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ate magic is reserved for Taelian and any of his disciples.

The Nine Gates of the Aether

The Gate of Calling (Conjuration)

Powers: animate objects, banish, summon, afflict, vermin lore

The Gate of Nature (Nature Lore)

Powers: plant lore, beast lore, shape shift, vermin lore, Water lore, Earth Lore,
air lore

The Gate of the Artificer (Enchantment)

Powers: Imbue, Permanency, recharge

The gate of Death and Life (Necromancy)

Powers: Create Undead, fatigue, spirit lore, life, healing lore

The Gate of Power (Evocation)

Powers: Destroy, slay, fire lore, create energy

The Gate of the Aether (Abjuration)

Powers: Banish, dispel, force, pattern, protection, reflect, wards

The Gate of Solaris (Light)

Powers: Light lore, obscure, reveal, pattern

The Gate of Prophets (Divination) (Universal)


Powers: Foresee, scrye, sense, prophecy

The Gate of the Mind (mental powers) (Universal)

Powers: flight, force, telekinesis, lock, telepathy, Teleport

The Nine gates of the Aether are metaphors. In truth they are largely portals
and anchors through which magic flows from other realms in it's purest and
rawest forms. The mageborn were forged from these very magics at the dawn
of their creation and thus they have a direct connection to these gates and
they learn from a long age to control this connection. The mage born have
explored these gates but determined that they are one way and their is no
way for them to enter the realm from which magic flows into theirs. In their
studies they have learned the mathematics and made formula to understand
how the magics work at their most basic levels and through this they
construct and cast amazing spells and work wonders. Knowledge of gate
magic is primitive at most in the world of mortals and immortals alike. Some
sorcerers discover it and learn how to cast a few of it's spells at their high
potential, more discover it and burn themselves to death with raw energies
they barely understand. The last of the mageborn alone understands their full
power and will teach select few how to call upon the gates.

The process of calling upon gate magic involves knowing how to locate the
gate with your own mind and from there how to coax it to open for you. The
further such a gate opens to you, the more energy will flow to you and the
more power you will receive though be forewarned. To open a gate all the
way is possible but will result in death, even among the mageborn. Such a
technique is used as a suicide attack and last resort to ensure the destruction
or preservation of a specific target. Among the mageborn few have ever
opened a gate fully and lived, only five ever opened multiple gates fully at
once and survived. Among them are the two most infamous of the mage born
Harretisan, The Black Widow and Taelian, the Ever Silent.

Casting spells

A practitioner of the arcane arts should develop a ritual for casting spells,
something that constructs a set of rules. Some casters burn certain objects
almost like a form of arcane alchemy, string to symbolize binding, sulfur for
fire etc. Others speak complicated syllables or dead languages to establish
order. some merely move their fingers and hands making specific gestures to
symbolize their intentions. This method is to bend the energies summoned
from the Aether to their will, to their rules.

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Rank and power

The five ranks, labeled Dabbler and magnitudes 1-4 are meant to be a
general gauge of a mages power in the arcane arts. Following will be a short
set of guidelines.

Dabblers should be limited to using their chosen spells as an almost parlor


trick or stage magician level. The spell should effect a very small area or a
single target. Fire spells could be used to start a small cooking fire or light a
fireplace or candle. Perhaps ignite a small easily flammable object.

Magnitude 1 represents the time you spend as a student, studying magics


and learning their basics. Spells should be limited to a single target but for
greater effect. Ignite roaring bonfires, heal a non lethal wound or light up a
whole room.

Magnitude 2 represents your time apprenticed two another mage, this is


where you learn potent arts and take your first steps into real power. Spells
can effect a few targets and a far larger area. One could set fire to an
opponent or building, heal a deep wound or cast a series of glowing orbs
around a village to light it.

Magnitude 3 is the achievement! You have become a mage in your own right
and your powers are at what is the pinnacle for most people. Making fire
move in inhuman ways, controlling the course of water, healing life
threatening wounds to vital organs or lighting a large area to near daylight in
the black of night.

