Post by Silvan Elves of Sith'ari on May 6, 2011 20:23:44 GMT -5
How Magic Works (Arcane Understanding Trait)
Magic in Warring Fronts has gone through many variations and changes. The current system is as simplified as possible but also designed in a way to maximize efficiency and flexibility. Here is the system.
Magic is only available through the Arcane Understanding Kingdom Civic. Once you have chosen that trait, you are allowed to choose up to two Specialization Schools. Here are the schools your kingdom may specialize in.
KINGDOMS MAY PICK TWO FOR 6 SPELLS A PIECE ; OR PICK 1 FOR 12 SPELLS IN THAT ONE SCHOOL
Major Magical Schools
Divination -- This school is focused on acquiring information. Divination has one subschool: scrying, spells within the scrying subschool create invisible magical sensors which provide the caster with information, these sensors can be detected and dispelled. Wizards who specialize in this school are known as Diviners.
Primalism -- Primalism is the magic of nature, magic of the world. It contains spells like Summon Forest Creatures and Armor of Wood. Wizards who specialize in this class are known as Druids.
Evocation -- Evocation is focused on damaging energy-based spells such as Fireball, Lightning Bolt and Cone of Cold. It also includes conjurations of magical energy, such as Wall of Force, Darkness, Light, Leomund's Tiny Hut and the Bigby's Hand spells. Wizards who specialize in this school are known as Evokers.
Necromancy -- Necromancy spells involve death, undeath and the manipulation of life energy. Necromancy can usually be divided into three or four categories: spells that help or create the Undead, like Animate Dead; spells that hurt the Undead, like Disrupt Undead; and spells that hurt other people, like Enervation or Vampiric Touch. Wizards who specialize in this school are known as Necromancers.
Abjuration -- This school is focused on protective spells, as well as spells which cancel or interfere with other spells, magical effects or supernatural abilities, such as Break Enchantment, Dimensional Anchor, Dispel Magic or Remove Curse. Wizards who specialize in this school are known as Abjurers.
Transmutation -- Spells in this school alter the properties of their targets. Examples include Bull's Strength, Fabricate, Polymorph, Plant Growth, Move Earth, Water Breathing. Wizards who specialize in this school are known as Transmuters.
Conjuration -- This school, known as Conjuration, is focused on instantaneous transportation, conjuring manifestations of creatures, energy or objects and object creation. Wizards who specialize in this school are known as Conjurers.
Enchantment -- This school, known as Enchantment involves Charm spells. Charm spells, such as Charm Person or Symbol of Persuasion, affect the targets' attitudes, usually making them act more favorably toward the caster. Compulsion spells such as Confusion, Dominate Monster, Feeblemind, Sleep, Suggestion or Zone of Truth, can force the targets' to act in a certain way or avoid certain actions, affect the targets' emotions or affect the targets' minds in other ways. Wizards who specialize in this school are known as Enchanters.
Illusion -- This school is divided into five subschools: figment, glamer, pattern, phantasm and shadow. Figment spells create artificial sensations with no physical substance. Glamer spells alter the target's sensory properties, and can cause invisibility. Pattern spells create insubstantial images which affect the minds of the viewers, pattern spells can inflict harm. Phantasm spells create hallucinations which can be harmful. Shadow spells use magical shadows to create things with physical substance. Wizards who specialize in this school are known as Illusionists.