Poll: School of Magic

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soulfire130

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Telekenises. Being able to move stuff with your mind is awesome, especially the way the OP descibed it.
 

TheIronRuler

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Ekim Takusan said:
cocodog13 said:
TheIronRuler said:
SkullKing84 said:
Without a question, I am a Necromancer. (Quick look around the room... My vast skull collection, pile of zombie movies, my zombie survival guide sitting next to my Hellraiser puzzle box... etc etc. etc.) When you fight the army of the dead, you wont just die, you'll join its ranks.

Forgotten School(s): Summoning (more mystical form of being a pokemon trainer)... lol
Alchemy (transfiguration), Divination, Enchantment (who needs social skills when you can MAKE everyone love you.), Illusions,
What the hell is Divination?
Alchemy exists only in the universe of FMA as far as I know of.
Enchantment is a very narrow minded school, you might as well use good rethoric skills.
divination is prediction of the future
Not just the future. Divination is past, present, future, and all the maybe's and could be's in between. If knowledge is power a good seer is god-like.

Back on the topic

7. Illusion - because being a gifted stage magician qualifies you for a free school year in Hogwartz. I wish they had made THAT movie instead of that other series.

Are we making a less then subtle nod at Lev Grossman's The Magicians here?

I myself would like the power of sympathy from The Name of the Wind and The Wise Man's Fear by Patrick Rothfuss
People see what they want to see.
 

Kuroneko97

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Telekinesis if I want to fuck with people. Necromancy if I want to fuck with people. And Elemenentalism if I want to fuck with people.

Telekinesis would benefit me the most though. Aside of course with fucking with people.
 

Canadamus Prime

Robot in Disguise
Jun 17, 2009
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Well if we go by the schools of magic available in Arcanum: Of Steamworks & Magick Obscura which are:
>Air - The College of Air holds the spells that manipulate the first elemental material, that of air and wind.
>Black Necromatic - The Evil Necromantic College contains spells that negatively affect the life force of a creature.
>Conveyance - The college of Conveyance holds spells that deal with motion and transportation.
>Divination - The college of Divination concerns itself with the gathering of knowledge through magical means.
>Earth - The College of Earth holds the spells that manipulate the second elemental material, that of earth and stone.
>Fire - The College of Fire holds the spells that manipulate the third elemental material, that of fire and heat.
>Force - The College of Force contains spells that manipulate and direct pure energy.
>Mental - The Mental College contains spells that influence and control the minds of their targets. Obviously, these spells have no effect on creatures that are mindless, such as zombies and other undead.
>Meta - The Meta College contains spells that affect other spells.
>Morphing - The Morph College contains spells that change the substance of the target.
>Nature - The College of Nature contains spells that control plants, animals, and natural forces.
>Phantasm - The College of Phantasm contains spells that concern the control of light and illusion.
>Summoning - The College of Summoning contains spells that concern the summoning of creatures of progressive power.
>Temporal - The Temporal College concerns spells that control the flow of time.
>Water - The College of Water holds the spells that manipulate the fourth elemental material, that of water and ice.
>White Necromatic - The Good Necromantic College contains spells that positively affect the life force of a creature.

I'd choose Force which contains the spell Disintegrate. I think you can guess what that does.

Edit: The colleges and their descriptions were copied and pasted from this [http://www.terra-arcanum.com/index.php?section=library&content=characterbank&id=spells&Option=Spell] website, I didn't make them up. You know so don't complain to me if you don't like the descriptions.
 

TheIronRuler

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Kuroneko97 said:
Telekinesis if I want to fuck with people. Necromancy if I want to fuck with people. And Elemenentalism if I want to fuck with people.

Telekinesis would benefit me the most though. Aside of course with fucking with people.
I think that the super awesome secrect School of Magic suits you more, because it's designed to fuck with people.
 

Ed130 The Vanguard

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Sep 10, 2008
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Restoration: you could market your healing abilities and make a profit!

Of course you have to get past the whole "snake oil" con artist thing.
 

Kimarous

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TheIronRuler said:
Kimarous said:
Elementalism all the way. It has the most versatility, especially if we're going by the OP's definition (similar to "Avatar the Last Airbender"). Control of air more or less overrules telekinesis, water could arguably include healing properties, multiple forms of transport negate "mere" teleportation, and don't even get me started on how meaningless destruction seems at this point.
But you can blow shit up !
You can IMPLODE people!
HOW cool is that???
I presume you're referring to the Destruction school there.

