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A school for the gifted and talented in the ways of magic and sorcery. Wilsbury Hall once stood as the pinnacle of Arcane success! Or so the legends proclaim. That was ages ago and was often believed to be merely a legend. Magic has long since left this world. Or perhaps it was never there to begin with. People claimed to have found books or diaries from students and professors, but ultimately no one cared. It wasn't like it was real to begin with...
Awaking in a massive hall of ceremonies, several young adults find themselves in a world they could only dream of in fantasy. Upon their person is a book with only one spell each unique to them and a stick with a unique gem. The are in a school for the magical and the arcane where if one is willing to learn they can accomplish anything. Except, there is no one there to teach them. Aside from themselves, the halls echo with silence. There are tomes and libraries who's knowledge can be pilfered, but the issue is navigating the puzzling layouts and uncovering the Secrets of Wilsbury Hall.
The Secrets of Wilsbury Hall is a fantasy RP where people from a modern day are suddenly ripped from their lives without warning and dropped into an abandoned school that holds knowledge of magic. There they will slowly learn mysteries about the school, uncovering secret passages and ancient lore and uncover what happened to the school and possibly learn magic themselves. What else they do is up to them.
This is sorta like if Danganronpa was less about murder and had Professor Layton mixed in. As to how this is going to be run, I'm thinking of a few ways. If possible, I'd personally love to be left with some of the secrets unspoiled for even myself, but obviously that is a little idealistic. So there are two ways this could work:
1) I have a character and they mostly work as a subtle hinter as well as partake in the character drama. They will likely be a Divination specialist
2) We have multiple "puzzle-masters" who each take the lead every 'chapter' so to say.
Magic
So the way I plan to run magic is have there be about 6 or so schools of magic (Evocation, Conjuration, Enchantment, Manipulation, Divination, and Transmutation). Each character will get a basic spell and nothing more at the start. Any and all magic they learn for the majority of the RP will be more utility based spells that will assist them in exploring and uncovering secrets.
Evocation: The act of creating and manipulating energies. Basic evocation spells are able to generate light, cool temperatures, or produce small embers of flame or sparks of electricity.
Conjuration: The act of calling upon arcane objects and beings. Basic conjuration spells include being able to summon water, summon small objects, or call upon a familiar.
Enchantment: The act of imbuing items with magic. Basic enchantment spells include strengthening an object, and creating magical triggers for certain actions of items (i.e. candles lighting when a door opens)
Manipulation: The act of manipulating objects in the physical world. Basic Manipulation spells include mending small breaks, weak telekinesis, and unlocking simple locks
Divination: The act of seeing beyond yourself. Basic divination spells include seeing behind closed doors, locating enchanted objects, and hearing small moments in time.
Transmutation: The act of using magic to change the make-up of an object. Basic transmutation spells include forging small objects from a block of the same material and crafting various potions with the right materials and tools.