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Orea: The World & Its People
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<blockquote data-quote="steeldragons" data-source="post: 5367831" data-attributes="member: 92511"><p><strong>The Arcane</strong></p><p></p><p><strong>[SIZE=+1]Arcane Magic[/SIZE]</strong>, also called Arcanum or Arcana, is the magic of study. The magic of wizards and sorcerers. The energy of Arcane magic flows through the whole of the realm, like air. It is self-perpetuating and replenishing, the energy is "built in" to the world of Orea itself. These energies are capable of being harnessed through spells and rituals.</p><p></p><p>ARCANE CASTING IN OREA: The spells of Arcane magic are most often recorded in written form (spellbooks, scrolls, tomes, grimoires and the like). They are studied and memorized by the practitioner, harnessing and "locking up" the required energy. The casting of the spell releases the energy and wipes the specific formula from the caster's mind, requiring them to study and memorize the spell again. </p><p></p><p>This persists throughout the mage's lifetime...to a point. Through repetition and experience, as the mage increases their power, lower level spells become easier to cast. They essentially become the "second nature" of a highly trained professional.</p><p></p><p>In game terms, an arcane caster can cast "spontaneously" (i.e. WITHOUT MEMORIZATION) any spell from their spellbooks, which they have cast before, <em>two spell levels lower than their highest level spell.</em></p><p></p><p>In other words, this ability is not applicable until the wizard can cast 3rd level spells, at which point 1st level spells may be cast without prior memorization. When able to cast 4th level spells, 2nd level spells may also be cast spontaneously, and so on. The mage is still limited to his/her number of 1st level spells per day, but simply need not decide what spells they'll be/"memorize them" at the beginning of the day.</p><p></p><p>Cantrips or "0-level" spells known by the wizard are always able to be cast spontaneously.</p><p> </p><p>SCHOOLS OF [ARCANE] MAGIC IN OREA: Arcane magic (in the past few hundred years) has been further broken down and classified by the mages of R'Hath into 9 "schools" (8 specialists and the "generalist" mage).</p><p></p><p>Each of these schools deals with a specific type of spell and mages in R'Hath often become "specialists" in one school or another. In fact certain families in R'Hath now have generational legacies in various of the specialist schools. Each school has their own strengths and weaknesses which collectively balance themselves out.</p><p></p><p>As as specialist, a mage receives:</p><p></p><ul> <li data-xf-list-type="ul">an additional spell per spell level. The extra spell must be from their specialty school.</li> <li data-xf-list-type="ul">a +2 bonus to Spellcraft checks involving their specialty school.</li> <li data-xf-list-type="ul">a +1 bonus for ALL Arcana checks involving magic from their special school.</li> </ul><p> The "Schools of Magic" are:</p><p></p><ul> <li data-xf-list-type="ul"><em><strong>Abjuration</strong></em> (Protection magics and spells that interfere with or change the effects of other spells)</li> <li data-xf-list-type="ul"><em><strong>Conjuration</strong></em> (spells that summon/manifest energies or objects-including living things)</li> <li data-xf-list-type="ul"><em><strong>Divination</strong></em> ("Detection" magics and spells dealing with information gathering)</li> <li data-xf-list-type="ul"><em><strong>Enchantment</strong></em> ("Charm magic" and spells that effect the mind and emotions, to persuade or control)</li> <li data-xf-list-type="ul"><em><strong>Evocation</strong></em> (magic that deals primarily with creating and channeling raw energies, usually with damaging effects)</li> <li data-xf-list-type="ul"><em><strong>Illusion</strong></em> (spells that create images and effect the senses, including some that inflict harm or have actual substance)</li> <li data-xf-list-type="ul"><em><strong>Transmutation</strong></em> (spells that alter qualities of their target or, simply put, change one thing to another)</li> <li data-xf-list-type="ul">and <em><strong>Necromancy</strong></em> (literally, magics that deal with death. Spells that effect life energy and creation/control of the undead).</li> </ul><p> Specialists of these schools are known as (and usually take great pride in being appropriately called) Abjurers, Conjurers, Diviners, Enchanters, Evokers, Illusionists, Transmuters and Necromancers, respectively. </p><p></p><p>Three "schools" continued to be practiced during the years following the Godswar and the Mage Wars (before formal Academies or even R'Hath itself had been founded). To this day, these "specialist mages" (who were simply referred to by their individual titles prior to the Schools' creation) may be found, trained in the traditional master/apprentice way, originating from anywhere in Orea and not required to be from or go to R'Hath for their study (though many if not most still will to further their power). These "special" specialists are: </p><p></p><ul> <li data-xf-list-type="ul"><strong>Illusionists:</strong> Illusionists in Orea were able to avoid some of the persecution of other mages due to their entertainment value. Many wizards chose to focus on the phantasmal arts in carnivals, traveling circuses or as entertainers for various nobility and royal houses. Still one had to be cautious around the members of the Zealotry. For a time following the Mage Wars and prior to the "outreach" of the R'Hathi mage's guild, Illusionists were the predominantly encountered "wizard" in many realms. Illusionists in Orea may use any spell from the Illusion and Enchantment schools and "minor" spells (3rd level or lower) from the Divination and Abjuration spell lists.