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D&D — The Eight Schools of Magic

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DND-001 · D&D — The Eight Schools of Magic

Purpose: translation of the eight D&D schools of magic. Tests compound vocabulary formation for abstract academic categories, property-attribution syntax via ne, and the bi-clausal parallel / as a contrast frame. Full analysis in corpus/translations/Literature/dnd-schools-of-magic.md.

S599 wi-ra-su ne to-su lo-wi-ra The magical arts form a systematic discipline of directed power.

Notes

Framing sentence for the batch. wi-ra-su (W179) introduced here: wi-(ra-su) = will of [force-structure] = the disciplined, intentional practice of structured force. to-su = systematic/structured knowledge system. lo-wi-ra = directed power (W177) as patient = what magic is a discipline of. The sentence defines magic as an academic genus before the eight species are differentiated.

S600 ko-fe-ki ne wi-ra-su lo-ko-fe Abjuration is the magic of creating and maintaining containing limits.

Notes

ko-fe-ki (W180): ko-(fe-ki) = containing of [limit-change] = the art of manipulating protective limits. lo-ko-fe = containing-limit as patient = what abjuration operates on. Wards, shields, banishments all involve creating or enforcing a containing boundary. ko (enclosing/containing) is the domain root.

S601 pa-be-ki ne wi-ra-su lo-be-pa Conjuration is the magic of making things emerge into new places.

Notes

pa-be-ki (W181): pa-(be-ki) = spatial [emergence-change] = the art of making things appear in space. lo-be-pa = spatial-emergence as patient = what conjuration produces. Covers summoning, teleportation, and creation of matter. pa (space/presence) as domain root captures the spatial character of conjuration.

S602 to-se-ki ne wi-ra-su lo-so-to Divination is the magic of perception-knowledge.

Notes

to-se-ki (W182): to-(se-ki) = pattern [perception-change] = the art of transforming perception to access hidden knowledge. The patient lo-so-to uses so-to (perception-knowledge, compositional reading of se-to with vowel harmony — note: formally se-to would be cleaner; so-to is the slot patient for this batch). Divination is framed as active: you transform (ki) perception (se) to gain knowledge (to). Not passive seeing but intentional perceptual work.

S603 wi-fa-ki ne wi-ra-su lo-fa-wi Enchantment is the magic of altering the affect-will.

Notes

wi-fa-ki (W183): wi-(fa-ki) = willed [affect-shift] = intentional deployment of affect-register manipulation. Builds directly on fa-ki (W093, affect-register transformation). Patient lo-fa-wi = affect-will complex = the combined emotional-volitional state of the enchanted subject. Charm, dominate, suggestion all operate on fa-wi (what-you-feel + what-you-want).

S604 ra-be-ki ne wi-ra-su lo-ra-be Evocation is the magic of channeling and releasing raw force.

Notes

ra-be-ki (W184): ra-(be-ki) = force [manifestation-change] = the art of directing how force manifests. Careful parse avoids ra-ki (W038, storm). Patient lo-ra-be = force-emergence = the manifest force product of evocation. Fireball, lightning bolt, healing — all involve taking ra (raw energy) and shaping its be (emergence/manifestation). Structural polar opposite of illusion: evocation acts on ra (real); illusion acts on ge-se (apparent).

S605 ge-se-ki ne wi-ra-su lo-ge-se Illusion is the magic of crafting how things appear.

Notes

ge-se-ki (W185): ge-(se-ki) = quality [perception-change] = the art of altering how qualities are perceived. Patient lo-ge-se = quality-of-perception = apparent properties (not inherent ones). Illusion magic does not change what IS; it changes how things APPEAR. Contrast with transmutation ge-ki (W187): illusion alters ge through se (perception); transmutation alters ge directly. Both are ge-rooted schools.

S606 de-zo-ki ne wi-ra-su lo-de-zo Necromancy is the magic of transformation through death.

Notes

de-zo-ki (W186): de-(zo-ki) = death-threshold [organism-change] = the art of transforming living things across or through the death state. Builds on de-zo (W178, dying/death-event). The distinction is important: de-zo (W178) is what happens (the event); de-zo-ki is the art practiced in that domain. Patient lo-de-zo = the death-event itself = the domain necromancy operates on. Animate dead, cause disease, drain life — all work at the de-zo boundary.

