EDIT: The information here is not accurate, several spells, bugfixes, and plan changes have occured since release, and thus many of the features written here as planned are no longer going to happen. Check the download page or the forum below for details.
Schools of Magic is a mod that adds in 45 new spells, as well as several megabeasts and a new semi-megabeast. Previous DF magic mods add new classes like Wizards and Dark Sorcerers, but Schools of Magic adds each spell seperately - Druids have to learn each new Druid spell seperately, instead of getting all of them as soon as they read the slab containing the secrets of nature. So far, there are 30 Druid spells, as well as 5 Arcane, Holy and Unholy spells. New spells will be added soon, as well as new megabeasts, enchantment, and a whole slew of new monsters. And thats just what I have planned so far! Thanks to the Dark Ages: War and Mythos mod, as well as the Masterwork DF mod - they both provided good reference material for interactions, and i directly used a couple of their spells - and almost ALL of the new megabeasts are ripped from Masterwork.
Each new category of magic has some new lore to surround it, and several updates are planned:
//Arcane Magic - the ability to manifest a Megabeast from magical energy
//Druidic Magic - the ability to summon natural creatures to aid you
//Unholy Magic - offensive spell, obtained by insulting the gods
//Holy Magic - support spells, obtained by service to a god
//Psionics - abilities one is born with, due to ties to another world
//Enchantment - the forging of Runeswords and magical metals like Giantsteel
//You cannot have Druidic and Psionic abilities at the same time, due
//to the otherworldly nature of psionics and the earthly nature of druidic
//magics. Simultaneously, Holy magic and Unholy magic are mutually exclusive,
//for obvious reasons. Arcane magic and enchantment come from a similar source,
//and are not exclusive to any form of magic. This means any one being can
//cast 4 types of magic(not including vanilla necromancy)
//the presence of magical metals(Giantsteel) and readable weapons(runeswords)
//is designed to allow warrior characters to exist in game without having to
//obtain a spellbook or attempt to be a wizard proper - those who want to
//play a mostly martial character will be able to possess equal abilities
//to most magicians - even thoug barbarians cant read, magical metals are
//innately strong against certain foes - a Trollbane Warhammer is effective
//against any foe, but will be TRULY effective against any Trolls. Manhunter,
//Goblinbane, Dwarfslayer, and Elfkiller will naturally be the most versatile
//magical weapons for a non-reader - and animals(and their humanoid or giant
//variants) will be unaffected by magical weapons - a Dragonkiller Battleaxe
//is a bit specialized as it is, and a tigerkiller dagger, would just be a
//bit useless to an adventurer.
//While other magicians, such as Warlocks and Druids, cast magic directly,
//by summoning packs of wolves or inflicting Plague on an enemy, a Wizard
//can only cast a spell once, because the nature of arcane magic is that it
//is the manifestation of magical energy in a physical form. Enchantment is
//also arcane; Wizardry is the manifestation of energy in the form of a mighty
//living thing, and Enchantment is the manifestation of the SAME energy, but
//as an inert, inorganic material that has unique properties. Thus, when a
//new wizard calls up a Pheonix, that creature is not only a permanent,
//powerful companion, but also a manifestation of the wizards raw magical
//power. Those who possess arcane magical powers in the form of wizardry
//are also effectively immortal; in using arcane magic, they become part of
//the network of said magic which spans between a million worlds, and this
//semi-sentient Arcane Force preserves all of it users in youth.
//The magic of the Druids is the most accessable in the world - though, like
//necromancers, they have a tendency to build tall towers, and isolate
//themselves from society, those who come seeking their powers are met with
//open arms; as protectors of nature and masters of wild beasts, they are
//always glad to have a new member in their ranks, to keep the order going
//and protect nature after they have died. Unlike Unholy, Necromantic, and
//Arcane spellcasters, Druids are not immortal. The magic of nature requires
//balance: to bring a new life into the world, you must take a life - hence
//needing corpses to call forth allies. They are not gifted with immortality
//because the cycle of life and death is the foremost law of nature - only
//preservation via other forces can allow a Druid to live beyond their
//natural lifespan.
//Unholy magic is risky to obtain, but powerful for those who manage it. To
//obtain unholy magic, one must profane the gods - desecrate a temple, or
//drink the blood of a priest(holy magic user). Both of these are considered
//great affronts to the gods; demons will ALWAYS reward one who devours the
//blood of a holy one with unholy magics, but to profane a temple is riskier.
//You may end up as a vampire or werebeast instead, as the gods punish you -
//but, if the lords of Hell see fit, they may reqard your risk with the
//ultimate mockery - rewarding you for an act of desecration. Once made a
//Warlock, however, you are safe from vampirism and lycanthopy - allowing you
//to endlessly pillage temples without fear, growing in power and further
//insulting the holy ones. Spells are all offense related - plague, weakness,
//and even the ability to reduce any foe to a mere toad - for a time. A
//Warlock is immune to the effects of aging - protected by his unholy masters
//- and also needs no food or water. This is to ensure that the Warlock will
//be able to wreak havoc for years and years, moreso than any mortal. The
//Warlock is also physically stronger and more resilant than ordinary humans.
