
Hyazith: this school employs fire and frost to destroy opponents. It requires no special equipment besides an inscribed slate and aether salts.Īetherial: this school specializes in "pure" magic, that is aetherium as a material and its effects unassociated with any mundane sphere or material. Generic: this is a catch-all school that includes many basic offensive and defensive effects. Each school uses different items as part of its reactions. Each school specializes in certain spheres or groups of effects, but there is overlap between schools. They're not meant to be as powerful as secrets, but nevertheless have their uses in and out of combat. These "schools" of magic can be learned by the player or dwarves by use of reactions. It's not permanent, so an animal will lose the ability after fast travelling or a significant period of time. WISDOM - makes a target capable of thought and learning. WIND - seperate warrior and summoning secrets - one to fight with and one to make the elements fight for you. WATER - seperate warrior and summoning secrets - one to fight with and one to make the elements fight for you. THUNDER - Warrior spells for elemental combat using thunder.

THRALLDOM - Control the minds and bodies of others, paralyzing them or putting them to sleep, make neutrals willing to follow you as companions, create undead thralls. SUN - makes one a vampire hunter, granting them the strength to hunt down vampires. SILENCE - steals away a target's ability to speak.

REBIRTH - resurrects the dead, not as zombies but returning their souls as well. Also evokes emotions of terror, panic etc. NIGHTMARES - cause a target to lose consciousness intermittently. NATURE - Biomancy effects moved here, Separated into warrior and summoner variants. METALS - seperate warrior and summoning secrets - one to fight with and one to make the elements fight for you. LIGHTNING - Warrior spells for elemental combat using lightning. HEALING - various healing spells to restore and preserve Also transform pets into feedlings and master chefs. Summon the dreaded LoĭEFORMITY - Transform enemies into crazed kobolds or sasquatches, transform people you dont like into mudfish.ĭEPRAVITY - A "depraved sorceror" who behaves a lot like a vampire.ĭISEASE - Fling around substances that bring contagious syndromes.ĮARTH - seperate warrior and summoning secrets - one to fight with and one to make the elements fight for you.įATE - Resurrect the dead, either as a spirit orb or in bodyįIRE - seperate warrior and summoning secrets - one to fight with and one to make the elements fight for you.įOOD - remove need to eat and drink from critters nearby, effect lasts a couple months or so. Might not work right now.ĬOURAGE - The power to inspire your allies and incite them to join your adventuresĭARKNESS - Total blindness, sight through magic. Time spent in the caverns should add increasingly stronger effects.

Raise dead spell targets specifically plant/fungi.ĬAVERNS - Meant to make a creature more fit to travel in the caverns. The secrets currently provided are as follows:īIRTH - transformation results in dropped body part raised as a zombie "child"īLIGHT - blight spell harms/kills plant/fungi creatures. Currently working on some new things and improvements to the system and delivery methods.Įxtra Civilizations/races now available in folder (raw/objects)/Addons - Spellcrafts/Civ Set. Here is an upload of my secrets, interactions, and creatures associated with magic.
