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Theomancy (requires the caster to have Faith)
Theomancy is Faith in the Celestial made manifest. Priests and those of Faith may learn to perform “miracles”… They can heal the sick, or afflict those who would stand against the Church.
Someone MUST have the Faith skill in order to learn or cast Theomancy spells. If they already know some, and then lose the Faith skill (for any reason) they do not “lose” those spells… They still know them, but may not cast them until they regain the skill in some way.
If anything refers to ranks within the Church, they follow this structure:
Priest
Bishop
Archbishop
Cardinal
The Heirophant
Rank within the Church has no relation to level of magical power… It is purely a political appointment (although magical power is a factor in the appointments, it is not a necessity).
Priest can just “tell” whether someone has the Faith skill or not, just by studying them closely. If someone with any Theomancy ability asks you whether you have it or not, you must answer truthfully.
Also, if a spell says that a Priest must “pray”, then he must at least mutter under his breath, and he can’t do anything else while praying.
Theomancy Powers
Healing damage
Interacting with sentient Spirits
Harming enemies
Resurrection
Necromancy (may not be used if you have Faith)
Necromancy is power over the body and Spirit of a target. Some societies revere Necromancers as Priests or Shaman, since they are seen as having the ability to mediate with the dead. However, it is also worth noting that in some societies Necromancers are reviled, or even killed. For example, Necromancers are seen as abhorrent in the City-States, and the Church of the Celestial sees it as Heresy.
Someone MUST NOT have the Faith skill in order to learn or cast Necromancy spells. If they already know some, and then gain the Faith skill (for any reason) they do not “lose” those spells… They still know them, but may not cast them until they lose the skill in some way.
Necromancers can just “tell” whether someone has the Faith skill or not, just by studying them closely. If someone with any Necromancy ability asks you whether you have Faith or not, you must answer truthfully.
Necromancy Powers
Manipulating the body to remove damage
Interacting with Spirits
Damaging a target
Raising the Dead
Manipulating the Undead
Talismancy
Talismancy is the ability to place temporary enchantments on material objects. They mostly centre on the ability to enhance the existing properties of the item. Talismancers tend to be popular in a society, because while they’re around they can enchant items and then give/sell them to other people!
It takes time to Enchant an item:
Lesser: 10 minutes
Greater: 20 minutes
Arcane: 30 minutes
Talismancy spells end at dawn if they are not used, and if no other duration is stated in their description. Also, an item can’t have a Talismancy spell cast on it if it’s already magical. This means that you can’t cast two Talismancy spells on the same item.
Talismancy Powers
Strengthening items
Empowering items with single use spell abilities
Creating permanent Magical Items
Elementalism
Elementalism is the ability to manipulate Fire, Water, Earth, and Air, and to transform the elements. This can be used to create a variety of effects.
Elementalists are sometimes called Sorcerers, Mages, or Wizards in some societies. Because of their manipulation of elemental forces, they are sometimes seen as being slightly alien and fearsome… As the saying goes: “Meddle not in the affairs of Wizards, for they are subtle and quick to anger.”
Elementalism Powers
Destructive Forces
Damaging targets by touching them
Petrification
Protection from physical attack
Oneiromancy Snakes Only
Someone who studies Oneiromancy is called an Oneiromancer, or Dream-Speaker. This is possibly the most mysterious of the Schools of Magic, since only the Snakes seem to be able to master it. Several humans have tried to learn it in the past, but it just never seemed to work for them…
Oneiromancy allows it’s casters to access the Dreamlands, a parallel plane of existence that links the subconscious of all sentient beings that are able to Dream. This allows them to affect the subconscious of their targets, and to issue a magical COMMAND that is very difficult to ignore. This ability also gives some Snakes an Ethereal ghost-like quality, since they can temporarily step into the Dreamlands, or even use it as a “short cut” to travel quickly.
There are tales that in the distant past, when the Saurian Empire was at it’s height, there were even more powerful Oneiromancy effects that allowed their Master to perform impossible feats, such as teleportation and the ability to change their form. Some of the Saurian Pharohs were said to be able to change into the form of a human.
Oneiromancy Powers
Magical COMMAND
FEAR
Invisibility
Travel
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