Mindfire
Istar
Okay, I looked over the forum, and this is how I'd organize the orders and ideas you've gotten so far, plus some thoughts of my own.
First, your "Order of Science" kinda confuses me. How can you have magical science? I'd personally give it a different name like: the Order of Substance. It would encompass the knowledge, understanding, and manipulation of matter and the laws of the material world from the rarest molecule to the furthest star. Wizards who practice the Order of Substance are not necessarily constrained by the laws of physics, but they understand them impeccably. There is are some physical laws they cannot transcend however, such as the Laws of Thermodynamics. A Wizard of Substance cannot create matter or energy out of nothing, only transfer or convert them. Every act using the Order of Substance requires energy from somewhere to accomplish it, which is the school's largest limitation. They also cannot create life, since (it is assumed for the sake of this creative exercise) life does not consist solely of tangible matter. The God of Substance could be seen as the god of ultimate knowledge, craftsmanship, and the ultimate source of all energy.
The Order of Creation, in my view, could stand in contrast to the Order of Substance in that while Substance deals with things material and tangible, Creation deals with things immaterial and intangible. Because the Order of Creation is, in essence, the order of creativity. It is the order of the things that are pleasurable, wise, or strong, but cannot necessarily be touched or seen. It is the order of thoughts, feelings, art, beauty, music, and values. Through this order of magic, wizards can read and influence the minds and hearts of others, and imprint their own thoughts and feelings onto reality. Lesser imprints manifest as vague feelings, sounds, or sensations, stronger ones as ghostly apparitions or phantoms, and wizards capable of especially powerful imprints can outright think or feel things fully into existence. As the Order of Creation is the order of creativity, it's limitation is the imagination and will of the user. However, this order also cannot create true life, because any animate thing it produces is tethered to the mind of the one who produced it. (See Aule's creation of the Dwarves in Tolkien's writings.) The God of Creation is a patron of the arts, a lover of music, and perhaps a comforter of mankind, the god most likely to take positive interest in mortal affairs.
The Order of Time would be next. It is neither material nor immaterial. It is the order that concerns visions, dreams, shadows of things that have been, that are, and that are yet to come. It is the order of history and prophecy. Of counsel, wisdom, preparation, and foresight. It's users are able to pull back the temporal veil and receive visions of events past, present, and future. They are also able to alter the perception of time both in them and others. While not time travel, this allows them impossibly quick reflexes and battle precognition. Extremely powerful wizards of Time can even appear in multiple places simultaneously or experience time at such a quick rate that others seem not to move at all. They can also alter their apparent age at will. A wizard of Time is more useful as an adviser or spy than a warrior however. This order's greatest limitation is the experience of the user, for without experience, the visions and dreams are difficult to reliably interpret and the powers are difficult to control. The God of Time could be seen as a distant god of wisdom, patience, and omniscience, but also one content to let mortals learn from their own mistakes rather than warning them in most circumstances.
The Order of Vitality (as I renamed your Order of Nature) is concerned with all life and it's nurturing. Wild or domestic, plant or animal. The Order of Vitality allows its users to hasten the development of a life form (e.g.g transform a seed into a fully grown tree) to enhance a fully grown life form (transform a small dog into a giant mastiff), to diagnose and heal diseases and injuries, and to exert influence over not only life itself but that which is needed for it to flourish such as soil, sun, and weather. An exceptionally powerful wizard of this order could summon great thunderstorms, or transform midwinter into spring. Wizards of this order are limited in two ways: they cannot bring life out of nothing or out of unliving matter. There must be a "seed" to work with. Also, they cannot control life, only influence it. After you transform that baby lizard into a dragon, good luck telling it what to do. The God of Vitality would be caring and parental, but also capricious and forgetful, destructive but without malice, mimicking nature itself.
The Order of Fate (ironically) gives the power over things that cannot be foreseen. It is concerned with possibilities, coincidences, chaos, luck, chance, choice, accidents, cause and effect. It is the subtlest of all the orders. The movements of a wizard of Fate are obscured even to the eyes of a wizard of Time because they do not affect reality directly, but indirectly, altering the unseen web of probability and circumstance to their advantage. They are the essence of superstition, chaos made flesh, fortune and misfortune incarnate. For this reason, they are the wizards most adept at countering a wizard of Time: a wizard of Fate cannot truly be predicted. At least, not with any accuracy. In order to use their powers effectively, the mind of a wizard of Fate must be flexible and open to change. A rigid mind will break if it attempts to touch the web of chance, because as you push the web it also pushes back. The God of Fate could be seen as a trickster, unpredictable, chaotic even, but not evil. He would be the champion of free will and choice to counterbalance the stoic determinism implied by the powers of the God of Time and his order of magic.
These five are so all-encompassing that I'm not sure how you'd come up with an additional seven without diving headfirst into tired tropes. If you're wondering why "elements" didn't show up on my list, it's because I think the powers you attribute to "elements" could easily be divided up between "vitality/nature" and "substance/science", so there's really no need for it. If I think of any other orders/gods I'll do another post.
