Lore

The Magic of Imarel - by T.A. Saunders ©2009, revision v2.9, 12.16.14

Spheres of Magic

Magic can be broken up into several categories from which the potential mage can either specialize in or choose a broader course of of study from which several spells from all spheres are learned, but none are focused upon exclusively. Most choose the latter route, preferring to not limit themselves, but those that do specialize have access to some rather potent and custom spells. It should be noted that not all Primary Spheres have a specialization simply because the usefulness of such specialization would be limited.

Below is a list of Primary Spheres and the High Spheres of Magic:

Primary Spheres of Magic

Abjuration

This sphere covers all protection magics, such as wards and shielding spells, protective circles and the like. Abjuration also covers anti-magic spells.

Alteration

This sphere addresses spells that alter the state or shape of an object or a living creature like shapeshifting or polymorph spells and teleportation spells.

Charm/Domination

Any magic that controls the mind against their will is covered by this sphere.

Conjuration/Summoning

This sphere revolves around the calling forth of creatures or objects from other places or planes. This can simply be a calling forth of an elemental creature or it could be the summoning of an infernal or divine being.

Divination

Spells that allow the caster to gain knowledge or scry by arcane means are covered by this sphere. This can sometimes bring the caster in contact with extraplanar, possibly infernal or divine beings.

Elemental

This sphere covers all spells involving the calling, summoning, manipulation and alteration of elemental forces. While this sphere could be largely covered in the other spheres, elemental magic has enough of its own specific sorts of spells that deign its own sphere.

Enchantment

The Enchantment Sphere covers the imbuing of weapons, armor and objects with permanent magical effects. Often a sphere specialized in those who wish to become smiths of arcane weapons or sorcerous trap-makers.

Evocation

Calling forth power directly from ambient magic or another plane and unleashing it covers the evocation sphere. Spells that call forth blasts of fire, or lightning bolts cover this sphere.

Illusion

Magic that creates people, objects or events that are not there, or alters perception is a part of this sphere. Invisibility spells or spells that alter the appearance of a person to look like another person or perhaps a monster are considered illusions.

Necromancy

Magic that centers upon undead, including raising and calling such fiends from the afterlife is part of this sphere. This particular sphere also allows for its most powerful casters to become a lich, raise entire legions of undead or to steal souls form the living.

Transmutation

Changing the state of one form of matter into another, such as lead into gold or rock to mud, etc. considered transmutation. This sphere of magic is wildly popular amongst builders who seek out transmuters to make building materials more sturdy than they might be normally.