Post by The Designer on Mar 7, 2006 22:04:17 GMT -5
Magic is the oldest of Arts in Humanity, and while most of it is fake, true magic is studied in secrecy, to avoid another witch hunt which took thousands of lives. Magic itself can be used in many forms, styles and ways.
The Common way to use Magic is to focus magic upon a certain area and manipulate that energy into whatever form one chooses. For example, one would focus mana on a tree, and then use that energy/mana to turn the tree into fire.
That was an Example of "Focusing", in which a mage would focus their energy to perform their spells.
The Opposite of this is a category known as "Flowing", in which to cast the spell, one would need a to perform rituals, rites, etc to achieve the spell. As oppose to Focusing in which you imagine the spell, Flowing lets the spell flow on its own based the ritual/rite/etc you casted.
The main ways which magic is used are, but not limited to:
Elementalism: It is the art of using magic to invoke and manipulate the 9 elements in the world. The four classical elements are earth, wind, water and fire naturally. Then from the Vatican and their holy outlook came the elements of Darkness and Light (Which Comprises of more then Light itself or the lack there of). From the East came wood and metal. Last, from the New World, came the Spirit, the last of the 9 elements that composes Elementalism.
Recently, there have been a few proponents who have stated that Electricity belongs on the Elemental List. Many Air users retorted by saying that Electricity is under the purview of Air, but to this day the debate rages on.
Necromancy: Thought to be a branch of The Elemental Branch of Spirit, it was soon determined that Necromancy is a different style from spirit and deserved it's own recognition. Where as Spirit would call out spirits to fight for the caller or inhabit the body of the caller for varied uses, Necromancy is the art of manipulating death. Causing instant death to a target is the highest level of Necromancy, but doing such a spell would require huge energy to perform. However, lower forms of Necromancy exists. One is raising the body of the dead to heed the raiser, or manipulating corpses and bones to the users bidding. Basically, all life-less objects are subjected to the caller. However, by lifeless, it refers to objects which were once alive and now aren't, as oppose to inanimate objects such as a chair. But even so, Necromancers can still inflict death to inanimate objects, like causing metal to rust or a chair to decay. Finally, Ghosts can be affected by Necromantic Spells, but not to the same extent that the Spirit Element has...
Dousing: The art of dousing was first used to find objects and things, by asking for aid from a entity outside space and time of some sort. Whether or not the first forms of dousing really worked was questionable. However though, it was realized that the object one was dousing with can be used to find objects by focusing magic upon the object and then asking the object a question. Soon it was realized that one could control the object by placing even more mana into the medium, making it into a potential weapon. Overall, Dousing is the art of controlling regular items through magic. The key to dousing is not the list of abilities that Dousing has, but the various ways one can use a Doused Items to perform things, like attacks.
Gifts: Certain Magical Creatures (Gods, Elementals, Demons, Faes, Spirits, Ghosts, etc) can leave selected individual traces of their power. This power can then "Awaken" a person to the magical world, with powerful abilities fueled by mana or energy. These abilities and powers are of course the power to which these Supernatural Beings confered upon their selected Individuals. Regardless of how the mortal got their power however, the giver would recieve a lose of power. It seems the themes of Equal Exchange hold true even in the Supernatural World.
Qi: Qi is an art from the east which is said to focus upon one's chi, or mana as we call it in the west, to use in a variety of ways. One way is to allow chi to to concentrate in the hand, which in the past was done with acupuncture needles- but now only requires one to concentrate on that area to let chi flow there, and then the user can send their chi out as a life harming weapon. Other ways include muscle enlargement, healing wounds quickly, and other useful things.
Li: According to Chinese Mythology, Qi was the energy of the Human body. However, it was said that the power of Heaven was Li. Basically, the style of Li focuses on manipulating the strands of mana or magical energy which exists all over the world. One could, for example, cause the energy in a rock to bend it and warp the rock. Other examples include harming a person by messing with the Li strands they are enclosed in, calling down heavenly fire to strike someone, or other things.
