In my endeavor to flesh out the various colleges of Caldwen, it became necessary to define what their general disciplines were. For this, I followed existing wisdom, so to speak. I didn't like the original definitions I found, however. They seemed imprecise or flawed in some way. I wrote new ones to minimize overlap, which will cause some spells to shift from what players may be used to, to new groups. That's not necessarily an issue, since Calidar relies on a system neutral way of referring to game mechanics (therefore spell names are never mentioned specifically in the text.) In and of itself, this is a design challenge. Here's the list of my definitions. Feel free to kibbitz!
Necromancy: The will to master death evokes the power to
control or corrupt the nature of one’s own life or the lives of others, and all
that dwells between life and death. It is an essential discipline meant to
unveil the fabric and origins of Calidar’s world soul, the netherworld, and the
divine.
Abjuration: The will to reject or deny evokes the
power to block, remove, undo, dismiss, or banish unwanted conditions or creatures. Abjuration is the primary
form of magic for protective spells.
Alteration: The will to change what already exists into
something else evokes the power to subtly modify or completely transform a
condition (metathesis), an object (transmutation), a creature (metamorphosis),
or their locations (transference—generally moving away, otherwise see
Conjuration).
Conjuration: The will to call forth what exists elsewhere
evokes the power to fetch an object or summon a creature (generally moving
toward the caster, otherwise see Alteration).
Divination: The will to perceive what is unknown evokes the
power to distinguish what lies beyond normal senses, or attain a higher
consciousness to learn and comprehend what lies out of reach.
Invocation: The will to bring into existence something that
did not exist evokes the power to create matter, energy, and visible or
invisible forces that are tangible.
Enchantment: The will to enable or disable evokes the power
to bestow properties upon objects and beings, or manipulate the will and
abilities of others (affecting natural senses, however, pertains to Illusions).
Illusion: The will to deceive evokes the powers to control
one’s natural perception of reality, to suggest thoughts and emotions, to
impair logic, to blur the limit between conscious and subconscious, and to
bring to life the imaginary. Illusion parallels Invocation in that effects may
be tangible, as imagination, if strong enough, taps directly into Calidar’s
world soul—the very source of magic and life itself.