World-Building Website by Daniel-André Sørensen

The Personal Website of Daniel A. Sørensen

 

While there are certainly many various schools and arts of magic in the world of Tariel, these sixteen are the most prominent and most common ones practiced by mages, priests, cultists and more alike. These various magical arts may not hold the same name across the entire world, but the basic principle of their individual practices and uses remain mostly the same. Additionally, there are many variants and off-shoots of these magical arts, and there are those that are similar yet unique to themselves. Some of these schools are considered too dangerous in several nations and circles, effectively making them illegal to practice or just simply frowned upon.


Mages throughout the world spend entire lives to harness the power of the magical arts, or simply study them as a means to further gain knowledge and understanding of both magic and the world itself. It is common for mages to undertake one or two schools of magic to focus their magical energies on the schools' respective spells, as trying to understand all of them at the same time can be a task too difficult for a single mind. However, this does not stop a mage from trying, since mages across the entire world strive to learn as much about the various arts of magic as they possibly can. Typically spellcasters in general just tend to learn bits from various schools rather than trying to become masters of one school in particular.

 

Conjuration is the art of summoning or rematerializing certain beings or items. For example, a mage proficient in conjuration can summon creatures from other planes, establish portals or materialize the components of an item and reassemble it elsewhere. When summoning planar beings, a caster using Conjuration must firstly establish certain rules or laws that the summoned being cannot disobey. However, depending on the strength and power of the summoned creature, these rules can sometimes be broken, or the creature is able to find a loop-hole to free itself from the summoner’s control. Also, the longer a summoned being is being shackled, the more likely it is that it will be able to escape. As such the act of summoning is often taught to be extremely dangerous, and should not be practiced too often, if ever.


Conjuration can also be used in conjunction with magical energy to craft temporary magical armour or weapons. Such magical equipment dissipates depending on the amount of magical energy used, as well as on the caster’s ability to control said magical energy. Conjurers also use this school to dismantle and then dematerialize any nourishing residue that hangs in the air; effectively creating food or liquids that, while not as nourishing or tasteful as the real deal, can be consumed to replenish small amounts of energy.


The general act of materialization allows a conjurer to create temporary, magically infused phenomenon such as rain and fog; depending very much on what available residues that circulate in the surrounding air. Typically Conjuration is most effective in areas strong with magical energy, and will become less effective as the magical energies in that area are dissipated.

Associations:

Warlocks, Necromancers, Summoners, Ritualists


Benefits:

Ability to summon creatures bound to the caster, materialization of magical equipment or nourishment, portal creation


Limitations:

Dependant on available magical energy in circulation, difficulty of control over summoned beings, only temporary enhancements, portals are typically quite unstable

 

Runology is the art of creating magical, written runes and glyphs infused with magical energy, and then inscribe these runes onto objects. This allows for a wide variety of different effects, such as creating explosive projectiles, laying runes on surfaces that activate at specific conditions, or runes temporarily or even permanently etched onto skin to enhance physical abilities. Runology can also be used to magically enhance items; most typically jewellery, armour or weaponry. This school is typically used by mage golem-makers or imp-makers, as it allows for a much simpler and effective way of creating and inscribing laws and abilities into artificially created beings.


Runology is easy to use and allows even individuals who are not mages or generally gifted with magic to craft magical runes, as runes are created by using magical ink, which itself is created through mixing magical components and ingredients. However, those who are gifted are more likely create runes that are controlled, efficient and more powerful, since they will use their own magical energies to further infuse the runes with less volatile magical energies.


Those who study Runology, while it can be applied to create a large variety of effects on different objects, mostly use the school to write magical scrolls. Once a scroll is inscribed with magical runes, it is made possible for even non-gifted individuals to utilize these scrolls; allowing for activation through speech, which itself is triggered from the scroll's runes when imprinted words are spoken aloud. Runology is also a school which can be used to create new spells that can be shared with other spellcasters. This is why Runology is often considered to be a very lucrative and popular school, since even non-mages have a demand for magical scrolls, and spellmakers thrive happily on creating and copying spells that they sell to other mages.

