Spells: Difference between revisions
Created page with "All spells and spell-like effects in ''The'' ''Domains of Dread'' are subject to their type - in other words, their origin and font of power. Classes who share spell types also share spellbooks. Certain classes or archetypes may have unique spell-like abilities, but all spells are localized to spell type, not class. This is a major divergence from Third Edition rules where spellbooks are, broadly, specific to a spellcas..." |
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All spells | All spells in [[The Domains of Dread|''The'' ''Domains of Dread'']] are subject to their type - in other words, their origin and font of power. [[Classes and Archetypes|Classes]] who share spell types also share spellbooks. Certain classes or archetypes may have unique spell-like abilities, but all spells are localized to spell type, not class. This is a major divergence from Third Edition rules where spellbooks are, broadly, specific to a spellcasting class. | ||
== Spell Types == | == Spell Types == | ||
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=== Inherent === | === Inherent === | ||
There is no spellbook associated with inherent powers. This is the domain of exceptional people whose abilities tap into some connection to a force found in everyone such as the mind, like [[Psion|Psions]] or the body and soul, like [[Ascetic|Ascetics]]. | There is no spellbook associated with inherent powers. This is the domain of exceptional people whose abilities tap into some connection to a force found in everyone such as the mind, like [[Psion|Psions]], or the body and soul, like [[Ascetic|Ascetics]]. | ||
== Spell Schools == | |||
All spells in addition to alignment with a type are also subject to a spell school. These are notable in some cases, as with Wizards specializing in a spell school (except Divination), or specific consequences associated with certain spell schools around the Realms of Terror (evil Necromancy spells are, almost always, hated by a [[domain]]'s society). A small number of spells are universal, belonging to no school. | |||
=== Abjuration === | |||
Abjurations are protective spells. They may create magical barriers, negate the effects of other abilities, or bring harm to trespassers. | |||
=== Conjuration === | |||
Conjurations involve the transport of an energy, thing or creature from another place, or the spontaneous manifestation thereof. In the Realms of Terror, no conjuration spell may bridge the Misty Border with another plane of existence as to call upon outsiders - only rituals. Neither is it possible for a spell to teleport a subject and certainly not over domain or planar borders. | |||
=== Divination === | |||
Divinations are the determination of fate through magical means. The Mists conspire to choke all but the simplest organs of augury in their Realms of Terror. Those who seek this path anyway while not warded by the [[Vistani]] Sight may find themselves discovering that fate beyond the Misty Border is a question better left unanswered. | |||
=== Enchantment === | |||
Enchantments affect the minds of others, influencing or controlling their behavior. All enchantments count as mind-affecting spells. | |||
=== Illusion === | |||
Illusions seek to deceive or confabulate the senses in the minds of others. They may be phantom imagery, sounds or sensations. | |||
=== Necromancy === | |||
Necromancies alter the status of a being's life or life force. Though many necromancies heal, others harm - and worse bestow the hollow facsimile of life in undeath. |
Revision as of 00:22, 13 September 2024
All spells in The Domains of Dread are subject to their type - in other words, their origin and font of power. Classes who share spell types also share spellbooks. Certain classes or archetypes may have unique spell-like abilities, but all spells are localized to spell type, not class. This is a major divergence from Third Edition rules where spellbooks are, broadly, specific to a spellcasting class.
Spell Types
Ancient
Ancient magic is derived from primeval, fundamental forces found in nature. The traditional custodians are Druids, but varieties of Hunters find themselves also in allegiance to the Cycle. It is the oldest known form of supernatural power tapped by humanoids in most worlds; the Misty Plane, then, does not appear exempted from this.
Arcane
Arcane magic is derived from arcane energy, a force that stands in exclusion of natural law. Practitioners may be born with influence over the arcane, as with Sorcerers, but more often come into mastery as part of lifelong study and application, as with Wizards. Varieties of Hunters and Rogues, too, dabble in the arcane in pursuit of their goals.
Bardic
Speak the word and watch the world move. This is the power of Bardic magic, tapping into yet unknown forms of reality pulled forth through diction and song. Though often identified with arcane magic, bardic magic in practice is expressed through the particular whimsy of the individual where the arcane is best commandeered through rigid incantation and deference. Bards are the namesake for this magic however certain Beserkers find as much power in song.
Divine
Those who call upon a power greater than themselves, whether by invoking the name of a deity or greater ideoligion, summon their abilities from this font of divine potential be they from the lips of a Cleric or the Edicts of an Inquisitor. A Paladin's oaths enable this potential inside them - and there are Sorcerers who forsake their arcane talents in service of holy dogmas.
Occult
Perhaps the most mysterious force in the Realms of Terror, occult magic seems to manifest through not only supplication with outsiders, but the Mists themselves. Such it is that occult work often finds the hands of despotic intelligences and the wicked yet, as some Necromancers prove, occultism is not in of itself evil just as the Mists are not. Nevertheless remains feared and reviled, with many likening it to "dark magic" as in Warlocks and the power behind horrible curses as in Dark Knights. Shadow rogues, meanwhile, take occult power from binding themselves to the Dread Plane of Shadow.
Inherent
There is no spellbook associated with inherent powers. This is the domain of exceptional people whose abilities tap into some connection to a force found in everyone such as the mind, like Psions, or the body and soul, like Ascetics.
Spell Schools
All spells in addition to alignment with a type are also subject to a spell school. These are notable in some cases, as with Wizards specializing in a spell school (except Divination), or specific consequences associated with certain spell schools around the Realms of Terror (evil Necromancy spells are, almost always, hated by a domain's society). A small number of spells are universal, belonging to no school.
Abjuration
Abjurations are protective spells. They may create magical barriers, negate the effects of other abilities, or bring harm to trespassers.
Conjuration
Conjurations involve the transport of an energy, thing or creature from another place, or the spontaneous manifestation thereof. In the Realms of Terror, no conjuration spell may bridge the Misty Border with another plane of existence as to call upon outsiders - only rituals. Neither is it possible for a spell to teleport a subject and certainly not over domain or planar borders.
Divination
Divinations are the determination of fate through magical means. The Mists conspire to choke all but the simplest organs of augury in their Realms of Terror. Those who seek this path anyway while not warded by the Vistani Sight may find themselves discovering that fate beyond the Misty Border is a question better left unanswered.
Enchantment
Enchantments affect the minds of others, influencing or controlling their behavior. All enchantments count as mind-affecting spells.
Illusion
Illusions seek to deceive or confabulate the senses in the minds of others. They may be phantom imagery, sounds or sensations.
Necromancy
Necromancies alter the status of a being's life or life force. Though many necromancies heal, others harm - and worse bestow the hollow facsimile of life in undeath.