[quote=@The Fox Without] Maybe add an equipment bit to the CS, unless your wanting us to start from scratch as we're in a prison. Edit:Also Appearence Son of the Edit: also, aside from the obvious ones, which schools of magic pertain to which type of magic, was thinking of either illusion/enchantment or transmutation types with a smidgen of evocation [/quote] Hmm I may need to add Illusion as it's own school. Transmutation is definitely primal, and evocation could be RP'd as primal or pact magic. I'll also add starting equipment to the list, thanks! I have so much to plan for this so I may overlook some things at first. The Constitution School focuses on healing spells and barriers. Advanced arts allow for revival spells, but bringing someone back from the dead falls into necromancy and is banned in most nations. Technically speaking, necromancy falls under the Constitution School of magic. The Divine School focuses on divine magics like 'Bless'. Essentially these are your cleric characters. The Destruction School focuses on powerful spell-casting, AOE attacks, and elemental powers. Fireballs and the like. The Pact School focuses on summoning spells and magic obtained through pacts with creatures, deities, etc. Summoning is certainly legal in most schools, but a lot of Pact magic is forbidden. The Primal School focuses on the manipulation of nature. Summoning insects, bears, etc. As well, things like curse or hex are the darker arts of the primal school. Blood magic technically falls the Primal School of Magic. And then we'd definitely need an Illusion School I'd think. People like arcane tricksters (and arcane tinkerers) would also fall under this school.