Associations:

Runologists, Scroll-makers, Spellmakers, Enchanters, Artificers, Construct-makers


Benefits:

Magical Artificing to enhance equipment, inscription of scrolls and potentially totems, ability to etch runes onto items to grant various effects, simpler to learn and use than Enchanting, ability to create new spells for other schools of magic


Limitations:

Runes eventually fade depending on the properties of the materials used to create the ink, is not as powerful as other magical schools, limited amount of runes and effects

 

Illusionism is the art of bending the magical energies to create false imagery, hide objects or persons, and simply trick minds. Illusionism is a considerably basic school of magic, often considered weaker than the other schools in terms of power, since it can more or less cause very little physical harm. However, a skilled illusionist can easily create enough tricks and illusions to fool even the strongest minds, to the point where insanity in the victim can result as a factor, or even just manipulation to the point where the caster can willingly control another person to a limited degree.


Additionally, Illusionism is a school which requires very little actual magical knowledge, so even people who are not as gifted as mages in magical energy can learn to use it. Though it should be noted that mages are generally more likely to have greater understanding and control over the school.


Illusions can be anything from a simple, minor trick to creating entire realities that exist both within an individual’s mind and before an individual’s eyes. As such it is possible to trick a person’s senses to either mask the presence of pain, to cause confusion, or anything else similar that affects a person’s thoughts and feelings. Targets of Illusionism see, hear, touch, smell and/or taste things which do not actually exist, or they perceive things differently from what they truly are. Illusionism can allow a caster to manipulate several individuals at a time, and to mask not only himself and others in invisibility, but objects, rooms and, indeed, even larger objects or areas. Some illusionists can change their visual appearances. The greater the magical power of the caster, the stronger the illusions.

Associations:

Tricksters, Illusionists, Spell Bards, Hypnotists


Benefits:

Creation of illusions, potential to trick people in persuasion or manipulation, masking objects or persons in cloaks of invisibility


Limitations:

An inherently weak school which can’t cause physical damage, the power of an illusion depends on the power of the caster, stronger illusions require a lot of concentration

 

Enchanting is the art of imbuing an object with magical properties. Jewellery, weapons or armour are the most typical objects subject to enchanting magic. Enchanting requires great concentration, skill and knowledge to result in favourable effects, and to avoid serious magical repercussions. Common enchantments range from harmful effects such as imbuing elemental or arcane damage into weapons, to adding enhancements to armour, rings etc. that improve a wearer’s physical or mental attributes. Enchantments are not necessarily limited to wearable equipment, and can also be applied to even mundane objects. Enchanting is also a school which is commonly used in creation of Golems, Imps and other constructs or familiars.


Certain materials, such as silver, react better to magical energies, thus granting better enchanted items. Enchanting is not necessarily a stable school, though it is more durable and more potent than Runology. Enchanted items will eventually lose their effects over time or through extensive use. But, depending on the ingredients or magical power used, the duration of the enchantment can be extended. Also noteworthy is the fact that once an object is enchanted, it can’t be enchanted again, thus only allowing for one or potentially two enchantments per object.


The typical process of enchanting an item involves using magical ingredients, which are then imbued into the item. Depending on the magical ingredients used, the effects can be very varied and potent. One doesn’t have to be gifted in magic to know enchanting, as there are devices and techniques that replicate the process fairly well. However, a person with extensive magical capabilities and skill can enchant items without having to use ingredients beforehand. This is how some enchanted items can be imbued with specific spells (such as shielding) instead of just giving them an effect. The actual results of using ingredients are limited when compared to someone who uses their own magical energy to enchant items.

Associations:

Enchanters, Artificers, Arcane Smiths, Arcanists


Benefits:

Ability to imbue items with potent magical and elemental effects, stronger and more efficient than Runology, large variety of magical effects


Limitations:

Limited amount of enchantments per item, effects will dissipate over time, costly and difficult to master

 

Arcanism is the art of controlling, as well as altering, the fabrics of the stars and universe itself, and utilizing the universal energies to materialize pure arcane energy. Arcane spells hold the potential to control time; though this is extremely difficult, and currently only possible a few seconds at a time. In a similar way, arcane magic can bend space to shift a caster or object’s position briefly. Arcane magic is dominantly used to gain better understanding of the universe and how it works, though it is fully possible to use pure arcane energy as a means to cause damage, and it can also be used to dispel magical energies for a limited period of time.


