Spell types
NOTE:
The below article is a direct copy-and-paste job from the rpgww.org site. Information can and will be outdated in pieces, such as at druid magic. This is just an info dump so as to get the information from there to here.
Briefly
Magic exists in a variety of different forms throughout Gaera. From the basic elemental magics of fire and the like to the more complex energies that allow their wielders to manipulate time and space, Gaera's magicians command a vast and widespread array of energies.
Note that these elemental and magical skills are only suggestions and a basic framework. Not all of the magic that exists throughout Gaera has yet been documented by scholars, and infinitely more forms of magic may exist.
The Elements
The elements are the standard, "nature" based magical sources.
Fire
Fire magic is derived from the energies of heat and flame, and is further derived from the energies amongst the plane of fire, a hostile, ravaged place. Spells based on fire magic are usually destructive in nature, ranging from mere fireballs to massive conflagrations. The act of summoning fire based elementals is also within this particular branch of magic.
Ice/Water
This branch of magic deals with the manipulation of water. Note that the ability to manipulate one or both can be stronger in certain individuals. Some are more capable of working with frigid winds and icicle spears, whereas others are more proficient in the art of walls of water and blasts of high pressure fluid. The planes of water and ice are actually separate divisions of the same extraplanar space. Water magic spells include things like create water, geyser, and underwater breathing, whereas ice spells include things like freeze, ice lance, and the like. Some healing spells are water based.
Thunder/Air
Like water and ice, these two are related. Thunder refers to the ability to manipulate the weather effect of natural electricity, whereas air refers to the power to alter and tamper with air itself to create gusty winds or other such effects. Thunder tends to be the more offensively oriented of the pair, including spells like bolt, whereas air can include things such as gust and fly. However, air can also be offensive, especially when its powers are used to destroy air and create vaccuums or blast foes with extremely high pressure air swells. The plane of thunder is VERY dangerous to inexperienced dimensional travelers, and the harsh storms of the air plane are equally threatening.
Earth
Earth is a very stiff, unmoving element, embodying the raw power of stone and dirt. The plane of earth is a relatively calm, unchanging place compared to some of the other elemental planes. Earth spells include effects which manipulate stone or rock, such as magical digging, as well as abilities like creating earthquakes and stones to throw at travelers passing by. Earth is also an effective defensive element, and works to create shields of rock or other such barriers.
Life/Holy
Life and holy are sister elements much like ice and water or thunder and air. Life refers to the ability to heal and control the flow of life energy, usually in a POSITIVE manner. Likewise, the plane of life is a very positive, relaxed, and largely friendly place. Holy is defined as life energies used in typically offensive or combat oriented manners, ranging from blasts of force to elemental shields. The plane of holy is inhabited by celestials, and is often both revered and feared by mortals. The plane of holy is also one of the most difficult planes for a mortal dimension hopper to reach.
Death/Shadow
These elements walk hand in hand, both being oriented towards destructive purposes. Death magic is the opposite of life magic, controlling the flow of life energy in a NEGATIVE manner, draining life essences and souls, and using this energy to animate unholy creatures such as zombies. Shadow energy is basically anti-holy, a form of directly offensive death magic. The planes of death and shadow are both very harsh and draining places for inter-planar travelers to visit.
The Arcane Aspects
The Arcane Aspects are magical sources of which are not nature based, but instead more complex elements.
Astral
The astral plane is a mysterious place which powers the majority of any wizard's spells. By manipulating the astral plane, a variety of magical effects can be achieved, as the astral plane taps into each and every other elemental and arcane plane. Since the astral plane is the easiest for mortals to ascend to, it is often the first step on any planeswalker's journeys. Pure astral magic can be used to manipulate the astral auras of foes, destroying them completely, ripping them free from their material bonds, or merely injuring them. Astral magic can be used as a sort of substition for telekinesis, as it can be used to manipulate the surrounding mana flow in such a way that it has physical impacts on the subjects, such as pushes, throws, or choke holds.
Time-Space
Time-Space is a branch of magic involving the temporal flows and physical space. This sort of magical power can be used to speed up or slow down the passing of time for subjects, or stop them dead in their tracks. The very fabric of space is horribly distorted by these types of spells, making them extremely hard to learn and master. Manipulation of gravity also falls under this category. There is no "plane" of time-space, as time exists only as a concept, without any actual substance.
Energy
Vaguely defined, energy magic as a whole is considered to be non-elemental. Lacking an accompanying plane, energy magic is more a projection of astral energy in the form of offensive bursts than any other separate classification.
