Okay, subject evaluation go!
Alchemy - Practical Magic, it teaches how to make potions, powders, unguents, and other magical concoctions. At higher quality teaches about golem, synth, and homunculus creation. For ethical reasons, no actual synths or homunculi are created. Highly attractive to Artificers.
Cool and useful, but probably doesn't synergise well with our other choices. Not a priority for now, but might synergise better later on once we're more established.
Art - Practical Mundane Leisure, the creation of works of art via painting, sculpting, molding, use of illusions, or other means. Helps students express their creative sides.
has its benefits, but again, doesn't synergise well.
Biology - Theoretical Mundane. The study of the mechanics of natural life as studied on multiple worlds.
This synergises very well with our location. There's a lot to study around us. We should take this.
Book Keeping - Theoretical Mundane, it teaches students how to balance budgets, plan ahead financially, pay bills and taxes properly, and other such useful things to help ensure they don't run into financial crisis later in life.
This can be helpful and as a theoretical mundane, synergises well.
Botany - Practical Mundane, it teaches how to care for and cultivate plants of both the mundane and magical variety. Using said magical plants in covered under Herbology.
Like biology but with even better synergy. Take it.
Broom Riding - Practical Magical Leisure, this class teaches students how to ride flying brooms. While this does have plenty of applications for those students who cannot fly themselves, the low demands of this class makes people think of it more as a filler course.
Useful and provides leisure. As a leisure subject, doesn't need a lot of resources though.
Combat Magic - Hazardous Practical Magic. The use of magic in combat situations, both offensively and defensively. Training accidents may occur. Highly attractive to Mages.
Pretty good for a magical girl school, especially for an adventurer bent like we seem to be going for, though we seem to be more focused on support and more mundane combat.
Conjureation - Practical Magic, the creation of objects or materials from nothing.
Generally helpful. Could help shore up our weaknesses, but not a lot of synergy.
Cooking - Practical Mundane, this is honestly a very practical subject in the other sense of the world as well.
Useful and synergistic. We should take it.
Dance - Practical Mundane Leisure, the practice and use of dances from many worlds and cultures. Helps students stay in shape.
Staying in shape is important for our students based on location and the type of student we attract. And it's a leisure activity to help morale and require less resources. A good idea.
Dark Magic - Controversial Theoretical Magic, this class studies the use and form of dark magics. It's intended use is to help students recognize, subvert, counter, and combat such spells but plenty of suspicions linger about teaching such disturbing things to students.
Controversial subjects are a double-edged sword, but this isn't a bad choice to train the adventurer types we're going for.
Demonology - Controversial Theoretical Magic, it is the study of demonic entities of various sorts. Intended to help combat them, any have noted it would be easy to twist the lessons in order to more easily make dark deals and Forbiden pacts with such entities.
As above but less broad, so probably less worth it.
Dimensional Studies - Theoretical Magic, the study of various dimensions and their properties and interactions with each other.
Cool, but poor synergy. Probably not worth it.
Dungeoneering - Hazardous Practical Magic. The study and simulated practice of raiding dungeons, fortresses, and evil lairs, and how to recognize and avoid traps of various sorts, overcome obsticals, and find hidden rooms and passages. Just like with real evil layers, there is a chance something will go wrong and you will be hurt.
very good for the adbenturer types we're going for. A good idea.
Enchanting - Practical Magic. The creation of temporary magical items either by enhancing an existing item or by working from scratch. At higher quality more permanent items may be made. Highly attractive to Artificers.
As conjuration.
Fencing - Practical Mundane Leisure, this sport is alive and well, especially with the upper class. Just about every school has a fencing team it uses to compete and show off against each other.
Great for knights and nobility and a liesure subject. This is great. We should take it.
Forging - Practical Mundane, this class covers the designing, making, maintaining, and repair of arms and armor. Highly attractive to Knights.
Excellent synergy. We should take it.
Gemology - Theoretical Magic. The study and use of the magical properties of gems, crystals, and other minerals.
Cool, but low synergy. Synergy may improve later if we find deposits.
Hand to Hand - Hazardous Practical Mundane. Covers more physical forms of fighting such as martial arts, weapons use, and grappling. Training accidents can happen. Highly attractive to Knights.
Excellent synergy. We should take it.
Healing - Theoretical Magic. Covers how to use magic to heal injuries, neutralize poisons, cure diseases, and other such uses. Due to ethical reasons no test subjects are used. Highly attractive to Supports.
Very good at shoring up our weaknesses and good for the adventurer types we're going for. An excellent choice.
Herbology - Controversial Practical Magic. The use of various magical herbs and fungi to achieve a wide variety of affects. Has associations with drug culture.
Excellent synergy with location. Worth the controversy.
History - Theoretical Mundane. The study of history, from when the old ones accedently created reality, to the Sventh Great Dragon War, to the discovery of interdimensional travel, it's all covered here. Tends to be a rather dry subject.
Probably helpful for prestige and useful for learning what to do and not to do to protect our school. A good idea.
Law - Theoretical Mundane, this class covers laws and regulations from many worlds, proper legal procedures, and common legal pitfalls and concerns magic users face.
As above. Also good for adventurer types.
Mathematics - Theoretical Mundane. Not much different than math anywhere else.
Most of the advantages of the previous two, if less extreme bar prestige.
Necromancy - Controversial Practical Magic. The use of death magic and the conjuration and command of dead spirits. Also covers the creation and matinance of zombies and skeletons. While not actually evil, there is a lot of stigma attached to the magic due to its creepy image and sinister reputation.
Possible synergy with location. Might be something worth considering. Controversy may hit hard here though.
Scrying - Practical Magic that covers using magic to observe situations at a distance. Also covers how to try and subvert wards against magical observation. Despite what some people think, does not teach how to see the future as prophecy is not a teachable skill.
Could help shore up our weaknesses in defense. Might be better choices for that though. Not a high priority, but worthy of consideration.
Summoning - Practical Magic that deals with calling creatures and spirits from elsewhere to serve their summoner. Higher quality classes may offer a chance for students to acquire a familiar. Highly attractive to Mages.
Possible synergy with location. Possibly helpful for shoring up weaknesses. Worthy of consideration, but there are probably better choices.
Warding - Practical Magic. How to set up magical defenses and traps to protect a person or area. Works against a wide variety of magical and mundane threats. Highly attractive to Supports.
See scrying, but probably even better.
Wilderness Survival - Hazardous Practical Magic. How to survive in the wilderness with the age of magic. Includes both moth mundane terrain such as forests, mountains, and desserts as well as more exotic environments. There is a risk of injury or sickness out in the wilds, not even counting the chance of a monster attack.
Excellent synergy with location and helps shore up our weaknesses simultaneously. Take it!
Writing - Theoretical Mundane Leisure, this class teaches how to write creatively. An Excelent outlet for more creative students be it in the form of poems, short stories, or even full novels.
See art.