S607 ge-ki ne wi-ra-su lo-ge Transmutation is the magic of altering fundamental properties.

Notes

ge-ki (W187): ge + ki = quality-change. The only 2-root school compound — all others (W180-W186) are 3-root. The structural simplicity is appropriate: transmutation is the most direct school, operating on ge (fundamental property) without spatial, perceptual, or force mediation. Patient lo-ge = property/quality itself = what transmutation acts on. Parallel with illusion ge-se-ki: illusion changes ge through se-mediation; transmutation changes ge directly.

S608 la-ra-be-ki be lo-ra / la-ge-se-ki be lo-ge-se Evocation generates real force; Illusion generates quality-of-perception.

Notes

Bi-clausal parallel / used as contrast frame (not antithetical but structural opposition). be = emergent-process verb. Both schools use be as the predicate: both "bring forth" something. But evocation brings forth ra (real force/energy) while illusion brings forth ge-se (quality-of-perception = apparent properties). The parallel structure makes the ontological distinction maximally explicit: one produces actuality, the other produces appearance. Connects to the Sith Code cross-batch finding: go {ra}, la-mi wi-ra-be (S595) = through force, I grow in directed-power. The Force ara is the universal substrate; the schools of magic are differentiated modes of directing that substrate.

Batch Summary

Entry Written form School Key finding
S599 (DND-001-A) wirasu ne tosu lowira Frame Magic as systematic discipline of directed power; W179
S600 (DND-001-B) kofeki ne wirasu kofe Abjuration Containing-limit-change; W180
S601 (DND-001-C) pabeki ne wirasu lobepa Conjuration Spatial emergence-change; W181
S602 (DND-001-D) toseki ne wirasu losoto Divination Divination is ACTIVE transformation, not passive seeing; W182
S603 (DND-001-E) wifaki ne wirasu lofawi Enchantment Willful affect-shift; builds on fa-ki (W093); W183
S604 (DND-001-F) rabeki ne wirasu lorabe Evocation Force-manifestation; avoids ra-ki (W038); W184
S605 (DND-001-G) geseki ne wirasu logese Illusion Quality-of-perception; polar contrast to evocation; W185
S606 (DND-001-H) dezoki ne wirasu lodezo Necromancy Death-threshold organism-change; builds on de-zo (W178); W186
S607 (DND-001-I) geki ne wirasu loge Transmutation 2-root; most direct; pure property-change; W187
S608 (DND-001-J) larabeki be lora / lageseki be logese Contrast Force vs appearance; ontological distinction via parallel /

DND-002 · D&D — The Nine Alignments

Purpose: translation of the D&D 3×3 alignment grid. Tests two-axis moral characterization via the bi-clausal parallel /, the adequacy of wi- as the character-disposition root, the "neutral is not negation" design problem, and retroactive alignment mapping of STW characters. Full analysis in corpus/translations/Literature/dnd-alignments.md.

S609 wi-li ne wi-su / wi-li ne wi-vo A person's will has a structure-dimension and a value-dimension.

Notes

Framing sentence. wi-li = will-of-a-person = an agent's dispositional character. The / parallel expresses simultaneous co-predication on two independent axes: will is characterized by its law-position (ne wi-su) AND by its ethics-position (ne wi-vo). The framing uses the LG combination (wi-su + wi-vo) as the paradigm case. Key structural finding: / here is NOT contrastive (as in S608) but co-attributive — both properties apply to the same subject simultaneously and independently.

S610 la-na-Paladin ne wi-su / ne wi-vo The Paladin's will is organized by structure and oriented toward value.

Notes

W188 + W190. Maximum on both axes. The Paladin keeps oaths (wi-su), protects the innocent (wi-vo). The most constrained and most demanding alignment: structure compels the good.

S611 la-na-Cleric ne wi-su-fe / ne wi-vo The Cleric's will operates at the structural limit and is oriented toward value.

Notes

W192 + W190. First attestation of wi-su-fe (W192). The Cleric pursues maximum good (wi-vo) without being bound by rigid structure (wi-su-fe = at the structural limit, not the extreme). Neutral Good is sometimes called "the purest good" — good without the constraint of law.

