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Post by Kaez on Dec 14, 2010 13:21:35 GMT -5
Magic.
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Post by Kaez on Dec 14, 2010 13:33:57 GMT -5
Warlocks (Fallen magicians)
Death (necromancer): speaking with the dead, causing death, raising dead, torture, pain, sadness
Fate (fortunist): reading destinies, unbreakable vows, curses, luck manipulation
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Seekers (Star Elven magicians)
Space (scryer): teleportation, seeing distances, altering distances
Time (druid): knowledge of past future, time travel
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Guardians (Sun Elven magicians)
Life (paladin): healing, easing pain, resurrection [white crows]
Arcane (wizard): protecting against magic, redirecting magic, dispelling -- intellectual
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Pilgrims (Wrought Elven magicians)
Soul (pilgrim): spiritual communion with the nature of reality, ley lines
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Sorcerers (Jyrinx magicians)
Sorcerer (water): conjuring, manipulation, and control of water
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Mages (Human magicians)
Mage (fire): conjuring, manipulation, and control of fire
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Elders (Orc-family magic)
Bone Gift (blessed): gifted magic, subtle control over nature, often mysteriously odd and specific talents (make animals behave oddly, trees sing, wind pull breath from people)
The result is a child that is physically an orc, but it has a being from the spirit world in place of an orcish soul. These "ghost children" are held in holy terror by the savage races, since the Bone Gifts do not affect them at all. They're really the only check to the otherwise rampant power of the shamans.
Spirit (shaman): alliance with spirits, animal companions, traveling in the spirit world, through bloodlines
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Conjurers (Gnomish magic)
Material (conjurer): transfiguration, manipulation of matter
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Dragons
controlling minds, reading thoughts, altering emotions
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Dwarves = resistant, lack magic.
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