Magic

Updated: 06/29/2024
We’re not a D&D sim. We’re very loosely based on the Forgotten Realms lore and aren’t as strict. Therefore our rules with magic are slightly different.
Classes are considered more like jobs and skills. Affinity for any of these may be inherited. Vocation and skill must be learned. Though multi-classing with magic is technically possible, it is very difficult.
We have very few set rules about magic, and fully encourage players to be creative with it! However, we are providing a basic rundown of how magic comes to different types of ‘classes’ that a character may categorically fit into.
Magic follows all of the basic rules of combat, in that using magic does not change how, when, or why you use a dice roll in a combat scene, or how many times you can heal another player, etc.
You may learn more about how magic works at Arcana Academy, the school for magic!
Arcana classes are based on D&D 5E and Pathfinder 2E. Some classes may include homebrew or freeform spells. Outside of the classroom, people may continue to use freeform and homebrew as they wish. This is just a guide for the curriculum.
Spells outside the classroom that have any significant impact on RP but are spells performed on yourself require 50+ on the blue dice to succeed. This includes but is not limited to disguise self and other such spells. Spells cast against another player require the attack dice or the against roll dice.
True Names are dangerous. No one knows their True Name automatically. A True Name is the name that someone immediately reacts to internally. It feels ‘right’. It takes a lot of soul searching and powerful magic to find a True Name. To hold your True Name or that of another is to hold great power over a person. Fae and other powerful beings will often deal in True Names.
Please remember magic has its limits. Regardless of your race, you will be fatigued by its usage. The greater the spell, the more harm comes to the caster. Multiple casters working together will ease the effects. As an example, a portal or teleport is difficult, and the more that pass through the more taxed the caster. Race change is impossible without transferring the soul to a new body or divine intervention. This includes fae. There is no such thing as ‘living mana pools.’
To lend your aide to someone magically, all you must do is declare your intent in your post. You may not attack while doing so. This increases the magical power of whatever spell is being cast by +5 per person giving the assistance. This applies outside combat as well as within combat.
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Bard: Uses the power inherent to creation (especially that of music and storytelling).
Cleric / Paladin: Uses magic granted from a divine being, typically in service to that being.
Druid: Uses magic associated with nature and capable of taking animal forms.
Necromancer: Uses the power of death itself, often animating corpses or summoning undead beings.
Shaman: Uses spirit magic, tied to the power of the soul.
Sorcerer / Mage: Uses magic inherent to their bloodline or granted as a gift.
Warlock: Uses magic gained from a deal made with an extraplanar being. Magic sugar babies.
Wizard: Uses magic gained from dedicated arcane studies and practice to focus on academics.
Witch: Uses magic gained from dedicated arcane studies and practice to focus on medicine.