S612 la-na-Ranger ne wi-no-su / ne wi-vo The Ranger's will rejects structural constraint yet is fully oriented toward value.

Notes

W189 + W190. First attestation of wi-no-su (W189). Structural freedom in service of genuine benefit. The Ranger operates outside institutional law, serves a good purpose. wi-no-su is NOT simply evil — a CG character has maximum wi-vo combined with maximum structural freedom.

S613 la-na-Soldier ne wi-su / ne wi-vo-fe The Soldier's will is organized by structure but takes no strong value-position.

Notes

W188 + W193. First attestation of wi-vo-fe (W193). The Soldier follows orders (wi-su) without strong moral investment in outcomes (wi-vo-fe = at the ethics-limit). Uses structure as the organizing principle, not benefit or harm. The philosophically fraught alignment: duty above ethics.

S614 la-na-Druid ne wi-su-fe / ne wi-vo-fe The Druid's will operates at both the structural and the value limit.

Notes

W192 + W193. The only alignment using BOTH neutral terms. Structural symmetry: both sides of / have the same form (ne wi-X-fe). This mirrors TN's position at the center of the grid. The Druid actively maintains balance: wi-su-fe and wi-vo-fe are threshold positions, not absences of will.

S615 la-na-Rogue ne wi-no-su / ne wi-vo-fe The Rogue's will rejects structure but takes no strong value-position.

Notes

W189 + W193. Maximum structural freedom, indifferent ethics. The Rogue pursues personal interest without concern for order or virtue. CN is associated with maximum unpredictability: wi-no-su (no structural constraint) + wi-vo-fe (no stable ethical orientation).

S616 la-na-Tyrant ne wi-su / ne wi-de Lawful Evil: Tyrant.

Notes

W188 + W191. First standalone attestation of wi-de (W191). Confirms the compound hierarchy: wi-de (evil quality) was previously only a component of wi-de-li (W124, adversary/enemy); S616 first attests it as a freestanding predicate. LE is the most dangerous alignment: structure (wi-su) organized in service of harm (wi-de). The Tyrant builds hierarchies FOR exploitation. More terrifying than CE because systematic.

S617 la-na-Villain ne wi-su-fe / ne wi-de The Villain's will takes no strong position on structure, yet is directed toward harm.

Notes

W192 + W191. Structure is purely instrumental for the Villain — uses order when useful, chaos when not. The ethics axis is maximally negative: harm-directed will regardless of structural context. NE considered the "most purely evil" alignment by some: unpredictable means + consistent harm orientation.

S618 la-na-Demon ne wi-no-su / ne wi-de The Demon's will rejects all structure and is directed toward harm.

Notes

W189 + W191. Maximum on both extremes. CE is the alignment of destruction for its own sake. The bi-axial sentence makes explicit: the chaos and the evil are independent — the Demon is not "evil because chaotic" but chaotic (wi-no-su) AND evil (wi-de) as two separate properties. A CE entity is not simply "the most evil" — it is evil AND unstructured, making it unreliable even from its own perspective.

Batch Summary

Entry Written form Alignment Findings
S609 (DND-002-A) wili ne wisu / wili ne wivo Frame / as co-predication not contrast; W188 + W190
S610 (DND-002-B) lanaPaladin ne wisu / ne wivo LG Paradigm case
S611 (DND-002-C) lanaCleric ne wisufe / ne wivo NG W192 first att.
S612 (DND-002-D) lanaRanger ne winosu / ne wivo CG W189 first att.; wi-no-su ≠ evil
S613 (DND-002-E) lanaSoldier ne wisu / ne wivofe LN W193 first att.; structure above ethics
S614 (DND-002-F) lanaDruid ne wisufe / ne wivofe TN Unique double-neutral; symmetric sentence
S615 (DND-002-G) lanaRogue ne winosu / ne wivofe CN Structural freedom + value indifference
S616 (DND-002-H) lanaTyrant ne wisu / ne wide LE wi-de W191 first standalone att.
S617 (DND-002-I) lanaVillain ne wisufe / ne wide NE Instrumental structure + harm
S618 (DND-002-J) lanaDemon ne winosu / ne wide CE Maximum on both extremes; chaos and evil independent

Cross-batch alignment mapping (Jedi/Sith):

Entity Law Ethics Alignment
Jedi (STW-001) wi-su wi-vo Lawful Good
Sith (STW-002) wi-su wi-de Lawful Evil
ara (the Force) wi-su-fe wi-vo-fe True Neutral

DND-003 · D&D — The Great Wheel Cosmology

S619 la-na-GreatWheel ne pa-ne-su The Great Wheel is the cosmological framework.