Arcanism can be used to reflect or, though difficult, absorb spells to convert them into pure magical energy. Arcanists can create shields of magical energy, slow down or speed up an object or person’s movement, amplify the effects of spells and magic in general, and teleport distances. However, the act of teleportation is tricky, and those who can teleport typically find that, although their own conception of time is brief, once they arrive at their destination time will have progressed for as long as the teleported distance would have taken on foot.


Arcanists are constantly unravelling the universe’s arcane mysteries, and as such Arcanism is one of the most progressive and world-changing schools. As the understanding of the arcane grows, so too does Arcanism to the point where it is only becoming more powerful. Even so, Arcanism is considerably dangerous and is to be looked at as an unstable school.

Associations:

Arcanists, Spellweavers, Astronomers


Benefits:

Arcane and Astronomical research, Manipulation over Arcane energies, powerful anti-magic spells, teleportation


Limitations:

A very unstable school of magic, currently limited knowledge of the arcane, requires a lot of understanding and magical energy

 

Nature Magic is the art of controlling natural energies, often in the form of animal empathy, alteration of weather and plant-life, and general druidism. Nature magic allows the wielder to communicate with the natural world and land, thus it is mainly practiced by shamans and druids. Through communion with nature itself, the caster asks the natural spirits for power, and, if granted, is then allowed to control the aspects of nature. This includes giving the caster the power to heal wounds and rejuvenate an individual’s energy.


Nature Magic largely depends on an individual’s connection to the natural world and the natural energies that surround it. As such it is not necessary for the caster to be adept at magic, as long as there is at least some magical energies within the individual’s body, which is the case for most mortals. What seems to be most important is the caster’s respect and sincerity towards nature and the natural spirits, as a lack of any will likely not see the spirits return any favours. By establishing a connection with the natural world, someone adept at Nature Magic can manipulate anything from roots to animals, as long as what they are manipulating has a connection with nature.


Actual manipulating of existing natural vegetation and wildlife is one thing, but the other benefits of Nature Magic involve creating nature-like effects from seemingly nothing. Enhancing one’s own skin to become hardened with rock or bark, or transforming oneself into animals or gaining their strengths and abilities are but a few examples of several benefits. Nature Magic is also used to call upon nature’s wrath in the form of storms, earthquakes and floods. Someone truly blessed by nature can effectively transform a landscape to suit nature’s needs.

Associations:

Druids, Shamans


Benefits:

Control over nature’s forces, healing, animal empathy, nature’s wrath


Limitations:

Largely dependent on spirit-communion or the presence of nature, is not easily controlled

 

Light Magic is the art of using the power of light; most commonly by drawing energy from sunlight or moonlight. A skilled wielder of Light Magic can focus the energies to strengthen it, alter its properties and create new sources of light; though typically Light Magic requires an actual light source to be functional. Light Magic is generally useful for causing extreme burns, blinding of foes, dazing, or even for dispelling. Light Magic can remove the effects of curses, depending on the skills of the caster and the power of the curse in question. It also serves as an excellent counter to Shadow Magic.


Light Magic is known to allow for healing, though not for mending wounds. Light can be used, if focused correctly, to purge a body of various ailments, in particular ailments that pertain to curses, but also negative effects such as nausea and blindness, and it is also able to soothe pain. While Light Magic can remove blindness, it can also cause brief blindness, and it can be focused to the point where the heat of light can scorch or melt most surfaces through a condensed beam of light. As such Light Magic is not necessarily only used for good, and holds the potential to cause serious injuries to targets. Even so, it is in a general sense considerably weaker than other schools when it comes to causing harm.


The strongest aspect of Light Magic is its ability to dispel and purge other magic. While it is strongest against Shadow Magic, the school is also quite potent when dispelling against most other magical schools. For instance, Light Magic is quite effective against Illusions, allowing a wielder of Light Magic to dissipate most illusions. Most spellcasters utilize Light Magic to battle against foes that revel in darkness, or to revitalize areas that have been cursed or corrupted. The most skilled casters can use Light to project imagery similar to illusions, or even gain brief precognition. The latter is considerably difficult to master, though if done correctly it is possible for a Light wielder to predict events that are about to occur from within a few minutes to potentially a few hours. Notably, Light Magic is known to attract the attention of Celestials, which isn't always a good thing, as they have a tendency to (much like demons) possess bodies.

