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The Eight Schools of Magic Vol I
by Aeili Azenci

Volume I: Abjuration

By Priestess Aeili Azenci.
Scribed in the Year of the Dragon, 1352 DR.

Series Foreword



Designed primarily for the use of current and prospective students of magic, this eight-part series is intended to serve as an introduction to the well-established concept of magical spell schools. There are eight established schools of magic in addition to the handful of spells whose effects lay outside of all of them: these few are known as universal spells and, as universal magic, ought to be covered at length during the student's apprenticeship and need not be delved into in these works.

I am in great debt to my local temple and Lady of Mysteries Neela Daren for giving me leave in Waterdeep to write these words, the fruits of which I hope the generations of arcane practitioners to come will take full advantage of, and my dear friend and fellow priestess Telia Santraeger for ever supporting me in my faith.

The School of Aburation: Introduction

One of the most ancient and important of the schools of magic, studies in the School of Abjuration often form a core component of all elemental arcane study. The reason is relatively simple: the abjurative magic encompasses the great variety of defensive and protective warding spells in addition to its ability to undo spun magical strands of the Weave to their original state. Thus, we may broadly divide the school into two major categories: Wards & Protections, and Dispellings.

Wards & Protections

Three subcategories form under the heading of abjurative wards and protections: personal, communal and repulsive. The first of these, personal abjurative wardings, are spells designed to protect a specified individual from a specific effect. These can be as broad as encompassing an entire school of magic, such as Non-Detecton offering warding from divination spells; an entire type of element, such as Energy Immunity: Fire; or a specified range of spell circles, such as Globe of Invunerability.

Personal abjuratives may also offer tangible physical benefits to enhance one's personal defense from physical or magical effects. A Shield spell will help protect the caster from both physical blows and the magical energy produced by a Magic Missile, whereas Spell Turning or Spell Mantle will reflect or absorb magical energy directed at it. It is quite clear that such abjurations form a key component for a mage's personal defenses, and such spells often find their place in a Spell Sequencer or Contingency, to be brought into effect when the activation criteria are met.

Communal wards proffer similar effects to what I have described above, with the additional benefit of affecting or benefiting more than the individual caster or singular recipient. Spells in this category include the powerful warding spells that are known to protect mage towers, ancient Netherese ruins or even the famed library-fortress of Candlekeep.

The fabled elven Mythals and Netherese Mythallar also fall into this category. Such magics are incredibly complex and often require more than one participant to even cast them, utilising expensive or rare spell components. Simpler abjuratives such as Protection from Spells or Azuth's Spell Shield also fall into this subcategory, as they are capable of warding more than just an individual.

The third subcategory of wards and protections encompasses a field of abjuration I have classified as repulsions. While effectively still a form of abjurative warding, and also being communal, repulsions work by wholly preventing creatures of the specified type from breaching the magical protective barrier. Such effects may be woven upon an individual, a group (centred usually on the caster), or on a location. Spells in this category include such things as Repulse Undead or Hilater's Misdirection.

Dispellings

Under this category of abjurations we have spells which attempt to reset, or unwind, woven magics to their original, raw and uncast state. Success is not necessarily guaranteed, depending on the manner of abjuration so cast, and can depend on the relative experience of both the abjurer and the originator of the spell one is attempting to remove. Dispellings are rarely affected by any kind of spell protection, such as globe of invunerability, mantle, spell reflection or even innate or magically obtained spell resistance.

I have subcategorized dispellings into four different types: breaches, dispels, suppressions and dismissals. Breaches are a kind of abjuration that specifically targets personal warding spells, be they of the school of abjuration, or of other protective spells from the schools of conjuration or transmutation, and the effects are both instantaneous and permanent. Breaches do not affect magical glamers of the school of illusion, however, neither may they remove divination effects.

A breach spell, depending on the kind used, will shatter spell protections upon the target without recourse to experience or relative power of either the subject performing the breach, or its intended object. Breaches cannot be affected by spell resistance but can be counterspelled, although their frequent side effect of decreasing innate or magical spell resistance in the object so breached can be nullified with a subsequent, successful abjurative dispelling. Breaches are often used in mage duels to remove spell protections and include such magics as Secret Word, Lesser & Greater Spell Breach, Ruby Ray of Reversal and Mordenkainen's Disjunction.