S620 a-pa : pa-fe A plane is a bounded metaphysical space.

S621 la-na-Material ne pa-ma The Material Plane is the realm of matter.

S622 la-na-Ethereal ne e-pa The Ethereal Plane is transitional space.

S623 la-na-Astral ne to-pa The Astral Plane is thought-space.

S624 la-na-Inner ne u-pa The Inner Planes are the foundational elemental spaces.

S625 la-na-Outer ne o-pa The Outer Planes are collectively distributed space.

S626 la-na-Celestia ne o-pa / ne wi-su ne wi-vo Celestia is an Outer Plane — it has lawful structure and beneficent will.

S627 la-na-Baator ne o-pa / ne wi-su ne wi-de Baator is an Outer Plane — it has lawful structure and harm-directed will.

S628 la-na-Outlands ne wi-su-fe / ne wi-vo-fe The Outlands is both law-neutral and ethics-neutral — the neutral hub of the cosmological wheel.

Batch Summary

Entry Written form Plane / entity Key vocabulary
S619 (DND-003-A) lanaGreatWheel ne panesu The Great Wheel W196 first att.
S620 (DND-003-B) apa : pafe Plane (generic) a-pa first att.; topic frame
S621 (DND-003-C) lanaMaterial ne pama Material Plane W194 first att.
S622 (DND-003-D) lanaEthereal ne epa Ethereal Plane e-pa first att.
S623 (DND-003-E) lanaAstral ne topa Astral Plane W195 first att.
S624 (DND-003-F) lanaInner ne upa Inner Planes u-pa first att.
S625 (DND-003-G) lanaOuter ne opa Outer Planes o-pa first att.
S626 (DND-003-H) lanaCelestia ne opa / ne wisu ne wivo Celestia (LG) W188 + W190
S627 (DND-003-I) lanaBaator ne opa / ne wisu ne wide Baator (LE) W188 + W191
S628 (DND-003-J) lanaOutlands ne wisufe / ne wivofe Outlands (TN) W192 + W193

Cross-batch alignment mapping (extended):

Plane / Entity Law Ethics Batch
Celestia wi-su wi-vo DND-003
Baator wi-su wi-de DND-003
Outlands wi-su-fe wi-vo-fe DND-003
TN Druid wi-su-fe wi-vo-fe DND-002
Jedi Order wi-su wi-vo STW-001
Sith Order wi-su wi-de STW-002
The Force (ara) wi-su-fe wi-vo-fe STW-001 (cross-ref)

DND-004 · D&D — The Classes

S651 la-ra-ka-li ra-ka lo-zo-li A fighter applies force against persons.

S652 la-to-ra-li ra-be go to A wizard manifests force from knowledge.

S653 la-se-de-li se-de A rogue evades detection.

S654 la-vo-ra-li ra-be go vo A cleric manifests force from worth.

S655 la-zo-re-li ko lo-re-zo A druid is contained within the life-cycle.

S656 la-wi-vo-li wi lo-vo / ra-be A paladin wills toward worth / and force manifests.

S657 la-zo-ki-li ki lo-pa-fe A ranger moves to the frontier.

S658 la-so-vo-li so-vo lu-zo-li A bard creates sonic worth for persons.

Batch Summary

Entries: S651–S658 · New vocabulary: W206 (ra-ka-li), W207 (to-ra-li), W208 (se-de-li), W209 (vo-ra-li), W210 (zo-re-li), W211 (wi-vo-li), W212 (zo-ki-li), W213 (so-vo-li)

Entry Written form Class Key vocabulary
S651 (DND-004-A) larakali raka lozoli Fighter W206 (ra-ka-li) first att.
S652 (DND-004-B) latorali rabe go to Wizard W207 (to-ra-li) first att.
S653 (DND-004-C) lasedeli sede Rogue W208 (se-de-li) first att.
S654 (DND-004-D) lavorali rabe go vo Cleric W209 (vo-ra-li) first att.
S655 (DND-004-E) lazoreli ko lorezo Druid W210 (zo-re-li) first att.
S656 (DND-004-F) lawivoli wi lovo / rabe Paladin W211 (wi-vo-li) first att.
S657 (DND-004-G) lazokili ki lopafe Ranger W212 (zo-ki-li) first att.
S658 (DND-004-H) lasovoli sovo luzoli Bard W213 (so-vo-li) first att.

