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Magic in the Dream Rift is divided into 7 areas:

Magic-

Sky: Manipulation of sky-related powers and objects such as lightning.

Divine: Invocation of holy power such as blessings or turning the undead

Natural: Manipulation of the life-based forces of nature; control over plants or animals.

Stone: Magic involving earthen materials (sand, metal, etc.) and the earth itself.

Infernal: Invocation of unholy power such as summoning or curses

Death: Manipulation of the powers of death and the dead; Necromancy.

Illusion: Alteration of light and darkness to create illusions

Each type of magic has two opposition types and two adjacent types. It is closely related to its adjacent types, but antithetical to its opposition types.

Magic in the rift is not readily divided into "spells", but instead falls into the same classification as skills do, with fairly broad definitions of what can be done with each concentric "Magic Skill Level". This does not stop characters from defining themselves by trying to learn special abilities appropriate to their sphere, nor does it stop the GMs from deeming appropriate abilities to characters.

Sky Sphere


Competence-Ability to invoke light breezes or modify a room's temperature by 10-15 degrees. Water can be shifted up to 25 degrees (IE Cold water may be frozen). Light static shock can be exerted through physical touch, but it has no real effect, aside from surprising whomever is touched or potentially igniting something *very* flamabble (read:heated oil). On a clear night, one may be able to divine their location as if they had a working knowledge of astronomy by focusing on the stars. Rain clouds can be made to rain or stop raining, but normal clouds cannot be turned into storms.

Aptitude-Water and ice can now be moved as though through telekinesis, although not in large quantities and not with any speed. Any water can be brought to a boil or frozen solid, but it will take time depending on its temperature and volume (a boiling pot of water can't be frozen solid in the blink of an eye, nor can a whole lake be brought to a boil in any reasonable amount of time). A strong static charge can now be exerted, even through metal weapons; it is not extremely dangerous, but it is capable of burning and inflicting some pain on living beings, and will readily set alight dry wood.

Proficiency-A fairly strong wind can now be manifested; while it by no means can move around large objects, it can throw an arrow off course or push away a swarm of insects. Ability to shield oneself from temperature, fire, and electricity; shielding requires intense magical focusing, and attacks on it will weaken the magic-user in the same way fatigue would. Rain can now be invoked, and existing rain storms can be accelerated into downpours and heavy storms until they run out of moisture.

Expertise-Water and Ice can now be thrown about quickly, provided they are in small quantities. Moisture in the air can be accumulated quickly into water, and the speed with which water can be frozen or boiled is much higher(read: ice shards and steam clouds). Static can now be thrown over very short distances (a few meters) with a small degree of accuracy; it is capable of burning and causing pain, and has a minute likelihood of paralyzing. Full storms can be invoked on a cloudy day, although lightning strikes cannot be controlled or caused.

Mastery-Lightning bolts can be invoked or thrown with moderate accuracy within a 50 meter radius of the magic-user. Heavy winds can be invoked, as well as storms. Caster is able to see and function clearly in extreme weather conditions. Caster can move large amounts of water quickly; creating a 5 foot tall wave on a peaceful pond would be possible. Caster can invoke ethereal fire from the heavens; however, it only harms demonic beings.

Divine Sphere


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