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| Racial and Cultural Ideas (continued) | |||||||||||||||||||||||||
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| * The Dorai. New to the world scene, the wraith elves have very strange ideas about the characteristics of magick and how it works. Most wraith elves that follow traditional Dorai studies access their magical powers through the power of shadows, blood, or nature. The Dorai believe that their blood is simply different from the blood of all others in the world, and that they have been called to complete a special task. * The Oubre & the Bellin. These two related races have a very unique outlook on arcane magick: they believe that almost every arcane magick wielder is infected by an evil aura called "the taint". Persons who show potential signs of being able to channel or wield arcane magick are summarily whisked away to be studied and tested. Those who carry the Taint are shunned, outcast, or put to death (depending on the severity of the Taint). This practice goes back as far as the goblins can remember. The Oubre and the Bellin also do not keep a written history and therefore goblin wizards are almost unheard of - the practice of wizardry requires rigourous amounts of study with ancient tomes of lore, something that the goblins are not comfortable doing. * The Kobali & the Bakke. As a group, neither the Kobali nor the Bakke are a studious people and therefore wizards are seldom found among them. The use of divine magick comes much more easily to them. The Bakke have a very strong tradition of worshipping elemental spirits, such as spirits of Fire, Air, and Blood. Shamans of their tribes use magick to cause fear among their fellows as a way to maintain power within the tribal structure. They also focus on spells that increase the endurance and combat effectiveness of the members of the tribe. Arcane casters are nearly always sorcerers who claim a bloodline from one of the elemental spirits, and they are often multi-classed cleric/sorcerers or druid/sorcerers. The practice of witchcraft is also known among the Bakke, one of the last peoples of Samoth to continue the use of this ancient form of nature casting. The Kobali orcs, who have assimilated with the other modern races, tend to follow the view of their nation or religion, although they also frequently incorporate some of their native traditions, especially veneration of elemental spirits. |
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| Schools of Magick | |||||||||||||||||||||||||
| Scholars, philosophers, and sages have over the years tried to categorize magical spells into different classes, or schools, based upon the effects they manifest. They noted that certain spells could be used to heal, while others could be manipulated to fool the senses or to summon creatures. This categorization of the magical schools is still in refinement. The current list consists of eight different schools, which are explained below. Some arcane spellcasters trained in classical magick devote the vast majority of their study to one specific school, and become specialists known by the name of their school, such as an Enchanter or Illusionist. * Abjuration. Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, and harm trespassers. It is said that at one time, powerful dragon casters could even banish the subject of an abjuration spell to another realm of existence. |
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* Conjuration. Each conjuration spell belongs to one of five subschools. The five subschools are: - Summoning: Conjurations that bring manifestations of objects, creatures, or some form of energy. - Calling: Conjurations that actually transport creatures from other areas of existence to Samoth. |
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| - Healing: Conjurations that heal. - Teleportation: Conjurations that transport creatures or objects over great distances. - Creation: Conjurations that create objects or effects on the spot. Many casters have debated whether healing spells should be considered part of the same school as summoning spells which are mainly used to conjure demons to do one's bidding. With the exception of the Healing subschool, Conjuration is highly thought to be the domain of demon worshippers or power-hungry dabblers who summon creatures to defeat their enemies. * Divination. Divination spells enable spellcasters to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. The nature of divination magick has become dim in the recent decades and many of its mysteries are now lost. No one knows the exact reason for this change. |
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