I think I've worked out how I want my magic to be. It's vague.
Says ffs:
<ffschooler> it's like making subschools of magic be Broad, Vague and Unclear
I like vague magic stuff too much, especially when compared to Fireball *boom* Raise Dead *boom*
, and that's how it is here too.
Two domains of magic: natural and structured. Natural is divided into World, Being, and Life, which are each subdivided into three more types, but two are 'virtual' and don't exist. Those 'types/schools' are the things you actually acquire skill / proficiency in. When you are a Natural mage, you draw power mainly from yourself. That means that though your magic is prone to go wrong, you are flexible and can do anything you desire. It also means that you can choose to burn your health to power desperate spells.
Structured magic is divided into Elemental and Primal. Elemental has four subdivisions (types) while Primal has three. Structured magic usually must be researched, standardized and memorized to be used; you
could opt to use it without preparing, but you have to be willing to accept a high rate of failure : even higher than natural magic. However, as long as you use standardized spells you have researched or learned, you have a zero rate of failure.
Natural magicBeing | Force |
| Temporality |
| <none> |
-------
World | Sensory |
| Elemental |
| <none> |
-------
Life | Fugue |
| Life |
| Eventuality |
Structured magic is divided into two, like mentioned above:
Elemental :
Material, Liquid, Air, Transitive, which are really just renames of the traditional four elements Earth, Water, Air and Fire.
Primal : The vaguest of them all,
Law, Constantness, Freedom. It's probably best not to choose one of these as your starting schools...
I would add descriptions of what each school does, but I'm too lazy to do that just now >.>
Also, the Life schools are too vague to just tell what they do, so here's a quick rundown: Fugue is delicate, positive life. Life is just life; crude, powerful, either positive or negative. Eventuality is delicate, negative life. If you want to be a necromancer, you'd choose Eventuality. If you wanted to life-sap everyone you choose and still be able to heal, you'd choose Life. If you want to be able to heal everything, do finer stuff like fixing broken bones or cause a forest to spring up, you'd choose Fugue.
As for magic, it's ambient. It floats in the air and has, like ebbor's idea, a tendency to diffuse. If you have low magic in a high-magic zone, you'd find your power quickly recovering, and vise-versa. Magic colleges would pump magic from the surrounding area and let it go within the premises, like a sort of potassium-calcium pump.
Finally, there could have been a past event where some backwater mage combined Constantness, Law and one of the elements to create a perpetual magic storm that steamrolled the continent of its magic and only dissipated by luck. Structured magic has taken a hit to its esteem.
Of skills, there is one skill of mention,
metamagic. It is simply the linking of different spells or different schools.