A group of mages that can alter the strength and properties of spells or enchanted items slightly but cannot cast a spell themselves
Within these Towers reside some of the most feared sorcerers ever to have blighted the lands of men.
"Anyone can draw a map, boy - there's no more difficulty in that than laying brick. What makes maps useful is when they are so proper, so precise, that they are living images of the places they represent. Encompassing knowledge of the geography, and mastery of the very space itself - that, child, is cartogramancy."
- Sage Pakpao Sasithorn, Chief Lecturer, the Ezagun-Darkbolt College of Cartogramancy
Blood. Ah, yes. Blood. Such a wonderful tool when you know how to use it. Welcome, my friend, to the wonderful world of Blood Magic.
...or Lego Magic, if you will.
This is a wretched tome of oceanic blasphemy; a foul water-stained, bone-white binder of bitter dead-men’s secrets and a guide to Nautical Necromancy useful in the hands of the young sea-faring necromancer or the Great Lich Umeen herself.
The scent of magic
"Aww, dang, did you fart again?" asked the Jordy, The Knight.
"No, screw you! I didn’t fart in the first place!" replied The Scoundrel, Harris. What they didn’t know was that the Smelbinders could hear their every word.
Vampires have strange powers indeed.
"I walked through the poor’s quarters, and my eye was not harmed. All functional, and simple, and crude, made on the whims of fate and delivered by immediate need.
I walked through the merchant’s quarters, and my eye was bored. Pretensions where nothing backed them, striving for appearance without substance, evidence of changing wealth, too much only began, too much never finished.
I walked through the place where the powerful lived, and my eye was tired. Too much of attempted beauty turned hideous, and a lack of taste was made worse by willing lackeys.
But then I’ve seen the treasure of the city. A cathedral, that was part of the sky, columns, and arches to carry the weight of the world, shapes to let your mind fly along, and ornaments to stop by. A place to ponder, to be pleased to be alive, to accept suffering, and to realize your mistakes. This is a place I could learn from."
Conosca abbastanza per essere impaurito, molto impaurito
Motto of Cinque-Parte Polygnostic
Not all magic is focused on war or power. Some magic is used to ease some of the hazards of normal life. The school of Midwifery is one such school.
The Zoimorph School of Magic is a school of magic specialized in altering and creating variants of life, sometimes referred to as Arcanaeugenics.
Pnathic sorcery has existed for ages, crudely used by magi who no idea the true forces they were fumbling with.
I have never been happy with the way that magical constructs were presented in games. Admittedly, a large statue stomping the surrounding countryside is an impressive image. But the logic (or lack thereof) involved has always bothered me.
The sum of all spellcasting traditions of one world - or most of them - in one place.
The school of Entwiners is formed around the art of creating magic with rope and knots.
Deep forests hide many secrets, and traditions older and stranger than civilization itself.
The art of putting spells within spells.
It is said that dwarves have problems with using magic (maybe they cannot cast spells at all). This is an attempt to create a distinctly dwarwen school of magic. The way you use it is of course yours.
As far as everyone knows, the Maze has always been there; the strange pair of gates set in the side of a mountain a common feature in every painting of the area, no matter how ancient. One white, one red, nobody knows what they're made of but they resist any attempt to damage them; they’re always slightly cool to the touch no matter the weather, they have a very reflective surface, and if you look at them in a bright light, sometimes it looks as if they glow on their own.
The important thing is what’s on the other side of them, of course. The Maze itself is a strange place where the normal rules are suspended, and its own set takes their place. It’s a place filled with puzzles and riddles, monsters and traps; it’s always consistent with itself in any single run but is never the same two times around, and sometimes you could swear it has a sadistic streak, delighting in tricking the unwary adventurer.
It is a dangerous place, as so many people will rush to tell you; most people who go in never come out, and even those who do usually end up scarred for life. They also bring out with them enormous piles of riches, which is why people keep going in anyway.