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Magic

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Revisão de 18h36min de 8 de junho de 2021 por Luke Nitole (discussão | contribs) (Criou página com 'Spells such as ''burning hands'' and ''cone of cold'' cover an area, allowing them to affect multiple creatures at once. A spell’s description specifies its area of effect,...')

This Article is in accordance with the version 0.92 of Runarcana RPG

Runeterra is a naturally magical world, especially because the Global Runes are foundations of the world, whose resonance reaches all beings giving them extraordinary abilities.

Even so, there are people who manage to go beyond this natural capacity, invoking powers beyond comprehension, studying them and being able to understand them in an even more advanced way.

This magical ability is a mystical energy that can be worked on by character classes through the Spellcasting feature.

Spellcasting

Magic permeates fantasy gaming worlds and often appears in the form of a spell.

This chapter provides the rules for casting Spells. Different character classes have distinctive ways of learning and preparing their Spells, and creatures use Spells in unique ways. Regardless of its source, a spell follows the rules here.

What is a Spell?

A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the Invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect — in most cases, all in the span of seconds.

Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see Appendix A), drain life energy away, and restore life to the dead.

Uncounted thousands of spells have been created over the course of the universe’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

Spell Level

Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips — simple but powerful spells that characters can cast almost by rote — are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell.

Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.

Known and Prepared Spells

Before a spellcaster can use a spell, it must have the spell firmly fixed in mind or must have access to the spell in a magic item. Members of a few Classes have a limited list of Spells they know that are always fixed in mind. The same thing is true of many magic-using creatures. Other spellcasters undergo the process of preparing spells. This process varies for different Classes, as detailed in their descriptions.

In every case, the number of spells a caster can have fixed in mind at any given time depends on the character’s level.

Mana

Mana is an element that is part of the basic principle of all magic, where through the study, understanding, transformation, and modifications of it, they can create the most diverse effects, as seen in the Types of Spells.

Regardless of how many spells a caster knows or prepares, it can cast only a limited number of them before resting. Manipulating the mystical energy fabric and channeling its energy, even for a simple spell, is physically and mentally draining, and in the case of higher-level spells, it is even more so. Thus, each Caster Class description includes a table showing how many Mana Points a character can use at each character level. For example, Arcana Umara, 3rd level, has 10 Mana Points.

When a character casts a spell, it spends Mana points corresponding to that spell's level or one of a higher level. You can think of mana as a container filled with liquid, as you level up you improve that core, having a greater capacity to hold more liquid. Each spell requires you to expend some of this liquid, spending your Mana Points to be cast.

Finishing a long rest restores all Mana Points spent.

Some characters and creatures have special abilities that allow them to cast spells without using Mana Points. For example, a Bodhisattva who follows the Wuju Art Doctrine or a Techmaturg using one of its Gadgets.

Mana Points

All Casting Classes have Mana Points. These points are used for spellcasting, spending more or fewer points depending on the level of the spell being cast, as shown in the Spell Level and Mana table.

A caster can only use its Mana Points for level spells it has access to.

Spell Level and Mana
Spell Level Mana Points Spell Level Mana Points
0 0 5th 7
1st 2 6th 9
2nd 3 7th 12
3rd 5 8th 16
4th 6 9th 21

Casting a Spell at a Higher Level

When a caster casts a spell at a higher level than the spell itself, it assumes the highest level for casting purposes. For example, if Umara casts magic missiles spending 3 Mana Points instead of 2, those magic missiles are 2nd level.

Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in the spell description.

Cantrips

A cantrip is a spell that can be cast at will, without wasting Mana and without being prepared in advance. Repeated practice fixes the spell in the caster's mind, infusing it with the mystical energy needed to produce the effect over and over again. The magic level of a cantrip is 0.

Rituals

Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend Mana Points, which means the ritual version of a spell can’t be cast at a higher level.

To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The Acolyte, for example, has such a feature. The caster must also have the spell prepared or on its list of spells known, unless the character’s ritual feature specifies otherwise.

Casting a Spell

When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects.

Each spell description begins with a block of information, including the spell’s name, level, mistery, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.

Casting Time

Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.

Bonus Action

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

Reactions

Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.

Longer Casting Times

Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over.

Range

The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like elemental sphere, the target is the point in space where the elemental sphere explodes.

Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.

Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you (see “Areas of Effect”). Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise.

Components

A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell.

Verbal (V)

Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.

Somatic (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

Material (M)

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before it can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access a spell’s material components — or to hold a spellcasting focus — but it can be the same hand that he or she uses to perform somatic components.

Duration

A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.

Instantaneous

Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled because its magic exists only for an instant.

Concentration

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.

If a spell must be maintained with concentration, that fact appears in its duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

  • Casting another spell that requires Concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.
  • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
  • Being Incapacitated or killed. You lose concentration on a spell if you are Incapacitated or if you die.

The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

Targets

A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).

Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise.

A Clear Path to the Target

To target something, you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

Targeting Yourself

If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.

Areas of Effect

Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.

A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover.

Cone

A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.

Cylinder

A cylinder’s point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. A cylinder’s point of origin is included in the cylinder’s area of effect.

Cube

You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.

Sphere

You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point. A sphere’s point of origin is included in the sphere’s area of effect.

Line

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.

Saving Throws

Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

Attack Rolls

Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t Incapacitated.

Combining Magical Effects

The effects of different spells add together while the durations of those spells overlap.

The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap. For example, if two Acolytes cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.

Sources of Magic

In Runeterra there are three main sources for magic: Celestial, Elemental, and Spiritual. The techniques and ways of manipulating these three energies are the basis of magic, however, most of the time, more than one of these three key elements is used to accomplish some wonder. The magic of Aspects and runes are from Celestial nature, while the magic of the Yeti and even Shadow magic are Elemental, finally, the magic of Vastaya, of Yordles, and even Necromancy, are from Spiritual nature.

Many times, Celestial and Spiritual magic can communicate with Elemental magic, creating new variations and powerful effects, such as Hemomancy, a variant of spiritual magic, and Runomancy, a variant of Celestial magic.

At least one of these bases is involved in every magical act. And since all organisms and existences on Runeterra are permeated by the magic of the Global Runes, it is correct to say that all existences possess at their core a spark of Celestial and Elemental power, mediated and connected by a Spiritual magic.

Magic Mistery

Each source of magic has several Mysteries linked to it, normally these Mysteries are accessible through the evolution of the character in its class.

These Mysteries are groupings of knowledge and understanding of certain aspects of magic that are grouped together by proximity. In this way, each Mystery ends up bringing this understanding and, with that, access to a list of spells that are studied in this Mystery. It can happen that a spell is present in more than one Mystery.

When a Trait, Heritage, Enhancement, or anything else gives you access to a Mystery, it means you are gaining access to the knowledge studied in that Mystery and to that Mystery's spell list.

Celestial Magic

It is believed that these spells were used to create everything in the cosmos. Celestial spells are extremely difficult to use and beings who can control them are extremely rare, the only exception to this would be celestial creatures, who have an innate aptitude to cast them.

  • Chronomancy. Time magic is one of the most powerful things there is, capable of pausing a moment in space or simply returning an object's appearance to the moment it was created.
  • Spacemancy. Space spells are able to create huge portals capable of swallowing an entire city and transporting it to a place in the middle of the galaxy, however, it is almost impossible for a being to have such power.
  • Gravitomancy. Using the forces of gravity itself, these spells can change the force that gravity affects a body, making it lighter, making it easier to move, or heavier, pinning it to the ground.
  • Runomancy. It is no secret to magicians that all creatures, beings, and objects are directly affected by the magic of the Global Runes. Runomancy is part of the study in which you use this magic to create powerful effects.

Elemental Magic

Elemental spells manipulate nature's own energy to produce the desired effect from one or more elements and can create unique effects by combining more than one element. Some provide explosions of fire or lightning, others channel positive energy to heal wounds.

When you are given the ability to cast an elemental spell, you are given access to the Elemental Mystery spell list and you must choose one of the four Primary Elements as your main element. If you are given access to one more element, you must choose a new Primary Element or an element related to an element you already have.

For example, if you have Water as your Primary Element, when you receive a new element, you will have to choose between Fire, Earth, Air, Flora, or Ice.

To have access to a Tertiary element, you must have access to the 2 Secondary elements that form it, for example, to have access to the Metal element, you must have access to Storm and Magma.