Enchantment: Enchantment is the art of alteration, changing things for the better usually. By focusing mana upon a target, one can add effects to the thing...like making a rock able to fly or making someone's muscles get larger and stronger.
Hexes: Hexing is the darker version of the art of Alteration. Where as Enchantments are used to "buff", hexing is used to"debuff". Some examples of these curses are locking legs, making muscles smaller, causing pain to their joints, and other things.
Transformation: Transformation magic has always been a bit odd. In essence, the mage would alter their body by using up energy or mana. The means of which one can transform their body can differ (Being born with the magical ability to transfor, learning one of the several transformation styles, etc)
Telekinesis/Psychism: By focusing energy to the head, one can expand their mental limits to allow one to hear another's thought, which requires a good deal of energy, or move objects with the mind.
Shamanism: Shamanism or The Element of Spirit is still being debated whether or not it should be on the Elementalism chart as a element, for it is too different from the other elements. Regardless, this style mainly deals with communication with the dead, and interaction with them. One popular way of using Shamanism is to allow a spirit to access a object or the body of the caller, in which the object or person possessed is called a Medium, and said item gains the benefits of the soul inhabiting the body. Another method is to allow the soul of the user to travel outside the body, and basically act like a ghost. In the end, there are many, many ways Shamanism can be used. Shamanism equally uses both Flowing and Focusing to achieve spells.
Note: All the Above Styles uses "Focusing" Techniques (But they can include "Flowing" techniques as well) to Achieve their effects. Below are "Flowing" styles.
Alchemy: Alchemy has often been referred to as the art of transmutation or the Art of Science. It is the most scientific of all the arts, and is highly complex. This art's main focus is to not manipulate objects by using your mana or magical force, but instead to minimize that amount by manipulating the objects cellular structure to alter it into a new object. Such as changing a chair into a stool. Furthermore, alchemy is not limited to objects, but living things as well. To perform alchemy, one would need a circle bearing Solomon's Seal (But any other seal, even self created seals, would suffice) to transmute a object, but in time the user would gain mastery over Alchemy and would be able to perform it without a Alchemical Circle, and instead would only need a mental image of the circle.
Recently, Alchemical Circles have began to alter to include improvised circles drawn to suite personal tastes. For example, circles can range from bearing the 12 Zodiac signs to the Pentagram to the Tree of Life and other occult symbols. Many Traditionalist refer to these circles as "New" Alchemy on par with the other new styles: New Wordology and New Symbology.
Ancient Alchemy: A Very Rare art to which Sirius has extensively mastered, Ancient Alchemy is the Art of the Purification of the Soul. Users of this rare art learn how to manipulate their energy and soul in fantastic ways: From transmuting a sword made out of pure energy to being able to directly attack someone else's soul. However, Ancient Alchemy was said to have been created with a goal in mind: The Purification of the Soul, from the Lead of the regular Soul to the Gold which is said to lie at the end of this art. While Sirius' soul transfer seems to be this Gold, is it really? Or perhaps there lies a true end goal to this art.
Bibliomancy: Known as Book Magic, a mage would use a book in order to cast a spell. As oppose to a strict style, this is actually a broad category of book related magic. The way Bibliomancy can be used ranges from yelling random phrases in a book to cast a spell, similar to Wordology, hold Wordology spells in a book and then say them to cast the spell, or even turn the book at a foe (For example)and shoot a fireball.
Wordology (Traditional): Wordology is referred to as the Language of Magic. Basically, in Wordology, one would utter words from a ancient language to cast their spell, and instead of focusing on their magic, they let their sentences and words do the focusing for them. However, wordology still requires the use of Mana to cast spells and such.
"New" Wordology: As oppose to Traditional Wordology, the sentences spoken be the spells cast, Alternate Wordology is more common then the Traditional. Basically, when a mage vocalizes their own spell by speaking in their own language, it allows the mage to focus their energy and cast the spell.
