Magic

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Magic is one of the most powerful and feared forces in Dremlin. It is power studied by both mortal wizards and by some priests of The Nine Gods. It is said that the most powerful wielders of magic are capable of most anything imaginable. Some of the more magical creatures in Dremlin also possess small forms of innate magic, most notably fae and extraplanar beings.

Practitioners of Magic

Generally speaking, there are two kinds of spellcasters: arcane, or secular casters; and divine, or faith casters. Arcane spellcasters learn their magical arts via study and instruction, whereas divine casters learn their magic through devotion and servitude to one of the Gods. Both arcane and divine magic takes a considerable effort to master. The key differences lie both in the method of gaining new mastery in spells as well as the schools of magic that can be learned by the magical pupil. Arcane casters may only learn the ten arcane schools of magic (see below), whereas divine casters may only learn those spells which are granted by the deity they serve.

A rare few casters learn both kinds of magic, although doing this is often exceedingly difficult, as the caster must meet the requirements of both kinds of magic and devote double the time to studying the Art as she normally would. Because of this, few who study both kinds of magic advance beyond the rudiments of their secondary magical art, because few possess the aptitude to progress further along that path. It is almost unheard of for a caster to master both arcane and divine magic to the point of being able to perform rituals with both.

Forms of Magic

Both arcane and divine magic can be broken down into two forms: battle magic and ritual magic. Battle magic is highly structured, with each magical school containing four battle magic spells of increasing power, difficulty, and mana requirement. More on the sixty battle spells can be found on the pages concerning the fifteen schools of magic (see below).

The higher magical art, known as ritual magic by arcane casters or divine faith magic by divine casters, is far more esoteric and powerful than battle magic. These involved, tedious magical arts allow the caster to create a number of exceedingly powerful effects. Most of the knowledge of rituals is (understandably) limited by the magical organizations of the world so as to prevent it from falling into the wrong hands. A very small amount of information regarding both divine faith magic and ritual magic can be found on the ritual magic page.

The Fifteen Schools of Magic

Alteration

Magic related to the transmutation of physical matter.
Spells: Light, Invisibility, Dispel Magic, Gaseous Form
Available To: Arcane Casters; Priests of Gyellina, Mellina, Bacchus, Mishra, and Sirethe.

Augmentation

Magic related to the strengthening or improving of objects or creatures.
Spells: Ogre Strike, Giant's Strength, Mithril Might, Enchant Blade
Available To: Arcane Casters; Priests of Kayleth, Mellina, Rathelle, Kagent, Necros, and some Priests of Mishra.

Chaos

Magic summoned forth from The Void from which Kagent was born. Many civilized realms outlaw the study, instruction or practice of this school of magic.
Spells: Weakness, Poison, Wither Limb, Berserk
Available To: Priests of Bacchus, Kagent, Necros, Sirethe, and some Priests of Mishra

Confining

Magic related to physically binding or restricting a creature or object.
Spells: Pin, Bind, Web, Confine
Available To: Arcane Casters; Priests of Kayleth, Mellina, Bacchus, Mishra, Necros, and Sirethe.

Elemental Air

Magic related to the control, conjuration and manipulation of the air and lightning.
Spells: Repair Armour, Silence, Lightning Blade, Lightning Storm
Available To: Arcane Casters; Priests of Gyellina, Kayleth, Bacchus, Rathelle, Sirethe, and some Priests of Mishra.

Elemental Destruction

Related to the conjuration of destructive manifestations of the four classical elements. Fire conjures flame, Earth conjures stone, Air conjures lightning, and Water conjures ice. Unlike other schools of magic, which operate independently, one must know an Elemental spell of equal level to the Destruction spell in order to cast the Destruction spell for that elemental type.
Spells: Shard, Bolt, Blast, Nova
Available To: Arcane Casters; Priests of Kayleth, Kagent, and some Priests of Mishra.

Elemental Earth

Magic related to the conjuration and control of earth and stone.
Spells: Earth Armour, Tremor, Flesh to Stone, Stoneskin
Available To: Arcane Casters; Priests of Mellina, Rathelle, Necros, and some Priests of Mishra.

Elemental Fire

Magic related to the conjuration and control of fire and heat.
Spells: Fire Sword, Shatter, Immolate, Circle of Flame
Available To: Arcane Casters; Priests of Kayleth, Rathelle, Kagent, and some Priests of Mishra.

Elemental Water

Magic related to the conjuration, manipulation and control of water and ice.
Spells: Slow, Chill, Freeze, Drown
Available To: Arcane Casters; Priests of Gyellina, Rathelle, Kagent, Necros, and some Priests of Mishra.

Enchantment

Magic related to mind-altering effects. Some civilized lands outlaw all or part of the knowledge, instruction and/or practice of this school of magic.
Spells: Fumble, Fear, Sleep, Domination
Available To: Arcane Casters; Priests of Gyellina, Mellina, Bacchus, Mishra, and Sirethe.

Healing

Magic related to healing and purification of living beings, or the harming or destruction of undead creatures. Also called the Life School.
Spells: Cure Wounds, Purify Blood, Restore, Life
Available To: All Priests.

Nature

Magic related to the manipulation of the natural world, including animals and vermin.
Spells: Speak with Animals, Good Berry, Bark Skin, Insect Plague
Available To: Priests of Gyellina, Bacchus, Rathelle, and some Priests of Mishra.

Necromancy

Magic related to the manipulation and control of the forces of death and undeath. Many civilized nations outlaw the knowledge, instruction, study, and practice of Necromancy.
Spells: Cause Wounds, Raise Zombie, Desecrate, Death
Available To: Priests of Kagent, Necros, Sirethe, and some Priests of Mishra.

Order

Magic related to the channelling of the positive energy that binds the universe, as created by Mellina, together.
Spells: Repel, Smite, Imprison, Sanctuary
Available To: Priests of Gyellina, Kayleth, Mellina, and Mishra.

Protection

Magic related to the protective spells.
Spells: Magic Armour, Shield Magic, Advanced Magic Armour, Phase
Available To: Arcane Casters and All Priests.

Magical Organizations

Many factions devoted to magic can be found across the world. The most famous of these are The Guild Arcana, also known as the Mages' Guild, and the Churches of the Gods, especially the Church of Mishra, who is the God of Magic. These organizations, especially the Guild Arcana, exist both to instruct people with the aptitude to learn magic in the Art, as well as regulate and control the use and spread of magic to prevent it from being used for wicked purposes. The Churches of the Gods each have their own standards of practice concerning the magical powers their deities grant Their servants, and these of course vary widely depending on the goals and desires of the deity in question.

There are other factions devoted to the Art, although most of these are small fringe organizations that are not recognized by the Mages' Guild or the Churches. Members of these other factions, as well as self-taught mages who practice the Art independently, are called Hedge Mages or Hedge Wizards. The Guild Arcana generally requires that such Hedge Mages register their abilities with the local Guild chapter. It is not unheard of for the Guild to use a number of different means to enforce compliance.

List of Magic-Related Articles

General Magic Articles

The History of Magic
Ley Lines and Nexus Points
Magic Items
Ritual Magic

Magical Organizations

The Arborthostian Mages' Guild (Get correct name)
The Guild Arcana

The Schools of Magic

Alteration
Augmentation
Chaos
Confining
Elemental Air
Elemental Destruction
Elemental Earth
Elemental Fire
Elemental Water
Enchantment
Healing
Nature
Necromancy
Order
Protection

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