In order to gain access to a Transition Element or Shadow Element, you must have access to the opposite element of a Primary Element. For example, if you want to access the Poison or Shadow element, you must have access to the Water and Fire or Water and Shadow elements, or if you want access to the Desert or Dark element, you must have access to the Earth and Wind or Earth and Shadow elements.

When you are granted access to an element, it does not always mean that you will have access to the Mystery of that element, this is only true for the full Caster Classes (Acolyte, Arcane, and Pilgrim) who have reached level 2 in those classes. On the other hand, the reverse works normally, if you are given access to an Elemental Mystery, you are also given access to the element.

If you have more than one element, when using a multielemental spell you must first declare which element will be used. You can only cast an elemental spell that is from an element you have access to.

Primary Elements

  • Water. This element is present in most environments, however, when close to a body of water, such as a river, lake, or ocean, the element becomes even more abundant. Usually, water spells are more focused on healing and aiding effects.
  • Fire. Fire is present a good part of the day, alongside bonfires and fires. Fire is an extremely volatile element, but at the same time, it is also one of the most versatile primary elements, along with water. Usually, fire spells are more focused on damage effects, though it's also used for protection.
  • Earth. As the foundation of the entire planet, Earth is present in all terrain, whether it is below or above the sea. Earth is the most stable element and at the same time, less versatile when compared to the other primary elements. Usually, earth spells are more focused on resistance and protection effects.
  • Wind. Where you can breathe, is where you can find this element, present in practically every corner of the world, this element becomes the most constant and present in everyday life. It is very common to find Arcanes capable of controlling the Wind, but few are able to master it. Usually, wind spells are more focused on movement and damage effects.

Secondary Elements

  • Flora. In a mixture of Water and Earth, the Flora element is created. This element seeks the conservation and creation of life, facilitating and accelerating growth.
  • Ice. In a mixture of Water and Wind, the Ice element is created. Due to its brutal nature, few beings are able to use this element without some kind of ricochet. This element is capable of powerful things, however, it can end up having serious consequences.
  • Magma. In a mixture of Fire and Earth, the Magma element is created. This element seeks renewal through destruction, having both healing and aggressive energies.
  • Storm. In a mixture of Fire and Wind, the Storm element is created. This element brings personal strength enhancement or the devastation of a location.

Tertiary Elements

  • Crystal. In a mixture of Magma and Flora, the Crystal element is created. This element is protective in nature, although it can also have aggressive uses. It creates magical barriers and can negate harmful effects.
  • Metal. In a mixture of Magma and Storm, the Metal element is created. This is probably the most versatile and useful element during combat, being able to create strong armor and powerful weapons.
  • Blizzard. In a mix of Storm and Ice, the Blizzard element is created. Able to create powerful snowstorms, create ice golems, and even a hut capable of protecting from all the outside.
  • Yeti. In a mixture of Ice and Flora, Yeti magic is created. This element is a mystery, few know what it is capable of creating, but those who know it do not seem to have the strength they have. There is no evidence of any being who has studied this element in depth. It is not possible to select Yeti magic as one of your elements.

Transition Elements

  • Desert. Upon transitioning to the Shadow element, Earth becomes the Desert element. Usually, this element is very common among assassins and spies, being used to exhaust your enemies and to camouflage themselves in the environment.
  • Infernal. Upon transitioning to the Shadow element, Fire becomes the Infernal element. This element brings out the worst part of each of its base elements, being completely focused on destruction and devastation, burning everything in its path.
  • Sound. Upon transitioning to the Shadow element, the Wind becomes the Sound element. This element assists with the sound control of a location and can increase it exponentially or silence it completely.
  • Veneno. Ao transicionar para o elemento Sombrio, a Água se torna o elemento Veneno. Para aqueles que conhecem esse elemento, sabem que ele é muito mais do que apenas destruir as células do corpo de uma criatura, também podendo ser utilizado para a criação de efeitos potentes para o aumento de força, velocidade, ou até mesmo a visão de uma criatura.

Elementos Primordiais

Esses elementos são extremamente raros de serem encontrados na natureza, e aqueles capazes de os controlar são ainda mais. É um evento raríssimo quando nasce um arcano capaz de controlar a Luz ou o Tempo. Por outro lado, o elemento Sombrio pode ser encontrado em ocasiões de conflito.

