Spell

Spells are magical effects generated by expenditure of MP and/or other resources, that have various results ranging from damaging or weakening enemies, to healing or enhancing the target, to teleporting the caster or others, to identifying or even creating items.

Circles and Schools
All magic can be categorized in one of the seven circles of magic, that represent the seven basic aspects of all creation. Every circle can be further divided into individual magic schools, each dealing with several fairly similar magical effects.

Alteration
Alteration is the circle of constant change, be it the chaotic and destructive shifts of entropy, the organized changes of bringing law and order where there was none before, the transformation of nothing into a new life, or of all life into death. The force of alteration is the middle ground for all the other opposing forces, the necessary momentum that enables existance instead of an eternal state of equilibrium with all the forces evenly matched.

Most magi are highly familiar with the circle of alteration, as that's what magic is supposed to do - to change things.


 * Translocations
 * Transmutations

Arcane
Arcane circle represents the intelligent intervenions into the universe, as opposed to the mindless evolution of nature.


 * Summoning
 * Enchantments

Chaos
Chaos is the realm of wonders, of constant surprises and astonishment, of building and rebuilding and destroying and inventing and forgetting and never ever letting be. While sharing many similarities with the circle of alteration, the circle of chaos is an uncontrollable force that cannot tolerate any other kind of change than one which is uncertain in both its rules and consequences.

Completely hostile to all highly organized structures and especially intelligent minds, chaos can nevertheless be held by magi for powerful, if somewhat unpredictable, results.


 * Dark Arts
 * Demonology

Death
Death if the fate of everything, the circle of termination and obsolescence.


 * Necromancy

Life
Life


 * Restoration

Nature
Nature


 * Druidism
 * Elementalism

Order
Order is the crystal clear realm of absolute knowledge, flawless rules and no deviations or individualism at all. That is not to say that the order would renounce changes or individual enlightment, rather it strives to find the right way of directing all thoughts and changes towards perfection, until they unite and merge in the utmost excellence and then remain still, for any further change would deface the perfection and lead away from it.

While most magi are biased against the loss of their individual mind in the great pool of the absolute consciousness, they value the knowledge that may be gained. Clerics, on the other hand, see the order as their spiritual compass, as they say that the journey may very well be the goal and perfection is nigh-impossible to achieve, but striving for it will still make you a better person without unmaking "you" in the process.


 * Divinations
 * White Magic

Spells
See here for a list of all spells.