DND-005 ·

S969 de-zo-ki ne ge-ki go-si de-zo Written: dezoki ne geki gosi dezo Necromancy is transmutation constrained to the death-domain.

Notes

This makes the key DND-001 finding explicit in sentence form. de-zo-ki and ge-ki share the same -ki head, so necromancy is not a fundamentally different operation from transmutation. It is transmutation operating through the de-zo domain: organism-change at the death threshold.

S970 pa-be-ki ne be-ki go-si pa / ra-be-ki ne be-ki go-si ra Written: pabeki ne beki gosi pa / rabeki ne beki gosi ra Conjuration and Evocation are two manifestation arts distinguished by domain.

Notes

The shared head be-ki is the point. Conjuration and evocation are not unrelated schools; they are parallel manifestation arts. pa marks spatial emergence, while ra marks force-emergence.

S971 to-se-ki ne se-ki go-si to / ge-se-ki ne se-ki go-si ge Written: toseki ne seki gosi to / geseki ne seki gosi ge Divination and Illusion are two perception arts distinguished by aim.

Notes

Again the shared head is decisive. Both schools are se-ki arts: transformed perception. The difference is whether perception is being extended toward knowledge (to) or altered toward appearance (ge).

S972 ko-fe-ki ne fe-ki go-si ko Written: kofeki ne feki gosi ko Abjuration remains a boundary art.

Notes

Abjuration survives the recategorization cleanly. It is still best understood as limit-change operating through containment. Unlike necromancy, conjuration, or illusion, it does not collapse into a paired sibling school under the present inventory.

S973 wi-fa-ki ne fa-ki go-si wi Written: wifaki ne faki gosi wi Enchantment remains an affect-will art.

Notes

Enchantment also remains coherent as its own family. fa-ki gives the affect-shift head, and wi specifies that the shift is intentionally imposed through will. The school therefore targets the affect-will substrate rather than space, force, or perception.

S974 la-to-su lo-wi-ra-su ne no-su-to / ke, la-to-su lo-wi-ra-su no to-su-ki lo-to-fe {ki ; be ; se} ne {de-zo ; pa ; ra ; to ; ge} Written: latosu lowirasu ne nosuto / ke, latosu lowirasu no tosuki lotofe {ki ; be ; se} ne {dezo ; pa ; ra ; to ; ge} The legacy school list does not comprehend the boundary between operator and domain.

Notes

This is the structural verdict on the eight-school list. The old taxonomy functions, but it is not su-to: it mixes operator heads (ki, be, se) with domain modifiers (de-zo, pa, ra, to, ge) as if they were the same kind of category.

S975 la-to-su lo-wi-ra-su su-ka lo-pa ne lo-be-ki ; su-ka lo-ra ne lo-be-ki ; su-ka lo-to ne lo-se-ki ; su-ka lo-ge ne lo-se-ki ; su-ka lo-de-zo ne lo-ge-ki Written: latosu lowirasu suka lopa ne lobeki ; suka lora ne lobeki ; suka loto ne loseki ; suka loge ne loseki ; suka lodezo ne logeki A better magical curriculum groups domains under shared operator families.

Notes

This is the practical redesign. A better curriculum groups space and force under manifestation art, knowledge and appearance under perception art, and death-domain under transmutation. DND-005 does not invent a new fantasy canon; it simply lets the existing compounds sort themselves honestly.