Magnitude 4, those who reach the rank of arch mage are rare. They have
found a source of higher power. A deity or higher being, a source of magic or
dark arts usually. They made a sacrifice to this power, for some its a body
part, their youth, health, promise of services to such a being. It must be
costly, whatever it is.

The schools and spells

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Conjuration- Conjuration is the art of summoning creatures and curses to do


your bidding. Normally such creatures are summoned from somewhere in the
world or from another plane of existence all together.

Animate Objects - A simple spell that animates inanimate objects. They do


not gain intelligence or the ability to speak, merely to move. At higher levels
of power you can give them simple commands such as guard this, only let
[insert name] pass. start with single small objects, as your power increases so
to does the number and size. Magnitude 3 mages are able to animate and
control a few human sized objects like statues. Magnitude 4 mages may
control a single colossal statue. Targets are either given flexible nature like
living tissue or move telekinetically (think Beauty and the Beast).

Summon/Banish- Summon and Banish is the ability to call forth dismiss a


summoned creature or a spirit. The summoned or banished creature is easier
to control based on it's will power. Weaker casters such as dabblers and
magnitude 1 mages might summon up a goblin or small fae or animal.
Controlling them or dismissing them is easily manageable. magnitude 2 and
3 mages might conjure up anything from a pack of wolves, a tiger or lion or
even a weaker demon of sorts. magintude 4 mages are able to summon
beings of great power, Griffons, Chimeras and demons of power. To summon
such a creature, an summoning circle is made on the floor and an incantation
is uttered baring the creatures name. It should magically teleport into that
circle within 5 minutes time. Weaker creatures are instantaneous. Banishing a
creature is as simple as speaking its name and a short incantation, sending it
back from whence it came. Note that you can only dismiss a creature you
would be able to summon.

Afflict- Affliction is the spell that summons disease and curses upon a target.
A powerful and often banned spell of the conjuration school, it is a mighty
power. Dabblers and first magnitude mages should only be casting common
sicknesses that are easily cured with such things as rest or readily available
medicine. Curses could be to cause minor clumsiness or to make someone
develop an annoying habit. Second and third magnitude casters can bestow
more harmful effects. Diseases such as whooping cough, severe rashes and
pox's. Magnitude 3 mages with a sample of a disease could spread it to the
village, but might risk exposing themselves. Curses for magnitudes 2 and 3
should be things that seriously hinder a person. breaking a leg, having them
burst out in a horrid series of pustules that make them repulsive are good
examples. Magnitude 3 could ruin someone financially. Magnitude 4 mages
could potentially summon forth fatal diseases and curses that can kill
someone if they do or do not complete a certain task (I warned Joe that he
would die in 7 days if he didn't make me a pie).

Vermin lore- Vermin are unpleasant creatures such as rodents, bugs, snakes
and the like. Considered by many to be a useless power it is often over
looked. Dabblers and magnitude 1 mages might summon up a series of
roaches, spiders or a few rats or mice to let loose into a business or home.
Perhaps having a poisonous insect or arachnid bite a person and give them a
minor poisonous effect like nausea. Magnitudes 2 and 3 can summon a small
horde of such creatures, some with enough venom to make a bite victim
languish in bed for a few days to a week. Magnitude 3 could summon a
specific, single creature with enough venom to potentially kill someone
though not immediately or call upon a large swarm of rats, snakes or bugs.
Magnitude 4 mages can summon the locust swarms of legend, leaving entire
fields barren, call forth an army of rats that rivals those dwelling in the
capitals sewers.

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Nature- Nature is the most varied school which features the most potential
spells. It is the very make up of the world we live in, from the creatures we
consume to the plants we trod on and the air we breathe.

