Orlessian Magic
The Schools of Magic in Orlessia function as such, schools on one side interact well with each other, schools on the opposite side while still learnable, are not compatible and take extra skill to master if you already know magic from the opposing school.
You may choose you Main Magic School and Two Minor Magic Schools.
In practice it works like this example:
Your main school is Abjuration, you have no penalties to casting cantrips and spells from this school, but its opposite is Necromancy, and as a direct opposite school of magic will induce a penalty of -3 on cast rolls. If you choose to learn Illusion, casting penalty is only -1.
If you learn spells in Divination, as they are compatible with Abjuration magic, you get +1 on cast rolls.
Imbuement (Protection)
Pyromancy (Fire)
Temporary constructs
Schools of Magic
The following is a list of the Schools of Magic and what type of spells are involved with them. Be aware that spell types with an asterisk carry an unseen risk to them and will have consequences if you fail to cast them correctly.Abjuration
Necromancy
Decay
Healing/ Mending Reanimation
Empower (Buffs) Soul Manipulation
Ressurection Undead Thralls
Vampirism Shroud Creation
Divination
Illusion
Foresight/Prophecy
Light/Shadow
Willpower
Subversion
Omnisicence *
Suppresion Aura
Decoys
Ghost Sounds
Intangible/Invisibility *
Evocation
Enchantment
Charm - Emotion
Hydromancy (Water) Runecraft
Aethermancy (Air) Elemental Enchantment
Terromancy (Earth) Imbuement
Arcane Might (Physical Buff)
Light/Shadow
Emotion
Conjuration
Transmutation
Permanent
Uses existing materials to transform.
Harder to Cast
limited materials can be conjured from pure magic.
Easier to cast.
Cooking Cooking
Metallurgy Metallurgy
Homonculus
Mastery:Perfected Conjuration
Mastery: Transfiguration
Homonculus Abominations*
Pure Homonculus*
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