Classes of Magic
In Magic, there are numerous classes and subdivisions. In the world of Wyrd, these are the
basic classes of Magic. Some are
very general, while others are exclusive to certain races or are very rare. Each class is further divided into
subclasses, which are listed but not described fully here. A person may use more than one kind of
Magic, but depending on their race, physical or mental limitations, and the
compatibility of the different Magics, it may weaken or completely cancel out
the users ability to cast spells.
Description:
Magic that is used for destructive or offensive purposes. Not technically evil, despite the
connotation of the term “Black Magic.”
This Magic is like a weapon, which can be used by good, neutral, and evil
folk alike.
Source: Draws
upon the negative energies and emotions of all living things, as well as the
life and magical force of the user.
Materials Used:
Often a staff or wand, sometimes a special knife, but usually only the
mage’s bare hands are needed for casting.
Casting is done with spoken words and/or gestures of the hands and
body.
Typical Mage: As
a very general field of Magic, just about any sentient creature can use it with
enough training. It is especially
popular with traveling mages, as they often have nothing more than Magic for
protection, hunting, and fire-lighting purposes. Most often used by humans, elves, and
other humanoid types.
Compatible With:
Nearly all Magics.
Incompatible With:
White, Green, and Fey.
Subclasses: Sorcerer, Wizard, Mage, Necromancer (any death-related Black Magic).
White Magic
(Clerical)
Description:
Magic that is used for clerical or defensive purposes. This Magic can be used by good, neutral,
and evil folk alike.
Source: Draws
upon the positive energies and emotions of all living things, as well as the
magical force of the user.
Materials Used:
Staff, wand, crystals, or other magically imbued objects. Most often, the user needs only bare
hands.
Typical Mage: As
a very general field of Magic, just about any sentient creature can use it with
enough training. It is especially
popular with traveling mages, as they often have nothing more than Magic for
defensive, healing, and lighting purposes.
Most often used by humans, elves, and other humanoid types.
Compatible With:
Nearly all Magics.
Incompatible With:
Black, Fey, and Sword.
Subclasses:
Healer, Protector, Cleric, Priest/Priestess
Gray Magic
Description: A
very rare class. This is the only
way one can use both Black and White Magics without canceling out both types of
opposing forces. In other words,
the user may be skilled in both Black and White without depleting his or her
life force, or weakening the Magics’ effects. It also grants the user more
compatibility with other Magics.
This is an incredibly difficult class to learn, and is therefore seldom
seen.
Source: See
Black and White Magic sources.
Materials Used:
A special tool that is part staff, part weapon. There is a crystal on one end, a
double-sided blade on the other.
The staff is as tall as the user, and the blade is always exactly as long
as the user’s hand, from wrist to middle fingertip.
Typical Mage:
Usually a humanoid type, but only in rare cases an actual human.
Compatible With:
Nearly all Magics.
Incompatible With:
Fey.
Subclasses:
None
Red Magic
Description:
Magic that requires blood for casting, thus the name. Red spells are actually powerful seals
and curses, spells that are permanent even when the caster is not present. Some spells have time limits, special
conditions for dispelling (i.e.;
the caster’s death), or are infinitely permanent. The last type, thankfully, is quite
rare.
Source: Energy
of the caster and the source of the blood, as well as the blood itself.
Materials Used:
Blood (of course), knife or sharp object for cutting, special quill or
brush to write the casting runes, and in cases that require a lot of
blood, a bowl or chalice (usually made of silver or bone).
Typical Mage:
Usually a Black, White, or Gray mage with great power.
Compatible With:
Nearly all types.
Incompatible With:
Fey.
Subclasses: Sealer, Curse-witch
Amber Magic
Description:
Magic used for summoning objects, creatures, or deities. Fairly rare.
Source: User and
the things the user summons.
Materials Used:
Whatever is needed to mark the summoning seal. Seals are different shapes, depending on
what is summoned.
Typical Mage:
Usually a mage that is already skilled in other Magics, particularly
Green.
Compatible With:
Most other Magics, particularly green.
Incompatible With:
Fey.
Subclasses:
Summoner, Procurer, Conjurer, Acolyte
Green Magic
Description:
Magic that deals with nature.
Source: The life
energy of all living things, including the user.
Materials Used:
Usually none, unless they are materials found in nature.
Typical Mage:
Humanoid, often those with Fey blood in them, and Elves.
Compatible With:
Nearly all kinds.
Incompatible With:
Black and Sword.
Subclasses: Greenthumb, Tamer, Dryadic
Blue Magic
Description:
Magic that deals with Illusions.
Source: Mage’s
energies and power of imagination.
Materials Used:
Usually nothing more than the hands, though crystals and other objects
can be used to “anchor” an illusion in place.
Typical Mage:
Usually one skilled in other Magics, especially Violet.
Compatible With:
Most other Magics, especially Violet.
Incompatible With:
Fey.
Subclasses: Illusionist, Hallucinist, Delusionist
Violet Magic
Description:
Magic that deals with scrying, destiny, and psychic powers.
Source: The
user’s mind, spiritual energy, and (some say) the gods.
Materials Used:
Usually a reflective surface for scrying; card, sticks, or stones for
determining future events and exploring past and present events more thoroughly;
special headbands can enhance the psychic abilities.