Plant lore- The ability to control, give life to or wither plants. With this power
a person can make plants sprout from the ground for a short duration, take
control of them or even wither an crops. Dabblers and magnitude 1 mages
might use this to grow a single crop, control a single vine or to kill such a
plant. Magnitude 2 and 3 mages can summon small fields of flowers, plants
or even crops effectively growing any non magical plant life magically. They
can control several vines at once or kill the plant life in a small area.
magnitude 4 mages can summon an entire field of crops or flowers at full
bloom. They can take control of an entire tree or series of vines and wither a
small forest or whole farms crops for a time. They can also make a single
permanent magical plant, full life to a tree, a vine. Summon a flower at full
bloom that will never wilt. They can also make a small area infertile for a full
year.

Beast Lore- Beast lore deals with the control of natures denizens. Whether it
is seizing control of them like a summoned creature or making them into an
ally or passive to intruders. Dabblers and magnitude 1 mages can control or
pacify a single creature. Magnitude 2 mages can summon a single creature
over distances or pacify a few animals in their presence. Magnitude 3 mages
Can control a pack of animals, calling them over a distance to aid them.
Magnitude 4 mages can take control or pacify any creature found dwelling in
nature that is of our world. Even mighty beings such as Griffins can be
compelled to let them pass or to aid them.

Shape shift - Shape shifting is a story as old as people. Stories tell tales of
those who could change into the form of another creature partially or
completely. Dabblers can acquire this power to transform completely into a
single animal, but like a lycanthrope only on a full moon. They can manifest a
single trait like claws or fangs otherwise, as can any rank after this.
Magnitude 1 mages can at will transform into a single creatures full form.
Magnitude 2 casters can learn several forms, transforming into a full form of
the creature at will or a half form on full moons. Magnitude 3 mages can
transform into either full or half form at will. Magnitude 4 mages have learned
this as an art, they can change any feature of their appearance or physical
traits at will, at least temporarily.

Vermin Lore- Vermin are unpleasant creatures such as rodents, bugs, snakes
and the like. Considered by many to be a useless power it is often over
looked. Dabblers and magnitude 1 mages might summon up a series of
roaches, spiders or a few rats or mice to let loose into a business or home.
Perhaps having a poisonous insect or arachnid bite a person and give them a
minor poisonous effect like nausea. Magnitudes 2 and 3 can summon a small
horde of such creatures, some with enough venom to make a bite victim
languish in bed for a few days to a week. Magnitude 3 could summon a
specific, single creature with enough venom to potentially kill someone
though not immediately or call upon a large swarm of rats, snakes or bugs.
Magnitude 4 mages can summon the locust swarms of legend, leaving entire
fields barren, call forth an army of rats that rivals those dwelling in the
capitals sewers.
Water Lore- The control of water is a powerful if sometimes abstract art. It's
uses are limited namely by the creativity of the one wielding it. A dabbler or
magnitude 1 mage can control a small amount of water, doing such things as
making a small pool or tub of water move about as if it were alive or making
it fill a certain container or shape. They can also make water not soak into a
material. Magnitude 2 can control larger amounts of water the same way.
Magnitude 3 mages can control entire lakes, making their surfaces remain
calm in even a fierce storm or giving live to them, sending tendrils of water
into an individuals lungs drowning them. They can reroute streams and rivers
at least temporarily. Magnitude 4 mages are a force to be reckoned with.
They can cause tidal waves, calm rough seas in the worst of storms or make
the water itself come to life. They can reroute a rushing river from miles away
in a matter of seconds or minutes or spring even geysers from the ground.

Earth Lore- The ability to control the ground we walk upon. Earth lore is a
prized ability for both the riches it can bestow and the power it can wield.
Dabblers and magnitude 1 casters can send rocks flying, make small cracks
in stone or detect certain minerals and ores. Magnitude 2 casters can shift
large portions of ground, hurling boulders violently or make the ground shake
slightly, enough to rattle glasses. They can detect large deposits of minerals
and shape small amounts of stone into rough shapes. magnitude 3 mages
can cause minor tremors in the earth, fierce enough to knock people off their
feet. Working together they can bring down a building or wall. They possess
the ability to shape stone with detail and to summon specific minerals or
stone from the ground if its within 10 feet of the surface. They can make
small hills rise from the ground. Magnitude 4 mages can work terrible
wonders, creating a small mountain, an earth quake fierce enough to collapse
small structures or a single reinforced wall. They possess the ability to shatter
stone as if it were glass and to shape it with amazing detail.