Associations:

Priests, White Mages, Seers, Druids, Monks


Benefits:

Strong counter against Shadow Magic, potent dispelling spells, can remove curses and cure some ailments, precognition


Limitations:

Mostly dependent on an existing light source, most spells have short durations

 

Elementalism is the art of utilizing the elemental energies that surround the world and the Elemental Plane. Elementalists can materialize elemental energies from the surrounding area into condensed magical energy, converting that energy into more focused elemental properties such as flames, ice or wind. If there is a nearby flame from, say, a torch or a pocket of water in a glass or pond, then the Elementalist can either draw even more elemental energy from these sources, or bend and shape these sources to expand or lash out against their targets. This school of magic holds a lot of potential to cause harm, though some spells can be used to protect or, indeed, heal injuries and some ailments.


Elementalism is an extremely varied school of magic due to its potential and tendency to tap into all elemental energies that help build and sustain the world. But to most Elementalists there are four main elements they draw powers from: fire, earth, water and air. Fire is mostly focused on causing harm, earth on granting protection, water on rejuvenation and wind on disruption and confusion. Elementalism is the most common magic school, though only a fraction of casters truly learn to master all four main elements. A majority of casters will focus on mastering one or two elements.


While a common school of magic, Elementalism is also considerably unstable and requires more and more concentration, knowledge and skill as a caster’s elemental abilities develop. In return his or her spells grow considerably more powerful, though the danger of losing control is still present and much more likely to occur. Most individuals who discover that they have the gift of magic are subject to first control elemental powers as their hands are suddenly engulfed in fire, or their touch upon a lake causes bolts of electricity to see dead fish rise to the surface. Since Elementalism is the most common of magical schools, it is thus practiced by most spellcasters, even those who are not naturally gifted with magic.

Associations:

General Spellcasters, Elementalists, Monks


Benefits:

Relatively easy to learn, very common school of magic, varied amount of spells, grows more powerful over time


Limitations:

Increasing amount of control required as abilities develop, somewhat dependent on elemental sources

 

Life Magic is the art of mending wounds, revitalization and curing diseases. This is a popular school of magic and perhaps the one with the most positive effects. Healers are able to utilize the magical energies to heal even the most severe injuries, as well as remove fatal illnesses. Outside of conventional healing and medical aid, life magic can also be used to remove scars, regenerate life energy and even reverse aging to some degree, or at least mask age. Powerful wielders of life magic can potentially bring people back to life, as long as the soul of the recipient has yet to leave the vicinity of his or her body.


Life Magic draws no power from one source alone, as it can either come from nature, the arcane, the elemental or from deities. But depending on the source of energy, various Life spells can be cast and utilized. Life Magic can’t cause direct harm as it is solely devoted to revitalization of spirit and health. The only exception where Life Magic can deal damage is when it is cast upon beings of death or undeath, where the healing effects of a spell cause harm rather than rejuvenation or mending.


While a potent and life-saving school of magic, the chance of healing someone from fatal illnesses or mortal wounds largely depends on the caster’s own abilities. Small cuts and bruises are more easily mended, as are minor sicknesses such as sore throats and coughs. In fact, most ailments can be cured through Life Magic, including blindness and deafness. However, severed limbs cannot be reattached or regrown, as Life Magic mostly uses existing living tissue to cleanse and mend. Long dead tissue can’t be returned to life or revitalized, and as such Life Magic must be applied quickly to most injuries and ailments to ensure that the success and effectiveness of healing is more certain.

Associations:

Priests, Druids, Shamans, Clerics, Healers, Monks


Benefits:

Can close minor to fatal wounds, cure minor to serious ailments and diseases, can return people from the brink of death, effective in damaging undead beings, the most efficient school of magic that focuses on healing


Limitations:

Very skill based depending on the injury or ailment, healing and curing must be applied within a variable timeframe to avoid lasting durable wounds or negative effects, can’t be used to reattach or grow new limbs

 

Deitism (sometimes referred to as divine magic or holy magic) is the simple art of prayer to call upon favours from the gods themselves. This is a school of magic that holds a wide variety of different energies, depending on the deity that grants them; though the majority of energies are of Deistic origin. Deistic magic can only be called on through the power of deities, and thus the majority of those wielding deistic magic are priests, cultists or similar. Deistic magic can be used to cause holy damage, heal wounds or remove curses. Sometimes deistic magic can allow for resurrection, should the proper conditions be met, meaning that it largely depends on which deity the caster worships, or which deity the person being resurrected worships.


