Magic
Magic is the ability of individuals to manipulate the energies of the world in order to produce certain results, typically defying "natural" physics. Through the Weave, magic permeates everywhere and everything. It is what allows a dragon to fly, a sorcerer to conjure a fireball from nothing, and a wizard to travel across the world instantly. Magic can be divided into three categories: arcane magic, also known as the Art, which invokes the Weave; divine magic, also known as the Power, which is derived from a deity; and primal magic, which is derived from nature itself. Magic could also be infused into items to create a magic item, which provided properties determined by its creator.
The main method in which a creature interacts with magic is by casting a spell. Spells have a number of components - at least one, but up to three. These are Verbal (specific chants, words, or music), Somatic (specific gestures or motions), and Material (the sacrifice or presentation of a specific object to focus the spell). Instead of a Material component, some types of spellcasters use a focus, like a wand or holy symbol, to cast their spells.
As of the post-Second Sundering era, there are eight recognised schools of magic. Abjuration focuses on protective spells, such as mage armor and dispel magic. Transmutation changes physical properties with its spells, the most famous of which is polymorph. Conjuration spells are all about moving from one place to another, most commonly summoning a creature or spirit, or teleporting the spellcaster somewhere else. The school of Divination focuses on spells and abilities that provide knowledge, such as scrying and detect magic. Enchantment magic deals with modifying the minds of other creatures, either by charming them or forcing them to do something. Evocation draws energy into being, focusing it to destruction with spells like fireball, or healing spells like cure wounds. Illusion spells deceive and obscure, with major image and invisibility being two popular spells. Finally, the school of Necromancy deals with the forces of life and death - capable of resurrecting the dead as they were, or as an undead under the command of the caster.
The main method in which a creature interacts with magic is by casting a spell. Spells have a number of components - at least one, but up to three. These are Verbal (specific chants, words, or music), Somatic (specific gestures or motions), and Material (the sacrifice or presentation of a specific object to focus the spell). Instead of a Material component, some types of spellcasters use a focus, like a wand or holy symbol, to cast their spells.
As of the post-Second Sundering era, there are eight recognised schools of magic. Abjuration focuses on protective spells, such as mage armor and dispel magic. Transmutation changes physical properties with its spells, the most famous of which is polymorph. Conjuration spells are all about moving from one place to another, most commonly summoning a creature or spirit, or teleporting the spellcaster somewhere else. The school of Divination focuses on spells and abilities that provide knowledge, such as scrying and detect magic. Enchantment magic deals with modifying the minds of other creatures, either by charming them or forcing them to do something. Evocation draws energy into being, focusing it to destruction with spells like fireball, or healing spells like cure wounds. Illusion spells deceive and obscure, with major image and invisibility being two popular spells. Finally, the school of Necromancy deals with the forces of life and death - capable of resurrecting the dead as they were, or as an undead under the command of the caster.
Type
Metaphysical, Arcane
Comments