Talk:Enchantment

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Faerie Magic

Faerie magic focuses on the schools of Enchantment and Illusion.

Enchantments are long term spells that either provide a persistent effect or gradually bring about some change. "Curses" and "Blessings" are easy examples of Enchantments. Another example is animation: a broom that flies around town, cleaning up on its own, is a subject of an Enchantment spell. Nurturing and healing spells would probably fall under Enchantment, in TwinWorld.

Illusions are short or long term spells that trick the senses of others (or even the caster). Examples vary from the decorations in the Hogwart's dining hall to a Faerie appearing as a human woman to seduce a man. Illusions need not be limited to sight or sound, and powerful illusions (such as in the latter example) can fool all five senses at once.

Zarth Magic

Zarth magic focuses on the schools of Transmutation and Evocation.

Transmutation alters the physical form of a subject. This could be re-shaping a windshaft into a useful tunnel, magically transforming a rock into a lizard, or changing one's own form into that of something else. They are generally instantaneous and permanent.

Evocations instantaneously release magical energy in a raw form. This is frequently seen in spells like Fireballs or Blizzards, which aren't actual fires or storms, but a release of magical energy that is made to look like fire. In the most utilitarian sense, it is used as destruction magic, which simply tears material to bits. This is easily used for excavation or as a weapon.

Immortal Magic

Conjuration and Divination are generally beyond the capacity of mortal magic. Immortals (Divines, or their agents, usually) can wield these magicks to varying degrees.

Conjuration is a fairly general school. Depending on the system it might even include healing magic. The most traditional parts of conjuration magic are literal "conjuring" (bringing something from elsewhere, or sending something to elsewhere), and creation (actually making something from nothing).

Divination magic enables the user to sense over great distances, four dimensionally. Seeing the future, scrying, or clairvoyance are all divination effects.

The Leftovers

Some systems have two other schools: Abjuration and Necromancy. Abjuration is protective magic, which might provide a magical shield that deflects arrows, or render the subject more resistent to magic effects. I recommend scrapping this school and building it into Enchantment and Evocation, for the Fay and Zarth. Fay would weave protective enchantments to make their skin thicker, or render them less porous to magical attack. Zarth would use instantaneous "parry" or "deflect" evocations to reactively counter their opponents.

Necromancy is usually typified with extreme evil. On the other hand, Zack is a necromancer, and not evil. I don't see Necromancy having a good place in TwinWorld (not among the Fay or Zarth, anyhow), but perhaps Zack got his power from an Earthly source.