As discussed in a previous article about Cantrips, there are many ways in which spell can be cast.
Cantrips are just at the threshold of were true magic takes over. Professional spellcasters such as Wizards and Clerics move onto the next level in which they practice the art of magic as it is known commonly. Through their study, practice, and/or devotion they are able to perform a variety of mystical feats.
However, that is not the only way. Rituals and Incarnations are a form of older magic that forms the base of modern magic. This path of magic allows the trained and untrained to perform mystical feats without expending their own personal energy, though other means of cost may be applied. Unlike regular spells, these version take longer to cast and their is a percentage of spell failure. It is even cautioned, that these spell also may backfire upon the casters. However these versions of spells come in handy when standard spells are low, or you are without the aid of a spellcaster.
Incantations were first mentioned in 3E D&D in Unearthed Arcana, pg 174. The rules regarding Incantations are presented here. As mentioned Incantations can be cast by anyone and require a roll(s) to determine the chance of success. Incantations can vary from creator to creator; as difficulty checks, backlash, failure penalties differ. So one Incantation can have multiple versions. Incantations are best used when desperate measures are needed and there are no spellcasters around. Incantations are more common on world were there is little to know magic. However, a standard spellcaster with Knowledge (Arcana) should be aware of Incantations.
The second type options are rituals. This is a variation on incantations, but instead of freestyle casting, these are closely aligned with preexisting spells. Rituals are an option which appeared in 4E D&D Player's Handbook, which standardize Incantations. For the most part Spellcaster automatically gain access to rituals. They can learn and perform rituals alongside their normal spellcasting. Furthermore, anyone who takes time to learn (Feat) this method can perform rituals. Rituals take longer to cast than spell, may incur backlash, and likewise have a chance of failure. Rituals for the most part are non-combative spells, which greatly free up a spellcaster decision on what spell are necessary to memorize. In addition the spell components have been simplified as well. Alchemical items, mystic salves, rare herbs, sanctified incense, and residuum can be used.
Residuum is the residue from Disenchant Item Ritual which creates a golden magical dust that can be used as a universal ritual component. Unlike Incantations, rituals can be inscribed unto scrolls which allows anyone to use them!
So if your looking for more ways to utilize magic, incantations and rituals might be something you may want to add to your campaign.
Showing posts with label Spell Casting 101. Show all posts
Showing posts with label Spell Casting 101. Show all posts
Monday, February 25, 2013
Saturday, February 16, 2013
Spell Casting 101: Cantrips
Cantrips and Orisons are the lowest level of spells, most which are commonly used as practice spells in which novices use in their initial studies. The spells produce minor effects compared to other spells, and are often considered trivial in nature. However, by the time an apprentice moves on into being a full fledged practitioner of the art they are often left by the wayside in favor of the standard selection of spells.
It was standard practice of most practitioners at one time to elevate the simple collection of spells into the 1st levels of magic. It was basic spell that would allow you to perform any cantrip/orison, in which it gathered the magical energy need to produce a number of effects. Some societies consider such methods a waste of spell energy, which further gave practice to leaving these beginner spell alone. These beginner spells would have been fated to practice spells if it was not for the advancement of a few magical nations and creatures.
One could argue that those with innate power can easily tap in any produce many minor effects. The Fey are one of the many well known innate magical creatures reputed for their magical abilities. Which of course leads one to contemplate their closest relatives the elves, dwarves, and gnomes. The ancient races have always been thought to have ties to the fey, and the civilization and cultures have always been impressive to behold. Many believe it is not because of the long life spans or cultural efficiency, but because of their abilities with magic. Most humans will agree to this fact, that indeed magic is the key to all this. It is all probably because of the Cantrip. On many worlds in which civilization has a high degree of arcane abilities, cantrips are common. Not only are they used by spellcasting classes, but are often taught to non-spellcaster as well to ease life. It is here that the versatility of cantrips are heralded by the masses, as well as inspired to have new uses as well. Great societies like Glantri of Mystara and those of Netheril and Halruaa of Faerun are some example of societies in which cantrips are common place.
It well known that when Cantrips are practiced correctly, the energies need to cast them do not dissipate.
