EPRP 2.0 Spell List

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  1. Legion

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    Here is a list of the Schools of Magic, and the Spell Schools within them. Actual spells will come soon, but for now, here is a general overview of how magic will work in EPRP!


    Magic Schools

    Magic comes in many different forms, as I am sure most of you know. But there are two main ways to distinguish between types of magic, the first of which is the Magical School of the spell.

    Each Magical School has its own spell list that casters can choose from. Each spell has a power rating, and a caster can only choose spells that have a power rating equal to four less than their class's spellcasting stat (Intelligence for Wizards, Creativity for Sorcerers, Willpower for Stalwarts, etc). The exceptions to this are Unicorns, who do not take the -4 penalty; they may choose spells with a power level equal to or less than their spellcasting stat.

    A caster may choose to specialize in a certain school of magic. When they do this, their spellcasting stat is treated as 3 higher than it actually is for the purpose of spells within that school. However, it is treated as 2 lower for the purpose of spells within it's opposed school, and 1 lower for spells from all other schools. For example, if a caster chose Fire spells to specialize in, they would take a +3 to power in the Fire school, but a -2 to the Water school and -1 to all other schools.

    The following are the schools of magic that are available to choose from: (Schools put next to each other are opposition schools)

    Fire / Water
    Air / Earth
    Force / Metamagic
    Space / Time
    Life / Death




    Spell Schools

    The second way to distinguish between spells is by their Spell School. While the Magical School determines the theme of the spell most of the time, the Spell School determines its exact effect.


    A caster can specialize in one of these Spell Schools as well, gaining a +1 to any numeric aspect of a spell cast of that school, but taking a -2 to any numeric aspect of a spell cast of its opposition school.

    Below are the eight Spell Schools, and a description of what spells fall into that category. Spell Schools put next to each other are in opposition to each other.

    Evocation - Blasts of energy, usually high-energy, violent spells that are very flashy.
    Abjuration - Magical wards, shields, barriers, protective spells often fall into this school.

    Conjuration - Bringing things into existence, whether by summoning creatures or material objects.
    Transmutation - Changing the nature of things already in existence magically. Turning wood to stone, for instance.

    Illusion - Changing how things appear, creating phantoms, glamours, magical images or displays.
    Divination - Discerning the true nature of how things are. Information gathering, mind-reading, fortune-telling, etc.

    Necromancy - Anything to do with controlling death. Spells that drain life-force, control the undead, or inflict disease, weakness, or poison are usually under this school.
    Enchantment - Anything to do with controlling living beings. Hypnotism, mind-control, and other mental effects usually are under this spell school.
     
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