So, this isn't directly DND related, but im using it for fantasy purposes. In magic there's some pretty common ways of "sorting" things, these are obviously only one creative interpretation. I'm talking about the "o-mancies" Like, Pyromancy, or Necromancy. I have thought of a few and just wanted general help brain storming more fun/cool ones.
Ideas i have so far:
Pyromancy
Necromancy
Cryomancy (cold magic)
Pyscomancy (brain magic? mind control?)
Technomancy (tech magic? is that a thing?)
Gyromancie (gravity magic?)
Geomancy (earth magic, rocks and stuff)
Demomancy (this one im not sure about, i was thinking destruction magic? like harnessing shock waves from a explosion?)
The suffix "-mancy" simply means "divination by means of ..." and can be combined with pretty much anything. If you want to make a finite list, I would suggest choosing some criteria by which to limit your options.
Pragmatically speaking, not everything really makes sense as a means of divination, which is why we have things like "telekinesis", rather than "telemancy".
The suffix "-mancy" simply means "divination by means of ..." and can be combined with pretty much anything. If you want to make a finite list, I would suggest choosing some criteria by which to limit your option.
Pragmatically speaking, not everything really makes sense as a means of divination, which is why we have things like "telekinesis", rather than "telemancy".
huh, never new that. neat stuff, i was more just speaking in terms of magic. Pyromancy would be basic fire magic, fire ball, summoning fire, controlling fire. I wasn't really using the divination bit, but its neat.
I guess the way i was imagining it and using it was "magic by the means of..." cool though. thanks!
If you want Greek word for magic, there is mageia. Necromageia sounds cooler than necromancy in my opinion, and it still sounds arcane and eldritch while also being more linguistically intuitive (Greek mageia > Latin magia > English magic). As for for elemental magic, there is also the classical water and air elements, which you can call hyrdomancy/hydromageia and aeromancy/aeromageia.
As Memnosyne said though, I would limit the criteria a bit for better consistency and ease of world building, so when you deviate from that consistency, you can use it as way to signify that something is real special and/or important.
Alternatively, if the campaign is themed around magic itself and exploring the arcane, you can dive into the deep end and sort magic like how we sort sciences in real life, in that while we categorize sciences into separate disciplines, there is no clear line separating the disciplines itself. Physics and chemistry are often thought of as distinct fields of science for example, but nuclear chemistry is a thing and draws from both fields. If we just take cars for example from real life, you need chemistry, physics, material sciences, engineers to actually design the car, and probably a whole bunch of other STEM disciplines I am not aware of. In a fantasy setting, I guess that would translate to magic carpets and broomsticks; so instead of having aeromancers making the whole thing from scratch by itself, you can have aeromancers designing the magical objects ability to manipulate gravity and fly, abjuration wizards make wards for safety features, enchantment wizards to imbue the thing with magic, artificers for repairs and maintenance, etc.
Additionally, besides sorting magic by effects (fire, water, teleportation, etc.), you can also sort magic by fuel and source. Runescape has several magic systems, traditional magic is powered by rune stones (they are treated like ammunition/batteries), divine magic is powered by prayer points (so it is powered internally by you through your faith, and lore wise externally by the gods who grant the effect, but you do not have to follow a god to use prayer although I am not sure how that works lore wise), and there is another magic system that utilizes the energy from a dead god and the world itself, and is more like mana from Magic: the Gathering (you literally are gathering energy and memories from rifts in the ground). In Fire Emblem, magic for mortals in most games is powered by books and staves that degrade with use; some games it is powered by a character's HP; and in one game, royalty have limited ability to change the battlefield by manipulating ley lines (called dragon veins in game) beneath the earth.
If you want Greek word for magic, there is mageia. Necromageia sounds cooler than necromancy in my opinion, and it still sounds arcane and eldritch while also being more linguistically intuitive (Greek mageia > Latin magia > English magic). As for for elemental magic, there is also the classical water and air elements, which you can call hyrdomancy/hydromageia and aeromancy/aeromageia.
As Memnosyne said though, I would limit the criteria a bit for better consistency and ease of world building, so when you deviate from that consistency, you can use it as way to signify that something is real special and/or important.