Sure, I could "blow shit up", but with elementalism, I could:
1) light it on fire
2) flash-fry it
3) smash it with rocks
4) freeze then smash it
5) create a volcano under it
6) rip it apart with the earth itself

Or how about instead of "imploding" someone:
1) squishing them in an earthen fissure
2) crushing them under intense water pressure
3) drowning them in freezing, boiling, and/or electrified water
4) blowing them into various objects, breaking them bone by bone
5) trapping them underground in a gradually shrinking cavern
6) constantly suck the air straight from their lungs

The list goes on. >:)
 
Mar 29, 2008
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TheIronRuler said:
Alchemy exists only in the universe of FMA as far as I know of.
Please google Alchemy &/or Rosicrucian (there are plenty of other examples you'll get from alchemy too), but it is not original to FMA. I pretty much only bring it up because the stuff people did in the name of alchemy in the real world can be a pretty fun read, not trying to be a dick.

If I had to pick from that list I'd go teleportation, I hate driving to work.

If I could grab something off that list I'd go technomancy ala Shadowrun 4th ed. (and other stuff). Pretty much anything you'd do with a computer/phone/etc but with your mind/magic, sure I'd still have to commute, but my actual job would be a lot easier if I could meditate for awhile and have a new front end client for our database or project my mind to find the loose network cable rather than crawling through walls and floors.
 

Bobbity

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I'd probably pick elementalism, although if shape-shifting was an option then I might consider that.
 

Goofguy

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Telekinesis. I think moving animate and inanimate objects solely with my mind is just so awesome.
 

Sansha

There's a principle in business
Nov 16, 2008
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Transmutation - the art of manipulating time, space and matter.

"

The ninth and final school of magic is transmutation. It is among the most popular and useful of all of the schools, allowing a mage to manipulate time and space. Perhaps the most iconic Transmutation spell is Polymorph, which allows a mage to turn something - or someone - into something else. Fortunately for many of my students, the effects are not permanent. I've seen more than one unwary apprentice turned into a sheep, pig, or worse - don't even ask what "worse" means.

The second most famous use for transmutation magic is teleportation. The most basic teleportation spell is blink, and it remains among the most useful. Blink can be used to quickly escape a foe - or save a mage who has accidentally fallen off a cliff. Do not attempt to use blink to escape falling to your death unless absolutely necessary. This is the kind of trick you can only fail once.

Make absolutely certain you know your destination before attempting to teleport. There's a reason we have very specific spells to teleport to certain locations - attempts to cast a teleportation "on the fly" often result in one very dead mage inside a wall, chair, or another mage. And I don't mean in a fun way.

Spells that manipulate time also fall into this category. The ever-popular slow fall spell is an excellent alternative to falling to your death (and much more reliable than Blink at this function). More advanced practitioners of the arcane arts can also learn a spell that slows the movements of their enemies. I've heard rumors of a spell that increases movement speed as well, but I've never seen it in practice.

Lady Jaina Proudmoore is a skilled practitioner of transmutation magic. She has developed a powerful variation of the popular mass-teleport spell that is capable of moving a significant percentage of her army with minimal effort. This spell helps make her extremely unpredictable on the battlefield."
 

2xDouble

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Illusion is no mere stage magic. Illusion is ultimate control and domination. Illusion is the ability to force the mind and body to see and feel whatever you want. Illusion can force a person to suffer as if burning alive, forever. Illusion can show someone haunting images from their past, or of their fears of the future, and you don't even need to know what it is.

Also you're missing one. My favorite: Meta-magic. Meta-magic is the manipulation of magic itself. It can work with or against other magic-users. Metas can make a spell bigger, or negate it entirely, or change it into something else. For example, a Destructor could make something blow up by igniting it, while a Meta makes something blow up by turning its energy into fire. Metas can also attack the very essence of a being.
 

Cpu46

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Sep 21, 2009
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TheIronRuler said:
Cpu46 said:
I have been designing a version of Necromancy for a story / webcomic I want to write so even though my version and yours are probably different I'll go with Necromancy.

Plus, Zombie army under my command = WIN
What kind of version is that?
Please, sire, share your wisdom with us.
Ummmmmmm, I only have it loosely thought out but I'll try and come up with a more solid version.

