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Spells Preview
Bardic Magic: Though derided by wizards as a charlatan's
mockery of the true arts, bardic magic has evolved into its own precise
form, with its own compliment of spells. Unlike the more focused spells
more characteristic of wizardry (and its closer offshoots, illusion and
summoning), bardic magic is intimately tied to experimenting with Words
of Power. Through subtle variations in pronunciation, pitch, and volume,
bards can learn a variety of effects and spells. Musical accompaniment
is not a requirement of bardic magic, but the melodies help a bard
remember the precise variations of his spells. Consequently, bards may
use but do not need spellbooks or scrolls for their magic, as they
recall the spells as often as they'd like. Unfortunately, the Words of
Power are still difficult to master, and even the bards' legendary
memories cannot overcome the limitations of mortal flesh. Attunement
with the Words of Power takes years of practice, and young bards find it
difficult to recite even their favorite spells more often than once or
twice a day before their voices weaken during casting. With training,
they can become more familiar with the words' inflections, but even the
greatest bards have never been able to reproduce any but the simplest
spells more than a handful of times per day. Still, the flexibility of
the bardic style allows for stringing many kinds of Words of Power
together into the subtext of the famous bardic music, an effect that no
wizard has ever been able to duplicate.
Cleric Magic: In a certain sense, clerics do not cast spells, and
are no more magical in nature than a fighter or rogue. Instead, they
call upon their personal relationships with their deity, praying for a
divine intervention. Though the Words of Power are often part of these
spells, specifically the words governing the concepts of master and
servant, clerics use them to contact the astral planes, rather than to
produce direct results. While divinity-spawned magic produces effects
like no other spell, like healing, it also depends heavily on the gods'
good graces. Those who have yet to prove themselves find the gods
unwilling to intervene much, while begging for power like the arcane
spellcasters usually receives a curt dismissal - the gods create clerics
to fulfill the role of clerics, to inspire and lead worship, not to
provide everything for everyone. Gods enjoy the worship of noble souls,
not the lazy. Clerics still exert discrimination in how they serve,
however, by selecting which of their gods' aspects (Domains) to emulate.
Druidic Magic: Druids believe their magic is the purest, the most
reverent of all. In the Dragon's first lessons, It spoke of living with
nature as neither servant nor master. Though Its motives came into
question when It crushed the earliest civilizations and gods, druids
still hold that the Dragon had not yet gone mad when It spoke such
wisdom. To be sure, the lands where druids hold sway remain largely free
of Bascarite heresies, and even the cruelest druid acts out of need,
rather than straightforward sadism. Still, the druids' resemblance to
the hated shamans often marks the former as a group of diabolists, too,
though ethereal spirits are no more inherently evil than they are good.
Totems may choose who to bless with their gifts, but they always choose
those like themselves. The Words of Power druids use tend toward
bargaining and alliance, asking for power, rather than demanding or
begging for it.
Illusionist Magic: Illusion represents magic in perhaps
its purest form, in concept rather than substance. Though closely
related to wizards in many ways, illusionists favor almost stuttering
uses of the Words of Power, sometimes speaking only the first syllable
of the true words' power. Though this has led to the common view that
illusions are lesser forms of true spellcraft, it also means that
illusions disrupt the flow of the world less than other forms of magic.
Even with the few illusion spells capable of killing others, the deaths
appear natural, as though the victim died of shock. Rarely would anyone
suspect an illusionist's hand in the murder.
Necromancy: Though technically a school of wizardry like
illusion and summoning, necromancy is in many ways a throwback to
shamanism. Though necromancy eschews shamanists' reliance on fickle
totems and fetishes, it still deals directly with ethereal spirits, most
notably those of the recently dead. While this naturally leads to a
strong tendency to use Words of Power directly related to death, a wide
variation with all the other Words is common as well. Though they
commune with spirits regularly, necromancers achieve their power by
choice and, not in a corresponding subservience to these entities.
Seer Magic: Though the gods grant their gifts to seers
much as with clerics, seers ultimately answer to a different calling.
Where clerics can choose how to serve, seers tend to see fewer options
in their lives, and indeed see little but fate's forceful push in any
individual’s future. Invoking the Glyph of Fate almost without thinking,
seers serve as both compass and warning for a god's followers. In other
respects, they are much like a cleric, and may hold high rank within or
even lead their religion.
Shamanist Magic: Shamans are otherwise indistinguishable
from druids. Like druids, they draw their power from the spirits of the
Ethereal Plane, but instead of bargaining, shamans bind the nature
spirits to fetishes. Deverenian propaganda ensures most magicians
believe that this is a travesty, a cruel trick that tortures the poor
spirits. In truth, however, the shamans may use any means necessary to
coerce the spirits to their fetishes. Good-aligned shamans see
themselves as masters treating their servants forcefully, rewarding and
punishing as necessary. The shamans' recollections of the Words of Power
are possibly the most accurate, their intonations precise and unaltered
over millennia. Though few spirits like shamans, the shamans' respect
for the old ways brings the spirits' respect in return.
Summoning Magic: Though Deverenia's propaganda was
persuasive enough to trick even the like-minded druids, not even Signon
himself could have guessed that it would cause some shamans to
second-guess their motives. Horrified at the thought that they had
tortured innocent spirits, a few shamans abandoned their ways and went
straight away to study at the feet of the wizards. It was this
combination of methods which resulted in summoners. Summoners command
and control creatures with their magic, but rely solely on their spells
and not on enslaved spirits. Summoners use perhaps the widest variety of
Words of Power, within the vocabulary of their servants' true names.
Some summoners have taken this to a formal level even a wizard can
respect, and subsequently began cataloguing creatures based on
biological similarities and differences.
Wizardry: Before Deverenus, there were no wizards, only shamans.
Whether through his mother's blessing or some quirk of his own
personality, Deverenus was the first arcane magician in history to rely
on detailed instructions when he cast spells, rather than relying on
spirits bound to fetishes. With a standard form of spells, Deverenus
could teach others wizardry quickly without being concerned about harm
caused to enslaved spirits. Further, a common understanding of the Words
of Power allowed for better research into new spells, since wizards
could use previous spells as a clean starting point.
Miscellaneous Magic (Assassins, Paladins, Rangers): These
classes do not truly have their own methods of casting spells, relying
instead upon a casual familiarity with other classes (wizards, clerics,
and druids, respectively).

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