//While the secrets of unholy magic cannot be recorded in a book, a warlock
//can take on an apprentice, and teach him to become a warlock as well.
//Holy magic is the magic of the gods of light and justice, and it is wielded
//by the Clerics. Clerics possess powers that heal or strengthen, rather than
//harm, and these "holy men" can be great warriors - or a boon to any party
//of heroes, healing those who are injured from even the most grievous wounds.
//Holy Magic is performed through Sigils, marks imprinted into the minds of
//the caster. With a wave of his hand, a Cleric will make a golden symbol
//appear, and power will flow into him or a companion, healing and empowering.
//Because the blood of a priest can grant powers of darkness, these men and
//women are closely protected by the gods, and are immune to the magics of
//Warlocks. Other forms of magic, such as those wielded by Wizards or Psions,
//will still harm them, but they are safe from the dark spells of Warlocks.
//Holy magic can be recorded and taught, but Clerics are not immortal; if a
//foe does not one day claim them, old age will one day take them, and they
//will journey into the afterlife, and the eternal reward laid out for them
//by the gods they served.
//Psionics are not magic; magic involves learning secrets passed down by
//gods, demons, or other mighty beings, but psionics are something one is
//born with, and it can never be taught. Some children are born with a
//connection to the Dream World, the gateway between worlds, and from birth
//their brains are strangely warped, granting them psionic abilities. This
//tie to the dream world weakens a beings ties with the natural world, and
//thus Psionics cannot wield Druid magic. Other magics, however, they can
//freely wield and control, as well as any other. Pyrokinesis, Invisibility,
//Telekinetic Flight, Telekinteic Strength, and Psychic Assault are all
//planned psionic abilities.
//New creatures that may be added:
//Abominations: Several new Undead creatures, raised by Liches, a new
//and unplayable form of necromancer - one which qualifies as a megabeast.
//A lich is more powerful than a regular necro, with highly increased
//and the ability to conjure a plethora of new undead. Ghouls are undead
//added in which are intelligent, like people, but still opposed to the
//living, and are a byproduct of the Lich's unspeakable influence on the
//world. Wights are giant lumbering beasts, and possess strength beyond
//that of mortal creatures. Revenants are similar to normal zombies, but
//possess the ability to raise up to 3 more Revenants, meaning that they
//can quickly outnumber a normal group of warriors. Devourers are gigantic
//beasts, which resemble Hydras - these undead fiends are less powerful
//than true Liches, but have many of the same powers, and a Lich can
//bring one into existance. They can raise Wights and Ghouls. A Lich is
//immortal, as are the undead they summon - they also need no sleep, food
//water or air. They are all, however, weak to magic weapons, because they
//themselves are highly magical creatures. The addition of more magic can
//cause a sort of "overload" of magic - a short circuit, as it were. They
//are highly vulnerable to Magesteel weapons, meaning Arcane magic is
//best suited to hurting and killing these new undead monsters. (this
//addition will not be in V1.0, it is a later addition meant to help
//make warriors/fighter types more effective - other forms of "vanilla"
//magic weapons, made out of new magic metals and wielded by special new
//wandering warrior types. Example: Giantbane Silver Greataxe, which
//deals bonus damage vs. Giants - or the more powerful Godkiller Steel
//weapons, which are as effective as steel and do bonus dmg vs. ALL
//types of megabeast - so someone who has a Godkiller Steel Spear can
//do significant damage against Manticores, Dragons, and other Megabeasts.
//Full list of vanilla enchanted weapons: Goblinhunter Bronze, Maneater
//Silver, Elfbane Iron, Dwarfslayer Copper, Giantkiller Copper, Ettinbane
//Silver, Cyclopskiller Bronze, Minotaurbane Silver, Dragonslayer Steel,
//Hydrakiller Steel, Rocslayer Steel, Pheonixbane Steel, Wyvernbane Steel,
//Wyrmkiller Steel, Manticorehunter Steel, Gigasbane Steel, Godbane Steel.
//17 new types of enchanted weapons, and 50 new magic abilities in mod, as
//well as a new megabeast to replace the Bronze Collosus, the additions of
//Crones(spread magic through world) and Wanderers(carry magic weapons).
//The Abomination/Lich update will be released a a later date if the mod is
//popular.
//30 Druid spells, 5 Arcane Spells, 5 Unholy Spells, 5 Holy Spells, Spellbeasts(replaces crones)
//Unimplemented: 5 Psionic abilities, Enchanted weapons, Wanderers.
This is a BETA version, and has a few glitches that have not been resolved- in particular, i need to fix a worldgen glitch with wizards, but worry not, they (so far) are fine in adventure/fortress mode. Elves and goblins are able to use the new types of magic as well, so if you want to be a Goblin Warlock/Elf Druid, you can do that. As you can see, a good deal of the stuff on the list is not added yet, the download page features most of what is. Holy magic and Unholy magic are not yet mutually exclusive, and the Psionic castes won't be added until Holy, Unholy, and Arcane magic have at LEAST 10 to 15 spells each. Any glitches or errors you find should be reported on this thread, as well as any questions. ENJOY!