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Schools of Magic

Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study is bestowed by a deity. The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.

 

Arcane Magic.

 

Arcane magic is a source of raw energy, power, and life that has existed since the beginning of the world. Practitioners of arcane magic are called arcanists or arcane spellcasters, and some say they are born with an innate attunement to arcana and a particular affinity for an arcane element, or type of mana. Arcane magic can be used for a variety of purposes, including enchanting objects or people to make them more powerful and give them magical properties. These enchantments can be permanent or temporary and can be removed with a process called disenchanting. Arcane magic can also be destructive.

 

Blood Magic.

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Blood Magic is a sacrificial art that draws power from the caster’s vitality, blood offerings, and cursed sigils. It is volatile, powerful, and feared—even by other mages. The more a Blood Mage exerts their will, the deeper they fall into Crimson Debt, risking bodily corruption or spiritual rupture.

 

Gore Magic.

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This type of magic is perhaps the most repulsive of all magic. This is because it often requires the user to use the life force of themselves or others. Because of this it is banned in most locales. Although Aelath has not formally banned it, instead, it is deeply frowned upon and is often associated with the Dark One, thus, many see it as evil. The fact that many undead, such as those associated with the infamous Vampire Council, use Gore Magic handily is enough to draw the eye of the Church of Light. In response, the church has created a task force to curb its influence. Selected members are recruited. These zealots are often the most hardened Priests from the Disciples of the Mace.

 

Elemental Magic.

 

All magic has its start, and in this case, it’s Elemental Magic. In a lot of ways, this is the most powerful and most ancient of all magic forms. It was developed over a millennium by countless roaming bands of people. Specially by the leaders and shamans of those peoples. It is often used in agriculture now where farmers hire the “local” hermit to bring rain in dry seasons, and by the more primitive beings throughout Aelath, such as with some goblin or orc cultures.

 

Necromancy.

 

A necromancer is a caster who can expel negative energies flowing through their veins. Necromancers are like Wizards, but are adept with sorcery and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds, and souls. Often, the best way to do this is by raising/summoning undead from their fallen enemies; a skill at which they are unparalleled. Necromancers are also effective with diseases, poisons, and affect opponents with fear, fatigue, exhaustion, pain, life drain, or even gain mindless supporters with enchantment magic to charm and dominate their fallen foes.

 

Soul Magic.

 

This Magic is specifically used by the church and its affiliates. Drawing power from the actual soul of the wielder, this magic is directly balanced by their piousness. As they grow more powerful, so does their connection to the Bright One. While on one hand, Soul Magic is heavily focused on powerful healing, the Priest can wield devastating curse magic or even harness the powers of Elemental Magic. On the upper scales of power, a Priest is the hand of The Bright One.

 

This translates directly to your Religion score.

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