When a person devotes his or her life to a deity’s cause, it is likely that his or her prayers will be answered by that deity, and all of that deity’s willing powers will be available to that person. Depending on the deity, the methods of gaining favour is extremely varied. There are gods who powers to all their followers, and there are gods who restrict their gifts to only a select few individuals or sometimes even none. It is typically those who prove themselves worthy or those who are strongest in their faith who gain access to deistic magic.


Since Deitism is largely dependent on a deity being the source of its powers, it is not possible to teach this school of magic to the undevoted. The actual abilities of a worshiper depend on a mix of devotion and skill, meaning that the stronger one’s mind is, the more powerful the deistic magic becomes. Typical powers involve healing and smiting, and, depending on the deity, specialized powers will be available. Someone who devotedly serves the Divine will have powers infused with light and fire, whilst someone who serves Kelmora will have access to necromantic energies. The full range of powers are unknown, since new ones are granted every so often by the gods themselves, so that their worshipers might serve them better for their purposes.

Associations:

Priests, Druids, Shamans, Clerics, Paladins, Templars, Monks, Cultists


Benefits:

Large variation of deistic powers, can heal and cure, can have powers that soothe and kill


Limitations:

Powers largely depend on the worshiped deity, limited to granted powers by one deity at a time, not teachable to the undevoted or faithless, large variation in strengths and effectiveness of powers

 

Alchemy is the art of mixing various components and herbs with magical energy. Though it is not required to use magical energy, it is the best way to obtain favourable results. Alchemy is often used to create potions, medicinal ointments or dusts. Potions, depending on the components used and the process of making them, allow for a wide variety of effects ranging from increased healing processes, reinvigoration, physical and mental enhancements etc. Ointments are mainly used for mending wounds or neutralizing poisons, and dusts are side-products used for further alchemical processing or runes or enchantments.


Potions made through Alchemy typically require herbs, solvents and other ingredients, though the necessity for magical energies is not needed. However, infusing potions with magical energies during brewing will increase a potion’s effectiveness and will make it more likely for favourable results to occur. As such while it is not required that one has the gift of magic, it certainly helps for making more complicated and stronger potions and ointments. Stronger potions are usually more costly, though in return the added effects are considerably more powerful. Certain recipes are known to be able to cure even the most fatal poisons and diseases.


Other than creating potions that boost various bodily and mind functions, some concoctions are made specifically to be harmful. Potions of acid, liquid flame and similar are, as one would expect, dangerous to touch and even more so to consume. Thus these potions are often used to be thrown, or to melt through steel and other obstacles. Some potions are made to only “trigger” once they come in contact with a specific element or liquid, and some potions will turn into vapour on impact. Contrary to what many would believe of Alchemy, it is not a simple or safe craft of magic, and should be studied and practiced by those who understand its science.

Associations:

General Spellcasters, Alchemists, Shamans, Druids, Warlocks, Priests, Necromancers, Witches


Benefits:

A very large variety of potential effects can be created, can cure fatal ailments, can improve a person’s mind and body for certain periods of time


Limitations:

Brewing potions can be costly and dangerous to those who are untrained, a majority of potions and ointments have a limited time of effect, most potions will be highly addictive on frequent consumption

 

Alteration is the art of changing components and properties of an existing object or entity, often to create a new variant of the object/entity in question. Alteration can also allow its wielder the ability to enhance certain bodily functions, such as enhanced sight, strength, speed and reflexes. Similarly, it can also be used to cause negative effects, such as blindness, muscle weakness and paralysation. In some cases, alteration is used to transform a person into another; more commonly referred to as polymorphism.


While it is not possible to create new components entirely, alteration allows one to shift the composition of elements and minerals within an object to change not only its appearance, but also its internal structure. This basically means that one can transform rock into gold, though it should be noted that doing so will only allow for a temporary effect, as alteration magic can’t last for long periods of time. When an object’s components are changed it will, in usually a short time, either turn back to its original state, liquefy or crumble into dust. The after-effects depend on the caster’s level of understanding when using Alteration magic.