Air Lore- The very air we breathe possess amazing power. A calm and gentle
breeze can become a raging storm that spells doom. Dabblers and magnitude
1 mages can take control of existing winds and air, making them moist or dry,
slowing or increasing in speed. At most they can control winds up to 25 miles/
40 kilometers per hour, assisting with sailing or making it harder to shoot
arrows as examples. Magnitude 2 can control up to 50 mph/80 kph, enough
wind to slow a person down, to greatly speed a sailing vessel or to make it
nearly impossible to shoot arrows. A magnitude 3 caster can summon great
winds and with them storms. Winds up to 100 mph/ 160 kph, with it comes
thunder and small amounts of lightning, strong rains or snow. It's possibly to
summon a focused, small powered tornado to even attack targets. Magnitude
4 mages can take control of the very air itself, drawing it out of a space and
suffocating those within. They can call for terrible winds up to 250-300 mph/
400-480 kph, with it comes black clouds, heavy downpours that can cause
minor floods and thunder that deafens, lightning that strikes every few
seconds. Alternatively they can focus it into a fierce tornado that makes it
impossible to fire any form of ranged weapon and destroys structures or even
throws people through the air like rag dolls.

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Necromancy- Necromancy is one of the most infamous forms of magic. Many


believe that all its wielders are evil though many don't realize how vast
necromancy's domain is. It is power over death and thus power over life.

Create Undead- Creating the undead is the most famous use of necromancy,
often times it is responsible for fear and hatred against the necromancer. A
dabbler and magnitude 1 mage can temporarily animate a single corpse,
either flesh covered or a skeleton, for an hour. A magnitude 2 mage can bring
a single such creature to life for 24 hours at a time, or 2 such creatures for 6
hours each. A magnitude 3 mage can give life to such a creature permanently
once a day. Effectively they can possess and control 10 of these undead, but
can only make one alive a day. They can however temporarily animate up to
5 undead at once for up to 10 hours. An magnitude 4 mage can create up to
4 such creatures in a day permanently and can control up to 20 at once. They
can temporarily animate 10 undead for 10 hours.

Fatigue- Fatigue is a spell which sucks the energy from a creatures body,
making it difficult for them to move or causing them to be tired. A dabbler
and magnitude 1 mage can make a target short on breath, making it hard for
them to run. A magnitude 2 mage may cause a target to be out of breath,
muscles sore and they have to sit and rest. Magnitude 3 may suck the vitality
from a creature, causing them to collapse and lose consciousness for a few
moments. Magnitude 4 can effectively make several creatures become to
fatigued to carry on, they will lay down where they are at and fall into a deep
sleep.

Spirit Lore- Spirit Lore is a dangerous spell to work for those not practiced in
necromancy. It is the art of commanding, summoning or banishing spirits.
Dabblers can speak with a spirit but otherwise not interact. Magnitude 1
mages may compel a ghost to speak truthfully with them, making it
impossible for a spirit to lie. Magnitude 2 casters can command a spirit to
leave an area at least temporarily or create a small area in which a spirit can
not move. Magnitude 3 casters can seize control of spirits, pushing them to
take actions, leave an area permanently or banishing them from this realm or
the body of a living creature. Magnitude 4 mages can bind a spirit to an
object, effectively trapping the spirit within an item or area. They can banish
a spirit with little or no effort or even conjure them up from the afterlife.

