Opinions on magic categories in my world?
(Disclaimer: Long read…sorry)
In my world, magic is broken up into five categories. Happy to take any notes, opinions, or changes you might personally have.
**Basic Magic Types**: These magics consist of spells that use one type or discipline. Mostly simple with enough training and altitudes and are fairly straightforward. When magic is first being learned, everyone starts (and commonly end) here:
Fire Water Earth Wind Lightning Nil Light Darkness Nature Psychic Alteration Conjuration Divination Illusion Transmutation
There are also other magical skills (alchemy, enchanting, etc), but these are the primary spellcasting magics.
BASIC UNISON MAGIC: Compatible Magic types can be combined to create completely new or modified spells:
\-Water/Fire=Steam Magic (can melt away magical effects) \-Earth/Fire=Magma Magic (deals damage that lowers maximum health, stamina, and mana) \-Air/Fire=Force Magic (is invisible and hard to track. Can weaken weapons, shields and armor) \-Lightning/Fire=Explosion Magic (deals massive damage) \-Earth/Water=Mud Magic (creates slowing effects that makes it harder to move on a supernatural level) \-Air/Water=Ice Magic (easy to control and packs more force than its components) \-Lightning/Water= Storm Magic (deals damage over time that’s hard to shrug off) \-Air/Earth=Sand/Dust Magic (easy to manipulate and sturdy. Has a high chance of blinding and bleed damage) \-Lightning/Earth=Glass/Crystal Magic (high damage, but easier to defend against) \-Lightning/Air=Sonic (can cause deafening and internal damage) \-Light/Darkness=Grey Magic: Magic that has no elemental defense. It is completely neutral and is similar to Nil magic, but much more rare and fundamentally, a different element.
**Higher Unison Magic**: Requires two or more magic types. Can consist of any combination as long as it doesn’t include the “base-type” of other higher unison magics. Can include more than two types. Higher unison spells don’t often modify existing types, but are usually unique spells.
\-Necromancy: A special type of Unison Magic that isn’t part of a specific combination. It always contains Darkness as a component, but the other components are not always the same, and can sometimes contain more than 2 attributes. Darkness and Fire can allow one to cast a Blackflame spell, or Darkness and Conjuration can raise a dead body to fight on your behalf. It’s often seen as evil, but sometimes still see it as neutral as water magic. \-Vitamancy: The opposite of necromancy. Uses Light Magic as a base component instead of darkness. Light, Lightning, and Wind can allow for the use of a Holy Hymn spell, or Light and Fire can make a Holy Flame spell.
**Ritual Magic** Rituals: Rituals are highly complex forms of magic that take take a lengthy amount of time and high volumes of mana to complete. Rituals are very powerful and often have effects that affect large areas or do fantastic things other spells do not. Rituals also have higher costs to outside of large mana reserves including precious materials, high quantities of cheaper materials, and even living people. Some rituals do things like: \-Summon armies of undead. \-Warps the weather. \-Conjures a fireball that can engulf a small city. \-Bring someone back from the dead \-Permanently change a person’s race, sex, or looks.
**Secret Magics**: These magic types need special rites to gain access to, and only those who can use these magic types can pass that information down: \-Poison Magic \-Metal Magic