Mystics cover the magical capabilities of characters. Characters can only invest in one Magic School.
It should be noted that the higher the investment in those magic schools, the better the character understands the magic involved in using those spells specifically, as well as their school's lore. This differs from Arcane knowledge, which is a catch-all for esoteric knowledge across the board but provides no spellcasting ability.
- For every one point you invest in a specific Magic School under Mystics, you gain +5 overall in your Mystics Ability Total.
- For every two points you invest in a specific Magic School under Mystics, you gain an additional + 9 overall in your Mystics Ability Total.
- If you max out a Magic School under Mystics with 3 Talent points, you gain an additional +14 overall in your Mystics Ability Total.
These boosts do not stack. For example, if you have two points invested in a specific Magic School under Mystics, you only gain the stated +9 overall. You do not add the +5 from the 1 point investment option.
- Attuned: All users of the Mystical Arts gain access to this passive ability that allows the caster to create a plethora of aesthetic effects. The caster is limited only by their imagination in what they may create or showcase with their magic. All aesthetics should generally fall in line with the theme of the School the Mystic the caster has chosen, and the tier of their investment. This can only be used outside of combat and cannot be used to replicate any combat or pre-existing point investment ability, but has no cooldown.
Magic Schools
|
|
|
| Built upon the principles of both light and darkness, chaos weaving is the magical artifice of the manifestations of good and evil into pure, potentia-manipulated arcane energy. The students of this school of magic are often rejected by other magic users, despite being one of the older magic disciplines, as their arcane power comes from the ‘withering’ of two objects, inanimate or otherwise, that in unison represent that metaphorical dualism.
|
|
|
|
| In abandoned towers and forgotten graveyards, the dying arts of a less civilised age still linger. While the elusive Resurrectionists specialise in the art of recovering lost souls to return them to life, and Thanotic Sorcerers have mastered the veil of death, Dreadbinders eschew such methods, instead puppeteering the fallen in a twisted facsimile of life. Widely feared and distrusted, their dark arts find few allies, for the price they pay is grim indeed - but for some, the call of power outweighs any toll.
|
|
|
|
| Conflagration, a mystical discipline hailing from a forgotten era of magical enlightenment following the Great Equilibrium is a captivating form of conjuration steeped in the traditions of Pannotia. Emerging as an extravagant and theatrical school of magic, Hellcasters are adorned in vibrant attire and enveloped in fragrances to mask the scent of smoke, master the art of conjuring mesmerizing flames and mystical infernos.
|
|
|
|
| This magical line of knowledge has evolved over the centuries. Starting out as the ‘wise people of the forest,’ this particular brand of magic is concerned with manipulating elements. Past historical texts mention village ‘wise men’ or ‘wise women’ who were able to help during droughts and other natural disasters.
|
|
|
|
| While numerous magical disciplines in Pannotia trace their roots back to ancient traditions and practices, none rival the antiquity and seamless integration with the world's natural forces as much as the Gladewalkers. They exhibit remarkable versatility and adeptness in harnessing the inherent power of the surrounding flora and fauna for both combat and practical purposes.
|
|
|
|
| Rhythmagia, commonly called ‘Bardic Sorcery’, is a magical discipline that creates a harmony between music and the arcane by channeling potentia through sound. Bardic Sorcery is a prevalent magical discipline due to the charismatic nature of those who embody its teachings and their musical expertise.
|
|
Coming Soon
|
| Watch this space!
|
|
|
|
| Somaturgy is the art and science of living flesh - the disciplined blasphemy of shaping life as if it were clay. Where necromancy commands the dead and science mends the living, Somaturgy bridges the two. It treats the body not as sacred vessel but as architecture, something that can be broken down and rebuilt at a whim.
|
|
|
|
| The academics of the magical world, Spellbinders participate and lead in the study of the craft of spell-making. They studiously catalogue magical knowledge and the art of spellcraft. Spellbinders have the distinct ability to tease out the required magical words to solidify spells.
|
|
|
|
| With its origins rooted in the grimoires of the word bending Spellbinders, Technomancy is the most recently developed school of magic and centers around the control and manipulation of energy, steam, metal and technology.It’s theorized that students of the discipline are able to accomplish these arcane feats by manipulating the potentia in mechanically produced energy and metals, both raw and tempered, however the extent and limitations of such use of magic have yet to be discovered.
|
|
|
|
| In the deepest sanctums of Skarna, where the veil between life and death thins to a mere breath, the ancient art of Thanotic Sorcery is practiced by those who dare to wield the raw energies of the afterlife. This dark and esoteric school of necromancy is not for the faint of heart or the uninitiated. It is said that to master Thanotic Sorcery is to dance on the edge of oblivion, to command the forces that govern the passage of souls, and to bend the very essence of death to one’s will.
|
|
|
|
| It was once the dominant magical force of the ancient world, and the epic tools of world-tearing destruction of the mystical Interlopers. Though only a shadow of their former glory, this discipline is still considered an ideological and magical danger.
|
|
|
|
| In the realm of Pannotia's arcane disciplines, where practitioners often tap into the forces of nature, Tundrathurgy emerges as a particularly captivating fusion of magic and the natural order. Originating from the northernmost Polar reaches of Pannotia, Tundrathurgy centers on the wielder's skill in manipulating water and ambient moisture, culminating in an unrivaled mastery of Ice and Frost.
|
|
|
|
| Virotechnia (Vi-roh-TEK-nee-ah) represents a groundbreaking fusion of ancient magical healing practices and modern technological advancements within the realm of Pannotia. Originating from the ancient order of healers known as the Viridisians, the Virotechnia emerged as a response to the increasing skepticism and restrictions surrounding magic following the Great Equilibrium.
|
|
| Accreditation |
|---|
| Writers |
Narrative Team |
|---|
| Processors |
Bimberi |
|---|
|
| Last Editor |
Bimberi on 11/1/2025. |
|---|
|
|---|