Symbology (Traditional) : As Wordology is the Language of Magic, Symbology is the alphabet. Similar to Alchemy, by creating circles one can cast spells. However, unlike the seals in the circles of Alchemy, these circles hold the words of the language of magic. Furthermore, in the language of magic, there are only adjectives, verbs and nouns..... do to the two ideas of altering something and creating something using mana. It is said that the symbols used in the circles of Symbology look like a cross between Japanese, Latin and Arabic, yet each symbol in Symbology has a specific meaning, like Chinese. Furthermore, the more things that the user wants to alter would result in adding more words to the circle. Periods in Symbology are other circles over lapping the initial circle, holding words in them. However, unlike periods here used to separate ideas, circles are used to rate the power of a spell that is required. Last, in time a Symbology user can used Symbology without circles, but only if they can correctly create a mental image of a Symbolic Circle on a certain area. Like creating a mental circle on the wall of someone's house to create fire.
Example of What a Symbology Circle Would Be like (If The User formed the circle below feet): kurogane.animeblogger.net/image/nanoha/fayt.jpg
For those who Played Star Ocean, think of that as this Magic Style
Basically: Symbology is when you image a circle, it appears somewhere, and it does it's effect. Like imaging a Circle of Fireball would fire fireballs at someone.
"New" Symbology: Same idea as Symbology, but instead of these odd symbols, one would use words or phrases, combine them in a Ritual Circle within their mind and then release the circle into Reality, and thus cast the spell. Alternatively, the spell could literally be "Written out" in the physical world, appearing as floating phrases around a person.
Numerology: Numerology is the Art of Numbers. This style seeks the correspondance between events, people, etc through the use of numbers, which is refered by the mages practicing this style as "The Universal Truth". Be it or not, this style is less offensive, having in fact little offensive power. However, it does excel at understanding/seeking/predicting information as well as subtly influencing events. Common ways to cast spell through numerology is writing down a series of numbers and spending energy to cast the spell written out, which most of the time is used to influence an event in advance, look into the future or gather information.
Ritual Magic: Also known as Ceremonial Magic, Ritual Magic is the usage Ritual Circles to cast spells. It is, in essence, the same as Symbology. However, the key difference is that magic circles/triangles/etc are required to cast the spell. So basically, think of it like a hybrid of Symbology and Alchemy. Through ritual magic, practically anything can be done. That's way mortals are used to seeing rituals when thinking of magic, it is the most diverse, useful and practiced art of the magical styles.
Tarot Cards/Astrology: This art's main focus is to predict the future and such. While requiring little mana, charing up the cards or placing mana in the mind to help understand things, it does require intelligence and smarts as to read and understand what the stars or cards are saying. There have also been cases where mages would draw upon the power of the stars to cast spells, like bringing down Celestial Fire upon someone. That, however, lies more in the realm of Focusing Magic then Flow Magic.
Card/Scroll Magic: These styles originate in the east from Taoist Wizards or Dao si, where the use of characters, which look oddly similar to symbology, are used. By placing a symbol upon a card, one can use that card to cast spells. So by placing the symbol of fire on a card, one can use the card to shoot fire. To activate the card, all one has to do is simply input some mana or chi to activate the card. Scrolls, on another note, are just like cards, except their effects are generally more specific (Such as describing how large a fire ball will be) and require more energy to activate.
It is said that Bibliomancy is the book form of Card/Scroll Magic.
Summoning: Summon is when you summon down a being to do your bidding....such as summoning a demon to fight for you or something. But in order to summon the entity, a offering of mana must be presented to the Entity you're calling.
Curses: Curses are very long term spells which are very hard to shake off. Usually, a offering of something is needed to activate a Curse, such energy and materials like gold. However, there have been cases, like Vampirism which is a magical curse by the way, in which no medium is involved. Anyways, when someone is cursed, they forever are cursed in that way unless the victim can find a very powerful mage that is able to break the curse or the curser relinquishes the curse.
