Rule: Magic School

The Magic School is within the World Archive of Magic, a shared dimension accessible via enchanted gates in major world capitals. These gates all lead to the same suspended, labyrinthine complex.   Here, students from all nations study arcane arts guided by Archmages, who are masters, guardians, teachers, and decision-makers for the institution.   The World Archive of Magic serves as a learning center, diplomatic ground, research institution, and vault of ancient secrets. Heavily warded, access is restricted to the gifted, curious, or those with sanctioned entry.  

Joining a Magic School

Not everyone can join a Magic School, as they usualy only accept those who are more magicaly gifted then the general population or have special contact.
  • Some Class Ability allow it.
  • Some History allow it.
  • Some Quirks allow it.
 

Spell rank

There's 4 Rank :
  • Rank 0 (Starting) : Easy to learn and dosn't require to be a member of the Magic School.
  • Rank 1 (Standard) : Require to be a member of the Magic School.
  • Rank 2 (Advanced) : Require to be a member of the Magic School and require to be Lvl 5+.
  • Rank 3 (Master) : Require to be a member of the Magic School and only gifted individual can attempt to learn them.
  The Psy usage of a Spell depend of its Rank :
  • Rank 0 : 1 Psy.
  • Rank 1 : 1 Psy.
  • Rank 2 : 2 Psy.
  • Rank 3 : 3 Psy.
 

Learning a Spell

Learning a new Spell can happen in a few different way.
  • Granted by an Ability : Can grant a Spell, sometime even if you're not part of a Magic School.
  • Paying to learn : There's a limitation on how many Spell you can learn this way :
    • Require succeeding the Insight Contest during a Downtime (Learn a Spell at the Magic School).
    • The number of Spells that can be learned this way is equal to half your Insight Aptitude (rounded down).
    • If you're not part of a Magic School, you're limited to Rank 0 Spell.
    • If you're a part of a Magic School, you can learn Rank 1 (also 2 or 3 if Lvl 5+) Spell, of the Magic School you're part off, or any Rank 0 Spell.

Spell learning price :

* If you fail your Insight Contest to learn it, the price is still paid.
  • Rank 0 : 100 golds.
  • Rank 1 : 150 golds.
  • Rank 2 : 300 golds.
  • Rank 3 : 600 golds (limited to half your Insight Aptitude above 10).
 

Spell Concentration

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.   If a spell must be maintained with concentration, that fact appears in its Duration, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).   Normal activity, such as moving and attacking, doesn’t interfere with concentration.
The following factors can break concentration:
  • Casting another spell that requires concentration.
  • Taking damage.
  • Being incapacitated or killed.
 

Spell Slots

As an alternative to spending Psy, you can use a Spell Slot to cast a spell.
Think of Spell Slots as a limited, pre-charged reservoir of magical energy you have access to.  
  • Usage : When you cast a spell, you can expend one of your available Spell Slots instead of its normal Psy cost.
  • Rank-Specific : Spell Slots are tied to a specific Spell Rank. A Rank 0 Spell Slot can only be used to cast a Rank 0 spell, a Rank 1 slot for a Rank 1 spell, and so on.
  • Maximum : You are limited to a maximum of 10 Spell Slots per Rank.
  • Recharging : All expended Spell Slots are automatically regained after you finish a period of sleep.
 

Magic School list

Click on the School name to learn more about their Spells.  
Not all Spell are converted yet, for the full list, see this link: https://dnd5e.wikidot.com/spells

(DONE) The Cantrip are (Rank 0).
(NOT DONE) 1st, 2nd and 3rd Level are (Rank 1). (NOT DONE) 4th, 5th and 6th Level are (Rank 2). (NOT DONE) 7th, 8th and 9th Level are (Rank 3).

Abjuration

Abjuration involves wards and spells that counteract other magic, or protect others from harm.
  • Protective magic.
  • Countering other spells.

Conjuration

Conjuration magic allows casters to summon aid in fights, or sometimes teleport great distances.
  • Summon aid in battle.
  • Conjure elemental effects.
  • Teleport.

Divination

Divination grants foresight into what's to come.
  • Uncover answers and secrets.

Enchantment

Enchantment magic aid your friends against dangerous foes, in addition to spells that grant healing boons.
  • Buff your party.
  • Heal allies.

Evocation

Evocation primarily involves devastating attack-powered spells.
  • Cause elemental effects and explosions.

Illusion

Illusion magic allows players to distract or trick enemies.
  • Create illusions.

Influence

Influence magic allows players to induce mind-altering effects.
  • Charm or compel enemies.
  • Manipulate targets' minds.

Necromancy

Necromancy deals with resurrection and spells that harness the power of the undead to deal damage.
  • Summon undead.
  • Inflict necrotic damage.
  • Weaken enemy.

Transmutation

Transmutation spells deal with transformative powers that can alter the very fabric of reality or provide aid in unique ways.
  • Transform objects and creatures.
   
 
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Articles under Rule: Magic School


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