Typical Mage:
Usually humanoid, most often a human with some extrasensory or
precognitive abilities to begin with.
Compatible With:
Nearly all Magics.
Incompatible With:
Fey.
Subclasses:
Seer, Pyrokinetic, Telekinetic, Telepath, Empath, Oracle, Fortune-teller,
Rune-master, Puzzler, and Teleporter
Prism Magic
Description: An
extremely rare type of class, even more so than Gray, which allows the user to
know all types of “color” magic without compromising the strength of any of the
Magics. As this is nearly
impossible for most mages, it is only seen once or twice in a millennium.
Source: See
other “color” Magics.
Materials Used:
A special crystal which, when held up to light, is rainbow-colored. However, depending on which Magics the
mage uses, only those colors will appear.
The crystal can even cast White and Black light! Crystals may be of any size, and either
worn in jewelry or set in a staff or weapon.
Typical Mage:
Since these mages are so rare, there is no such thing as a “typical”
Prism mage. However, most of the
recorded mages have been—surprisingly—human.
Compatible With:
Nearly all Magics.
Incompatible With:
Fey.
Subclasses: Bicolor, Tricolor, Quatcolor, Quintcolor, Full Prism Mage
Sword Magic
Description:
Magic that can be used in combination with specially made weapons, like
swords. Usually Black or other
colored Magics, but almost never White or Green.
Source: The
user’s physical and magical energy, as well as whatever other sources the Magics
require.
Materials Used:
Usually bladed weapons, like swords and daggers, although staves, maces,
whips, and other non-bladed weapons are sometimes used.
Typical Mage:
Often the more physically active mages who can handle weapons as easily
as they do Magic. Such a class is
good to learn, since it provides a backup weapon to be used in situations where
magic would be useless.
Compatible With:
Nearly all types.
Incompatible With:
Fey, White, and Green.
Subclasses: Sword Mage, Paladin (Amber and Black, usually), Duelist
Thief Magic
Description: A
collection of spells that aid thieves and other persons that live by stealth and
cunning. Mainly concerned with
disappearing, agility, and opening locks.
Source: The
user’s skill and energy.
Materials Used:
Picks, bags (for carrying loot), daggers, and shoes.
Typical Mage:
Intelligent thieves, rogues, and other folk of that type will often learn
at least a few useful spells from their fellows over time. Some of these spells seem to have no
affiliation with other types of Magic, though some are merely variations of
already existing spells in other classes.
Compatible With:
Everything, including Fey, as this Magic has no real affiliation.
Incompatible With:
Nothing.
Subclasses:
Pickpocket, Burglar, Con Artist, Spy, Assassin, Acrobat
Bardic Magic
Description:
Magic that is strongly connected to sound, especially music. These spells, like Thief Magic, have no
affiliation and can be used in conjunction with other Magics. Some spells are basic and useful for
traveling, like healing spells (though not usually as powerful as true White
spells). Other spells are unique,
like Charm, Sleep, Confuse, Enamor, and so forth.
Source: The
bard’s energies, music, and sometimes instrument.
Materials Used:
Either voice or some type of musical instrument.
Typical Mage:
Poets, story weavers, and musicians of all types and races.
Compatible With:
Everything.
Incompatible With:
Nothing.
Subclasses: Singer, Bard, Lutist, Flutist, Drummer, Harpist, Story-weaver, Dancer, Writer
Fey Magic
Description:
Magic that can only be used by those with Fey or Elven blood. Spells are widely varied, but only a few
are documented, as this is an extremely obscure Magic. Fey folk do not share secrets
easily.
Source: Fey
energy.
Materials Used:
None needed.
Typical Mage:
Fey creatures, like Faeries, Unicorns, etc, and Elves. Humans cannot use Fey Magic at all
unless they have some Fey or Elven blood in them.
Compatible With:
Green (because they’re similar), Bardic and Thief, because the Magics
never need to mix.
Incompatible With:
Everything else.
Subclasses: None
Magic Compatibility
Chart |
Black |
White |
Gray |
Red |
Amber |
Green |
Blue |
Violet |
Prism |
Sword |
Thief |
Bardic |
Fey |
Black |
X |
N |
Y |
Y |
Y |
N |
Y |
Y |
Y |
Y |
Y |
Y |
N |
White |
N |
X |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
N |
Y |
Y |
N |
Gray |
Y |
Y |
X |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
N |
Red |
Y |
Y |
Y |
X |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
N |
Amber |
Y |
Y |
Y |
Y |
X |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
N |
Green |
N |
Y |
Y |
Y |
Y |
X |
Y |
Y |
Y |
N |
Y |
Y |
Y |
Blue |
Y |
Y |
Y |
Y |
Y |
Y |
X |
Y |
Y |
Y |
Y |
Y |
N |
Violet |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
X |
Y |
Y |
Y |
Y |
N |
Prism |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
X |
Y |
Y |
Y |
N |
Sword |
Y |
N |
Y |
Y |
Y |
N |
Y |
Y |
Y |
X |
Y |
Y |
N |
Thief |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
X |
Y |
Y |
Bardic |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
Y |
X |
Y |
Fey |
N |
N |
N |
N |
N |
Y |
N |
N |
N |
N |
Y |
Y |
X |
Key
X |
Not applicable |
N |
Incompatible (No) |
Y |
Compatible (Yes) |