Another form of Curses is Vampirism which when contact between the blood of the vampire and the blood of the victim, the victim is cursed to be a vampire. The only known way to remove a curse is to use a equal amount of mana and materials to remove it..... However, Vampirism (And things like it such as Lycanthropy and the Zombie Curse) are the only curses in which there is no cure. This is due to the fact that Vampirism, and things like it, permanently alters the body. This is unlike regular curses in which the vampirism curse act as both a disease and a curse....not just a simply one.
However, Mages and other supernatural entities can resist the effects of Vampirism (Or similar curses). Now resist doesn't mean immunity, it just means that there is a possibility for the cursed mage to fight off the transforming curse and win. (In game it means whether or not that Player wants to become said monster).
____________________________________________________
Anyways, these are just a few magic styles which exist in the world. So, instead of using these, you may create your own style. However, if it's too powerful, God-Moddish, etc, you will be asked to change it to something less God-Moddish. So please, when creating your style, don't be cheap or anything. Or, if you want, you could use some other form of magic i didn't include, so long as you don't make it too powerful.
Note: When considering what Styles you use, think of these magic styles like Martial Art or Fighting styles, and write accordingly.
Another Note: Also, Mages can sense when other magic is casted. The mage would sense a sort of "Aura" which would alert them to the use of the Arts.
Yet Another Note: Mages can easily combine together magic styles. For example, a mage could use Wordology to create a Symbology circle in order to cast a spell, like shoot fire balls or send out a cone of lightning.
Note^2: When it comes to spells, no spell should EVER double, triple, or basically multiply anything. Only rare and powerful items can do that. Further more, when a spell adds stats, there needs to be a trade off somewhere. Commonly, the trade off goes in energy (As your basically spending mana). However, a player may elect to reduce another stat. For example, if one casts a strength buffing spell, giving +3, there needs to be a -3 somewhere else. As above, Energy is where the reduction should take place... but anywhere is fine. -3 to Dexterity because the added mass slows you down. -3 to Wisdom because the adrenaline rush clouds one's mind.
The Common way to use Magic is to focus magic upon a certain area and manipulate that energy into whatever form one chooses. For example, one would focus mana on a tree, and then use that energy/mana to turn the tree into fire.
That was an Example of "Focusing", in which a mage would focus their energy to perform their spells.
The Opposite of this is a category known as "Flowing", in which to cast the spell, one would need a to perform rituals, rites, etc to achieve the spell. As oppose to Focusing in which you imagine the spell, Flowing lets the spell flow on its own based the ritual/rite/etc you casted.
The main ways which magic is used are, but not limited to:
Elementalism: It is the art of using magic to invoke and manipulate the 9 elements in the world. The four classical elements are earth, wind, water and fire naturally. Then from the Vatican and their holy outlook came the elements of Darkness and Light (Which Comprises of more then Light itself or the lack there of). From the East came wood and metal. Last, from the New World, came the Spirit, the last of the 9 elements that composes Elementalism.
Recently, there have been a few proponents who have stated that Electricity belongs on the Elemental List. Many Air users retorted by saying that Electricity is under the purview of Air, but to this day the debate rages on.
Necromancy: Thought to be a branch of The Elemental Branch of Spirit, it was soon determined that Necromancy is a different style from spirit and deserved it's own recognition. Where as Spirit would call out spirits to fight for the caller or inhabit the body of the caller for varied uses, Necromancy is the art of manipulating death. Causing instant death to a target is the highest level of Necromancy, but doing such a spell would require huge energy to perform. However, lower forms of Necromancy exists. One is raising the body of the dead to heed the raiser, or manipulating corpses and bones to the users bidding. Basically, all life-less objects are subjected to the caller. However, by lifeless, it refers to objects which were once alive and now aren't, as oppose to inanimate objects such as a chair. But even so, Necromancers can still inflict death to inanimate objects, like causing metal to rust or a chair to decay. Finally, Ghosts can be affected by Necromantic Spells, but not to the same extent that the Spirit Element has...
