Here I have compiled a
Rough Draft for the
Rules of Magic (with some of my suggestions peppered in):
The Five Schools of Magic (below)
are the categories of magic that can be learned at magic academies. "Forbidden Arts" such as Necromancy cannot be learned there, and therefore are not included. Necromancy and such is a lot more blurry about its boundaries.Conjuration: This school lets you summon beasts, demons, and other fun stuff.
Alteration: This school allows you to alter physical entities to your bidding. Stuff like water breathing, oak flesh, paralysis.
Destruction: in DnD, it's called Evocation. You make fireballs, lightning, flames, that kinda wizardy canon stuff.
Illusion: this school allows you to play with the psyches of the NPCs themselves. Force them to fight one another, or to follow you into battle for some time. Maybe disguise yourself in a veil of magical lies?
Restoration: This school is all about keeping you and your friends alive. Heals, revive, buffs, that good stuff.
There are also different types of spells:On the fly spellcasting, eg. seeing a troll and just going "lightning bolt, lightning bolt, etc" is the simplest, fastest and most dangerous kind. You can just shoot fire from your fingertips and throw lightning around with abandon. The downside being that it would tire you out pretty quickly and if you roll bad, it backfires. badly. On the fly spellcasting should also be limited by the shools a certain mage knows. Ie. you can't raise the dead as a firemage.
Second would be prepared spellcasting. Where you do a ritual/incantation to produce the desired effect. Takes a long time, but can't backfire on you.
Then something like enchanting. Either passive enchantments on weapons/armor/trinkets, think flaming swords or a ring that produces light if you rub on it. And scrolls/those asian prayer slips. The maker basically performs a ritual/incantion by writing down a spell in magic script, which can then be activated at a later time by a keyword/phrase. Upside is that anyone with the keyword/phrase can use it, downside is that it has to be made in advance. Wizard's tips of the day: don't use common words to lock your scrolls. We all remember Red Johnson and his 30 scrolls of fireball that were locked by the word apple when he went to the marketplace. We had to pay for the fruit stall.
Enchant items or enscribing scrolls would have to be a "ritual spell." (Maybe, instead of rituals prevent backfire, it would drastically reduce the chance)(Paraphrased from
Pancaek, Reply #11:) A spellcasters abilities would be determined by two things:
-Their natural talent, which should not be a school, but rather something specific such as
fire or
telekinesis-The subjects that they studied, either the schools/forbidden arts
How player becomes a spellcaster:The [eighth] son of an [eighth] son is automatically a wizard, and any children born of wizards are also wizards. Swap genders for witches. [Also] people who got granted their powers by gods/dieites/selling their soul etc...
Divine Spells and Alchemy are a whole other topic.