First, your "Order of Science" kinda confuses me. How can you have magical science? I'd personally give it a different name like: the Order of Substance. It would encompass the knowledge, understanding, and manipulation of matter and the laws of the material world from the rarest molecule to the furthest star. Wizards who practice the Order of Substance are not necessarily constrained by the laws of physics, but they understand them impeccably. There is are some physical laws they cannot transcend however, such as the Laws of Thermodynamics. A Wizard of Substance cannot create matter or energy out of nothing, only transfer or convert them. Every act using the Order of Substance requires energy from somewhere to accomplish it, which is the school's largest limitation. They also cannot create life, since (it is assumed for the sake of this creative exercise) life does not consist solely of tangible matter. The God of Substance could be seen as the god of ultimate knowledge, craftsmanship, and the ultimate source of all energy.
The Order of Creation, in my view, could stand in contrast to the Order of Substance in that while Substance deals with things material and tangible, Creation deals with things immaterial and intangible. Because the Order of Creation is, in essence, the order of creativity. It is the order of the things that are pleasurable, wise, or strong, but cannot necessarily be touched or seen. It is the order of thoughts, feelings, art, beauty, music, and values. Through this order of magic, wizards can read and influence the minds and hearts of others, and imprint their own thoughts and feelings onto reality. Lesser imprints manifest as vague feelings, sounds, or sensations, stronger ones as ghostly apparitions or phantoms, and wizards capable of especially powerful imprints can outright think or feel things fully into existence. As the Order of Creation is the order of creativity, it's limitation is the imagination and will of the user. However, this order also cannot create true life, because any animate thing it produces is tethered to the mind of the one who produced it. (See Aule's creation of the Dwarves in Tolkien's writings.) The God of Creation is a patron of the arts, a lover of music, and perhaps a comforter of mankind, the god most likely to take positive interest in mortal affairs.
The Order of Time would be next. It is neither material nor immaterial. It is the order that concerns visions, dreams, shadows of things that have been, that are, and that are yet to come. It is the order of history and prophecy. Of counsel, wisdom, preparation, and foresight. It's users are able to pull back the temporal veil and receive visions of events past, present, and future. They are also able to alter the perception of time both in them and others. While not time travel, this allows them impossibly quick reflexes and battle precognition. Extremely powerful wizards of Time can even appear in multiple places simultaneously or experience time at such a quick rate that others seem not to move at all. They can also alter their apparent age at will. A wizard of Time is more useful as an adviser or spy than a warrior however. This order's greatest limitation is the experience of the user, for without experience, the visions and dreams are difficult to reliably interpret and the powers are difficult to control. The God of Time could be seen as a distant god of wisdom, patience, and omniscience, but also one content to let mortals learn from their own mistakes rather than warning them in most circumstances.
The Order of Vitality (as I renamed your Order of Nature) is concerned with all life and it's nurturing. Wild or domestic, plant or animal. The Order of Vitality allows its users to hasten the development of a life form (e.g.g transform a seed into a fully grown tree) to enhance a fully grown life form (transform a small dog into a giant mastiff), to diagnose and heal diseases and injuries, and to exert influence over not only life itself but that which is needed for it to flourish such as soil, sun, and weather. An exceptionally powerful wizard of this order could summon great thunderstorms, or transform midwinter into spring. Wizards of this order are limited in two ways: they cannot bring life out of nothing or out of unliving matter. There must be a "seed" to work with. Also, they cannot control life, only influence it. After you transform that baby lizard into a dragon, good luck telling it what to do. The God of Vitality would be caring and parental, but also capricious and forgetful, destructive but without malice, mimicking nature itself.
The Order of Fate (ironically) gives the power over things that cannot be foreseen. It is concerned with possibilities, coincidences, chaos, luck, chance, choice, accidents, cause and effect. It is the subtlest of all the orders. The movements of a wizard of Fate are obscured even to the eyes of a wizard of Time because they do not affect reality directly, but indirectly, altering the unseen web of probability and circumstance to their advantage. They are the essence of superstition, chaos made flesh, fortune and misfortune incarnate. For this reason, they are the wizards most adept at countering a wizard of Time: a wizard of Fate cannot truly be predicted. At least, not with any accuracy. In order to use their powers effectively, the mind of a wizard of Fate must be flexible and open to change. A rigid mind will break if it attempts to touch the web of chance, because as you push the web it also pushes back. The God of Fate could be seen as a trickster, unpredictable, chaotic even, but not evil. He would be the champion of free will and choice to counterbalance the stoic determinism implied by the powers of the God of Time and his order of magic.
These five are so all-encompassing that I'm not sure how you'd come up with an additional seven without diving headfirst into tired tropes. If you're wondering why "elements" didn't show up on my list, it's because I think the powers you attribute to "elements" could easily be divided up between "vitality/nature" and "substance/science", so there's really no need for it. If I think of any other orders/gods I'll do another post.