Alternatively, if the campaign is themed around magic itself and exploring the arcane, you can dive into the deep end and sort magic like how we sort sciences in real life, in that while we categorize sciences into separate disciplines, there is no clear line separating the disciplines itself. Physics and chemistry are often thought of as distinct fields of science for example, but nuclear chemistry is a thing and draws from both fields. If we just take cars for example from real life, you need chemistry, physics, material sciences, engineers to actually design the car, and probably a whole bunch of other STEM disciplines I am not aware of. In a fantasy setting, I guess that would translate to magic carpets and broomsticks; so instead of having aeromancers making the whole thing from scratch by itself, you can have aeromancers designing the magical objects ability to manipulate gravity and fly, abjuration wizards make wards for safety features, enchantment wizards to imbue the thing with magic, artificers for repairs and maintenance, etc.
Additionally, besides sorting magic by effects (fire, water, teleportation, etc.), you can also sort magic by fuel and source. Runescape has several magic systems, traditional magic is powered by rune stones (they are treated like ammunition/batteries), divine magic is powered by prayer points (so it is powered internally by you through your faith, and lore wise externally by the gods who grant the effect, but you do not have to follow a god to use prayer although I am not sure how that works lore wise), and there is another magic system that utilizes the energy from a dead god and the world itself, and is more like mana from Magic: the Gathering (you literally are gathering energy and memories from rifts in the ground). In Fire Emblem, magic for mortals in most games is powered by books and staves that degrade with use; some games it is powered by a character's HP; and in one game, royalty have limited ability to change the battlefield by manipulating ley lines (called dragon veins in game) beneath the earth.
woah thanks! This is great advice, dunno how i didn't think of Aeromancy (or Aeromageia, as is much cooler!) I was definitely thinking of it being similar to the science comparison you used. Essentially a few basic magic types arise and others will built by manipulating them, like some one did Pyromageia and wondered "what if i draw heat AWAY?" thus cryomageia was born. for the "criteria" i may be internally interpreting this wrong but, i was gathering a general list for my purposes. The players wouldn't know about most of these, well most. the basic ones like fire and stuff like that is common. chronomageia (which sounds so cool) would be unheard of. thanks for the advice and ideas! this is super useful!
(side note, how do you pronounce mageia? mag-e-uh? mage-ia?)
If you want Greek word for magic, there is mageia. Necromageia sounds cooler than necromancy in my opinion, and it still sounds arcane and eldritch while also being more linguistically intuitive (Greek mageia > Latin magia > English magic). As for for elemental magic, there is also the classical water and air elements, which you can call hyrdomancy/hydromageia and aeromancy/aeromageia.
As Memnosyne said though, I would limit the criteria a bit for better consistency and ease of world building, so when you deviate from that consistency, you can use it as way to signify that something is real special and/or important.
Alternatively, if the campaign is themed around magic itself and exploring the arcane, you can dive into the deep end and sort magic like how we sort sciences in real life, in that while we categorize sciences into separate disciplines, there is no clear line separating the disciplines itself. Physics and chemistry are often thought of as distinct fields of science for example, but nuclear chemistry is a thing and draws from both fields. If we just take cars for example from real life, you need chemistry, physics, material sciences, engineers to actually design the car, and probably a whole bunch of other STEM disciplines I am not aware of. In a fantasy setting, I guess that would translate to magic carpets and broomsticks; so instead of having aeromancers making the whole thing from scratch by itself, you can have aeromancers designing the magical objects ability to manipulate gravity and fly, abjuration wizards make wards for safety features, enchantment wizards to imbue the thing with magic, artificers for repairs and maintenance, etc.
Additionally, besides sorting magic by effects (fire, water, teleportation, etc.), you can also sort magic by fuel and source. Runescape has several magic systems, traditional magic is powered by rune stones (they are treated like ammunition/batteries), divine magic is powered by prayer points (so it is powered internally by you through your faith, and lore wise externally by the gods who grant the effect, but you do not have to follow a god to use prayer although I am not sure how that works lore wise), and there is another magic system that utilizes the energy from a dead god and the world itself, and is more like mana from Magic: the Gathering (you literally are gathering energy and memories from rifts in the ground). In Fire Emblem, magic for mortals in most games is powered by books and staves that degrade with use; some games it is powered by a character's HP; and in one game, royalty have limited ability to change the battlefield by manipulating ley lines (called dragon veins in game) beneath the earth.
