Rules / Magic
Magic
Eight schools, spells and Wild Surges
Magic OverviewThe Awakening 1805.Schools of MagicEach school has its own spells and its own Wild Surge table (see the school pages).Traditions & TrappingsTraditions and Trappings Magical Traditions How magic manifests depends on the Channeler's upbringing, beliefs, intent…Learning MagicAnyone can learn to Channel.Casting a SpellMake a Mysticism (Channeling) check against: Spell DC = 10 + the spell's total Strain cost Total Strain = base Strain…Spell ModifiersModifiers customize a spell at the moment of casting and can change every time you cast.Wild SurgesA Wild Surge happens when you draw too much power or lose control of it.AbjurationAbjuration is the magic of warding, refusal and enforced boundaries: spells that keep harm, influence and intrusion…ConjurationConjuration is the magic of bringing things here, sending things away, and crossing the distance between.DivinationDivination is the magic of knowing: spells that cut through uncertainty and reveal what ordinary senses can't.EnchantmentEnchantment is the magic of influence, shaping emotions, thoughts and behavior by touching the mind.EvocationEvocation is raw power made immediate: elemental forces and focused energy channeled into direct, physical effects.IllusionIllusion is the magic of appearance and perception: spells that disguise, misdirect and reshape what others think they…NecromancyNecromancy is the magic of life's edge: spells that handle vitality, death and what lingers between.TransmutationTransmutation is the magic of change: altering the properties of creatures and matter to make them more useful.