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Schools of Low Magic

The School of Enchantment document outlines abilities gained at different levels of mastery in mental magic and illusions. Apprentices can sense emotions or have brief mental conversations. Adepts can project emotions or read surface thoughts at a distance. Masters can fully control emotions within normal ranges or implant undetectable suggestions. Archmages can inflict psychic damage or probe forgotten memories. The Grey School outlines abilities in arcane magic. Apprentice arcanists can detect magic or create light. Adepts can dispel magic, receive visions, or conjure minor creatures. Masters can dispel magic over large areas or empower spells. Archmage abilities include reflecting spells, creating walls of force, or detecting divine

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0% found this document useful (0 votes)
161 views1 page

Schools of Low Magic

The School of Enchantment document outlines abilities gained at different levels of mastery in mental magic and illusions. Apprentices can sense emotions or have brief mental conversations. Adepts can project emotions or read surface thoughts at a distance. Masters can fully control emotions within normal ranges or implant undetectable suggestions. Archmages can inflict psychic damage or probe forgotten memories. The Grey School outlines abilities in arcane magic. Apprentice arcanists can detect magic or create light. Adepts can dispel magic, receive visions, or conjure minor creatures. Masters can dispel magic over large areas or empower spells. Archmage abilities include reflecting spells, creating walls of force, or detecting divine

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Tywyll
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The School of Enchantment

Apprentice
Sense surface emotions in a subject, understand the speaker of a foreign language, reroll a
saving throw against a mental effect as an Instant spell, or have a brief mental conversation
with a willing target in sight.

Adept
Project emotions to a subject, create a mental link of communication with a willing target
that extends out to a mile, read surface thoughts and strong images in a target, or trick a
target into seeing or hearing something illusory.

Master
Control a targets emotions fully within their usual range of passions, compel a target to
obey for a scene in any non-harmful way, implant a subconscious suggestion they will carry
out later that day if it is not against their nature, or read well-remembered memories on a
specific topic from a target

Archmage
Inflict 2d6 psychic damage dice on a target, compel a target to obey for a scene in any nonsuicidal way, or for a day in any not-especially-objectionable way, or deeply probe into even
forgotten memories on a particular topic.
The Grey School (Arcanists)

Apprentice
Apprentice arcanists can detect the presence of magic, create light as bright as a torch for 1
hour, fire bolts of magic that inflict 1d6 damage, ward themselves with magic for an AC
7(12) for 1 hour, or dispel low magic effects on their own person.

Adept
Adepts can dispel low magic on a target, receive a vision of the person who cast a spell in an
area or on an object up to a day ago, conjure a 1HD arcane creature, seal a door so that only
yourself or a greater skilled arcanist can open it, ward themselves with magic for an AC
5(14) for 1 hour, identify common magic items, create a 10 diameter ward that blocks the
passage of enchanted and supernatural creatures, enchant a touched weapon or armor
temporarily to be +1 for a scene, or fire a bolt of arcane force that inflicts 1d8 damage (or
spray a fan of magic that does 1d6 to all targets in a 15x15 cone).

Master
Those who have mastered the arcanists arts can dispel low magic on a building or structure
and everyone in it, create a shield that negates the next hostile low magic spell, conjure a
2HD arcane creature, strike a number of targets equal to half your level with magic darts
that inflict 1d6 damage, empower the next spell cast (double duration, damage dice, or
range), or command or banish an arcane creature.

Archmage
The arcanist archmage can create a shield that reflects the next hostile low magic spell back
at the caster, create an unbreachable wall of force that is 10 tall and 10 long per level of
the caster, conjure a 4 HD arcane creature, fire a bolt of arcane energy that inflicts 1d10
damage, ward themselves with magic for an AC 3(16) for 1 hour, disintegrate a 10 x 10
cube of material, detect theurgy, maintain concentration while casting a spell even if
damaged, or create a contingent low magic effect that will trigger under a specific
circumstance.

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