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Methods

So, here are the things any five-year-old and hir dog can do with magic:
Bewitching makes people feel, think, or remember a certain way for as long as they remain in the caster’s presence. Generally, this is frowned upon in polite society.
Conjuration calls up a temporary, generic item from the stuff of magic.
Dispelling breaks a magical spell or effect immediately. Be aware that many wizards cast protective forms to make this harder, though.
Divining searches for something that’s lost. Note that it cannot tell the future.
Illusion calls up a phantom image or sensation near the caster that other living creatures can witness and enjoy. It’s only okay to make an illusionary wardrobe as long as you don’t touch anybody.
Scrying casts senses or images or both across space or, more rarely, across time.
Wards keep one person or living creature from passing, taking action, or casting a spell through a line or shape in space for as long as the caster touches or remains inside.

Advanced magics are reserved for those who’ve had training:

Quickening is the process by which a wizard gives up some of hir power to grant a magical spell or effect a measure of permanence. It’s less of a focus of study and more of a basic technique that makes someone a wizard.
Spellweaving is the process by which a wizard infuses a spell into a physical object.
Abjuration lets a wizard harden an object’s or person’s fate to keep them from any kind of harm.
Apportation lets a wizard move objects with hir mind.
Discernment lets a wizard see into a living creature’s mind or prevent someone else from seeing into it.
Dynamism lets a wizard create or control energy. Necromancy manipulates life or death energy.
Summoning calls up a temporary, generic servant out of magic.
Teleportation lets a wizard move objects across space and, rarely, time without crossing through the intervening distance.
Transformation lets a wizard add features, remove features, or change something whole cloth into another thing entirely.

*N.B. -- There’s no “Destruction” magic. Magic can temporarily make new things, it’s true, but it can’t just un-make the Creator’s work. If your aim is to destroy stuff with magic, consider Dynamism as an easy alternative. Apportation is an equally viable option. With ingenuity and preparation, though, even a ward can be used to destroy your enemies.


Magical Healing?

You may have noticed there’s no spell type called ‘Healing’. In Highmagick, magical healing is accomplished using a Transformation spell to supercharge the body’s natural healing or a Necromantic spell to bolster the subject’s life energy. Either process takes a few minutes and leaves the subject feeling either worn out or extremely jittery, respectively, but otherwise works about the same as you'd expect.

Spell Method Subsets

Right about now, you might be thinking, “Hold on. Aren’t Wards just a subset of Abjurations, and isn’t Scrying really just a subset of Teleportation? Shouldn’t Bewitching and maybe even Illusion be specializations of Discernment? Isn’t Conjuring just a dumbed-down form of Summoning?”
True, true, and true.
Most of the ‘Basic Effects’ of magic are really just deconstructed versions of the higher effects. These effects have proven useful to commoners over the centuries, so helpful wizards over the ages have reduced them into viable ritual paths that allow commoners to achieve the same stuff wizards can.
Does that mean if you break a Lightning Bolt spell down far enough, any Tomicus, Dickicus, or Harbinicus can shoot lightning out his arse? Maybe, but that’s for you to decide.