Magic Disciplines - Quick Overview


Non sum qualis eram
Evocation is the discipline of energy and creation. It is what most people will think of when thinking of magic in a fantasy setting. Evocation is quick, Evocation is flashy. It is the preeminent magic for combat and contains spells that ignite, crush, charge, throw, singe, blockade, patch, and most any other combination of things you can do with energy and stuff.

Mysticism is the discipline of body and soul. Mystics can heal people, can speak to and recall the dead to life, interfere with their bodily functions, poison, plague, and curse. Mysticism is slower, and primarily works on contact. It is both the traditional healer's discipline and... most assuredly not.

Cogitation is the discipline of the mind and memory. Cogitators can fool the senses, rendering themselves invisible or cast terrifying illusions. They can manipulate their own memories and those of others. They can augment their senses, or block those of others. They can speak and hear thoughts. Cogitation is in fact similar to what you would see called a psychic or a telepath, with several twists and turns in directions you may not expect.

Thaumaturgy is the discipline of magic. Thaumaturgy works off of knowledge of magic and knowledge of the world. Theurges can create runes and glyphs, arrays of magical symbols, dispel, disjoin, and warp other magic, detect, sense, and analyze magic, boost, merge, and synergize their thaumaturgy with other disciplines, enchant and bind items, and other, more varied elements. Thaumaturgy is, much more so than the other disciplines, slow. Slow to prepare, slow to function, slow to learn. It takes many a time to develop Thaumaturgical skill, and even more to make use of it. It is also known for being very expensive and resource demanding, but as a result places less of a demand on the magician themselves.

(This overview is complete in this post.)