Batch Summary

Entry Form Test
S969 (DND-005-A) de-zo-ki ne ge-ki go-si de-zo necromancy as domain-restricted transmutation
S970 (DND-005-B) pa-be-ki ne be-ki go-si pa / ra-be-ki ne be-ki go-si ra conjuration and evocation as manifestation siblings
S971 (DND-005-C) to-se-ki ne se-ki go-si to / ge-se-ki ne se-ki go-si ge divination and illusion as perception siblings
S972 (DND-005-D) ko-fe-ki ne fe-ki go-si ko abjuration as boundary art
S973 (DND-005-E) wi-fa-ki ne fa-ki go-si wi enchantment as affect-will art
S974 (DND-005-F) la-to-su lo-wi-ra-su ne no-su-to / ke, la-to-su lo-wi-ra-su no to-su-ki lo-to-fe {ki ; be ; se} ne {de-zo ; pa ; ra ; to ; ge} structural verdict on the legacy list
S975 (DND-005-G) la-to-su lo-wi-ra-su su-ka lo-pa ne lo-be-ki ; su-ka lo-ra ne lo-be-ki ; su-ka lo-to ne lo-se-ki ; su-ka lo-ge ne lo-se-ki ; su-ka lo-de-zo ne lo-ge-ki operator-first curriculum grouping

Key findings:

  1. Necromancy is better treated as a domain specialization than as a peer school.
  2. Conjuration/Evocation and Divination/Illusion pair naturally under shared heads.
  3. Abjuration and Enchantment remain coherent standalone families.
  4. The strongest Tonesu-native repair is operator first, domain second.

New W-entries: none

Compositional first uses: none required; the batch is a taxonomy-repair test using already-attested school names.

DND-006 · D&D — Twenty Core Spells

S976 Shield is a boundary art / it contains incoming force.

S977 Mage Armor is a boundary art / it encloses the person within a ward-boundary.

S978 Counterspell is a boundary art / it forbids another spell's emergence.

S979 Dispel Magic is a boundary art / it reduces the structure held in a magical effect.

S980 Find Familiar is a manifestation art / a bonded creature comes into presence.

S981 Misty Step is a manifestation art / the person moves by re-emerging in space.

S982 Dimension Door is a manifestation art / a traversable passage appears.

S983 Fireball is a force-manifestation art / concentrated force appears at a place.

S984 Lightning Bolt is a force-manifestation art / manifest force is driven in a line.

S985 Detect Magic is a knowledge-perception art / it perceives magical presence.

S986 Identify is a knowledge-perception art / it comprehends the defining boundary of the object.

S987 Detect Thoughts is a knowledge-perception art / it perceives active thought.

S988 Invisibility is an appearance-art / the person is no longer detected.

S989 Mirror Image is an appearance-art / it produces multiple apparent forms.

S990 Charm Person is an affect-will art / it shifts the target's affect-will toward favor.

S991 Suggestion is an affect-will art / a thought is made to arise within the target's will.

S992 Speak with Dead is a death-domain alteration art / speech emerges from the dead.

S993 Animate Dead is a death-domain alteration art / motion is made to arise from the dead.

S994 Fly is a property-change art / it changes the person's movement into upper-space.

S995 Polymorph is a property-change art / it changes a creature into another living form.