woah thanks! This is great advice, dunno how i didn't think of Aeromancy (or Aeromageia, as is much cooler!) I was definitely thinking of it being similar to the science comparison you used. Essentially a few basic magic types arise and others will built by manipulating them, like some one did Pyromageia and wondered "what if i draw heat AWAY?" thus cryomageia was born. for the "criteria" i may be internally interpreting this wrong but, i was gathering a general list for my purposes. The players wouldn't know about most of these, well most. the basic ones like fire and stuff like that is common. chronomageia (which sounds so cool) would be unheard of. thanks for the advice and ideas! this is super useful!
(side note, how do you pronounce mageia? mag-e-uh? mage-ia?)
If you want Greek word for magic, there is mageia. Necromageia sounds cooler than necromancy in my opinion, and it still sounds arcane and eldritch while also being more linguistically intuitive (Greek mageia > Latin magia > English magic). As for for elemental magic, there is also the classical water and air elements, which you can call hyrdomancy/hydromageia and aeromancy/aeromageia.
As Memnosyne said though, I would limit the criteria a bit for better consistency and ease of world building, so when you deviate from that consistency, you can use it as way to signify that something is real special and/or important.
Alternatively, if the campaign is themed around magic itself and exploring the arcane, you can dive into the deep end and sort magic like how we sort sciences in real life, in that while we categorize sciences into separate disciplines, there is no clear line separating the disciplines itself. Physics and chemistry are often thought of as distinct fields of science for example, but nuclear chemistry is a thing and draws from both fields. If we just take cars for example from real life, you need chemistry, physics, material sciences, engineers to actually design the car, and probably a whole bunch of other STEM disciplines I am not aware of. In a fantasy setting, I guess that would translate to magic carpets and broomsticks; so instead of having aeromancers making the whole thing from scratch by itself, you can have aeromancers designing the magical objects ability to manipulate gravity and fly, abjuration wizards make wards for safety features, enchantment wizards to imbue the thing with magic, artificers for repairs and maintenance, etc.
Additionally, besides sorting magic by effects (fire, water, teleportation, etc.), you can also sort magic by fuel and source. Runescape has several magic systems, traditional magic is powered by rune stones (they are treated like ammunition/batteries), divine magic is powered by prayer points (so it is powered internally by you through your faith, and lore wise externally by the gods who grant the effect, but you do not have to follow a god to use prayer although I am not sure how that works lore wise), and there is another magic system that utilizes the energy from a dead god and the world itself, and is more like mana from Magic: the Gathering (you literally are gathering energy and memories from rifts in the ground). In Fire Emblem, magic for mortals in most games is powered by books and staves that degrade with use; some games it is powered by a character's HP; and in one game, royalty have limited ability to change the battlefield by manipulating ley lines (called dragon veins in game) beneath the earth.
woah thanks! This is great advice, dunno how i didn't think of Aeromancy (or Aeromageia, as is much cooler!) I was definitely thinking of it being similar to the science comparison you used. Essentially a few basic magic types arise and others will built by manipulating them, like some one did Pyromageia and wondered "what if i draw heat AWAY?" thus cryomageia was born. for the "criteria" i may be internally interpreting this wrong but, i was gathering a general list for my purposes. The players wouldn't know about most of these, well most. the basic ones like fire and stuff like that is common. chronomageia (which sounds so cool) would be unheard of. thanks for the advice and ideas! this is super useful!
(side note, how do you pronounce mageia? mag-e-uh? mage-ia?)
For inspiration, you should look at the Materia list from Final Fantasy 7. You'll want to translate to your preferred nomenclature, but they have a pretty good selection of "magic" types that could be treated as arcane fields of their own.
For inspiration, you should look at the Materia list from Final Fantasy 7. You'll want to translate to your preferred nomenclature, but they have a pretty good selection of "magic" types that could be treated as arcane fields of their own.
ill check that out, thanks.
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So, this isn't directly DND related, but im using it for fantasy purposes. In magic there's some pretty common ways of "sorting" things, these are obviously only one creative interpretation. I'm talking about the "o-mancies" Like, Pyromancy, or Necromancy. I have thought of a few and just wanted general help brain storming more fun/cool ones.