On most worlds, certain spellcasters keep this secret to themselves. One can learn to increase the number of cantrips one can tap into or learn to the secret to preserve the spell energy needed to cast again. Some worlds like Golarion, most spellcasters learn this trick right away.
At one point Cantrips were divided into several classifications: Haunting Sound, Legerdemain, Person-Effecting, Personal, and Useful/Reversed. The common layperson though would find such a classification useful, as many Useful/Reversed are utilized by a variety of individuals to make life easier. Haunting Sound and Legerdemain ones were often used for entertainment purposes. The last two categories simply stated who was being affected by said cantrip. However, in the grand scheme of things they still followed the universal classification of the schools of magic. Don't overlook cantrips, they can be very useful!
One use often neglected is that of spell components. Depending on a wizard's training and instruction, many do not employ this simple fact. Many will often times acquire spell components the mundane ways, often risking life and limb, In addition this also forget that cantrips can help in storage of said components as well. One example I could share is that of most cold spells, unless traveling in areas abundant with snow and favored by such weather... a simple component such as ice is beyond availability. There is a cantrip spell that can easily produce a cube(s) of ice, allowing casters in warm climes to cast this spell. It certainly helps when most spell require a crystal when ice is not available. In reverse terms, when fire is needed a simple cantrip can provide the spark need for most spells. Another example in regard to spell components is that of concerning colors. There meanings are often symbolic...but in all seriousness who can expect to maintain a collection of colors and shades for cloth, crystals, and powders! Again you can simply have that "Color" cantrip at the ready and have access to the color you need regardless of the base material.
Professions benefit from the usefulness as well. Cooks, Clothiers, Scribes, and Barbers are some professionals I know that can benefit as well. Lets take a scribe for instance...there is a Cantrip that can keep ones quill sharp or allow to use one finger as such. Also a scribe can also color inks, ensure that writing material a dry, or even stylize a press or font. One barber I knew for nobility used cantrips to pamper his patrons and gain their trust. The barber could use a cantrip to utilize his fingers as sheers or a brush, color and tease the hair, cleanse the individual personage and clothe, perfume them, provide soothing sounds, have cold and warm water as need, even provide a gentle temperature in the room. I was impressed as all this was done with the simplicity of cantrips. You can just imagine what now can be done in regard to drinks and cooking!
The last feature of Cantrips I will mention is that in regards to combat. Although most cantrips will never do any significant amount of damage whatsoever, they can be used in other ways. There is one cantrip known as "Bolt" which is especially useful. It allows one to launch crossbow bolts as if one had a crossbolt! There are even a variations which will allow use to improvise with sling bullets and arrows. Other overlooked cantrips are "Sharpen" and "Shine", you warrior companion will be your friend with these simple cantrips that will maintains the weapons and armor. "Mage Hand" as well can come in hand, especially when levers and items need to be pulled.
Friday, February 15, 2013
Spellcasting 101: Novices in Training Part 1
When it comes to learning about magic there are several ways in which a talented individual can do so.
Many individuals on most worlds as we know are either apprentices or students of an individual or institution in which they a instructed in the ways of sorcery and the secrets of wizardry. In most cases senior wizards pass on the tradition and secrets of their craft to a younger generation, in which perhaps new discoveries can be found or exploited by those with fresh ideas on the old ways. Institutions of Magic are usually an indication of a society and culture were magic is accepted for the most part, as it provides a community of spellcasters that in theory have learned to share their knowledge and bring about a consistency to the art. Apprentices on the other hand learn directly from there tutors, and there education varies... sometimes excelling that of on institution of magic, but more often than not just falling short of mediocrity.
The Empowered are more often than not sorcerers and other individuals who have gift of magic. This can either be innate or invested in an individual. They often learn how to control and manipulate the powers within themselves over time. Much of this is through trial an error, and it is mostly through feeling. Unless they actually have a tutor, many of them simply go about their daily lives while having a talent for magic.
Like the Empowered, the Untrained are individuals who individuals who come to learn how to practice magic on there own. They are usually clever individuals who manage to find a spellbook or other piece of arcane knowledge and figure out how things work. However, more than likely they become experts of what they have access to. Very few go beyond what they already possess, and those that do have a hunger for knowledge. This can be a blessing as they are no preconceived notions or bias which can be passed down, as the only limits are there ingenuity and imagination.