Life/Healing lore- Life is the domain of the living and all living tissue. With it
one can heal wounds or even restore life to the recently deceased. A dabbler
can heal a minor non life threatening wound such a cut or small gash.
Magnitude 1 can heal deeper wounds, those which reach into the muscle
tissue. Magnitude 2 mages learn to heal deep tissue wounds which would
leave nasty scars, they can also cure common diseases or infections.
Magnitude 3 mages learn the art of healing life threatening wounds. Wounds
to vital organs are difficult to close but can be done. Serious illnesses such as
plagues and the like can be cured at a case of one person per day. A
magnitude 4 mage can cure the rarest of diseases, five times per day. They
can even return the recently deceased to life. If the person died within the
past week, they can be returned to life. Working together, several magnitude
3 or higher mages could return life to any creature so long as a physical body
and soul are still in existence.

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Evocation is the manipulation of energies and atomic bonds. With it one can
destroy matter or call for energies such as fire and electricity. The mages who
are pictured most often shooting fireballs and lightning from pointed fingers
are well versed in the art of evocation.

Destroy- Destroy is the power of destabilizing the bonds that hold items
together. Effectively making them crumble to dust. A dabbler can destroy frail
items such as glass and items no larger than a small window. Magnitude 1
casters can destroy larger items made of frail materials such as a large
church window or leather armor. Magnitude 2 casters can destroy objects
such as wood and stone, objects the size of a door or large table can be
turned to dust or splinters. Rocks the size of a door or small boulder can be
turned to sand. Magnitude 3 casters can turn large boulders or small walls to
sand, they can render large wooden gates and solid walls to dust in seconds.
Magnitude 4 casters can disintegrate small buildings, turn metal to rush,
rendering the gates and portcullis of a castle useless against them.

Slay- Slay is the destruction of organic material, the ability to whither the
flesh of an enemy, even going as far as turning them to dust. A dabbler can
inflict minor wounds with the power of slaying, a magnitude 1 mages can can
cause wounds that reach muscle tissue in a small area such as a large tear in
the arm. Magnitude 2 mages can effectively whither an entire limb or torso of
a victim given a full minutes. Magnitude 3 can turn a limb to dust over 30
seconds or a torso to whithered, leather like tissue in a minute. A magnitude
4 caster can instantly turn a limb to dust, a torso in a mere 30 seconds.
(figure that turning a single enemy to dust should take 30 seconds to a full
minute, thus a few turns).

Fire Lore- Fire lore is control over fire and its very nature. Eventually one can
almost lend life to flames. Dabblers can spark small fires, lighting candles,
starting a cooking fire or set a pile of tinder or flammable liquid ablaze.
Magnitude 1 casters can ignite a large bonfire instantly, or set fire to a single
targets clothing if visible. Magnitude 2 mages instantaneously set fire to a
living targets flesh or a larger piece of furniture or building. Magnitude 3
mages can cast fireballs from their hands, make flames leap forth in jets
turning a candle into a bonfire or the flames of a hearth into a stream of
flames like that of a dragon. A magnitude 4 caster can breath fire like a
dragon, they can make it travel across surfaces like waves in the ocean or
even lend flame a form of sentience, allowing it to move on its own and follow
commands for a few moments.

Create Energy- Create energy is the focus of manipulating the environment to


create a specific type of energy. One can cause extreme heat, cold, high
pitched noises or lightning with such a power. Dabblers and magnitude 1
mages can cause a shift in temperature of 20 degrees, a shock of electricity
to stun an target or sonic sounds capable of making a target flinch from its
sound. Magnitude 2 casters can change the temperature up to 50 degrees
Fahrenheit, cast a jolt of electricity that can incapacitate an enemy for a few
moments, or a screech that can break glass or fragile items. Magnitude 3 can
alter temperatures 100 degrees Fahrenheit, call forth lightning that can stop
a heart or render a target unconscious for hours, a piercing sound that can
burst ear drums in a targets head. Magnitude 4 casters can alter
temperatures wildly up to 300 degrees Fahrenheit, boiling or freezing water
and living tissue solid. They can summon a bolt of lightning to strike multiple
targets, turning the first into a blackened husk and killing several others. A
sound which can rupture eardrums and damage brains, making an target fall
into a catatonic state.

