Originally Posted by
Gray
"Within the Clock Tower, there are twelve Faculties. Twelve abysses overseen by twelve Lords.
The majority of magi began their study of magic within the Faculty of General Fundamentals - a Faculty which dealt with the common ground between lineages of magecraft and basic study of the Earth's Pulse and Mana. From there, they would continue into the study of Individual Fundamentals, Spiritual Evocation, Mineralogy, Zoology, Anthropology, Botany, Astrology, Creation, Curses, Archaeology, or Modern Magecraft Theory. The forms and tendencies of these different Faculties all varied wildly, but fundamentally they all still pursued the study of Mysteries. According to my master, magi were living things that existed to seek after the "Spiral of Origin," so this structure was a natural result."
- The Lord El-Melloi II Case Files Volume I: The Adra Castle Separation
Chapter 2, Part 1
The Create-a-Mage thread worked, and as people seem to be disagreeing on which magecraft is best to give a hypothetical character, here's a thread in which you can make up your own forms of magecraft, magic and magical abilities.
No bars and no limits on this thread; it's just the magecraft, not an actual character here, so you can make it as insane as you want, as long as it's entertaining. Just bear in mind that the more outrageous, the less likely it is to be viable in fanwork.
We can start with the basics:
The Twelve Faculties of Magecraft:
• (I) General Fundamentals |
• (II) Individual Fundamentals |
• (III) Spiritual Evocation |
• (IV) Mineralogy |
• (V) Zoology |
• (VI) Anthropology |
• (VII) Botany |
• (VIII) Astrology |
• (IX) Creation |
• (X) Curses |
• (XI) Archaeology |
• (XII) Modern Magecraft Theory |
Or, we can get into more specific things:
• Formalcraft |
• Basic Elemancy |
• Mystic Codes/Formal Wear |
• Alchemy & Transmutation |
• Bounded Fields |
• Divine Magic (any magecraft practiced by the Holy Church) |
• Runic Magic |
• Necromancy |
• Impulses (a la Inversion Impulse, 'cause who's to say that's the only kind) |
• Transference of Power |
• Mind Magic & Mental Manipulation |
• Mystic Eyes |
• Witchcraft |
• Divine Words |
• Reality Marbles |
• Geis (Geises?) |
• Onmyoudou |
• Psychic/ESPer abilities (because excluding Fujino and Azaka would be wrong) |
• Codecasts |
• Origins |
• 5th Magic - theory (in case it's meant to do more than blow things up) |
All of these and more are available. ANything you can think of, really. Even just creating new applications for any of the these, or other forms of Thaumaturgy. Have fun with it. There's no Mage's Association to kill you for experimenting with powers beyond your control, possibly while in plain sight of other people. Or for taboo research. Anything goes.
I was thinking of adding Summoning magic, such as trying to bring a phantasmal beast into the world. Likely requires a talented mage, and a huge source of mana, depending on what you're summoning. But I haven't really thought it out yet.
If you're creating a new mage in that other thread, but feel that their magecraft needs its own description to help define its uses, strengths and shortcomings, then this is a good place for that too, should you find that the specifics are drawing away from what you're really trying to get at in your character description.
The more description your magical ability has, the better. Just in this neophyte's opinion, it often seems that things in the Nasuverse get unnecessarily complex, so you've got no reason not to go overboard.
Above all, have fun. It's magic after all.
Now, let's make some things explode.