Lastly there is the Initiate. This title may indicates an individual who will be practicing divine magics for the most part, but please note their are certain arcane societies that shroud the practice of magic through ceremony and rituals. An initiate tutelage is conditional, as it is matter of both faith and belief. Knowledge is passed down as the initiate retains good standing within the organization and shows sincerity in the teachings that are passed down. Depending on the institution, there may be a lot of taboos regarding training and practice. Divine spellcasters are empowered by their deity, and as such means the magic that they practice can be lost. They retain all their training, but are unable to access the power if their is an issue of the loss of favor. Arcane spellcasters who lose favor are stripped and barred access to knowledge, forcing them to look elsewhere.
Wednesday, October 19, 2011
Spellcasting 101: Practitioners of Arcane Magic (Part 3)
Depending on the culture and level a technology, this can influence an arcane spellcaster's path.Although most may not recognize some of these beings as true spellcasters, they do gain a measure of power from the arcane arts. Alchemist, Bards, Shi'ar, Witches, and Wu Jens or just some of the additional spellcasters that can be encountered or learned from.
Alchemist
An alchemist is a learned individuals who know that everyday materials and objects have the potential to become something wondrous. They spend their time going over materials and attempting to unlock their essences to bring about some sort of reaction. They know a lot of fundamental scientific facts, but also understand the logical points of magic.They use their knowledge to enhance their understand of the natural world.
An arcane alchemist is an individual who can repeat most spell effects through the use of potions, powders, oils, and alchemical implements. There one of the few beings who begin to bridge the gap between science and magic.
Bard
Bard are individuals who art artists, usually known for their silver tongues are dashing looks. They know how to magically influence a crowd through the power of song or movement. They also have a knack for picking up spell-casting abilities, either arcane or divine. Most true spellcasters consider bards dabblers and not a true practitioner of the arts.However, it is important to note that several unique types of spellcaster harness thee use of music or dance to enhance their abilities.
Shi'ar
The Shi'ar is a type of spellcaster usually found in Arabic/Persian type cultures which are influenced by genies. A Shi'ar is an individual who is well versed in the arcane arts, but have made pact with fledgeling genies who provided access to magical knowledge and power. The reasons for these could be many, as some may not want be known as spellcasters or wish to show that they are indeed worthy of greatness by having a fledgling genie in their care.Over the course of time, much knowledge is gained of about genies which some use as leverage to gain even more power.
Witch
Much like a sorcerer, this being who is usually a female is born with innate power of magic. Depending on their upbringing they either view these powers as a curse or a blessing. Regardless their powers are tied to he natural and supernatural worlds in which they can influence things to happen. With their natural affinity for magic, most are often ushered into wizardry without knowing their full potentials.
Wu Jen
In Asiatic settings, the Wu Jen is standard practitioner of magic.Unlike their westernized counterparts who follow Hermatic structures or ancient arcane rituals, Wu Jen are very similar to elementalist spellcasters who draw powers based up the elements found in nature. In Asiatic lore this often includes the elements of wood and metal, with the absence of air or sometimes with lightning replace air. Although there approach to magic seems basic, it can become as complex as western magic as they realize the balance and cost of magic.In order to maintain their powers, many of them follow certain taboos for as their price for the power of the arcane.
Alchemist
An alchemist is a learned individuals who know that everyday materials and objects have the potential to become something wondrous. They spend their time going over materials and attempting to unlock their essences to bring about some sort of reaction. They know a lot of fundamental scientific facts, but also understand the logical points of magic.They use their knowledge to enhance their understand of the natural world.
An arcane alchemist is an individual who can repeat most spell effects through the use of potions, powders, oils, and alchemical implements. There one of the few beings who begin to bridge the gap between science and magic.
Bard
Bard are individuals who art artists, usually known for their silver tongues are dashing looks. They know how to magically influence a crowd through the power of song or movement. They also have a knack for picking up spell-casting abilities, either arcane or divine. Most true spellcasters consider bards dabblers and not a true practitioner of the arts.However, it is important to note that several unique types of spellcaster harness thee use of music or dance to enhance their abilities.
