Magic System¶
Magic System¶
Factions, spells, schools, and casting
Magic System
Magic in Ghelmyon flows through five ancient traditions,
each teaching unique schools of power. Join a faction,
earn their trust, and unlock increasingly powerful spells.
MAGE FACTIONS:
Arcane Collegium .. Evocation & Abjuration (Ghelmyon)
River Seers ....... Divination & Restoration (Millhaven)
Deep Circle ....... Transmutation & Earth (Darkhollow)
Wild Coven ........ Nature & Storms (Thornwood)
Pale Order ........ Necromancy (????)
GETTING STARTED:
1. Visit a faction's headquarters
2. Complete their initiation quest
3. Train with faction NPCs to learn spells
4. Rise through ranks:
Initiate -> Apprentice -> Adept -> Master
SPELL SCHOOLS:
Evocation ...... Direct damage (firebolt, lightning arc)
Abjuration ..... Shields and protection (arcane shield)
Divination ..... Knowledge and foresight (insight, scry)
Restoration .... Healing (healing stream, purify)
Transmutation .. Transformation (stoneskin, iron fist)
Nature ......... Plants, beasts, weather (entangle)
Necromancy ..... Death magic (drain life, raise corpse)
CASTING: cast <spell> [at <target>]
KNOWN SPELLS: /spells
MANA: Shown in /status. Regenerates each phase.
SPECIALIZATION:
At honored reputation, choose a path within your
faction for tiered perks and exclusive abilities.
Paths cost 500 gold to respec.
See also: ?spells, ?factions-magic, ?combat magic
Faction pages: ?collegium, ?river-seers, ?deep-circle,
?wild-coven