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Magic Rules

Important Note:

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Your character will only be able to have access to magic if they have more than 3 points in either intelligence or wisdom points. 

 

Magic is split into 8 sub types or magic schools. 

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Intelligence governs the following magic schools: 

- Evocation

- Illusion

- Enchantment 

- Transmutation 

 

Wisdom governs the following magic schools: 

- Abjuration

- Divination

- Necromancy/Healing

- Conjuration 


Depending on the spell, that will correspond to that attribute point that the dice will govern. E.g. wisdom for a divination spell. 

 

Spells have 3 levels:

 

Level 1 spell = 1 uninterrupted RP post and has very minor effects (1HP damage if successful) Takes 1 MP
Level 2 spell = 2 uninterrupted RP posts and has medium effects (2 HP damage if successful) Takes 2 MP

Level 3 spell = 3 uninterrupted RP posts and has medium effects (3 HP damage if successful) Takes 3 MP

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(Same HP are affected for healing posts)

Magical Items

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Items with magical abilities can only be created or bought from a Mage Shop employee. Any custom magical items will need pre-approval from the Mage Guild Lead. 

New/Rogue Mages - Non Guild

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- Can practice their magic but are limited to either: 

Option 1: 1 magic school up to level 3 

Option 2: Wisdom/Intelligence magic schools (Whichever attribute points are highest in) up to level 1 

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Should these mages desire further schools/levels then they should seek out to join the Mage Guild. 

IC Law In Magic 

- Magic cannot be practiced within Central Tides without a valid license (healing magic is exempt from this rules) 

Magic schools

Intelligence Schools

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Evocation

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Tapping into rawer elements of magic, evocation creates spontaneous effects often without tangible form such as light or fire. Such magic is quite desirable in a world in conflict, and many envokers can find employment in adventurer bands.

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Illusion

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Focusing on deceiving and bending perceptions, illusion magics allow the user to present their version of reality to the viewer.

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Enchantment 

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Affecting the mind and enthralling the senses, enchantment relies on altering a persons opinions, charming them, or compelling them to some course of action, or inaction.

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Transmutation 

 

Spontaneous alteration from one from to another is the domain of transmutation magic. Polymorphing objects and creatures into other forms, or enhancing the abilities of a warrior or scholar in their endeavors are common transmuter abilities.

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Wisdom Schools

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Abjuration

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Spells of a protective nature, wards and spells that dispels or counters others. It is common for those seeking to protect themselves to employ such magicks, without the need for bulky armour which can hinder spell casting.

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Divination

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The ability to read the ebb and flow of the arcane as it is tugged and pulled by the forces of the universe, allowing them to change their vision to see magical auras or cast their minds eye across the world to other places, and even locate lost objects.

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Necromancy / Healing

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Life and death, the forces that stem from the innate magicks of souls as well as the mending and manipulation of flesh, necromancy is seen as dark and dirty magic by most common folk.

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Conjuration 

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Magic that gathers tendrils of arcane power and forces a form upon it, creating matter, creatures and even bridges to other realms. Such powers are used by those seeking to travel instantly across the world or planes.

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