</li> <li data-xf-list-type="ul"><strong>Diviners:</strong> Sometimes diviners were able to follow the illusionists' way and keep safe in carnivals, reading bones or cards as fortunetellers or seers. But the use of diviners by power hungry individuals has been a tradition since the birth of magic. Those able to glean information from the ether are exceptionally useful to those in (or seeking) power. This included, at the time, the Zealotry who somtimes "kept" (and eventually killed) mages with divining spells to use for their ends against other spellworking-kind. Orean Diviners may cast all spells from Divination (obviously) and Abjuration with "minor" (3rd level or lower) spells in Illusion and Conjuration.</li> <li data-xf-list-type="ul"><strong>Necromancers:</strong> Those individuals focusing on the darker side of the Art were not about to let the Zealotry or mindless barbarian hordes scare them or go quietly away to hide in the realms of R'Hath (at first). Necromancers across Orea did what they could to survive and impede the progress of the new gods' clerics or raging Gorunduun, usually quite effectively to the disaster of their enemies. Necromancers may cast any spell from the Necromancy and Evocation schools. They are also permitted minor spells (3rd level or lower) in Abjuration, Divination and Conjuration.</li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul">Other specialist allowances are as follows:</li> <li data-xf-list-type="ul"><strong>Abjurers:</strong> Any spell from Abjuration and Divination. Minor spells (3rd level or lower) in Conjuration, Enchantment and Transmutation.</li> <li data-xf-list-type="ul"><strong>Conjurers:</strong> Any spell from Conjuration and Abjuration. Minor spells (3rd level or lower) in Divination, Evocation and Necromancy.</li> <li data-xf-list-type="ul"><strong>Enchanters:</strong> Any spell from Enchantment and Illusion. Minor spells (3rd level or lower) in Abjuration, Divination, and Transmutation</li> <li data-xf-list-type="ul"><strong>Evokers:</strong> Any spell from Evocation and Conjuration. Minor spells (3rd level or lower) in Divination, Enchantment and Necromancy</li> <li data-xf-list-type="ul"><strong>Transmuters:</strong> Any spell from Transmutation and Evocation. Minor spells (3rd level or lower) in Conjuration, Divination, and Illusion</li> </ul><p>All mages, specialist of not, are able to use the "universal" spells, these are mostly low level spells, including all "0" level spells (though includes some very high level, like "wish") that reflect basic magical study before specializing and/or are too broad-based or useful for any magical practitioner to do without.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5367831, member: 92511"] [b]The Arcane[/b] [B][SIZE=+1]Arcane Magic[/SIZE][/B], also called Arcanum or Arcana, is the magic of study. The magic of wizards and sorcerers. The energy of Arcane magic flows through the whole of the realm, like air. It is self-perpetuating and replenishing, the energy is "built in" to the world of Orea itself. These energies are capable of being harnessed through spells and rituals. ARCANE CASTING IN OREA: The spells of Arcane magic are most often recorded in written form (spellbooks, scrolls, tomes, grimoires and the like). They are studied and memorized by the practitioner, harnessing and "locking up" the required energy. The casting of the spell releases the energy and wipes the specific formula from the caster's mind, requiring them to study and memorize the spell again. This persists throughout the mage's lifetime...to a point. Through repetition and experience, as the mage increases their power, lower level spells become easier to cast. They essentially become the "second nature" of a highly trained professional. In game terms, an arcane caster can cast "spontaneously" (i.e. WITHOUT MEMORIZATION) any spell from their spellbooks, which they have cast before, [I]two spell levels lower than their highest level spell.[/I] In other words, this ability is not applicable until the wizard can cast 3rd level spells, at which point 1st level spells may be cast without prior memorization. When able to cast 4th level spells, 2nd level spells may also be cast spontaneously, and so on. The mage is still limited to his/her number of 1st level spells per day, but simply need not decide what spells they'll be/"memorize them" at the beginning of the day. Cantrips or "0-level" spells known by the wizard are always able to be cast spontaneously. SCHOOLS OF [ARCANE] MAGIC IN OREA: Arcane magic (in the past few hundred years) has been further broken down and classified by the mages of R'Hath into 9 "schools" (8 specialists and the "generalist" mage). Each of these schools deals with a specific type of spell and mages in R'Hath often become "specialists" in