Obligitory Map
Spheres of Magic
Made this a few nights ago, I've neglected to post it. Meant for use in an upcoming RPG:
- Animus: Giving life to lifeless things, or "more life" to other living things. Spells to temporarily boost attributes, to make plants move, to make inanimate objects move, and the like.
- Air: Spells to create, control, or otherwise affect wind and weather.
- Binding: Spells to bind non-humans (only) to a particular task.
- Charm: Spells to beguile, befriend, command, or otherwise affect other human (only) minds.
- Conjuration: Spells to produce short-lived but ostensibly real items.
- Earth: Spells to shape, soften, harden, or otherwise affect rock, sand, and the like.
- Fire: Be careful. Sure, it does lots of damage... but it often comes with collateral! Also offers spells to control or withstand fire.
- Healing: Yeah, you may need a little of this. Includes curing diseases.
- Illusion: Spells to create visual and auditory stimulus that has no physical reality.
- Kinesics: Spells to move things (potentially even yourself).
- Mysticism: See things no one else can see.
- Necromancy: controlling the dead. Be careful, here, this is dark stuff.
- Pathomancy: The antithesis of healing: causing wounds, inflicting diseases, leeching health. Be careful with this one, too: it is also quite dark.
- Protection: creating shields or barriers, or defending against particular dangers.
- Shunting: Spells that bend space, creating portals from one place to another.
- Summoning: briefly conscripting the services of an Outsider.
- Water: Somewhat weak offensively, but can include spells to breathe underwater, walk on water, and the like.
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