After-effects are less so unpredictable or damaging when it comes to interactions with living tissue. Alteration allows for a caster to temporarily expand muscles, enhance sight and hearing, or improve a person’s reflexes. But if one should do it too much within a short timeframe, it is possible that a person’s internal organs will wear out and fail due to the constant stress. Other applications of Alteration include severe paralysation, where it can halt a targeted person’s motor system and lock a body entirely, or appearance alteration, where a caster of considerable skill can change his or her appearance entirely. The latter appears to be the only ability of Alteration which isn’t subject to returning to an original state.

Associations:

Druids, Shamans, Shapechangers, Alchemists, Monks


Benefits:

Can enhance bodily functions, shapechanging, objects and component manipulation


Limitations:

Mostly only allows for temporary effects, can cause straining to a body if used without sufficient rest, chance of object and component degradation

 

Shadow Magic is the art of utilizing the shadows for concealment, and sometimes illusions and summoning. Shadow magic holds the power to hide a person or object in shadows, often by drawing power from local sources rather than that of planar sources. Shadow magic is considered to be a dangerous school of magic because of its dark and negative effects on both beings and environments, and should see limited use due to the damage it can cause to the caster’s own body. Some wielders of this school use the shadows to shift their form into pure shadow, and also utilize shadow magic to teleport themselves for limited distances between existing shadows.


When a caster calls upon Shadow Magic, he draws energy from local sources rather than reach to another plane or beings. This basically means that a Shadow wielder can utilize any shadows in his vicinity to cast spells, merge with existing shadows or simply disappear into the darkness. As such Light Magic has proven to be an effective counter to this school, though a skilled and highly experienced Shadow wielder can overpower even Light itself.


Shadow Magic mainly focuses upon stealth and darkness, and only a few spells in its school have the actual capability to cause serious harm. Shadows, despite being a force of natural energy, can in excessive amounts disrupt the environment and corrupt it by robbing it of all of its light. Doing the same to a living body will have the same effect, unless that body is built purely on shadow energy. Beings of death and undeath are not quite so affected by Shadow Magic either. Additionally, Shadow Magic can be used to establish a connection with the Shadow Plane by creating a portal or summoning a being from that realm. It is, however, not recommended, since the caster would have little to no control over the summoned being.

Associations:

Shadow Agents, Tricksters, Necromancers, Cultists, Shadow Hunters


Benefits:

Efficient for concealment magic, can be used to blind enemies, temporarily trap them in darkness or corrupt/damage their bodies and souls


Limitations:

Will damage the wielders body and soul the more he or she uses it, dependent on existing shadow sources

 

Blood Magic is the art of stealing and altering life energy. It is a common school for directly causing pain and suffering to its victims, by means of sapping a person’s life to feed the wielder with it. Blood magic draws its powers from life and blood, either from the wielder or another person. This school of magic is typically very draining to one’s own energy, but in return it holds the potential to grant some extremely potent power. In some cases, blood magic is used to transform a victim’s blood into temporary beings of pure blood and magical energy; creatures mainly bound in service to the one who created them. Practitioners of blood magic are often in danger of demonic corruption, as blood magic tends to attract planar interest.


While Blood Magic is very powerful, it will rapidly drain a person of his or her own life energy and will begin to cause harm to one’s body. Most wielders of Blood Magic will avoid using their own life energy and instead use that of their enemies whenever possible. By doing this the caster can replenish his or her own life and magical energies by siphoning the strength away from his or her target. The presence of fresh blood empowers the abilities of Blood Magic, and so it is not unheard of that a caster will cut himself to increase the effectiveness and power of his or her spells, or, in more sinister circles, perform blood sacrifices to significantly empower rituals.


Blood Magic doesn’t necessarily only cause harm and suffering, as it can be used to revitalize a person’s life energy to some degree. Though in its overall core, Blood Magic is a school which focuses heavily on causing pain and death. Wielders of Blood Magic often become addicted to the suffering they perform on their victims, depending on their own willpower to resist its sating effects. The more powerful the spell or ritual, the more likely it is that demonic powers will be drawn to the caster. When demons appear it is often done intentionally as a means to shackle that demon to the caster’s will.

