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Karness

Abjuration- Abjuration spells are used to shield the caster from magical and physical attacks.
    Mordenkainen's Disfunction- Very powerful version of Dispell
    Mind Blank- Can become immune to mind-affecting powers.
    Great Spell Breach- Can strip away enemy magical defenses.
    Dismissal- Can shield against the summoned.

Conjuration- A Conjuration specialist can bring creatures to him, mostly in the form of summoning.
    Elemental- Can summon an elemental
    Demon- Can summon a demon. Be aware that you can lose control over a demon, causeing your own death.
    Summon Creature- Can summon an animal to aid you.

Divination- Diviners are capable of looking in to the future to see what will happen next. Although mostly useful for getting information, some divine spells help the magic-user in combat.
    Premonition- Can get a glimpse into the future.
    True Seeing- Can see through illusions without any problem.
    Clairaudience- Can hear past noise to find out information.

Enchantment- Enchantment spells involve gaining the control over another creature or item, giving the recipient special properties.
    Dominate- Can dominate a creature for a period of time. Works on people, but to a much lesser degree.
    Enchant- Can enchant an item with special characteristics
    Mass Enchant- Can enchant many people for a small amount of time.

Evocation- Evocationist use spells that manipulate energy or create something from nothing. Some of the best offensive spells can be found in this school.
    Blind/Deaf- Can blind or deafen someone on command.
    Sleep- Can make someone fall asleep on command.
    Stun- Can stun someone on command.
    Kill- Can kill a lesser creature or person on command.

Illusion- Illusion spells alter the perception of things.
    Barrier- Can create an illusion of a wall or barrier that looks so real you might not be able to get past it.
    Invisibility- Create and illusion that hides oneself until they attack or get attacked.
    Phantasmal Killer- A phantom and illusionist creates that can is so real it can kill.

Necromancy- Spells that manipulate, create, or destroy life.
    Finger of Death- Can pour the energy into one touch and kill an opponent. The stronger the target the longer the process.
    Control Undead- Has the power to control the undead. Works on Vampires lower in experience.
    Animate Dead- Can summon an Undead creature for a period of time.

Transmutation- These spells can transform the recipient, either obviously or not.
    Shapechange- Able to transform theirselves into any creature on Karness.
    Transmutate- Can change something into something else. Most changes on people or not permanent, only most though.

Life- Life is the opposite of Necromancy. Spells mostly consist of healing, giving or saving life.
    Heal- Can use magic to heal the wounds of someone. Cure- Can cure disease, poison, and ect.
    Searing Light- A light that fights Necromancy, death, and the Undead.
    Resurrect- May give life to those that has been killed.

Elemental- Elemental school doesn't use spells, just the energy of the earth. You can choose to either learn some from all or become the complete master of one. If you choose to learn some from all, they each have opposite which you can not use together: Fire and Water, Earth and Wind. If you choose to master one, you can summon an Elemental of your mastery.
    Pyromancy- Controling and manipulating fire.
    Aquamancy- Controling and manipulating water or ice.
    Airomancy- Controling and manipulating air and wind.
    Geomancy- Controling and manipulating the earth.