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DnD Lore

M agic

By Zycon
Magic is the ability to manipulate the ambient energies of the world to produce
desired results. There are two primary types of magic: Arcane magic, commonly
referred to as “the Art”, and Divine magic, commonly referred to as “the Power”.

The Weave serves as the conduit through which raw magic is accessed, tapped into
and utilized by spellcasters. It is the fundamental fabric through which magic
manifests for beings to harness, flowing throughout the world.

Divine magic originates from spell-granting Deities, usually through prayer. Classes
that can use Divine magic include Clerics, Druids, Paladins and Rangers.
Practitioners of Divine magic has no affinity with Arcane magic; their spells are
directly imbued in their minds by their Deity, bypassing the Weave. Casting a Divine
spell is more like an expression of faith, invoking sensations appropriate to the Deity to
whom the faith is devoted.

Arcane magic encompasses any magic that doesn't originate from a Deity. Classes
that can use Arcane magic include Wizards, Sorcerers, Bards and Warlocks. All users
of Arcane magic tap the Weave to acquire and cast spells.

All spells are organized by their function in what is called “Schools of Magic” (or
Schools of Philosophy). There are currently eight schools of magic:
• Abjuration: Spells of protective nature.
• Conjuration: Spells which create or transport people, energy or objects.
• Divination: Spells which allow the caster to see things that they normally would
not be able to see.
• Enchantment: Spells specialized in manipulating the minds of others.
• Evocation: Spells which draw raw power out of the Weave. Mostly destruction
spells (and healing).
• Illusion: Spells which fool the senses.
• Necromancy: Spells of positive (healing and resurrection) and negative (death and
undead) energy.
• Transmutation: Spells which transform the nature of the world or objects in it.

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