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Getting Started
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Kingdoms, Nations, and Empires
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Denizens of Ariel and Beyond
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Magic and Spellcasting
- Magic in the World of Fantasy Alive
- The Guild Arcane
- Faith in the Lakes Region
- Divination
- Nodes
- Magic Items
- Special Materials
- Components
- Clerics and the Gods
- The Schools of Magic
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- Aid (spell)
- Air Shield (spell)
- Arcane Dart (spell)
- Bless (spell)
- Bravery (spell)
- Detect Curse (spell)
- Detect Magic (spell)
- Detect Poison (spell)
- Disarm (spell)
- Extinguish (spell)
- Fire Dart (spell)
- Flame Blade (spell)
- Frost Dart (spell)
- Holy Dart (spell)
- Lend Health (spell)
- Light (spell)
- Magic Script (spell)
- Magic Stone (spell)
- Mystic Robes (spell)
- Pin (spell)
- Repair (spell)
- Repulse (spell)
- Spark (spell)
- Thorn Staff (spell)
- Unholy Dart (spell)
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- Anti-Healing Shell (spell)
- Arcane Bolt (spell)
- Arcane Lore (spell)
- Aura of Protection (spell)
- Barrier Pit (spell)
- Bind (spell)
- Bladeturn (spell)
- Bolt of Frost (spell)
- Death's Delving (spell)
- Detect Celestial (spell)
- Detect Infernal (spell)
- Detect Undead (spell)
- Empower (spell)
- Fear (spell)
- Fire Bolt (spell)
- Frost Blade (spell)
- Grant Health (spell)
- Holy Bolt (spell)
- Lesser Mage Lock (spell)
- Mystic Hide (spell)
- Open Lesser Lock (spell)
- Pull (spell)
- Purify (spell)
- Rebuke Undead (spell)
- Remove Charm (spell)
- Resist Fire (spell)
- Resist Frost (spell)
- Translate (spell)
- Unbind (spell)
- Unholy Bolt (spell)
- Web (spell)
- Barrier (spell)
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- Arcane Strike (spell)
- Aura of Resistance (spell)
- Ball of Frost (spell)
- Berserk (spell)
- Bramble Wall (spell)
- Charm (spell)
- Confine (spell)
- Cure Blindness (spell)
- Detect Enemies (spell)
- Disease (spell)
- Enfeeble (spell)
- Fire Ball (spell)
- Heal (spell)
- Holy Smite (spell)
- Mage Lock (spell)
- Magic Vestment (spell)
- Mystic Leather (spell)
- Open Lock (spell)
- Open Portal (spell)
- Poison Strike (spell)
- Protection from Fire (spell)
- Protection from Frost (spell)
- Question (spell)
- Remove Disease (spell)
- Remove Paralysis (spell)
- Remove Poison (spell)
- Restore Strength (spell)
- Resurrect (spell)
- Shatter (spell)
- Speak to Dead (spell)
- Spell Shield (spell)
- Strength (spell)
- Stun (spell)
- Unholy Smite (spell)
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- Arcane Barrage (spell)
- Battle Rage (spell)
- Blindness (spell)
- Blink (spell)
- Champion (spell)
- Command (spell)
- Command Lesser Undead (spell)
- Corrode (spell)
- Dispel (spell)
- False Eye (spell)
- Feeble Mind (spell)
- Find Things (spell)
- Fire Storm (spell)
- Flame Script (spell)
- Forbiddance (spell)
- Fortify (spell)
- Fortunes of War (spell)
- Greater Mage Lock (spell)
- Hail Storm (spell)
- Harm Undead (spell)
- Lightning Bolt (spell)
- Mend Body (spell)
- Mystic Chain (spell)
- Ogre Strength (spell)
- Open Greater Lock (spell)
- Paralyze (spell)
- Reflect (spell)
- Restore Limb (spell)
- Scribe (spell)
- Sleep (spell)
- Truth (spell)
- Venom Script (spell)
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- Animate Dead (spell)
- Bone Warrior (spell)
- Brittle Walls (spell)
- Chain Lightning (spell)
- Erase (spell)
- Explosive Runes (spell)
- Fool's Adamant (spell)
- Giant Strength (spell)
- Identify (spell)
- Life (spell)
- Mass Fear (spell)
- Mystic Plate (spell)
- Passwall (spell)
- Protection From Magic (spell)
- Summon Infernal Spawn (spell)
- Wither Limb (spell)
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- Blink Walk (spell)
- Age (spell)
- Command Undead (spell)
- Contingency (spell)
- Curse (spell)
- Detect Presence (spell)
- Enchant Armour (spell)
- Enchant Weapon (spell)
- Fire Weapon (spell)
- Floor of Binding (spell)
- Free Action (spell)
- Frost Weapon (spell)
- Greater Charm (spell)
- Heroes Feast (spell)
- Holy Weapon (spell)
- Interrogation (spell)
- Legend (spell)
- Magic Mouth (spell)
- Mystic Armour (spell)
- Restore Body (spell)
- Summon Imp (spell)
- Unholy Weapon (spell)
- Zone of Silence (spell)
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- Acid Ward (spell)
- Affliction (spell)
- Anti-Magic Shell (spell)
- Banishment (spell)
- Conjure Elemental (spell)
- Greater Dispel (spell)
- Death Curse (spell)
- Destroy Undead (spell)
- Fire Ward (spell)
- Frost Ward (spell)
- Greater Cure (spell)
- Regression (spell)
- Remove Curse (spell)
- Sacrifice (spell)
- Stone Skin (spell)
- Summon Manes (spell)
- Torment Spirit (spell)
- Youth (spell)
- Zone of Truth (spell)
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- Anchor Infernal (spell)
- Animate Statue (spell)
- Anti-Magic Zone (spell)
- Cleanse (spell)
- Destroy (spell)
- Divine Blessing (spell)
- Eternities Ritual (spell)
- Fate (spell)
- Flesh to Stone (spell)
- Maelstrom (spell)
- Mass Teleport (spell)
- Memory Alteration (spell)
- Permanency (spell)
- Plague (spell)
- Quest (spell)
- Soldiers Blessing (spell)
- Steal Life (spell)
- Summons (spell)
- Undying (spell)
- Vessel (spell)
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General Lore