  • Luz. Esse elemento é considerado um dos mais raros dos poderes elementais, podendo ser extremamente versátil, criando prisões de luz pura, cegando criaturas, lançando barreiras protetoras ou criando um raio de energia capaz de atravessar a mais resistente das muralhas.
  • Sombrio. Um elemento criado a partir da mistura de qualquer elemento oposto. Você pode imaginar o elemento Sombrio como uma esfera de pura escuridão.

Efeitos Elementais

Dentre as magias que um conjurador é capaz de utilizar, existem as magias elementais com o Mistério “qualquer”. Todo conjurador que possui acesso a lista de magias de ao menos um elemento, pode conjurar magias com este descritivo, recebendo acesso à sua lista de magias.

Cada elemento possui um tipo de dano a ser utilizado para essas magias, como descrito na tabela “Elementos e Tipos de Dano”. Além disso, a tabela “Efeitos para Magias por Tipo de Dano” indica os efeitos adicionais que as magias com este descritivo causam.

Elementos e Tipos de Dano
Elemento Tipo de Dano Componente Material
Água Perfurante Aquamarine
Fogo Ígneo Rubi
Terra Contundente Zirconita
Vento Cortante Topazio
Flora Venenoso Âmbar
Gelo Gélido Lápis-Lazuli
Magma Ígneo Obsidiana
Tempestade Elétrico Peridoto
Cristal Energético Qualquer Joia
Inferno Ígneo Opala de Fogo
Nevasca Gélido Safira
Deserto Ácido Ágata
Metal Escolha 1 entre: Contundente, Cortante ou Perfurante Hematita (ou Pirita)
Som Trovejante Diamante
Veneno Venenoso Jade
Luz Radiante Opala
Sombrio Sombrio Ônix


Efeitos para Magias por Tipo de Dano
Elemento Efeito
Ácido Papéis e couros leves atingidos na área da magia ou a 5 pés do alvo, que não estejam sendo usados ou carregados, são corroídos.
Contundente Cada criatura afetada deve fazer uma salvaguarda de Constituição. Em uma falha, a criatura fica Incapacitada e seu deslocamento se torna 0 até o começo do seu próximo turno. Objetos frágeis, como vidro, na área da magia ou a 5 pés do alvo se quebram.
Cortante: Vento Objetos de até 2,5 kg na área da magia ou a 5 pés do alvo, que não estejam sendo usados ou carregados, são movidos 15 pés para trás.
Cortante: Metal Cada criatura afetada é incapaz de se curar até o começo do seu próximo turno.
Elétrico Cada criatura afetada deve fazer uma salvaguarda de Constituição. Em uma falha, a criatura recebe desvantagem em seu próximo ataque.
Energético Cada criatura afetada deve fazer uma salvaguarda de Constituição. Em uma falha, a criatura possui -1 de CA até o final do seu próximo turno.
Gélido Cada criatura afetada tem seu deslocamento reduzido em 5 pés até o final do seu próximo turno.
Ígneo O fogo se espalha pelos cantos na área da magia ou a 5 pés do alvo. Ele incendeia objetos inflamáveis que estejam na área e não estão sendo usados ou carregados.
Perfurante: Água A água se espalha pelos cantos na área da magia ou a 5 pés do alvo. Ela molha todas as criaturas e objetos na área.
Perfurante: Metal Cada criatura afetada recebe estilhaços de metal superficiais em seus ferimentos. É necessário um teste de Medicina ou Prestidigitação para removê-los. Enquanto eles estiverem no corpo do alvo, todo dano elétrico recebido causa 1 dado de dano adicional.
Radiante Cada criatura afetada deve fazer uma salvaguarda de Constituição. Em uma falha, a criatura fica Cega até o final do seu próximo turno.
Sombrio Materiais inorgânicos atingidos na área da magia ou a 5 pés do alvo envelhecem e ficam ressecados ficando com aparência manchada e envelhecida. Cada criatura afetada deve fazer uma salvaguarda de Constituição. Em uma falha, a criatura fica Enfraquecida até o final do seu próximo turno.
Trovejante Cada criatura afetada deve fazer uma salvaguarda de Constituição. Em uma falha, a criatura fica Surda até o final do seu próximo turno.
Venenoso Cada criatura afetada deve fazer uma salvaguarda de Constituição. Em uma falha, a criatura fica Intoxicada até o final do seu próximo turno.