Each zombie takes a certain amount of focus to control. The focus required goes down with both experience and how 'familiar' the necromancer is with the individual zombie. So you can have a novice necromancer with a dozen zombies that can only do simple tasks or a novice necromancer with one zombie that can do more complex things. Combine this with the idea that a zombie of someone that was recently dead (a week tops) is almost fully autonomous and needs only be 'steered' by the necromancer, can have access to a few of the memories from its former life giving it a basic personality, and is capable of complex tasks on its own. While on the other hand something like a skeleton requires a lot of focus from the necromancer just to stay together and is essentially a fragile puppet, but since it is held together through necromancy in the first place it is harder to destroy completely. This allows for a wide variety (Possibly even different 'schools') of Necromancer.


I am thinking of replacing focus with something akin to Necrotic energy so that I can have two necromancers fighting for control of zombies and its not really like they have to constantly focus on the zombie or else it falls apart. Its just an arbitrary limit to how many zombies and the quality of them.
 

TheIronRuler

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Bobbity said:
I'd probably pick elementalism, although if shape-shifting was an option then I might consider that.
Why would you conside shape-shifting?
You're the almighty Gandalf!
 

KefkaCultist

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Telekinesis. Why? Because it has so many uses compared to all the other schools where they have use, but not as varied as Telekinesis. With Telekinesis I can: Levitate myself, levitate others, move shit with my mind, throw shit with my mind, Force punch, force choke, force blast, throw people miles into the air and giggle like a school girl when they splatter on the ground, etc.

Its badassery incarnate!
 

TheIronRuler

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Cpu46 said:
TheIronRuler said:
Cpu46 said:
I have been designing a version of Necromancy for a story / webcomic I want to write so even though my version and yours are probably different I'll go with Necromancy.

Plus, Zombie army under my command = WIN
What kind of version is that?
Please, sire, share your wisdom with us.
Ummmmmmm, I only have it loosely thought out but I'll try and come up with a more solid version.

Each zombie takes a certain amount of focus to control. The focus required goes down with both experience and how 'familiar' the necromancer is with the individual zombie. So you can have a novice necromancer with a dozen zombies that can only do simple tasks or a novice necromancer with one zombie that can do more complex things. Combine this with the idea that a zombie of someone that was recently dead (a week tops) is almost fully autonomous and needs only be 'steered' by the necromancer, can have access to a few of the memories from its former life giving it a basic personality, and is capable of complex tasks on its own. While on the other hand something like a skeleton requires a lot of focus from the necromancer just to stay together and is essentially a fragile puppet, but since it is held together through necromancy in the first place it is harder to destroy completely. This allows for a wide variety (Possibly even different 'schools') of Necromancer.


I am thinking of replacing focus with something akin to Necrotic energy so that I can have two necromancers fighting for control of zombies and its not really like they have to constantly focus on the zombie or else it falls apart. Its just an arbitrary limit to how many zombies and the quality of them.
I just keep thinking about the basics of Shaman King whenever I run through the diagnostics.
Keep working at it, do not dare to add a pool similar to mana.
 

timeadept

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Don't underestimate the power of illusion. When I picture it, I see myself being able to do things like the obvious split into many fake images. But I also see being slightly telepathic. I would be able to make people see and hear things, obviously only as long as I was aware of them and focusing on them. I would probably be able to become essentially invisible and silent. If you want to stretch it too, I would be able to get into people's dreams and control thous. After that I could release their body from sleep paralysis (keeps you from sleepwalking) and make them sleepwalk. I would have control over them as long as they were asleep. That ability is more useful than it sounds as well, I've heard stories of people doing some amazing things while asleep.

I've always seen this as being an excellent skill for a thief. You could make a guard who's sleeping on the job into a very helpful accomplice. You would also be almost impossible to discover and even harder to catch. And if you did have to fight then turning allies against each other would be all too easy with a bit of practice.

Oh yeah, and don't forget the ability to inflict crippling pain without a wound, like I did.

Also you might consider adding the Temporal Adapt. Time manipulation is without a doubt the most powerful magic.
 

thePyro_13

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Sep 6, 2008
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Illusion and deception is always my cup of tea. The only thing I'd rather have is actual shape-shifting(as opposed to simply tricking others into thinking that you are a different form).
 

kickyourass

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I've gotta say that Necromancy has always had a certain appeal to me. Just the thought of being able to command an army of zombies is just awesome on so many levels.