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Abjuration- Abjuration is the art of understand magic and thus being able to
protect yourself from it.

Banish- Banishment is the ability to dismiss a summon creature. See


Summon/banish under conjuration.

Dispel- Dispelling is the art of cancelling or countering the effects of another


mages spell either before or after it is cast. Making a bolt of lightning fizzle
out mid flight or stopping a storm. One can also interrupt spells that take a
while to cast. Each rank can counter a spell of equal or lower rank to them.
You may counter one spell before it is cast and one after it is cast per day.

Force- the ability to summon an unseen force and project it outward. One can
use it make an invisible wall to halt enemies, projectiles or spells or focus it to
push enemies and objects to the ground. Dabblers and magnitude 1 casters
may create a wall of force the size of a shield or use it to "punch" a target at
range. Magnitude 2 casters can bar a small doorway or window, or push a
target to make it stumble or move a few feet. Magnitude 3 mages can make
an impenetrable barrier large enough to block a hallway or to knock targets
to the ground for a full turn. Magnitude 4 casters can make a wall of force
large enough for 5 people to stand side by side behind, or a bubble to protect
themselves. They can in turn push with enough force to cause minor injury
slamming targets against nearby objects or send small objects flying fast
enough to cause blunt force trauma to enemies.

Protection- With the spell of protection you can summon a temporary barrier
to protect you from physical attacks (melee and projectile). As Rank
increases, your barrier will last 1 round longer. Dabblers are able to maintain
a barrier for 1 turn, magnitude 1 mages for 2 turns and so on. Only
magnitude 2 casters or above can move while their barrier is active.
Reflect- Reflection is the ability to turn a spell or energy that hits you back on
its point of origin. Reflection can only return one spell per battle/encounter. It
may only reflect a spell of equal or lower rank than reflections caster. (Joe the
magnitude 3 mage can reflect magnitude 3 or lower spells)

Wards- Wards are magically created runes that either act as alarms or stop a
specific creature from moving farther into an area. The nature of a wards
target is up to the caster. Dabblers and magnitude 1 casters can cast an
alarm rune. Should a specific or type of creature pass the run, the caster will
be jolted to attention and know of the intrusion. Magnitude 2 casters may
make a rune of holding, it will alert them to the targets intrusion and hold
that target in place for 1 turn. Magnitude 3 mages may make a run of
repelling, if the target enters the warded area they begin to take damage in
the form of a strong stinging in their head. Given 10 rounds in such an area
they can be incapacitated. Magnitude 4 mages effects work like a magnitude
3, save that after 10 turns the creature dies.

Light - Light lore is the ability to manipulate light into behaving in ways that
violate its natural laws. Rendering yourself and others invisible or revealing
those that are. You can even change night into day with it.

Obscure- Obscure is the art of bending light to create illusions or darkness.


Dabblers can deepen shadows, making that dark alleyway all the dark.
Magnitude 1 casters can darken the effects of light, making a candle give off
no light and a raging fire give off the light of a small candle, deepening
shadows. Magnitude 2 casters can create shadows and darkness where there
were none previously, making dark shadows in broad daylight or pitch black
darkness in existing shadows. Magnitude 3 casters learn the art of bending
light to render themselves, another or an object invisible temporarily. No
other spell can be cast while this is active and the target can only walk while
the spell is maintained. Magnitude 4 mages bend the light in a way that
allows them to render up to 5 targets invisible or to create a 100 x 100 meter
area of night time like darkness. Effectively they could allow a vampire to
move in broad daylight by creating night.