one school or another. In fact certain families in R'Hath now have generational legacies in various of the specialist schools. Each school has their own strengths and weaknesses which collectively balance themselves out. As as specialist, a mage receives: [LIST] [*]an additional spell per spell level. The extra spell must be from their specialty school. [*]a +2 bonus to Spellcraft checks involving their specialty school. [*]a +1 bonus for ALL Arcana checks involving magic from their special school. [/LIST] The "Schools of Magic" are: [LIST] [*][I][B]Abjuration[/B][/I] (Protection magics and spells that interfere with or change the effects of other spells) [*][I][B]Conjuration[/B][/I] (spells that summon/manifest energies or objects-including living things) [*][I][B]Divination[/B][/I] ("Detection" magics and spells dealing with information gathering) [*][I][B]Enchantment[/B][/I] ("Charm magic" and spells that effect the mind and emotions, to persuade or control) [*][I][B]Evocation[/B][/I] (magic that deals primarily with creating and channeling raw energies, usually with damaging effects) [*][I][B]Illusion[/B][/I] (spells that create images and effect the senses, including some that inflict harm or have actual substance) [*][I][B]Transmutation[/B][/I] (spells that alter qualities of their target or, simply put, change one thing to another) [*]and [I][B]Necromancy[/B][/I] (literally, magics that deal with death. Spells that effect life energy and creation/control of the undead). [/LIST] Specialists of these schools are known as (and usually take great pride in being appropriately called) Abjurers, Conjurers, Diviners, Enchanters, Evokers, Illusionists, Transmuters and Necromancers, respectively. Three "schools" continued to be practiced during the years following the Godswar and the Mage Wars (before formal Academies or even R'Hath itself had been founded). To this day, these "specialist mages" (who were simply referred to by their individual titles prior to the Schools' creation) may be found, trained in the traditional master/apprentice way, originating from anywhere in Orea and not required to be from or go to R'Hath for their study (though many if not most still will to further their power). These "special" specialists are: [LIST] [*][B]Illusionists:[/B] Illusionists in Orea were able to avoid some of the persecution of other mages due to their entertainment value. Many wizards chose to focus on the phantasmal arts in carnivals, traveling circuses or as entertainers for various nobility and royal houses. Still one had to be cautious around the members of the Zealotry. For a time following the Mage Wars and prior to the "outreach" of the R'Hathi mage's guild, Illusionists were the predominantly encountered "wizard" in many realms. Illusionists in Orea may use any spell from the Illusion and Enchantment schools and "minor" spells (3rd level or lower) from the Divination and Abjuration spell lists. [*][B]Diviners:[/B] Sometimes diviners were able to follow the illusionists' way and keep safe in carnivals, reading bones or cards as fortunetellers or seers. But the use of diviners by power hungry individuals has been a tradition since the birth of magic. Those able to glean information from the ether are exceptionally useful to those in (or seeking) power. This included, at the time, the Zealotry who somtimes "kept" (and eventually killed) mages with divining spells to use for their ends against other spellworking-kind. Orean Diviners may cast all spells from Divination (obviously) and Abjuration with "minor" (3rd level or lower) spells in Illusion and Conjuration. [*][B]Necromancers:[/B] Those individuals focusing on the darker side of the Art were not about to let the Zealotry or mindless barbarian hordes scare them or go quietly away to hide in the realms of R'Hath (at first). Necromancers across Orea did what they could to survive and impede the progress of the new gods' clerics or raging Gorunduun, usually quite effectively to the disaster of their enemies. Necromancers may cast any spell from the Necromancy and Evocation schools. They are also permitted minor spells (3rd level or lower) in Abjuration, Divination and Conjuration. [*] [*]Other specialist allowances are as follows: [*][B]Abjurers:[/B] Any spell from Abjuration and Divination. Minor spells (3rd level or lower) in Conjuration, Enchantment and Transmutation. [*][B]Conjurers:[/B] Any spell from Conjuration and Abjuration. Minor spells (3rd level or lower) in Divination, Evocation and Necromancy. [*][B]Enchanters:[/B] Any spell from Enchantment and Illusion. Minor spells (3rd level or lower) in Abjuration, Divination, and Transmutation [*][B]Evokers:[/B] Any spell from Evocation and Conjuration. Minor spells (3rd level or lower) in Divination, Enchantment and Necromancy [*][B]Transmuters:[/B] Any spell from Transmutation and Evocation. Minor spells (3rd level or lower) in Conjuration, Divination, and Illusion [/LIST] All mages, specialist of not, are able to use the "universal" spells, these are mostly low level spells, including all "0" level spells (though includes some very high level, like "wish") that reflect basic magical study before specializing and/or are too broad-based or useful for any magical practitioner to do without. [/QUOTE]
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