Shi'ar
The Shi'ar is a type of spellcaster usually found in Arabic/Persian type cultures which are influenced by genies. A Shi'ar is an individual who is well versed in the arcane arts, but have made pact with fledgeling genies who provided access to magical knowledge and power. The reasons for these could be many, as some may not want be known as spellcasters or wish to show that they are indeed worthy of greatness by having a fledgling genie in their care.Over the course of time, much knowledge is gained of about genies which some use as leverage to gain even more power.
Witch
Much like a sorcerer, this being who is usually a female is born with innate power of magic. Depending on their upbringing they either view these powers as a curse or a blessing. Regardless their powers are tied to he natural and supernatural worlds in which they can influence things to happen. With their natural affinity for magic, most are often ushered into wizardry without knowing their full potentials.
Wu Jen
In Asiatic settings, the Wu Jen is standard practitioner of magic.Unlike their westernized counterparts who follow Hermatic structures or ancient arcane rituals, Wu Jen are very similar to elementalist spellcasters who draw powers based up the elements found in nature. In Asiatic lore this often includes the elements of wood and metal, with the absence of air or sometimes with lightning replace air. Although there approach to magic seems basic, it can become as complex as western magic as they realize the balance and cost of magic.In order to maintain their powers, many of them follow certain taboos for as their price for the power of the arcane.
Sunday, October 9, 2011
Spellcasting 101: Practitioners of Arcane Magic (Part 2)
Continuing on with the types of Arcane Spellcasters, several more unique variations to spellcasting are known to exist. Although not rare, these arcane practitioners follow unique paths in which they have learned to tap their magic from. Some of these forms border on the divine, but are they register as arcane enchantments. These schools are Incarnum, Pact, Shadow, and Truename.
Soulcaster
Is a sorcerer or a wizard who knows how to incorporate incarnum, which is measured as essentia, (soul energy) into their magics.The have the unique ability to enhance the level and difficulty of resisting them spell by 1, investing a point of essentia. This can be done for a single spell, but a wizard can enhance any number of spells equal to their level. Once the spell is cast it returns to the essentia pool so it can be reused as normal. They also perform Magical Distillation, gaining a number of points of a sacrificed spells level. Another important ability they have is that they can bind magical items and soulmelds to almost any chakra.
A Soulcaster is usually a member of the Last Watch. This of group of dedicated spellcaster, based upon the Positive Elemental Energy Plane, fight a clandestine battle against the Demon Prince of the Abyss.
Binder
This spellcaster has uncovered the secret of summoning powerful spirits known as Vestiges. These Vestiges range from the essence of fallen gods, powerful casters, abstract spirits, and mythical beings. A binder calls forth the power of a Vestige by using arcane seals, and once summoned will influence and grant the Binder a variety of special abilities. The simple price is allowing these beings to share their soul, as the vestige are beyond life and death. While empowered, a sliver of Vestige is allowed to act on the mortal plane...slowly influencing the Binder. Usually the Binder is smart enough to never allow a Vestige full access, yet this is enough to gain the attention of most these spirits.
Anima Mage
This arcane spellcaster uses their knowledge of the arcane arts to draw forth the raw power of a vestige. Instead of receiving the normal boons, they can simply channel that energy into additional spells or metamagic boosts, and even have the vestige act as a guardian sprirt.
Shadowcaster
This spellcaster has discovered how to draw forth power from Plane of Shadow. They have discovered a number of mysteries which allow them to draw power directly from the Plane of Shadow, in a sense their drawing upon the planes full might.Many of the powers they exhibit they learn to draw forth from the plane and appear as spell-like abilities. Many casters already do this, but this is considered a lesser form of shadow casting since they usually type into the plane of shadows essence to empower their spells.
In the World of Abeir-Toril, a group of wizards from the fallen empire of Netheril tap into a form of Shadowcasting.
Noctumancer
This arcane spellcaster has discovered how to interfere and capture spell and shadow mystery energies.They can manipulate the echoes of a spell or mystery to cause it to breakdown and capture some of that raw power to enhance their spells. As they advance, they can even cause a natural disturbance in the area that interferes with spellcasting and mystery usage.