Dousing: The art of dousing was first used to find objects and things, by asking for aid from a entity outside space and time of some sort. Whether or not the first forms of dousing really worked was questionable. However though, it was realized that the object one was dousing with can be used to find objects by focusing magic upon the object and then asking the object a question. Soon it was realized that one could control the object by placing even more mana into the medium, making it into a potential weapon. Overall, Dousing is the art of controlling regular items through magic. The key to dousing is not the list of abilities that Dousing has, but the various ways one can use a Doused Items to perform things, like attacks.
Gifts: Certain Magical Creatures (Gods, Elementals, Demons, Faes, Spirits, Ghosts, etc) can leave selected individual traces of their power. This power can then "Awaken" a person to the magical world, with powerful abilities fueled by mana or energy. These abilities and powers are of course the power to which these Supernatural Beings confered upon their selected Individuals. Regardless of how the mortal got their power however, the giver would recieve a lose of power. It seems the themes of Equal Exchange hold true even in the Supernatural World.
Qi: Qi is an art from the east which is said to focus upon one's chi, or mana as we call it in the west, to use in a variety of ways. One way is to allow chi to to concentrate in the hand, which in the past was done with acupuncture needles- but now only requires one to concentrate on that area to let chi flow there, and then the user can send their chi out as a life harming weapon. Other ways include muscle enlargement, healing wounds quickly, and other useful things.
Li: According to Chinese Mythology, Qi was the energy of the Human body. However, it was said that the power of Heaven was Li. Basically, the style of Li focuses on manipulating the strands of mana or magical energy which exists all over the world. One could, for example, cause the energy in a rock to bend it and warp the rock. Other examples include harming a person by messing with the Li strands they are enclosed in, calling down heavenly fire to strike someone, or other things.
Enchantment: Enchantment is the art of alteration, changing things for the better usually. By focusing mana upon a target, one can add effects to the thing...like making a rock able to fly or making someone's muscles get larger and stronger.
Hexes: Hexing is the darker version of the art of Alteration. Where as Enchantments are used to "buff", hexing is used to"debuff". Some examples of these curses are locking legs, making muscles smaller, causing pain to their joints, and other things.
Transformation: Transformation magic has always been a bit odd. In essence, the mage would alter their body by using up energy or mana. The means of which one can transform their body can differ (Being born with the magical ability to transfor, learning one of the several transformation styles, etc)
Telekinesis/Psychism: By focusing energy to the head, one can expand their mental limits to allow one to hear another's thought, which requires a good deal of energy, or move objects with the mind.
Shamanism: Shamanism or The Element of Spirit is still being debated whether or not it should be on the Elementalism chart as a element, for it is too different from the other elements. Regardless, this style mainly deals with communication with the dead, and interaction with them. One popular way of using Shamanism is to allow a spirit to access a object or the body of the caller, in which the object or person possessed is called a Medium, and said item gains the benefits of the soul inhabiting the body. Another method is to allow the soul of the user to travel outside the body, and basically act like a ghost. In the end, there are many, many ways Shamanism can be used. Shamanism equally uses both Flowing and Focusing to achieve spells.
Note: All the Above Styles uses "Focusing" Techniques (But they can include "Flowing" techniques as well) to Achieve their effects. Below are "Flowing" styles.
Alchemy: Alchemy has often been referred to as the art of transmutation or the Art of Science. It is the most scientific of all the arts, and is highly complex. This art's main focus is to not manipulate objects by using your mana or magical force, but instead to minimize that amount by manipulating the objects cellular structure to alter it into a new object. Such as changing a chair into a stool. Furthermore, alchemy is not limited to objects, but living things as well. To perform alchemy, one would need a circle bearing Solomon's Seal (But any other seal, even self created seals, would suffice) to transmute a object, but in time the user would gain mastery over Alchemy and would be able to perform it without a Alchemical Circle, and instead would only need a mental image of the circle.
