Magical Schools
An overview of the major magical schools: the ten core schools based on the Harmonics, alongside the compound disciplines.
Harmonic-Based Schools · Compound Schools
Harmonic-Based Schools
- Backbone Magic 31 spellsThe Harmonic school of the Iron Backbone: the magic of what holds, foundations, supports, walls, and everything that prevents collapse.
- Binding Magic 30 spellsThe Harmonic school of the Binding Song, from the premise that definition is power: to name correctly is to distinguish, and to distinguish is to order.
- Crucible Magic 37 spellsThe Harmonic school of the Crucible, whose law is that change requires heat, pressure, and release.
- Dream Magic 36 spellsThe Harmonic school of the Dreaming Veil, which begins from the conviction that perception is never neutral.
- Frozen Moment Magic 33 spellsThe Harmonic school of the Frozen Moment, which holds that duration can be weighted, stretched, or arrested without breaking time.
- Gale Magic 31 spellsThe Harmonic school of the Unbound Gale, which teaches that stillness is temporary and movement is life.
- Path Magic 24 spellsThe Harmonic school of the Shifting Path, not the art of commanding fate but of reading the branching conditions of the possible and leaning on them.
- Record Magic 24 spellsThe Harmonic school of the Eternal Record, resting on the idea that nothing stable can be repaired, judged, or inherited without memory.
- Surging Magic 32 spellsThe Harmonic school of the Surging Deep, whose lesson is that life survives through movement.
- Trace Magic 24 spellsThe Harmonic school of the Whispering Trace, concerned with what remains after departure, damage, death, or loss.
Compound Schools
- Augury Magic 23 spellsThe compound school of Lux with Aion and Memoria, which treats the future as a field of pressure rather than a fixed script.
- Blood Magic 23 spellsThe compound school of Aqua with Imago and Aion, feared because it treats lineage and vitality as usable structures.
- Conjuration 30 spellsThe compound school of Verba with Zephyr and Imago: the art of making presence answer.
- Dominion Magic 23 spellsThe compound school of Verba with Imago and Lux, on the brutal premise that language, image, and pressure can define behaviour.
- Forge Magic 26 spellsThe compound school of Ignis with Terra and Verba, which holds that matter can be taught.
- Frost Magic 15 spellsThe compound school of Aqua, Terra, and Aion with Umbra in support, which treats cold as discipline made visible.
- Lightweaving 32 spellsThe compound school of Lux with Imago and Verba, which treats perception as something that can be composed.
- Morphic Magic 15 spellsThe compound school of Imago with Aqua and Terra, which holds that most forms are negotiations, not absolutes.
- Nature Magic 30 spellsThe compound school of Aqua, Terra, and Imago, which teaches that life is never solitary and that control is a dangerous word.
- Necromancy 23 spellsThe compound school of Umbra with Memoria and Aion, from the claim that death changes a being but does not erase all its structure at once.
- Sacrificial Magic 18 spellsThe compound school of Aqua with Imago, Verba, and Ignis, built around exchange under pressure.
- Sanctified Magic 21 spellsThe compound school of Lux with Verba, Aqua, and Terra, which treats magic as covenant made practical.
- Storm Magic 30 spellsThe compound school of Ignis with Zephyr and Aqua: unstable convergence, great force from tensions held just long enough to break together.
- Vital Magic 30 spellsThe compound school that braids Aqua, Imago, and Memoria to restore a living body in flow, form, and pattern at once.
- Warding 35 spellsThe compound school of Terra with Verba and Lux: the school of saying no with structure.