Ideas i have so far:
Pyromancy
Necromancy
Cryomancy (cold magic)
Pyscomancy (brain magic? mind control?)
Technomancy (tech magic? is that a thing?)
Gyromancie (gravity magic?)
Geomancy (earth magic, rocks and stuff)
Demomancy (this one im not sure about, i was thinking destruction magic? like harnessing shock waves from a explosion?)
Chronomancy (time magic)
The suffix "-mancy" simply means "divination by means of ..." and can be combined with pretty much anything. If you want to make a finite list, I would suggest choosing some criteria by which to limit your options.
Pragmatically speaking, not everything really makes sense as a means of divination, which is why we have things like "telekinesis", rather than "telemancy".
huh, never new that. neat stuff, i was more just speaking in terms of magic. Pyromancy would be basic fire magic, fire ball, summoning fire, controlling fire. I wasn't really using the divination bit, but its neat.
I guess the way i was imagining it and using it was "magic by the means of..." cool though. thanks!
If you want Greek word for magic, there is mageia. Necromageia sounds cooler than necromancy in my opinion, and it still sounds arcane and eldritch while also being more linguistically intuitive (Greek mageia > Latin magia > English magic). As for for elemental magic, there is also the classical water and air elements, which you can call hyrdomancy/hydromageia and aeromancy/aeromageia.
As Memnosyne said though, I would limit the criteria a bit for better consistency and ease of world building, so when you deviate from that consistency, you can use it as way to signify that something is real special and/or important.
Alternatively, if the campaign is themed around magic itself and exploring the arcane, you can dive into the deep end and sort magic like how we sort sciences in real life, in that while we categorize sciences into separate disciplines, there is no clear line separating the disciplines itself. Physics and chemistry are often thought of as distinct fields of science for example, but nuclear chemistry is a thing and draws from both fields. If we just take cars for example from real life, you need chemistry, physics, material sciences, engineers to actually design the car, and probably a whole bunch of other STEM disciplines I am not aware of. In a fantasy setting, I guess that would translate to magic carpets and broomsticks; so instead of having aeromancers making the whole thing from scratch by itself, you can have aeromancers designing the magical objects ability to manipulate gravity and fly, abjuration wizards make wards for safety features, enchantment wizards to imbue the thing with magic, artificers for repairs and maintenance, etc.
Additionally, besides sorting magic by effects (fire, water, teleportation, etc.), you can also sort magic by fuel and source. Runescape has several magic systems, traditional magic is powered by rune stones (they are treated like ammunition/batteries), divine magic is powered by prayer points (so it is powered internally by you through your faith, and lore wise externally by the gods who grant the effect, but you do not have to follow a god to use prayer although I am not sure how that works lore wise), and there is another magic system that utilizes the energy from a dead god and the world itself, and is more like mana from Magic: the Gathering (you literally are gathering energy and memories from rifts in the ground). In Fire Emblem, magic for mortals in most games is powered by books and staves that degrade with use; some games it is powered by a character's HP; and in one game, royalty have limited ability to change the battlefield by manipulating ley lines (called dragon veins in game) beneath the earth.
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Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
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woah thanks! This is great advice, dunno how i didn't think of Aeromancy (or Aeromageia, as is much cooler!) I was definitely thinking of it being similar to the science comparison you used. Essentially a few basic magic types arise and others will built by manipulating them, like some one did Pyromageia and wondered "what if i draw heat AWAY?" thus cryomageia was born. for the "criteria" i may be internally interpreting this wrong but, i was gathering a general list for my purposes. The players wouldn't know about most of these, well most. the basic ones like fire and stuff like that is common. chronomageia (which sounds so cool) would be unheard of. thanks for the advice and ideas! this is super useful!
(side note, how do you pronounce mageia? mag-e-uh? mage-ia?)
I assume it is pronounced mage-ee-uh.
A YouTube clip pronounces it as mah-gay-uh.
Check Licenses and Resync Entitlements: < https://www.dndbeyond.com/account/licenses >
Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
neat ok
For inspiration, you should look at the Materia list from Final Fantasy 7. You'll want to translate to your preferred nomenclature, but they have a pretty good selection of "magic" types that could be treated as arcane fields of their own.
ill check that out, thanks.