Magic Schools

Schools of Magic

You must not be under the misimpression that magic is all-powerful. There are limits, and not even the greatest mages may overcome them. No one, for instance, has found any means of traveling-either over great distances or small ones-beyond putting one foot in front of the other. The immutable nature of the physical world prevents this. So no, you may not simply pop over to Minrathous to borrow a cup of sugar, nor may you magic the essay you “forgot” in the apprentice dormitory to your desk. You will simply have to be prepared. Similarly, even when you send your mind into the Fade, your body remains behind. Only once has this barrier been overcome, and reputedly the spell required two-thirds of the lyrium in the Tevinter Imperium as well as the lifeblood of several hundred slaves. The results were utterly disastrous.

Finally, life is finite. A truly great healer may bring someone back from the very precipice of death, when breath and heartbeat have ceased but the spirit still clings to life. But once the spirit has fled the body, it cannot be recalled. That is no failing of your skills or power, it is simple reality.

From The Lectures of First Enchanter Wenselus

Blood

The ancient Tevinters did not originally consider blood magic a school of its own. Rather, they saw it as a means to achieve greater power in any school of magic. The name, of course, refers to the fact that magic of this type uses life, specifically in the form of blood, instead of mana. It was common practice, at one time, for a magister to keep a number of slaves on hand so that, should he undertake the working of a spell that was physically beyond his abilities, he could use the blood of his slaves to bolster the casting.
Over time, however, the Imperium discovered types of spells that could only be worked by blood. Although lyrium will allow a mage to send his conscious mind into the Fade, blood would allow him to find the sleeping minds of others, view their dreams, and even influence or dominate their thoughts.
The rise of the Chant of Light and the subsequent fall of the old Imperium has led to blood magic being all but stamped out—as it should be, for it poses nearly as great a danger to those who would practice it as to the world at large.

From The Four Schools: A Treatise, by First Enchanter Josephus

Items imbued with blood are known to increase life energy, constitution, willpower and spell power. Rarer items take advantage of the more feared aspects of blood magic, the power to torture and dominate other living creatures.

Creation

The School of Creation, sometimes called the School of Nature, is the second of the Schools of Matter, the balancing force and complement of Entropy. Creation magic manipulates natural forces, transforming what exists and bringing new things into being.

Creation requires considerable finesse, more than any other school, and is therefore rarely mastered. Those mages who have made a serious study of creation are the highest in demand, useful in times of peace as well as war.

From The Four Schools: A Treatise, by First Enchanter Josephus.

Items imbued with creation are known to provide light, increase defense, promote natural healing, and enhance communication and willpower. They can also on occasion summon beasts such as insects and small mammals, or rarely greater ones such as bears, drakes, and even dragons.

Entropy

The first of the two Schools of Matter, Entropy is the opposing force of Creation; for this reason it is often called the School of Negation. Nothing lives without death. Time inevitably brings an end to all things in the material world, and yet in this ending is the seed of a beginning. A river may flood its banks, causing havoc, but bring new life to its floodplain. The fire that burns a forest ushers in new growth. And so it is with entropic magic that we manipulate the forces of erosion, decay, and destruction to create anew.

From The Four Schools: A Treatise, by First Enchanter Josephus.

Items imbued with entropy are known to enhance dexterity or constitution. When used offensively, entropy items can cause fatigue, paralysis, and in very rare cases, death.

Primal

Sometimes called the School of Power, the Primal School is the second of the Schools of Energy, balanced by Spirit, and concerns the most visible and tangible forces of nature itself.
This is the magic of war: Fire, ice, and lightning. Devastation. This is what the vast majority imagines when they hear the word “magic.”

From The Four Schools: A Treatise, by First Enchanter Josephus.

Items imbued with primal are known to enhance strength or perception. Weapons in particular are usually given additional elemental damage, which can range from a minor shock to a devastating earthquake.

Spirit

The first of the two Schools of Energy, Spirit is opposed by the Primal School. It is the school of mystery, the ephemeral school. This is the study of the invisible energies which surround us at all times, yet are outside of nature. It is from the Fade itself that this magic draws its power. Students of this school cover everything from direct manipulation of mana and spell energies to the study and summoning of spirits themselves.

By its nature an esoteric school, as most others know virtually nothing about the Fade, studies of spirit magic are often misunderstood by the general populace, or even confused for blood magic-an unfortunate fate for a most useful branch of study.

From The Four Schools: A Treatise, by First Enchanter Josephus.

Items imbued with spirit are known to add mana, increase mana regeneration, and enhance magic or cunning based skills. The school’s strong connection to the Fade means that the most powerful enchanted items can even aid in fighting off possessions.

Magic Schools

Into the Darkness GMJJ