Magias Espirituais

As magias espirituais utilizam a energia que está presente em todas as coisas, sejam elas vivas ou não. Em algumas culturas antigas, essa energia foi conhecida como sho’ma, um conceito que, para essas culturas, dizia que tudo possui uma alma ou uma consciência.

  • Adivinhação. Revela informações, seja na forma de segredos há muito esquecidos, vislumbres do futuro, locais de coisas ocultas, a verdade por trás de ilusões, ou visões de pessoas ou lugares distantes.
  • Encantamento. Afeta as mentes dos outros, influenciando e controlando o seu comportamento. Magias de encantamento podem fazer inimigos verem o conjurador como um amigo, forçar criaturas a tomar um curso de ação, ou até controlar outra criatura como se fosse um fantoche.
  • Étermancia. Controla a própria energia espiritual. A étermancia traz consigo poderosos efeitos explosivos que podem criar uma zona de pura energia volátil que pode explodir ao mero toque.
  • Hemomancia. Pelo contrário do que muitos podem acreditar, a hemomancia não se dá apenas pelo controle do sangue, mas também pelo controle da energia vital de uma criatura. Foi através da hemomancia que possibilitou que os Darkins fossem presos em suas armas.
  • Ilusão. Engana os sentidos ou a mente dos outros. Magias de ilusão levam as pessoas a verem coisas que não existem, não perceberem as coisas que existem, ouvirem ruídos fantasmas ou lembrarem-se de coisas que nunca aconteceram. Algumas ilusões criam imagens fantasmas que qualquer criatura pode ver, mas as ilusões mais insidiosas plantam uma imagem diretamente na mente de uma criatura.
  • Invocação. Envolve o transporte de objetos e criaturas de um local para outro. Algumas magias de invocação invocam criaturas ou objetos para o lado do conjurador, enquanto outras permitem que o conjurador se teletransporte para outro local. Algumas conjurações criam objetos ou efeitos do nada.
  • Necromancia. Manipula as energias da vida e da morte. Magias de necromancia podem conceder uma reserva adicional de força vital, drenar a energia vital de outra criatura, criar mortos-vivos ou até mesmo trazer os mortos de volta à vida. Criar mortos-vivos através do uso de magias de necromancia, tais como animar mortos, não é um ato bom, e apenas conjuradores malignos usam tais magias com frequência.
  • Oniromancia. Controla o sono e os sonhos. Podendo forçar uma criatura à inconsciência, a oniromancia pode criar ilusões dentro da mente de uma criatura adormecida, ou utilizar a energia de seus sonhos para manter seres poderosíssimos presos numa prisão eterna de gelo.
  • Transmutação. Altera as propriedades de uma criatura, objeto ou ambiente. Magias de transmutação podem transformar um inimigo em uma criatura inofensiva, aumentar a força de um aliado, fazer um objeto se mover sob o comando do conjurador ou aprimorar as habilidades de cura inatas de uma criatura para que ela rapidamente se recupere de uma lesão.
  • Umbramancia. Controla as sombras do ambiente, pois onde quer que haja luz, há sombra, e onde não há luz… também há sombra. Enquanto na escuridão, os efeitos de umbramancia são potencialmente elevados.

Aprendendo Mistérios Adicionais

Inicialmente você tem acesso aos Mistérios conferidos apenas pela sua Classe, Subclasse ou outras características adquiridas, como Aprimoramentos ou até Runessências. Caso você queira ter acesso a um mistério fora dessas características, você pode utilizar seu tempo entre as aventuras segundo a regra descrita no Capítulo 8: Aventurando-se.

Tabelas de Conjuração

Algumas Classes, habilidades ou Origens necessitam que, ao conjurar uma magia, você role um efeito adicional dentro de uma tabela, seja ela a Magia Púrpura ou a Magia Descontrolada Yordle.

Alguma formas de magia são pautadas em regras estranhas de modificação da realidade, por esse motivo, elas muitas vezes violam as próprias regra e a própria natureza, reproduzindo efeitos sem muito sentido e conexão com a intenção inicial da magia.

Quando um efeito de Magia Descontrolada Yordle acontecer, role 1d100 para verificar na tabela abaixo o efeito que acontece.