Truenamer
This spellcaster has discovered the use of very primal magics that go back to the beginning of universe. The words of power that they learn allow them to reshape and bend reality to there will. All though the very words themselves are powerful, using them in the way one intends in entirely different.
Fiendbinder
The arcane spellcaster is usually an experience Conjurer or Summoner who is familiar with summoning lower planar creatures. Most know what words to place and what incentive to offer fiends for their services, but a fiendbinder can utterly control one with the usage of its Truename. Usually the discovery a fiend's truename is a monumental task which offers great power over it.The Fiendbinder, with their understanding of the arcane arts and truename magics are able to combine their knowledge in order to find such names easier.
Soulcaster
Is a sorcerer or a wizard who knows how to incorporate incarnum, which is measured as essentia, (soul energy) into their magics.The have the unique ability to enhance the level and difficulty of resisting them spell by 1, investing a point of essentia. This can be done for a single spell, but a wizard can enhance any number of spells equal to their level. Once the spell is cast it returns to the essentia pool so it can be reused as normal. They also perform Magical Distillation, gaining a number of points of a sacrificed spells level. Another important ability they have is that they can bind magical items and soulmelds to almost any chakra.
A Soulcaster is usually a member of the Last Watch. This of group of dedicated spellcaster, based upon the Positive Elemental Energy Plane, fight a clandestine battle against the Demon Prince of the Abyss.
Binder
This spellcaster has uncovered the secret of summoning powerful spirits known as Vestiges. These Vestiges range from the essence of fallen gods, powerful casters, abstract spirits, and mythical beings. A binder calls forth the power of a Vestige by using arcane seals, and once summoned will influence and grant the Binder a variety of special abilities. The simple price is allowing these beings to share their soul, as the vestige are beyond life and death. While empowered, a sliver of Vestige is allowed to act on the mortal plane...slowly influencing the Binder. Usually the Binder is smart enough to never allow a Vestige full access, yet this is enough to gain the attention of most these spirits.
Anima Mage
This arcane spellcaster uses their knowledge of the arcane arts to draw forth the raw power of a vestige. Instead of receiving the normal boons, they can simply channel that energy into additional spells or metamagic boosts, and even have the vestige act as a guardian sprirt.
Shadowcaster
This spellcaster has discovered how to draw forth power from Plane of Shadow. They have discovered a number of mysteries which allow them to draw power directly from the Plane of Shadow, in a sense their drawing upon the planes full might.Many of the powers they exhibit they learn to draw forth from the plane and appear as spell-like abilities. Many casters already do this, but this is considered a lesser form of shadow casting since they usually type into the plane of shadows essence to empower their spells.
In the World of Abeir-Toril, a group of wizards from the fallen empire of Netheril tap into a form of Shadowcasting.
Noctumancer
This arcane spellcaster has discovered how to interfere and capture spell and shadow mystery energies.They can manipulate the echoes of a spell or mystery to cause it to breakdown and capture some of that raw power to enhance their spells. As they advance, they can even cause a natural disturbance in the area that interferes with spellcasting and mystery usage.
Truenamer
This spellcaster has discovered the use of very primal magics that go back to the beginning of universe. The words of power that they learn allow them to reshape and bend reality to there will. All though the very words themselves are powerful, using them in the way one intends in entirely different.
Fiendbinder
The arcane spellcaster is usually an experience Conjurer or Summoner who is familiar with summoning lower planar creatures. Most know what words to place and what incentive to offer fiends for their services, but a fiendbinder can utterly control one with the usage of its Truename. Usually the discovery a fiend's truename is a monumental task which offers great power over it.The Fiendbinder, with their understanding of the arcane arts and truename magics are able to combine their knowledge in order to find such names easier.
Thursday, February 17, 2011
Spellcasting 101: Practitioners of Arcane Magic (Part 1)
As noted there are various forms of magic, and likewise various forms of spellcasters.
Most notably the master of the arcane magics is the Wizard. Historically speaking though, the wizard is not the first practitioner of magic as that title most often falls to the Sorcerer.
The Wizard
A wizard is an individual, through study and research, who is able to unlock the secrets and practice of magic.