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Lore
- Alejandero
- Alwyn
- Anajaream
- Apenca
- Arkady
- Astrid
- Atha
- Balaxa
- Bard
- Beldon
- Blythe
- Brack
- Callis
- Celestials and Infernals
- Clovis
- Curtainborn
- Dragons
- Dwarves (blurb)
- Elieff
- Elves
- Fae
- Fiona
- Gnomes
- Goblins (blurb)
- Hemulis
- Hoggsport
- Humans
- Iccula
- Jerroh
- Kazzok
- Kell
- Kingdom of Harodom
- Lizardfolk (blurb)
- Malkin
- Marius
- Merchant Houses within Harodom
- Minotaurs
- Orcs (blurb)
- Sasha
- Stasa
- Stelton
- Strega
- The History of Ariel
- The Pantheon
- The Schools of Magic
- Undead
- Yorik
- Near Lands
- Components
- Newspapers
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Downtime and Crafting
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- Awakener (Herbal)
- Energy Boost (Herbal)
- Healing Balm (Herbal)
- Intoxicant (Herbal)
- Leather Balm (Herbal)
- Adrenal Rush (Herbal)
- Minor Illness (Herbal)
- Slow Death (Herbal)
- Timber Oil (Herbal)
- Toxin (Herbal)
- Wonder Tonic (Herbal)
- Antidote (Herbal)
- False Death (Herbal)
- Greater Adrenal Rush (Herbal)
- Illness (Herbal)
- Leather Skin (Herbal)
- Liquid Serenity (Herbal)
- Miracle Tonic (Herbal)
- Tongue Bind (Herbal)
- Creeping Death (Herbal)
- Cure All (Herbal)
- Hallucinogen (Herbal)
- Heroes Last Stand (Herbal)
- Lethal Poison (Herbal)
- Sleep (Herbal)
- Berserk (Herbal)
- Euphoric (Herbal)
- Immunity (Herbal)
- Paralyze (Herbal)
- Silk Bag (Herbal)
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Adventuring and Exploring the World
The Schools of Magic
Armour
Armour spells weave magic into protective barriers. Their form can range from potent single use shields to a lasting magical field that wraps the body mimicking physical armour.
Body
Body spells specialize in using magic to enhance or control the physical form of the target. These spells can restrain and hinder as well as provide otherwise impossible levels of strength and endurance.
Creation
The school of Creation is dedicated to manifesting things into, and erasing things from existence or otherwise altering their physical state. These spells grant the caster the ability to shatter a weapon with a word and remake with another.
Death
Death magic is a school dedicated to manipulating spirits or the remains of the dead. Its spells allow the caster to twist spirits or raise corpses into undead servants as well as grant the power to take command or destroy these entities as well.
Detection
The spells of the school of Detection are used to reach out magically to gather information. In its lower tiers, spells from this school allow the caster to detect all manner of beings or things in the immediate world around them. At its highest circles, Detection magic allows one to reach through time itself to find the information one seeks with spells like Fate and Legend.
Divine
Divine spells are cast in service to and with the blessing of the Gods. It focuses on harnessing both Celestial and Infernal powers and turning it to the caster’s purpose.
Elemental
The Elemental school of magic focuses on bending the natural elements to the will of the caster enabling them to throw lighting, fire, and ice to assail their foes or send messages on the wind to far off recipients.
Healing
Healing spells harness magic for restorative purposes. Casting these spells allow one to heal grievous wounds, remove maladies, restore lost limbs and youth, and even prevent a person’s spirit from leaving their body after death, restoring them to life.
Infliction
The Infliction school of magic is dedicated to causing illness and bestowing curses. These spells, except at their highest tiers, are rarely deadly instead focussing on tormenting the target through blindness, disease, or turning their flesh to stone.
Magic
Spells categorized under the school of Magic focus on harnessing the arcane in raw and powerful forms to alter reality or form focused attacks. Casting the effects of these spells can range from creating light to blasts of energy, to teleportation.
Mind
The school of Mind magic is concerned with spells that target a person’s thoughts and perception. Installing or removing fear, rage, charm, or stunning the mind are all within its domain. At its most powerful, this school is able to permanently alter the memory of those it targets.
Summoning
The school of Summoning studies the permeability of The Curtain and uses magic to shunt beings from one side to the other. This school lacks the diversity of spells the other schools enjoy but enables the caster to pull greater and more powerful entities though under their command.
Each school of magic has a variety of spells associated with it, and Arcane Researchers are capable of specializing in areas of research. Each school of magic also has an opposite school of magic whose magical energies are somewhat contradictory to each other. if a Researcher specializes in one area of research, they often find it harder to fully understand the opposite area of study. Below is a chart of the schools of magic and their opposite schools.
This is a circle often used in complex spellweaving or in arcane research to contain magical energy. It is each of the schools of magic contained within their own circles, joined to form a full larger circle representing all known schools of magic.
Authored by: Kam Purvis & Elizabeth Cameron
Fantasy Alive Lore Team 2021
Copyright © Endless Adventures Ontario