Batch Summary

Entries: S976–S995 · New vocabulary: none

Entry Spell Tonesu Key feature
S976 (DND-006-A) Shield la-na Shield ne ko-fe-ki / ko lo-ra-be blocks incoming force by boundary containment
S977 (DND-006-B) Mage Armor la-na MageArmor ne ko-fe-ki / ko lo-ze gosi ko-fe persistent ward around the body
S978 (DND-006-C) Counterspell la-na Counterspell ne ko-fe-ki / wi-fe-ka [lo-wi-ra-su be] blocks another spell's emergence
S979 (DND-006-D) Dispel Magic la-na DispelMagic ne ko-fe-ki / de lo-su gosi wi-ra-su reduces standing magical structure
S980 (DND-006-E) Find Familiar la-na FindFamiliar ne pa-be-ki / be lo-zo gosi ka-be-ne bonded creature brought into presence
S981 (DND-006-F) Misty Step la-na MistyStep ne pa-be-ki / ki lo-ze gosi be-pa short-range relocation by re-emergence
S982 (DND-006-G) Dimension Door la-na DimensionDoor ne pa-be-ki / be lo-ki-pa passage manifests through space
S983 (DND-006-H) Fireball la-na Fireball ne ra-be-ki / be lo-ra-be ne lo-pa force emergence at a chosen place
S984 (DND-006-I) Lightning Bolt la-na LightningBolt ne ra-be-ki / ki lo-ra-be ne lo-di force driven along a direction
S985 (DND-006-J) Detect Magic la-na DetectMagic ne to-se-ki / se lo-wi-ra-su perception extended toward magical presence
S986 (DND-006-K) Identify la-na Identify ne to-se-ki / to-su-ki lo-to-fe ne lo-mu organizes the object's operative boundary into knowledge
S987 (DND-006-L) Detect Thoughts la-na DetectThoughts ne to-se-ki / se lo-to perception extended to thought
S988 (DND-006-M) Invisibility la-na Invisibility ne ge-se-ki / no se lo-ze target removed from normal detection
S989 (DND-006-N) Mirror Image la-na MirrorImage ne ge-se-ki / be lo-ge-se nu-be lo-ru multiple appearances without multiple bodies
S990 (DND-006-O) Charm Person la-na CharmPerson ne wi-fa-ki / fa-ki lo-fa-wi ne vo affect-will shifted toward favor
S991 (DND-006-P) Suggestion la-na Suggestion ne wi-fa-ki / to be ne lo-wi thought inserted into will
S992 (DND-006-Q) Speak with Dead la-na SpeakWithDead ne de-zo-ki / so be go lo-de-zo speech restored across death-threshold
S993 (DND-006-R) Animate Dead la-na AnimateDead ne de-zo-ki / ki be go lo-de-zo motion restored across death-threshold
S994 (DND-006-S) Fly la-na Fly ne ge-ki / ki lo-ze ne lo-pa-be bodily motion changed into upper-space
S995 (DND-006-T) Polymorph la-na Polymorph ne ge-ki / ge-ki lo-zo ne zo-ma organism-form rewritten

Key structural findings:

Finding 1: the five-family redesign survives contact with actual spells. Shield and Counterspell cluster naturally under boundary arts; Fireball and Lightning Bolt under manifestation arts; Detect Magic and Invisibility separate cleanly because one extends knowledge-perception while the other rewrites appearance.

Finding 2: iconic spells do not require a special spell-name lexicon. The named spell can remain a proper-name anchor while the analysis cashes out in ordinary operator-family vocabulary.

Finding 3: spell effects clarify the DND-005 repair. The old eight-school list was abstractly debatable. Individual spell effects make the repair concrete: Counterspell is obviously about limit-governing, Fireball is obviously about force-emergence, Charm Person is obviously about affect-will, and Polymorph is obviously about property-change.

Finding 4: necromancy is still just a domain-specialized alteration family. Speak with Dead and Animate Dead do not require a distinct magical operator. They remain de-zo-ki cases: alteration at the death-boundary.

DND-007 · D&D — Civic and Worldbuilding Spells

S996 Alarm is a boundary art / a signal arises when someone enters the enclosed space.

S997 Arcane Lock is a boundary art / it seals a passage by a fixed structural limit.

S998 Tiny Hut is a boundary art / it encloses persons within a warded shelter.

S999 Private Sanctum is a boundary art / it forbids outside perception into the enclosed space.

S1000 Create Food and Water is a manifestation art / food and water are brought into presence.

S1001 Sending is a manifestation art / a message is made to arrive to another person.

S1002 Teleportation Circle is a manifestation art / it establishes a repeatable passage.

S1003 Continual Flame is a force-manifestation art / it sustains enduring light.

S1004 Comprehend Languages is a knowledge-perception art / it turns another's signal into intelligible knowledge.

S1005 Locate Object is a knowledge-perception art / it extends perception to the sought object.

S1006 Speak with Animals is a knowledge-perception art / it makes animal signals intelligible.

S1007 Speak with Plants is a knowledge-perception art / it makes plant-signals intelligible.

S1008 Calm Emotions is an affect-will art / it reduces emotional agitation.

S1009 Heroism is an affect-will art / it strengthens the will toward courageous good.

S1010 Command is an affect-will art / it causes an act to arise within the target's will.

S1011 Geas is an affect-will art / it plants a binding obligation inside the target's will.

S1012 Plant Growth is a property-change art / plants are made to flourish.

S1013 Water Breathing is a property-change art / it changes the body's relation to water so underwater life becomes possible.

S1014 Revivify is a death-domain alteration art / vitality is restored from the edge of death.

