Magic

The worlds of Cailore Fantasy™ is not as steeped in magic as many game worlds, but it is still a place of great wonders; of ancient artifacts, contemporary wizards and clerics, and natural spirits of power.

Spells

A spell is a one-time magical effect. Spells come in two types: arcane (cast by bards, sorcerers, and wizards) and divine (cast by clerics, druids, and experienced paladins and rangers). Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.

Most spellcasters prepare their spells in advance—whether from a spellbook or through devout prayers and meditation— while some cast spells spontaneously without preparation.

Despite these different ways that characters use to learn or prepare their spells, when it comes to casting them, the spells are very much alike.

Cutting across the categories of arcane and divine spells are the eight schools of magic. These schools represent the different ways that spells take effect.

Learn more about spells.

Magic Items

The magic items of Ǻrth range in power from ‘mundane’ household aids such as continual light lamps, to ancient artifacts which have personalities and wills so strong they may take over mortals and force them to do their bidding. Most items player characters will interact with are much closer the former, less powerful variety. Some spell-casting characters may even learn the skills necessary to create their own magic items.

Natural Spirits

Spontaneously created from the weave of magic, these beings are manifestations of the very will of the natural world. They may work for the benefit or detriment of humanity and their ilk, as their motivations are strictly their own. Adventurers should watch for the affects of natural spirits as they journey away from the safety of civilized areas of Ǻrth.

Contemporary Spellcasters

Spellcasters of the modern age are uncommon in most places but not unheard of. Priests of up to 5th level can be found in most large towns, while cities usually boast 3 or 4 priests of up to 9th level. The great cities may have an actual plethora of potent priests, some reaching as high as 15th level. Greater churches will have a holy father/mother of up to 20th level, but most are no more than 17th.

Most cities claim residence of one or two wizards of up to fifth level. The great cities however are usually defined by the presence of an Academy of the Arcane College. In these cities, there may be between one and two hundred apprentice wizards (levels 0 to 3), perhaps 50 journeyman wizards (levels 4 – 7), maybe as many as 20 mages (levels 8 -12), usually no more than 5 master mages (level 14-17) and a Primus, the leader of the Academy (usually between 15th and 20th level, although usually no more than 17th).

Outside this power structure of wizards are the hedge wizards, most of whom aren’t wizards at all, but adepts and sorcerers, practicing their art in small and far removed communities across Auctorus. Hedge wizards rarely exceed 7th level regardless of the community they serve.

Magic of Antiquity

In ages past great rituals produced mighty magics which are still coveted today. The secrets of these great magics lie lost in time or are kept safe by jealous gods. Mortals who are exposed to these magics are often changed forever, never again viewing the world in the same manner.

The Arcane College

 

Arcane Nexus

Located near the geographic center of Auctorus the Arcane Nexus is a conjunction of powerful ley lines, imbuing the area with a powerful magic aura which aids in spell casting and research. The Arcane College has erected a monument at the site of the conjunction and build the community of Arcanum nearby.