Associations:

Cultists, Ritualists, Blood Mages, Warlocks, Witches


Benefits:

One of the most powerful schools of magic, grants the caster extreme empowerment, can be used to kill swiftly, drains and replenishes life and magical energy rapidly


Limitations:

Can cause addiction to suffering, very draining to the caster’s own life and magical energy, demonic interference more likely to occur the more powerful the Blood Magic, dependent on the presence of blood

 

Death Magic is the art of reanimation of deceased bodies and control over undeath. Using such bodies, a caster proficient in Death Magic can infuse these empty husks with magical energies to grant undead life. These creatures are often without a will of their own, and are controlled solely by the caster and his commands. Death Magic is also capable of direct control over souls, which allows casters to utilize a victim’s life energy to drain him of life, to the point where the victim is nothing more but a husk. Using negative energies, a caster can focus beams of negative energy infused with the power of both death and undeath. 


Death Magic is first and foremost about manipulating the dead and the energies of death. When raising the dead, they infuse magical energy within an empty husk to animate it and bind it to the caster’s will, or by calling forth an apparition from a mortal spirit. The more powerful the caster, the more undead minions he or she can control. There is no limited timeframe when it comes to controlling the undead, and control can last for as long as the caster wishes, or until the connection between caster and undead is severed. Death Magic can also be used to resurrect the recently deceased, though if the soul is no longer present near the victim’s body, then the resurrected body will have no apparent will of its own, and can thus be controlled by the caster.


As a school of magic which controls undeath, it is also very efficient at dealing with undeath. Most undead creatures can be destroyed or taken control over by Death Magic. There are also many spells that induce pain and act to drain a target of his or her energies, cause rotting, cast curses or simply kill. In its purest essence and by the judgment of its name, Death Magic is the art of controlling the powers of death itself. A caster can also extend his or her own life by, in the most common term, cheating death. Constantly staving off death should come at relative ease for someone with the necessary and extensive knowledge and skill in how to do it, though few in history have been known to succeed in doing so.

Associations:

Cultists, Ritualists, Necromancers, Warlocks, Witches


Benefits:

Can raise undead minions, control over the energies of death, powerful spells that affect the living as well as the undead


Limitations:

Raising undead requires the presence of nearby corpses or remains, there is a limit to how many undead minions a necromancer can control at any time

 

Spiritism is the art of utilizing the abilities and gifts of the spirit-realm and the spirits themselves. Spiritism also draws power from souls and allows the caster to manipulate a target's soul; either by twisting it or by retrieving lost memories. Someone adept at Spiritism is able to call upon the aid of spirits; both kind and malevolent ones. This allows the caster the ability to provide spells of healing as well as harm. The actual type of energy depends on the spirit that binds itself with the caster. Spiritism is typically used to summon spirits for aid, summon weapons and armour of spiritual energy, or by channeling or binding a spirit to a body and soul to grant both mind and physical enhancements; though the cost of control often varies and can be difficult to maintain. Spiritism can also cause rifts between planes, though it is something which is not easily done. This school is commonly associated with shamanism and druidism, though not exclusively.


Spiritism is not always used to gain power from spirits, but to simply just commune with them. This is how someone who practices Spiritism can communicate with the spirits of the dead. Actual communication with the natural spirits is more difficult, since they are less likely to respond in such a way. What Spiritualists will more likely be able to do is gain favour with the natural spirits and temporarily gain their abilities. There are hundreds of types of different spirits in the world and universe, so these abilities can be very varied. Anything from creating spiritual shields to spiritual missiles is possible. Some powers can be achieved without spirits, and instead by utilizing spiritual energy, which circulates the natural world and the spirit-realm.


Summoned spirits must comply with laws set by the Spiritualist, and the Spiritualist must comply with the laws set by the spirits. It is an agreement more than it is a command, and both sides must work together in compliance. As such it is difficult to force a summoned spirit to do what one says, and instead it acts on gaining favours. Spiritism itself isn’t particularly difficult to learn, but the actual communion and control of spirits is a different matter. Shamans use Spiritism to commune with the natural spirits and the elemental spirits, whilst priests or seers might use Spiritism to commune with the spirits of the dead. Each spirit has its own personality and its own motivations, which further increases the difficulty of achieving desired effects.

Associations:

Shamans, Spiritualists, Ritualists, Druids, Priests, Seers, Monks, Cultists, Witches


Benefits:

Communion with the deceased, spirits can grant a large variety of abilities and powers, can enhance body and mind, powered by souls of both deceased and living, can manipulate living souls


Limitations:

Largely dependent on spirit cooperation, can’t be used to force spirits to do something they don’t want to do, requires access to souls