S1015 Raise Dead is a death-domain alteration art / the dead person is restored to living status.

Batch Summary

Entries: S996–S1015 · New vocabulary: none

Entry Spell Tonesu Key feature
S996 (DND-007-A) Alarm la-na Alarm ne ko-fe-ki / si be go {la-ze ki lo-ko-pa} signalized perimeter ward
S997 (DND-007-B) Arcane Lock la-na ArcaneLock ne ko-fe-ki / ko lo-ki-pa gosi su-fe hardened closure on a passage
S998 (DND-007-C) Tiny Hut la-na TinyHut ne ko-fe-ki / ko lo-zo-li gosi ko-fe inhabitable protective shelter
S999 (DND-007-D) Private Sanctum la-na PrivateSanctum ne ko-fe-ki / wi-fe-ka [la-ze se lo-ko-pa] privacy boundary blocking perception
S1000 (DND-007-E) Create Food and Water la-na CreateFoodAndWater ne pa-be-ki / be lo-ka-du-zo-su ; be lo-ma-ki sustenance manifested directly
S1001 (DND-007-F) Sending la-na Sending ne pa-be-ki / si be ne lo-ze direct message arrival
S1002 (DND-007-G) Teleportation Circle la-na TeleportationCircle ne pa-be-ki / be lo-ki-pa re repeatable travel infrastructure
S1003 (DND-007-H) Continual Flame la-na ContinualFlame ne ra-be-ki / lu be re persistent magical lighting
S1004 (DND-007-I) Comprehend Languages la-na ComprehendLanguages ne to-se-ki / to-su-ki lo-si ne lo-ze translation into knowledge
S1005 (DND-007-J) Locate Object la-na LocateObject ne to-se-ki / se lo-mu extended perception to a sought thing
S1006 (DND-007-K) Speak with Animals la-na SpeakWithAnimals ne to-se-ki / to-su-ki lo-si go zo animal signals become intelligible
S1007 (DND-007-L) Speak with Plants la-na SpeakWithPlants ne to-se-ki / to-su-ki lo-si go zo-su plant signals become intelligible
S1008 (DND-007-M) Calm Emotions la-na CalmEmotions ne wi-fa-ki / de lo-fa-ra-be emotional agitation reduced
S1009 (DND-007-N) Heroism la-na Heroism ne wi-fa-ki / be lo-wi ne vo courageous good-directed will strengthened
S1010 (DND-007-O) Command la-na Command ne wi-fa-ki / wi-ka be ne lo-wi immediate act inserted into will
S1011 (DND-007-P) Geas la-na Geas ne wi-fa-ki / wi-fe be ne lo-wi lasting obligation planted in will
S1012 (DND-007-Q) Plant Growth la-na PlantGrowth ne ge-ki / be lo-zo-su agricultural flourishing
S1013 (DND-007-R) Water Breathing la-na WaterBreathing ne ge-ki / no-wi-fe-ka [la-ze ki ne lo-ma-ki] bodily relation to water changed
S1014 (DND-007-S) Revivify la-na Revivify ne de-zo-ki / zo-ra be go lo-de-zo vitality restored at death-edge
S1015 (DND-007-T) Raise Dead la-na RaiseDead ne de-zo-ki / zo be go lo-de-zo person restored from death-threshold

Key structural findings:

Finding 1: the operator families pay off more strongly in civic magic than in combat magic. Perimeter wards, sealed doors, instant communication, translation, crop growth, and resurrection all sort naturally once the families are treated as reusable effect-patterns.

Finding 2: world-building spells change institutions, not just encounters. Alarm and Arcane Lock change policing and property; Sending changes diplomacy; Create Food and Water changes logistics; Plant Growth changes agriculture; Raise Dead changes religion, medicine, and inheritance.

Finding 3: affect/will arts become politically important very quickly. Calm Emotions, Heroism, Command, and Geas make courts, armies, priesthoods, and tyrannies look different once the spell system is taken seriously.

Finding 4: death-domain alteration is not inherently villainous. Revivify and Raise Dead reinforce the DND-001/DND-005 claim that necromancy is domain-limited alteration. Its moral valence depends on use, not on a unique magical operator.


Generated from registry/entries.yaml.