The Applied Schools
Before we begin, note that the Applied Schools are NOT elements, and thusly, lack accompanying planes. They are merely aspects of magic and ways to bring about effects. Most of them are based astrally one way or another.
Illusion
Illusion magic is the ability to create and shape projections which do not really exist. These projections can be anything the caster desires, and the uses of this spell range from showing exactly what a mage is thinking of to scaring off wild animals to creating magical decoys. Illusions can be sight only, or they can have physical characteristics such as scent or taste. Some illusions are actually tangible and can be felt with the sense of touch. However, tangible illusions border and blur the line between actual illusion magic and conjuration.
Conjuration/Summoning
Conjuration is the art of pulling a stone out of a hat. If you want a rabbit, you'll need summoning. Conjuration describes the ability to create non-living objects out of nowhere, such as bricks, daggers, or pieces of paper. Conjuration can also be used to call things from other locations to the caster's location. While conjuration cannot create, for example, magicial-grade parchment, it can summon magical-grade parchment owned by the caster from great distances.
Summoning, on the other hand, deals with living creatures. It is impossible to create living creatures which never existed before. Instead, a summoner calls forth through some sort of arcane portal a creature he or she is well acquainted and trusted by, which will obey the summoner's commands. Some common summons include chocobos, imps, and various other monsters.
Mental
Mental skills are not technically magic, but instead, a branch which involves the use of mental strength to manipulate objects or communicate. Mental skills are often referred to as psionics or psychic powers, and range from things like telepathy (mental communication) to psychokinesis (the power to move objects just by thinking about it). Other mental oriented skills include lashing out to attack the very mind of another or projecting believable thoughs, such as pain.
Benediction
Benediction magic is a subclass art which allows positive and or beneficial enchantments of various natures to be placed on subjects. These enchantments may be elementally based, such as resistance from fire, or may be unaffiliated with any element, doing things such as shielding from physical wounds or guiding sword blows to hit more often and with more power. Benediction magic may be offensive in nature, but will always be indirectly so.
Malediction
Malediction magic is a subclass art which is basically the opposite of benediction, inflicting negative or harmful enchantments of varying natures. Malediction magic can be used to poison, blind, paralyze, weaken, or inflict other negative status effects. The most powerful brands of malediction spells can be used to completely cripple a foe, but no malediction spell can kill directly. Indirect damage, however, is entirely possible.
Enchanting
Enchanting is a generic term for the art of making permanent or long lasting enchantments on artifacts. This is the process through which magical items are created, and can encompass a variety of other skills or areas. Enchantments may be of the schools of benediction, malediction, any of the elemental types, or astral. Furthermore, enchantments may be limited to only work for certain users, if the enchanter is skilled enough. Common enchantments include things such as making blades magically sharper, charging a staff to shoot fireballs on command, and making a suit of clothing stain-proof.
The Natural Schools
The Natural Schools are types of magic derived from nature or the power of gods and or goddesses. Usually, these sorts of powers require vows or religious devotion.
Druid Magic
Druid magic encompasses a variety of effect possibilities, all of which are derived from natural sources. The range of druidic powers overlaps with many of the elemental schools, particularly those of fire, water, and air. It also has its own individual branch of powers, simply referred to as "nature magic," which consist of energies granted directly by the patron spirits of the trees and the land. Druids must obey very strict oaths. A druid cannot kill an animal, except in self defense, and if he or she does do so, they must not allow the animal to go to waste. Any and all usable parts of the animal, including meat, fur, teeth, etc., must be consumed or used for some purpose. Sentient creatures such as humans are not considered animals. A druid may consume plant life, using trees for firewood or eating vegetables, but he must say a prayer to his or her god or goddess asking for repentance and for permission to partake of nature's blessings. If a druid fails to do any of these things, he or she loses their powers for a period of time until they have repented in some manner, either through self sacrificial actions, some sort of pilgrimage, etc.
There is an accompanying plane of nature for druid magic.
Shamanism
Shamanism is a branch of magic which is similar to druid magic, but is usually considered more primitive. Shamanism is practiced by orks and other such less intelligent creatures, but is basically the same thing. However, the differences lie in the vows which a shaman must undertake. Depending on the source of power and or culture, shamans must participate in rituals ranging from sacrifice of livestock to writing their pledges with their own blood. These vows must be periodically renewed, or the shaman will lose his or her power until they are fulfilled in a greater magnitude than usual.
Shamans do not have the same restrictions on eating plant life or killing animals as druids.