Such individuals are of a scholarly nature and follow a very analytic view of magic. They know that magic itself follows certain rules and thus through the manipulation of words of power, symbolic materials, and movements they are able to cast spells. They also have tendency to to be considered bookwise, as through the practice of magic requires learning of a variety of subject from basic alchemy, ancient history, reading & writing, art, herbal lore, cooking, geography, myths & legends, etc.
In most societies, an individual who is considered a person quick of wit and intelligence is most suited to become a wizard. Most are taken at a young age an entered in either a school of magic or apprenticed under an established wizard. Very few are self taught, sometimes having access to arcane documents or being coached by a spellcasting being.
Depending on how the wizard was taught; 1) They can memorize a certain number of spells per day (Standard D&D) that they can cast, 2) focus on an effect they want to cast (skill check), or 3) Cast a number of studied spells (spell points). It is a common misconception that wizard's forget the spells that they cast and must study them again. The main reason why a wizard must spend a number of hours to prepare their spells is mainly to refresh what selection of spells they can cast [The main benefit of being a wizard is the ability to learn and cast any number of spells!)
The Sorcerer
A Sorcerer is an individual who has a innate ability to cast magic. This is mostly likely due a biological influence such as familial bloodlines (magical/planar creature in their ancestor) or from exposure to some sort of magical/planar environment or creature. They can come from any walk of life an usually manifest their abilities at a young age. Usually they display powers that are categorized by ancestry or exposure (ability to cast fire spells may stem from the exposure to plane of fire or a set of spells cast by dragon may indicate a dragon ancestor). They usually discover their abilities on their own.
Sorcerers were mostly like one of the first to practice arcane magic, as it was an innate part of their nature.
As other saw their abilities, this most likely started the study on how to access that power and thus wizardry was born. Sadly most are shunned or feared, as individuals with strange powers. Most sorcerers usually keep their abilities hidden and attempt to use their powers in more subtle ways.
Unlike a wizard, a sorcerer is limited to the numbers of spells they are attuned too. Their one benefit is that they can cast spells more freely (in the sense of more spells per day). If they are fortunate enough, they can find other sorcerers who can help them discover spell they are attuned to. Some even go on a quest to discover their ancestral natures and learn from the creatures whom they share a blood bond with.
The Warlock
Some people want power quickly, others lack the innate ability to even practice magic, so the warlock offers those that path to attain powerful magics quickly (although there are a few rare individual who are born with natural ability). A warlock is an individual who has been infused with a magical abilities. They are living batteries of eldritch power who through the force of their will can achieve a number of mystical abilities.
Most notably, Warlocks have the ability to emanate eldritch bolts of power. This energy is often used to empower other abilities. Unlike wizards and sorcerers they can only achieve a minute number of effects, but can do so an unlimited amount of times.
Sadly Warlocks are dependent on their patrons for instruction, or must dig through magical research to find methods to access their power.
Most notably the master of the arcane magics is the Wizard. Historically speaking though, the wizard is not the first practitioner of magic as that title most often falls to the Sorcerer.
The Wizard
A wizard is an individual, through study and research, who is able to unlock the secrets and practice of magic.
Such individuals are of a scholarly nature and follow a very analytic view of magic. They know that magic itself follows certain rules and thus through the manipulation of words of power, symbolic materials, and movements they are able to cast spells. They also have tendency to to be considered bookwise, as through the practice of magic requires learning of a variety of subject from basic alchemy, ancient history, reading & writing, art, herbal lore, cooking, geography, myths & legends, etc.
In most societies, an individual who is considered a person quick of wit and intelligence is most suited to become a wizard. Most are taken at a young age an entered in either a school of magic or apprenticed under an established wizard. Very few are self taught, sometimes having access to arcane documents or being coached by a spellcasting being.
Depending on how the wizard was taught; 1) They can memorize a certain number of spells per day (Standard D&D) that they can cast, 2) focus on an effect they want to cast (skill check), or 3) Cast a number of studied spells (spell points). It is a common misconception that wizard's forget the spells that they cast and must study them again. The main reason why a wizard must spend a number of hours to prepare their spells is mainly to refresh what selection of spells they can cast [The main benefit of being a wizard is the ability to learn and cast any number of spells!)
