TTHelvianTT

Magic

Jun 30th, 2016
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  1. Miracles: Often practiced by clerics, paladins, or followers of a certain faith. Miracles are helpful in the fact that they never fail unless the user abuses them in certain ways (which risks ire from their god). In short, the caster uses his favor and devotion to subtly connect with their god to apply a spell effect of their choosing. Miracles are limited when compared to other spell trees, as Gods only grant fixed boons, at the same time, they're usually risk-free and always take effect, when compared to the common sorcery.
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  3. Miracles will always work, but overusing them causes your deity to dislike you. You will feel physical signs of when you've used too much miracles.
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  6. Sorcery: The caster calls upon their soul to offer mana towards the Manastream, allowing for them to cast unique spells of their choosing. This is the most common form of magic, and is used throughout the world by Magi. The sorcerer projects his/her spells into reality by using certain components; this includes: Hand gestures, vocalization, using items as catalysts(for example, a staff, wand, or even instruments). Due to using portions of their personal mana reserve, there is a discreet limit to the amount of spells a sorcerer can cast.
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  8. In essence, sorcery is your named spells like 'fire bolt' and 'magic bolt'. While sorcerers are capable of freely creating their own spells, they're limited due to the amount of time it takes to learn their craft. Fortunately, many wizards create scrolls, which make learning spells far easier than spending a week studying the proper components.
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  10. Due to the nature of offering one's life force to the Manastream, Sorcerers are a lot...more frail than others. Armour also interacts weirdly with spells, making most warriors stay away from it.
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  13. ASK THE DM
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  15. Mana-Weaving/Druidism: Mana-weavers are blessed by the Manastream; they may call upon it directly in order to project powerful spell-like effects, but are limited to a certain part of the stream, referred to as 'mana weaves' or 'elements.' Mana weavers are much more free within their spell tree than sorcerers. For example, a pyromancer would have to take the time to properly use their catalysts and be limited to specific spells/utility. A fire weaver, on the other hand, is free to do whatever they please, so long as it's with fire.
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  17. Mana weavers must be born. Due to the nature of their soul, they're unable to use sorcery outside of their element. However, a Mana weaver CAN learn more mana weaves, so long as it's taught by another mana weaver. Mana weavers are often very important to their community; Goblins, for example, worship shamans as heralds to their god.
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  19. There are several different mana weaves to pick from: Fire, Wind, Earth, Water, Plants, Lightning, Toxins, Flesh. The Sylvani are universally blessed with unique mana weaves pertaining to their animal totem. If none of these suit your fancy, feel free to talk to the DM About a custom weave.
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  22. Evocation/Words of power: The caster draws upon an ancient, archaic language capable of projecting spell-like effects. By announcing the words of power, the user manages to evoke a powerful effect, typically coming at the cost of the Evoker's energy. Evocation is not only limited to using certain words to create effects, but the price the caster must pay is quite heavy.
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  25. OTHER SHIT THAT NO ONE CAN START WITH BUT IS KNOWN TO EXIST.
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  27. Darkweaving: A powerful form of magic that devours souls in order to further enhance the user's personal power and mana reserves. This allows the user to quickly enhance their own personal abilities, as well as create unique powers for their liking. Darkweaving is a dead art, but despite this, there are laws that order to kill them on sight. Darkweaving can only be inherited, or taught by another Darkweaver.
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  29. The Abyssal Arts/Blood Magic: The caster offers his blood and life force to The Abyss itself, and harnesses the dark energies it caries as opposed to utilizing the energy from the Manastream. This results in a powerful spell that's just as complex as a sorcerer's, but usually far more dangerous. Abyssal magic follows named spells, much like Sorcery, but usually doesn't require a catalyst.
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