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Serendipity Mod Journal ([personal profile] serendipitymod) wrote2021-12-02 09:17 pm

magic

MAGIC
The magic in Serendipity is based on the standard D&D schools of magic, with each House having special focus in particular schools. The schools that each House focuses on are related to the specific interests and goals of the House, and each has one highly-focused specialty. Any of the Houses may also teach potions and alchemy related to their House specialties. Characters may sign up with two Houses at a time to study in their specific schools of magic, and may change which Houses they're signed up with at any given time.

There are no hard-and-fast rules about how and how quickly characters may learn magic, as different characters may have different aptitudes. Just try to keep it realistic - learning magic isn't easy and will take a while!

Please note that some forms of magic listed can drastically affect other characters, such as mind control or changing people into animals. These types of magic should always be discussed OOCly before they're used on other characters, and should always be temporary unless both parties agree otherwise.

HOUSE LIFE


House Life focuses on magic that has to do with life, death, and living organisms.

☆ PLANT & GROWTH MAGIC The highly-focused specialty magic of House Life is to do with plants and growth. This can include spells that encourage growth in plants or communicate with them, that bend plants to the will of the magic caster, harness the poison in plants, or otherwise interact with plant life.

☆ CONJURATION Conjuration magic creates objects and creatures, or causes them to disappear. In the context of House Life, these are going to be spells that mostly relate to animal or plant life, or elements that support them such as water or earth.

☆ NECROMANCY Necromancy affects the balance of the energy within living things, the balance between life and death. While it's classically known as raising the dead, there are many other applications of Necromancy, including resurrection, encouraging growth, healing, and curing necrotic damage.

HOUSE STONE


House Stone focuses on magic that has to do with protection, defense, and the element of earth.

☆ STONE & EARTH MAGIC The highly-focused specialty magic of House Stone has to do with manipulating stone and earth. This can include elemental stone or earth spells, causing quakes, forming items out of stone, changing the form of earth (for example, from stone or sand to soil), or otherwise altering or creating stone or earth.

☆ ABJURATION Abjuration magic is focused on protection and barriers. House Stone focuses particularly on defensive barriers of either energy or stone, including walls and shields. This school of magic may also be used defensively to dispel other spells, place limits on use of magic, or otherwise counteract 'enemy' magic.

☆ EVOCATION Evocation magic is classical offensive magic - fireballs, energy blasts, waves of icy cold or unbearable sound. This is a pretty simple class of magic, which basically encompasses 'battle magic' that can be used for defense, offense, or even more practical uses like controlled burns or irrigation.

HOUSE RIVER


House River focuses on magic that has to do with gathering knowledge, altering the forms of things, and the the element of water.

☆ WATER MAGIC The highly-focused specialty magic of House River has to do with manipulating water in its many forms. This can include elemental water spells, redirecting and controlling water, creating water, or using water to cause changes to the world (for example, erode a trench in the ground by conjuring water).

☆ DIVINATION While Divination is classically known as telling the future, it also includes spells that reveal any kind of knowledge to the caster. This can include reading ancient texts that couldn't be otherwise translated, identifying unknown objects, finding the meaning of things, solving puzzles, and tracking items or people.

☆ TRANSMUTATION Transmutation involves changing the form of items or living creatures. This can include temporarily changing a person into an animal, making something intangible or invisible, shrinking or enlarging things, or changing one substance into another, such as copper into gold.

HOUSE SUN


House Sun focuses on magic that affects the mental state or perception of people, and weather magic.

☆ WEATHER MAGIC The highly-focused specialty magic of House Sun has to do with weather and the manipulation of it. This can include causing storms or rain, making the sun shine brighter, drying up floods, altering atmospheric pressure to cause wind, summoning lightning strikes or thunder, or other magic related to the weather. While these effects can be very powerful, they're always temporary because changing the weather is a very difficult thing.

☆ ENCHANTMENT Enchantment magic affects the mental state of other living things that can think, both that of people and animals. It may cause people to behave in ways they normally wouldn't behave, temporarily control the mind of another person, change priorities, affect the emotions, or otherwise alter how people think and feel.

☆ ILLUSION Illusion magic is quite straightforward - it manipulates the senses of other people or animals to make them believe that something is real when it is not. This may include visual illusions such as making someone believe they are being chased by a monster or that their entire appearance has changed, auditory or sensory illusions such as making someone believe that they're freezing, overheating, or hearing the voices of loved ones. Any spell that makes a person believe something is happening when it is not is illusion magic.

NAVIGATION









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