Recently, Alchemical Circles have began to alter to include improvised circles drawn to suite personal tastes. For example, circles can range from bearing the 12 Zodiac signs to the Pentagram to the Tree of Life and other occult symbols. Many Traditionalist refer to these circles as "New" Alchemy on par with the other new styles: New Wordology and New Symbology.
Ancient Alchemy: A Very Rare art to which Sirius has extensively mastered, Ancient Alchemy is the Art of the Purification of the Soul. Users of this rare art learn how to manipulate their energy and soul in fantastic ways: From transmuting a sword made out of pure energy to being able to directly attack someone else's soul. However, Ancient Alchemy was said to have been created with a goal in mind: The Purification of the Soul, from the Lead of the regular Soul to the Gold which is said to lie at the end of this art. While Sirius' soul transfer seems to be this Gold, is it really? Or perhaps there lies a true end goal to this art.
Bibliomancy: Known as Book Magic, a mage would use a book in order to cast a spell. As oppose to a strict style, this is actually a broad category of book related magic. The way Bibliomancy can be used ranges from yelling random phrases in a book to cast a spell, similar to Wordology, hold Wordology spells in a book and then say them to cast the spell, or even turn the book at a foe (For example)and shoot a fireball.
Wordology (Traditional): Wordology is referred to as the Language of Magic. Basically, in Wordology, one would utter words from a ancient language to cast their spell, and instead of focusing on their magic, they let their sentences and words do the focusing for them. However, wordology still requires the use of Mana to cast spells and such.
"New" Wordology: As oppose to Traditional Wordology, the sentences spoken be the spells cast, Alternate Wordology is more common then the Traditional. Basically, when a mage vocalizes their own spell by speaking in their own language, it allows the mage to focus their energy and cast the spell.
Symbology (Traditional) : As Wordology is the Language of Magic, Symbology is the alphabet. Similar to Alchemy, by creating circles one can cast spells. However, unlike the seals in the circles of Alchemy, these circles hold the words of the language of magic. Furthermore, in the language of magic, there are only adjectives, verbs and nouns..... do to the two ideas of altering something and creating something using mana. It is said that the symbols used in the circles of Symbology look like a cross between Japanese, Latin and Arabic, yet each symbol in Symbology has a specific meaning, like Chinese. Furthermore, the more things that the user wants to alter would result in adding more words to the circle. Periods in Symbology are other circles over lapping the initial circle, holding words in them. However, unlike periods here used to separate ideas, circles are used to rate the power of a spell that is required. Last, in time a Symbology user can used Symbology without circles, but only if they can correctly create a mental image of a Symbolic Circle on a certain area. Like creating a mental circle on the wall of someone's house to create fire.
Example of What a Symbology Circle Would Be like (If The User formed the circle below feet): kurogane.animeblogger.net/image/nanoha/fayt.jpg
For those who Played Star Ocean, think of that as this Magic Style
Basically: Symbology is when you image a circle, it appears somewhere, and it does it's effect. Like imaging a Circle of Fireball would fire fireballs at someone.
"New" Symbology: Same idea as Symbology, but instead of these odd symbols, one would use words or phrases, combine them in a Ritual Circle within their mind and then release the circle into Reality, and thus cast the spell. Alternatively, the spell could literally be "Written out" in the physical world, appearing as floating phrases around a person.
Numerology: Numerology is the Art of Numbers. This style seeks the correspondance between events, people, etc through the use of numbers, which is refered by the mages practicing this style as "The Universal Truth". Be it or not, this style is less offensive, having in fact little offensive power. However, it does excel at understanding/seeking/predicting information as well as subtly influencing events. Common ways to cast spell through numerology is writing down a series of numbers and spending energy to cast the spell written out, which most of the time is used to influence an event in advance, look into the future or gather information.