The Sorcerer
A Sorcerer is an individual who has a innate ability to cast magic. This is mostly likely due a biological influence such as familial bloodlines (magical/planar creature in their ancestor) or from exposure to some sort of magical/planar environment or creature. They can come from any walk of life an usually manifest their abilities at a young age. Usually they display powers that are categorized by ancestry or exposure (ability to cast fire spells may stem from the exposure to plane of fire or a set of spells cast by dragon may indicate a dragon ancestor). They usually discover their abilities on their own.
Sorcerers were mostly like one of the first to practice arcane magic, as it was an innate part of their nature.
As other saw their abilities, this most likely started the study on how to access that power and thus wizardry was born. Sadly most are shunned or feared, as individuals with strange powers. Most sorcerers usually keep their abilities hidden and attempt to use their powers in more subtle ways.
Unlike a wizard, a sorcerer is limited to the numbers of spells they are attuned too. Their one benefit is that they can cast spells more freely (in the sense of more spells per day). If they are fortunate enough, they can find other sorcerers who can help them discover spell they are attuned to. Some even go on a quest to discover their ancestral natures and learn from the creatures whom they share a blood bond with.
The Warlock
Some people want power quickly, others lack the innate ability to even practice magic, so the warlock offers those that path to attain powerful magics quickly (although there are a few rare individual who are born with natural ability). A warlock is an individual who has been infused with a magical abilities. They are living batteries of eldritch power who through the force of their will can achieve a number of mystical abilities.
Most notably, Warlocks have the ability to emanate eldritch bolts of power. This energy is often used to empower other abilities. Unlike wizards and sorcerers they can only achieve a minute number of effects, but can do so an unlimited amount of times.
Sadly Warlocks are dependent on their patrons for instruction, or must dig through magical research to find methods to access their power.
Sunday, January 30, 2011
Spellcasting 101: Schools of Magic
As a spellcaster, there are several main fields of study in which magic falls under (Using the definition familiar with the Dungeons and Dragons RPG. Note other RPG may categorize the fields differently). Most individuals will agree that there are some 8 major fields of magical disciplines, with the 9th being a universal school.
Abjuration: Magics are mostly concerned with protective spells. A spellcaster specialized in the field is an Abjurer.
Alteration/Transmutation: Magics that change the properties of an item, creature, or condition. A spellcaster specialized in the field is a Transmuter.
Conjuration/Summoning: Conjuration magics bring forth non-living matter or effects forth which can also include healing forces and spirits. Summoning magics bring forth or the attention of living creature or powers. A spellcaster specialized in the field is a Conjurer or Summoner.
Divination: Magics involving knowledge of the past, present, and future fall under this field of study. A spellcaster specialized in the field is a Diviner.
Enchantment/Charm: Charm magics influence individuals through mind effecting compulsion. While Enchantments can imbue items or creatures with magics. A spellcaster specialized in the field is an Enchanter.
Evocation/Invocation: Magics that draw power of the natural energies and forces found in the universe (earth, fire, water, air, positive/negative energies, etc.). A spellcaster specialized in the field is an Evoker/Invoker.
Illusion/Phantasm: Magics that alter the perception of reality. It includes figments which create false sensation, Glamers which change sensory qualities, Phantasms which are mental impressions, and Shadows which are semi-real creations and effects. A spellcaster specialized in the field is an Illusionist.
Necromacny: Magics dealing with life, death, undeath. A spellcaster specialized in the field is a Necromancer.
Universal: These spells contain one or more of the other fields.
Beyond these basic fields, there are hundreds of schools which group spell under their particular effects, cultural influences, spellcasting technique, themetic effects..
Blood Magic: Spells dealing with the inherent magical properties of blood.
Chronomancy: Spell dealing with time effects. A spellcaster specialized in the field is a Chronomancer.
Elementalist: Spells dealing with
an natural elements. A spellcaster specialized in air magics are Aeromancers, earth magics are geomancers, fire magics are pyromancers, and water magics are hydromancers. Other variationa could include Storm,
Seas, Sand, Light, Darkness, Wood, Steel, Magma, Ooze, Ice, Minerals, etc.
Demonologist: Spells dealing mostly with calling forth forces and spirits and supernatural spirits. Usually known for trafficking with a variety of supernatural beings.
