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magic

====== Na­ture of Mag­ic ====== Pelosian schol­ars di­vide mag­ic in­to three spheres based on how it is man­i­fest­ed.

Essence - Uti­liz­ing the in­her­ent pow­er in ob­jects and all around us. This is typ­i­cal­ly wiz­ard mag­ic. Alche­my is strong­ly essence. As are many su­per­nat­u­ral abil­i­ties.

Chan­nel­ing - Be­ing a con­duit for the pow­er of an­oth­er be­ing, or pos­si­bly “force” such as hate or el­e­men­tal fire but not all ar­gue these things agree with that last state­men­t. Di­vine mag­ic, chan­nel­ing the pow­er of God­s, is the most com­mon for­m.

Men­tal­ism - Man­i­fest­ing di­rect­ly from one’s in­tel­lect or willpow­er. Psion­ics square­ly fits here. But as var­i­ous the­o­ries gain pop­u­lar­i­ty or are dis­cred­it­ed Socer­ous, oth­er charis­ma based cast­er­s, and even some di­vine cast­er­s.

As with most aca­dem­ic sub­jects there is con­stant de­bat­ing on the de­tail­s. For in­stance most be­lieve a monks ex­tra­or­di­nary abil­i­ties are Men­tal­ism based but oth­ers in­clud­ing many monks em­phat­i­cal­ly state they are chan­nel­ing.

====== Mag­ic in Pe­los Mi­nor ====== Due to com­bat with Kjore el­e­men­tal based mag­ic is much more pop­u­lar.

====== Pe­los Mag­ic Schools ====== Many mag­i­cal train­ing cen­ter­s, called Paidi­a, ex­ist through­out Pe­los. Each school teach­es a cer­tain style/set of prac­tices/phi­los­o­phy of mag­ic. Most are ar­cane or psion­ic. But, di­vine schools ex­ist. As do mix­tures of the three.

==== Game Ef­fects ==== Play­ers can train or have trained at var­i­ous Paidi­a.

This can be used for “fla­vor”. Such as the rea­son play­er start­s/learns cer­tain set of spell­s, the back­ground/­ex­pla­na­tion for cer­tain feats like Quick­en Spel­l, or sim­ply for de­tail.

They will pro­vide ac­cess to cer­tain spell­s. That must be paid for of course but which might be oth­er­wise hard to lo­cate.

If a feat is ex­pend­ed to de­note ex­tend­ed and ex­ten­sive train­ing with one school it would pro­vide some abil­i­ty con­sumer­ate with oth­er feat­s. The de­tails are some­thing to work out with your DM.

==== Sam­ple Paidias ==== Play­ers are wel­come to sug­gest new schools to the DM.

== Danc­ing Fire == Sub­tle fire mag­ic. Not typ­i­cal mas­sive dam­age spells

== Shoot­ing Star == Ranged at­tack­s, speed, en­er­gy. Ex­ten­sive use of cross­bow and bolt spell­s. High­ly mo­bile style, dart­ing in and out of com­bat. Fa­vors max­i­mized point at­tack­s. “Hit en­e­my hard­er and faster than they can with­stand”

== Three Pow­ers == Nat­u­ral, Ar­cane, Spir­i­tu­al

== Three Cor­ners == de­tec­tion, de­fense, at­tack

== Sky Flow­er == light­ing, wind, flight, bird­s, weath­er

== Ea­gle == de­tec­tion, pro­tec­tion­s, re­ac­tions

== Feath­er Step == sub­tle

== Shad­ows of Light == elec­tric­i­ty mixed with fire/air/wa­ter

== In­vis­i­ble Wind == Force, il­lu­sion­s, oth­er sub­terfuge ef­fect­s. Sneaky bent

== Thou­sand Blows == Many rapid weak­er force, el­e­men­tal, mat­ter spell­s.

== Burn­ing Frost == fire and cold spells

== Pranc­ing El­e­men­tal == mo­bil­i­ty & move­ment with el­e­men­tal earth air wa­ter at­tacks

== Far Wind ==

== Un­stop­pable Bolt == fo­cused on cross­bow and mag­ic that en­hances that. strong de­fense spells

== Ea­gle’s Reach == rays, bolt­s, long range spell­s. pow­er­ful dom­i­nat­ing strikes be­fore en­e­my can re­act