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Magic

Magic is a potent and omnipresent force in Murdon, categorized into three primary schools: Energy, Elemental, and Mortal. Each school has a profound impact on the world, offering diverse magical abilities. While every race can learn and use magic, some may find it more challenging than others.
To cast a spell, a magic roll is required to determine success. If the roll fails, the spell will fizzle without effect. If successful, the spell’s effects will be realized. Magic can only target entities that the caster can see or sense, and, with some exceptions, creating objects with magic requires a high proficiency level.

Energy spells

Kinetic
The Kinetic magic field is a straightforward yet highly effective discipline. It allows users to manipulate kinetic energy by increasing, decreasing, or halting it. This versatility enables various applications, such as freezing enemy movement or enhancing the impact of a strike. At higher proficiency levels, Kinetic magic even grants the ability to teleport short distances.Level 4 Feat Options: Warp: a Kinetic spell that acts as Space magic Savage Blow: a weapon attack that adds the kinetic prof to the damage dealt
Gravity
Gravity is an Energy magic spell that controls the level of attraction between objects, primarily affecting how gravity influences them. This spell allows mages to alter an object's weight, make it float, or even create gravitational pulls from nothing. Skilled practitioners of Gravity magic can harness these abilities to manipulate the force of gravity in powerful and creative ways.Level 4 Feat Options: Flight: grants the ability to fly, without making a roll or using an action Pin: a spell that, in addition to it's original effect, can also pin down the target
Light
Light is a deceptively versatile field of magic, primarily known for its use in illusions. However, its true power lies in its ability to manipulate how light waves interact with the world. This capability allows mages to become invisible, see through walls, or blind opponents, making Light magic exceptionally adaptable in various situations.Level 4 Feat Options: Third Eye: can see energy and other non visible things. does not require a roll or action Full Illusion: a spell that can look, smell, and sound however the caster wishes
Time
Time magic in Murdon is among the most dangerous of all magical disciplines. This powerful field allows casters to manipulate the flow of time, including speeding it up, slowing it down, freezing it, and even altering the past. However, the risks associated with Time magic are immense, with poorly executed spells potentially leading to catastrophic and world-shattering consequences. Only the gods know of the many worlds and mages that have fallen victim to the perils of Time magic.Level 4 Feat Options: Safeguard: a spell that is less likely to backfire or have other unforseen consequences Foresight: as an action, vastly increase the chances of being able to react until your next turn
SPACE
Space magic is an unstable yet powerful field that governs portals and dimensional travel. Wizards skilled in Space magic can transcend standard movement limitations, allowing them to shift between different planes of existence with sufficient practice. This magic enables extraordinary feats, including creating portals and navigating across dimensions. Level 4 Feat Options: Astral: a spell that is more effective at targeting astral bodies Scry: a detection spell with increased range
Sound
Sound is a straightforward yet powerful field of Energy magic. Similar to how Light manipulates photons, Sound magic controls sound waves. This allows for abilities such as echolocation, sonic attacks, and secure battlefield communication that remains hidden from enemy ears.Level 4 Feat Options: Focus: a spell that doesn't require speech Muffle: a stealth action with sound dice added. actions this turn are inaudible
Barrier
The Barrier field of Energy magic allows casters to create temporary magical constructs out of magical force. Initially designed to create shields and repel attacks, mages learned to use Barrier magic creatively to shape temporary weapons or transportation, expanding its utility beyond defense.Level 4 Feat Options: Primal Spark: a spell that holds itself for one hour. This feat can only be used once per day Reflective: a spell that is magic resistant

Elemental magic

Fire
Fire magic is straightforward yet powerful. It allows casters to create, grow, shrink, and manipulate fire and flames. Often favored by battle and war mages, Fire magic is predominantly used for combat due to its focused application and relative simplicity compared to other magical schools. Level 4 Feat Options: Solar: a spell that has your fire dice added during the daytime Heat: a fire spell that controls heat
water
Water magic allows casters to influence and manipulate moisture in various forms, enabling them to shift water through its states of matter with relative ease. However, manipulating water within living bodies is exceptionally challenging for Water magic users.Level 4 Feat Options: Lunar: a spell that has your water dice added during the night Advanced Water: water magic that treats any liquid as water
earth
Earth magic, a versatile elemental field, allows casters to manipulate rock, soil, and plant life. Due to the abundance of earth elements, Earth magic is highly practical for various uses. Skilled users can construct sturdy shelters or dismantle them with equal ease, making Earth magic invaluable for both defense and construction.Level 4 Feat Options: Advanced Earth: A spell that targets metal and plants more effectively Terraform: an earth spell that holds it's shape without being held
air
Air magic is incredibly versatile due to the ubiquitous presence of air in all places that contain life. Casters can control and manipulate air to influence nearly any situation. Additionally, Air magic enables the creation of lightning, making it valuable for both combat and utility purposes.Level 4 Feat Options: Flight: grants the ability to fly, without making a roll or using an action Static: a nondamaging spell that deals your air dice in damage
dark
Dark magic is a unique elemental field, distinguished by its ability to generate energy from nothing at early levels. Often misunderstood as inherently evil, Dark magic actually creates concentrated, acidic energy capable of burning through nearly any material. This potent spell is not naturally occurring and is named "Dark" due to historical misconceptions about its nature.Level 4 Feat Options: Sear: a spell that also breaks up magic Witchspell: a damaging spell that adds your dark dice
holy
Holy magic serves as a powerful counter to evil. Designed for the protection and healing of its users, Holy magic creates energy that, unlike Dark magic, specifically targets organic material, malevolent inorganic materials, and destructive energies. This magic is dedicated to salvation and defense, making it a crucial tool against foes and injuries.Level 4 Feat Options: Heal: a holy spell that heals instead of damages Benediction: a spell with a positive effect that adds your holy dice if it's target shares an alignment with you

Mortal spells

Body
Body magic is a versatile Mortal spell field with a broad range of applications. It allows casters to control organic flesh, making it possible to influence others' bodies, inflict or alleviate pain, and alter physical forms. This potent magic is valuable for both offensive and healing purposes, providing significant utility in various scenarios.Level 4 Feat Options: Recovery: a spell that heals twice as effectively Beastform: a spell that more easily transmutes humans into animals
Mind
The Mind magic field addresses the complexities of the brain, which Body spells can't effectively impact. Mind spells enable casters to manipulate emotions, read thoughts, and control mental processes. This specialized Mortal magic provides powerful tools for influencing a target's psyche, making it essential for mental and emotional manipulation.Level 4 Feat Options: Enlightenment: a nondamaging spell that has your mind dice added to it Psychic: a spell that is more effective against targets under the influence of a mind spell
Soul
The study of the soul is complex, and mages throughout history have explored this Mortal field extensively. The Soul magic allows casters to manipulate and, at advanced levels, create souls. However, these created souls lack the divine spark of life granted only by the gods. Despite the advances in understanding through the Soul spell, the creation of a true soul remains beyond mortal reach.Level 4 Feat Options: Enmity: a spell with a negative effect that adds your soul dice if the target has an opposite alignment to yourself Animate: a spell that can hold itself and attack with the same action
Aura
The Aura field is the most intricate of all Mortal magics, influencing and affecting magic itself. Mastery of Aura magic allows a skilled mage to cast counterspells, enhance or diminish magical effects, and even alter the function of spells. Its versatility makes Aura an essential field for those seeking to control and manipulate the very essence of magic.Level 4 Feat Options: Counterspell: as a reaction, instantly counter a spell targeting you Magestorm: as an action, perform any spell at level one
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