Digitologist: Spells cast using mathematical formulas.
Dragon Magic: Spells dealing with magics the emulate or associate themselves with the abilities of dragons.
Gem Magic: Spells dealing with the inherent magics properties of gems and precious stones.
Runic Magic: Spells using a certain number of glyphs that are associated with a number of supernatural effects.
Sonomancy: Magic dealing with sonic based effects. A spellcaster specialized in the field is a Sonomancer.
For Divine spellcasters the main eight disciplines do apply, but are usually organized by themes associated with their Divine Patrons. Such themes are Sun, Moon, Healing, Magic, Nature, Knowldege, Death, Creation, Weather, etc.
Sunday, January 23, 2011
Spellcasting 101: Introduction to Magic
If you have played a wizard, priest, bard, shaman, or sorcerer you are familiar with spellcasting. In the worlds of RPGs they are a myriad versions of spellcasting techniques, schools, studies, and disciplines. These range from spellcasters invoking spirits & powers, channeling the ambient magical force of the universe, fuel these effects with the use of their own person power, or tapping into the echoes of creation by rote & formulas.
So what is MAGIC? Defined it is simply "the use of means (spells) believed to have supernatural power over natural forces." It is the path in which magic is used that makes it very interesting to study, as well as the potential power it can bring.
First off magic itself can be divided into two major parts: Arcane or Divine.Arcane magic is the means in which am individual taps into these supernatural forces on their own. Divine magic is the ability to channel the power of a spirit or deity into a magical effect. The major negative factor with Divine magic is that you can be cut off from its source if you fall into disfavor of the spirit of deity you are channeling. Although there are some forces that do remain neutral, but they often come at a price.
Next we will go into the basic components of an actual spell: Verbal, Somatic, Material. If you are familiar with D&D, these are typical terms... although these terms extend from real world applications of spellcasting (ex. Bell = Somatic, Book = Verbal, and Candle = Material). Every spell uses one or more of these components in order to perform magic.
The Verbal component itself are words of power, chants, incantations, prayers, hymns, or sound used in a spell. Dr. Strange, the Sorcerer Supreme of the marvel universe, is famous for saying the incantation such as "Let the vapors of the Vishanti drive you from the sight of man! Let the mystic Hosts of Hoggoth prevent you
from ever returning again!". Raistlin Majere uses these words of power from the Magius language "Ast tasark simiralan krynaw" for a sleep spell. . Ravens, a sorcerer for the DC universe, uses this mantra when casting a any spell "Azarath. Metrion. Zinthos". Also in the DC universe, Zatana is well known for her spells to be cast as she recites the intent backwards "emit pots". In Disney's Wizards of Waverly Place, many of the wizards use traditional words of power in conjunction with context sensitive phrase such as "Some are evil, some are kind, but now all must speak their mind". A bard musical song (sung, played, hummed, whistled, etc) is used. A priest while also often say "In the name of "power/spirit/deity" I ask that you allow me to...".
The Somatic component are actions or gestures used in a spell. Dr. Strange of uses a variety of hand positions while invoking his spells . Raistlin Majere sleep spell requires the action of sprinkling the material components in the direction of the target. In Disney's Wizards of Waverly Place and the world of Harry Potter, specific wand gestures (flick, slash, dip, circling, etc) is used. The act of writing runes and glyphs, ringing a bell, dance movements, or even twitching one's nose or bobbing one's head can be enough to fulfill this requirement as well.
Lastly are material components which are items which that support the effect the caste is trying to manifest. There are millions of variations of components, but most follow a common sense rules... spell designed with fire in mine might require a combustible or volatile material or a representation of fire itself. Usually components are consumed upon casting, but some items may be reused again and again. This also includes other categories as well.
-Power Components, which are items that tend to enhance a spellcasting effect (ex. a phoenix feather used in a healing spell may aid in greater healing or black dragon's blood for a more damaging acidic spell).
-Foci, non-consumable items that can be re-used... but traditional a thematic accessory that can be substituted for multiple components..... such as a wand, book, orb, holy symbol, amulet, top hat, staff, etc.
Now keep in mind, that spell can require a combination of any three of these items. Some spell just require a gesture, a magical word, or just the presence of an item to make an effect possible.
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