Reorganizing Arcane Magic
The Arcane school had never been so actively practiced in all of its long history. Those using it were proficient in many schools, and many mastered the deepest aspects of their chosen craft--summoning beasts of great power, conjuring plumes of fire with a thought, and pouring power into deadly enchantments. It truly was a time for Arcanists to flourish and reveal every mystery of the void. But little did they know that the void had secrets unknown to even the most studious mage. The great number of minds creating and pulling within infinity bore an unnatural weight to the realm of nothingness. The void was not a conscious thing, but it had a nature, much akin to the wind directing a cloud, or the changing in the ocean's tide. A change was coming--no, not a change really, but a tremor. A ripple that would shift all that was known about the arcane schools.
The void had no mind, but it would adapt.
Something I wanted to do near the end of my time in the MAT (and near the end of the MAT in general) was to reorganize/combine arcane subtypes, and also define the limits of void-based physical weakness. Now that arcane is basically free-for-all with everyone able to learn everything, I figured I'd try to put some easier, definable limitations on arcane, as well as making arcane more convenient to learn.
Many of the arcane branches have very similar functions, and have no business being separate subtypes (looking at you, five fundamentally similar evocations). What I want to accomplish is to give a reasonable suggestion for a single, reformed archetype of Arcane, with four subtypes: Sorcery, Wizardry, Thaumaturgy, and luxamancy. I'd also like to add extra abilities for some schools that are a tad sparse, but we'll see how much support this 'mission statement' gets first before we make knitty-gritty decisions like that.
Sorcery
(http://nahelus.deviantart.com/)
Those that seek raw, undulated power look to the many skills of the sorcerer. Though all arcane magii are studious, those within the schools of sorcery are less inclined to learn from grand, dusty tomes. They learn through hardship, experience and above all, the continuous application of their power. Fueling their array of destructive forces with chaotic emotions and overwhelming willpower, they are individuals to be treated with caution. More-so, when they are in great numbers.
Current Subtypes Tossed into this School
-Electrical Evocation
-Fire Evocation
-Water Evocation
-Earth Evocation
-Wind Evocation
-Arcane Evocation
-Arcane Shielding
Possible Additions:
-Group-based super-spells: E.g. creating Blizzards, tornadoes, lightning-storms etc.
-Combination spells: Fiery boulders, electrified water etc
Wizardry
(http://tira-owl.deviantart.com/)
The slow and contemplative sect of Arcanists, the wizard is a bulwark of knowledge and study. They are beings of learning, who would more likely be found deep in a cavernous library studying the deeper mysteries of their art, rather than adventuring through the lands. Their skills lie mostly in the manipulation of the world around them, rather than the more direct route taken by the others schools. Wisdom and intelligence define this school, and those who are proficient are afforded great respect.
Current Subtypes Tossed into this School
-Transfiguration (includes enchantments, transmutation, and wards)
-Telekinesis
-Void Translocation
Possible Additions:
-Group-based super-spells: Teleportation, enormous wards, etc
-Combination spells (though already possible in lore, greater afforded fluidity): Floating towers, larger things lifted, etc.
Thaumaturgy
(Thaw-mah-ter-jee. Shut up, I liked the name!)
(http://mysticaldonkey1.deviantart.com/)
Though arguably as studious as a Wizard, the Thaumaturge can be seen, often unjustly, as more sinister. Skilled in the study of life, these fringe-magii focus not on destruction, change, or trickery, but on creation. Preferring quiet laboratories to explore the workings of living beasts, they use their considerable arcane power create their own. For what purpose they do so is unknown. Perhaps such is why they are feared? But more likely because others would not understand.
Current Subtypes Tossed into this School:
-Conjuration (including morphons, primordials, and perennials)
Possible Additions:
-Binding creations in existence with a permanent slice of mana taken away from the user (unless the creature is de-summoned)
-Non-existent, custom-designed creatures for higher tiers (so long as their biology is logical)
-Attracting and trapping spectres, then binding them to their will.
-Group-based super-spells: creating larger creatures with the combined mana of multiple Thaumaturges, summoning void-creatures and binding them to this world.
Luxamancy
(http://shininmysticice.deviantart.com/)
More secretive than even a Thaumaturge, the Luxamancer heralds the school of manipulation and trickery. The school itself has a poor reputation, if only due to the individuals who are attracted to it. A Luxamancer is not one to be kept in the confines of a library or laboratory, and actively seeks subjects to test their power upon. They are devious and manipulative by their nature, and will rarely tell the whole truth in any situation. They ought to be considered dangerous, but you wouldn't have seen one anyway. Unless, of course, they wanted you to.
Current Subtypes Tossed into this School
-Light Illusion
-Mental Magic
-Cognitism
Possible Additions
-Group-based Super-spells: Grand illusions, invisible houses, memory rewriting.
All the things written in here (especially the expansions and group-abilities) are all up for debate, and are hypothetical along with all other suggestions, here. This entire concept is, after all, a rough draft, so don't get too upset about decisions I made! Another important note that you may have noticed is that I have left out a number of arcane subtypes, notably bardmancy, beardmancy and the two Fi’hiiran anti-magics. This is because I couldn't find a place to put them (and because some of them are too silly). And even if I did, they were too out of place with the other ones. Better in my opinion to keep them separate, or remove them entirely. I wouldn't be opposed to joining the two Fi’hiiran magics together, though.
More importantly, the simplification of the subtypes allows for a more concise management of the main arcane weakness (That is, physical weakness) and also allows another weakness to balance out their power-boom. It furthermore makes arcane magic more convenient to learn--finding a teacher for four different fiddly evocations can be painful.
As an Arcanist grows in power, they will inevitably find themselves drawn to the schools that interest them most. In many situations, of course, they will also delve into the studies of other arcane schools. Though the more advanced they become in their preferred school, the more other schools will feel... wrong. Mana doesn't flow as it should. Sometimes it is painful to use their secondary abilities, other times disastrous. These other schools in turn seem to stop mages from advancing further in their preferred school--those magics contradicting and prohibiting one-another. There are only two options for a mage at this time; to accept the limitations of their powers, or abandon these 'lesser' schools.
There can no longer be total mastery of all magical schools. This means there will always be a varied number of 'average' mages, and also those of greater power. The two weaknesses can be summed up in this handy-dandy chart I threw together in MS Paint. Tiers are just a placeholder for whatever magical ability is measured with nowadays.
(By the way, I didn't mention this before, but I feel that household magic ought to be the pre-beginner's magic. Just to have new folks ease into it, y'know? It's still non-combative)
So, that's basically the rough draft of my idea. If you have any suggestions about implementation, or subtypes I have missed, or you're just a big complainer, or you dislike hamsters, or you think mince pies are delicious please comment, and throw you idea-pies in my face! You know you want me to!
Remember that all names, combinations and abilities are not final! And there is no tl;dr you can bloody read it.