Ritual Magic: Also known as Ceremonial Magic, Ritual Magic is the usage Ritual Circles to cast spells. It is, in essence, the same as Symbology. However, the key difference is that magic circles/triangles/etc are required to cast the spell. So basically, think of it like a hybrid of Symbology and Alchemy. Through ritual magic, practically anything can be done. That's way mortals are used to seeing rituals when thinking of magic, it is the most diverse, useful and practiced art of the magical styles.
Tarot Cards/Astrology: This art's main focus is to predict the future and such. While requiring little mana, charing up the cards or placing mana in the mind to help understand things, it does require intelligence and smarts as to read and understand what the stars or cards are saying. There have also been cases where mages would draw upon the power of the stars to cast spells, like bringing down Celestial Fire upon someone. That, however, lies more in the realm of Focusing Magic then Flow Magic.
Card/Scroll Magic: These styles originate in the east from Taoist Wizards or Dao si, where the use of characters, which look oddly similar to symbology, are used. By placing a symbol upon a card, one can use that card to cast spells. So by placing the symbol of fire on a card, one can use the card to shoot fire. To activate the card, all one has to do is simply input some mana or chi to activate the card. Scrolls, on another note, are just like cards, except their effects are generally more specific (Such as describing how large a fire ball will be) and require more energy to activate.
It is said that Bibliomancy is the book form of Card/Scroll Magic.
Summoning: Summon is when you summon down a being to do your bidding....such as summoning a demon to fight for you or something. But in order to summon the entity, a offering of mana must be presented to the Entity you're calling.
Curses: Curses are very long term spells which are very hard to shake off. Usually, a offering of something is needed to activate a Curse, such energy and materials like gold. However, there have been cases, like Vampirism which is a magical curse by the way, in which no medium is involved. Anyways, when someone is cursed, they forever are cursed in that way unless the victim can find a very powerful mage that is able to break the curse or the curser relinquishes the curse.
Another form of Curses is Vampirism which when contact between the blood of the vampire and the blood of the victim, the victim is cursed to be a vampire. The only known way to remove a curse is to use a equal amount of mana and materials to remove it..... However, Vampirism (And things like it such as Lycanthropy and the Zombie Curse) are the only curses in which there is no cure. This is due to the fact that Vampirism, and things like it, permanently alters the body. This is unlike regular curses in which the vampirism curse act as both a disease and a curse....not just a simply one.
However, Mages and other supernatural entities can resist the effects of Vampirism (Or similar curses). Now resist doesn't mean immunity, it just means that there is a possibility for the cursed mage to fight off the transforming curse and win. (In game it means whether or not that Player wants to become said monster).
____________________________________________________
Anyways, these are just a few magic styles which exist in the world. So, instead of using these, you may create your own style. However, if it's too powerful, God-Moddish, etc, you will be asked to change it to something less God-Moddish. So please, when creating your style, don't be cheap or anything. Or, if you want, you could use some other form of magic i didn't include, so long as you don't make it too powerful.
Note: When considering what Styles you use, think of these magic styles like Martial Art or Fighting styles, and write accordingly.
Another Note: Also, Mages can sense when other magic is casted. The mage would sense a sort of "Aura" which would alert them to the use of the Arts.
Yet Another Note: Mages can easily combine together magic styles. For example, a mage could use Wordology to create a Symbology circle in order to cast a spell, like shoot fire balls or send out a cone of lightning.
Note^2: When it comes to spells, no spell should EVER double, triple, or basically multiply anything. Only rare and powerful items can do that. Further more, when a spell adds stats, there needs to be a trade off somewhere. Commonly, the trade off goes in energy (As your basically spending mana). However, a player may elect to reduce another stat. For example, if one casts a strength buffing spell, giving +3, there needs to be a -3 somewhere else. As above, Energy is where the reduction should take place... but anywhere is fine. -3 to Dexterity because the added mass slows you down. -3 to Wisdom because the adrenaline rush clouds one's mind.