- schools of magic as in fields of study - two *very* broad categories of magic called wizardry and witchcraft. they are terms for what kind of magic you study or practice - wizardry is more experimentation: trying to quantify and study the effects/causes of magic - witchcraft s more ritual: symbolism and repetition in order to get a result - there are other categories of magic based on how a caster interacts with magic; one is born with these traits and they cannot be learned. - mage: a type of magic user that draws on their own power - druid: a type of magic user that draws on the power of their surroundings # Wizardry - more academic - based on calculation, experimentation, and measuring/quantifying magic of the world - equations, research, observation, trial and error - wizardry overall does not lean [[Magic Alignment|light or dark]] since that is somewhat the antithesis to the goal of the field; the goal is to find out how magic works naturally and use that to a caster's best advantage # Witchcraft - more spiritual - based on ritual, repetition, and directing and controlling magic of the self - meditation, salts, incense, talismans, alters, shrines - much of witchcraft is [[Magic Alignment#dark magic|dark magic]] because much of it is based in small daily rituals or sacrifices of materials to power low level spells # Magecraft - a subsection of magic that can only be practiced by mages - mages are creatures that draw magic primarily from their own magic core - this means that they need a well matched foci in order to cast as they may hurt themselves otherwise - most mages are better suited to foci made of metal or stone as they have a groundng effect on the caster - mages are (and often need to be) more efficient with their casting because of this - as a side effect of their casting methods, mages are unusually sensitive to the "feel" of magic; as in, they have a great sense of what is foreign and what isn't and thus are great are recognizing where magic comes from and who it belongs to; it will always feel very distinct to them - many goblins are also mages; it is part of the reason they have such a robust mining culture and that they evolved to be attuned to the magic found in metal and minerals # Druidry - a subsection of magic that can only be practiced by druids - druids are creatures that mostly draw magic from the world and their surroundings - this means that druids are well suited to casting without an incantation or a focus - they typically do better with foci made from plants or animals, but often don't *need* them to cast - if they do end up with a foci that doesn't suit them, often they will be casting *around* it rather than with it. this can cause some problems with clashing magic and have overpowered or unexpected results - it is common for druids to struggle with control or precision since much of their casting is intent based and unwilling to work against the flow of the magic around them - as a side effect of their casting methods, they are sensitive to ambient magic levels and can become ill or uneasy when those levels aren't within parameters they are used to. - many elves are also druids; they've evolved to more deeply understand plants and animals because that is where much of their magic comes from