Reveal- Reveal is the ability to bend light in the ways opposite of obscure, you
can reveal secrets or lighten dark areas with it. Dabblers can increase the
brightness of existing light sources, candles act as torches, torches act as
bonfires lighting a large area. Magnitude 1 casters can lessen shadows,
making the dark hallway appear to be lit by a torch. Magnitude 2 casters can
less darkness itself, making night time seem like twilight in a small area.
Magnitude 3 casters can reveal all invisible beings in an area and
simultaneously lessen all shadows and darkness in the area so that the areas
can be seen clearly (within 50 meters). A magnitude 4 caster can bring the
light of day to pitch black night, turning at 150 by 150 meter area into
daytime, effectively burning vampires or revealing those who hide.

Pattern- Patterns is an abstract power, one that allows a caster to break light
into different spectrum or even change how targets perceive light. Dabblers
can make rainbow like patterns which may confuse creatures. Magnitude 1
casters can alter the vision of a target to see only in tones of grey,black and
white. Magnitude 2 casters can alter the vision of a target allowing them to
see in infrared spectrum (think predator from the old movies :p), Magnitude 3
mages can create a strobe light effect in the vision of all targets in a 50 meter
area. It may induce seizures in the epileptic or severely distort perception of
the area. Magnitude 4 casters ran effectively make a creature see no light,
rendering them blind.

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Universal Schools

Enchantment- Enchantment is the process through which magic items are


created. It requires the use of a few spells from this school, ingredients, and
then knowledge of spells from other schools for the desired effect.

Imbue- Imbuing is the art of slowly working magic into an items very
structure. This magic gives an aura of sorts to the item but ultimately must
have another spell worked into it. Dabblers and magnitude 1 mages can not
do more than imbue an item with a magical aura, such a thing make them
able to interact with spirits and some supernatural creatures. Weapons can
hit, armor can protect against etc. magnitude 2 mages may work minor
enchantments into into an item. They might work fire in, giving the blade a
chance to catch materials on fire and making its blade hot to the touch. A
magnitude 3 spell caster can work larger effects into the blade such as the
ability to ignite it with a supernatural flame for up to 10 minutes a day. A
magnitude 4 caster can make an enchantment permanent, the wielder
turning it on and off at will.

Permanency- This power makes an enchant on an item permanent, only


available to magnitude 3 and 4 mages. Magnitude 3 mages can make an item
possess a minor enchantment permanently, the equivalent of a rank 2 power
or lower. Magnitude 4 mages can instill powers of magnitude 3. Examples
include a mage giving a sword the ability to light up an area with the
brightness of a torch, an archmage could do as much but make it equivalent
to daylight, even harming creatures weak to it.

Recharge- Some items have limited power and like a battery may run out.
Recharge allows a magic user to transfer some of their own power or another
magic source's energy into the item.

--------------------

Divination- Divination is the school of magic that allows you to see and know
the future or observe the world far and wide.

Foresee- Foresee allows the user to see the near future and should be used
only for story purposes.

scrye- Scrye allows a person to view anything going on in a part of the world
that is not warded against suchactions.

sense- Through great meditation you are able to sense events in the area or
other parts of the world depending on the power of your primary school.

prophecy- Prophecy is the power of dreams, dreaming of the future or seeing


visions of the future as well as using items such as tarot.

Lore of the mind- Lore of the mind is the very ability to make your will
manifest itself in some form of force.
force- the ability to generate a wall or barrier of force that is impassable and
impenetrable to most people or objects.

telekinesis- The ability to move objects with your mind. As your primary
school advances, so will your strength with this ability. You will go from lifting
small handheld items to hurling boulders or bigger.

lock- Lock is the ability to capture a living being or object, locking it in place
almost like stasis.

telepathy- Telepathy is the power to communicate mentally with another


being or even read their thoughts. (should be used socially only and only
when agreed upon by all participants for story).

teleport - Teleportation allows you to blink from existence and appear a


distance away based upon the power of your primary school. It can be from a
few feet, a few hundred feet, a few miles to globe spanning.

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