Water: The combination of Air and Water leaves us with things that change or alter the mind. Thus, Enchantment fits in nicely.
Air/Fire: Air and Fire combined give us things that are made of created energy, but lack substance. So Illusion is perfect.
Earth/Fire: Conversely, to use energy to create things that DO have substance, thus blending Fire and Earth, we have Conjuration.
Earth/Water: Now, we are left with Necromancy. Why is it Earth and Water? Necromancy involves changes to something's life. As mentioned above, Water is often associated with Life, and manipulation of the life energies of a creature (i.e. Necromancy)* is therefore a blend of Earth and Water.
*It should be noted, that for this to work, healing magic needs to be reclassified as Necromancy, like it used to be in older editions.
Like I said, this was created more for a story, to be used narratively. The character with a penchant for Air magic has a talent for Divination, Enchantment and Illusion, but his Abjuration, Conjuration, and Necromancy spells are not as strong, and he has moderate or average strength in Evocation and Transmutation. The story in question is not for a "D&D world", and does not have Vancian Magic or Prohibited Schools, but since I was using the D&D codified Schools of magic, I thought the Playground might enjoy and maybe get something out of it.
I don't know if anyone would find this helpful, or useful as a story element or roleplaying tool, but I wanted to share it anyway.
I welcome any comments/criticisms/questions. And like I said in the beginning, if anyone would like to adopt or cherry-pick from this, I welcome it. Plagiarism is, after all, the Sincerest Form of Flattery.
First, the list, and then I'll give my reasoning:
Divination: Air
Transmutation: Water
Evocation: Fire
Abjuration: Earth
Enchantment: Air/Water
Illusion: Air/Fire
Conjuration: Earth/Fire
Necromancy: Earth/Water
Air Magic: Air is often times (with Astrology, Tarot, etc) associated with the mind, mental faculties and the like. Air Signs, for example, tend to be "in their head", and be more prone to cold logic over emotional responses. Divination is thus purely Air, as it reveals/provides knowledge and insight, generally without creating anything of substance.
Water Magic: Water is change. Pure and simple. Going again with Astrological signs, Water Signs tend towards emotion, which can-at times-be very volatile and subject to swift change. Transmutation, in this regard, is the quintessential school of magic for change. Water is also often associated with Life, which will be addressed further below.
Fire Magic: This one should be obvious. Fire is the element most easily associated with "energy". In Astrology, Fire Signs are enthusiastic, passionate, and creative. Evocation is the creation and manipulation of raw energy, be it fire, electricity, etc.
Earth Magic: This one was honestly the hardest of the elements to codify. Where I went with this is that Earth represents stability, solidity, and to a small extent, protection. In Astrology, Earth Signs are solid, dependable, and practical. Abjuration is the school where one finds a great deal of protection spells, wards, and the removal of other magical effects, such as dispelling magic or antimagic fields.
Air/Water: The combination of Air and Water leaves us with things that change or alter the mind. Thus, Enchantment fits in nicely.
Air/Fire: Air and Fire combined give us things that are made of created energy, but lack substance. So Illusion is perfect.
Earth/Fire: Conversely, to use energy to create things that DO have substance, thus blending Fire and Earth, we have Conjuration.
Earth/Water: Now, we are left with Necromancy. Why is it Earth and Water? Necromancy involves changes to something's life. As mentioned above, Water is often associated with Life, and manipulation of the life energies of a creature (i.e. Necromancy)* is therefore a blend of Earth and Water.
*It should be noted, that for this to work, healing magic needs to be reclassified as Necromancy, like it used to be in older editions.
Like I said, this was created more for a story, to be used narratively. The character with a penchant for Air magic has a talent for Divination, Enchantment and Illusion, but his Abjuration, Conjuration, and Necromancy spells are not as strong, and he has moderate or average strength in Evocation and Transmutation. The story in question is not for a "D&D world", and does not have Vancian Magic or Prohibited Schools, but since I was using the D&D codified Schools of magic, I thought the Playground might enjoy and maybe get something out of it.
I don't know if anyone would find this helpful, or useful as a story element or roleplaying tool, but I wanted to share it anyway.
I welcome any comments/criticisms/questions. And like I said in the beginning, if anyone would like to adopt or cherry-pick from this, I welcome it. Plagiarism is, after all, the Sincerest Form of Flattery.