Abjurative dispelling encompasses another field of closely related spells. Dispelling magic works slightly differently to breach magic, targeting all known spell effects of all schools except for Prismatic Walls & Spheres, and Antimagic Field. Unlike breaching abjuratives, a dispel's effectiveness is entirely relative to its spell circle, the experience of its caster and the power behind of it intended object/s. As with breaches, all dispelling effects come into place immediately, and if successful their effects are permanent.

Unlike the single-object of a breach spell,dispelling magic may be targeted at a single individual or object, at which time all active spells upon it will attempt to revert to their natural state. It can also be used as an area of effect, in which case the most powerful, single magical effect of each individual or object in the targeted area will attempt to revert to their natural state. At higher circles, dispelling abjuratives may be created as a semi-permanent wall which, when crossed by a creature, will attempt to force its active spells to revert to their natual state.

Dispelling abjuratives have one additional advantage over breaching ones: a dispel may be uses as a universal counterspell. This comes with an important caveat: the power of the circle of dispelling used, and the relative experience between both casters still plays an important part in whether such a universal counterspell will be successful.

Dispels used in such a way may only counterspell magics at or below their equivalent circle. A third circle dispel magic could counterspell a fireball spell, for example, but it could not counterspell a flame strike or confusion spell, the latter two being of the fifth and fourth circles respectively. Mordenkainen's Disjunction functions as both a breach and a dispelling abjuration at the same time, making it incredibly potent.

Suppressions are another subcategory of the school of abjuration which revert the Weave to its original state, but unlike dispels and breaches, their effects are not permanent. Two important spells of this category are Antimagic Field and Suppress Wards. The latter erects a spherical field around the caster, through and inside of which magic does not function. This includes magically enchanted items, potions, wands and the like. The field moves with its caster, and any magic that it comes into contact with is immediately disabled. However, if the field were to pass on beyond an object or invididual, all the magical functions and spells will awaken once more as if nothing had happened.

Suppress Wards, on the other hand, is designed to temporarily disable powerful warding magics upon objects, such as an enchanted door or mage's sanctum. Its effects are as temporary as an Antimagic Field, however, so great caution is required so as not to become trapped under or between layers of warding magic.

The final subcategory of abjurative dispellings are the dismissals. Spells in this category are used to return summoned creatures to their home planes, or return polymorphed creatures to their original forms, or remove curses, hexes or geas. Dismissals are the only category of abjurative magic that are susceptible to innate or magical spell resistance. Because of this, arcanists who focus on exorcism often take additional training in weaving their spells in such a manner as to be able to pierce the often innate spell resistance of the creatures they are called upon to banish from the Prime.

Summary

The school of abjuration is an important school for both the novice hedge wizard or the most learned archmage. Few other schools can match its penchant for protection, and when combined with its ability to revert almost all magic to its original, unwoven state, abjuration becomes of critical importance to overcoming magically inclined adversaries, from dragons to demons to wayward wizards and witches.


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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

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The Eight Schools of Magic Vol II
by Aeili Azenci

Volume II: Conjuration

By Priestess Aeili Azenci.
Scribed in the Year of the Dragon, 1352 DR.
The School of Conjuration: Introduction

When one thinks of a conjurer, often what comes to mind are the fantastic, and sometimes horrendous, summoning rituals which conjure great and powerful creatures from other dimensions to aid the conjurer in some or other task, be it good or ill. This is a rather unfortunate general perception, because though the school is well known for its summoning and calling spells, there is simply so much more available at the fingertips of a talented conjurer. Magic of the school of conjuration can be roughly divided into five distinct subcategories: summoning, calling, creation, healing and teleportation. I shall treat each in turn.

Summoning

One of the most ancient and core components of the conjurer's art, summoning is often perceived as the backbone of the school. Summoning can refer to the act of conjuring either a creature, an object or a type of energy to the place the caster determines.

Summoned creatures are conjured from an extra-dimensional plane of existence to the caster's chosen destination. Creatures so conjured are actually manifestations of the original, meaning if they are slain or dispelled the creature evaporates, returning to its point of origin and reforming itself. An identical creature cannot be resummoned during this reformation process, which usually takes about a day, although a creature of a different type or power can be.

Summoned objects and energy effects appear at the point designated the the relevant spell. Some are offensive conjurations, such as Flame Arrow, causing searing-hot projectiles to shoot forth from the caster's hand at the intended target. Others are rather famous and effective spells such as Grease, Stinking Cloud and Cloudkill, bringing oily or noxious vapours to a location of the caster's choosing. It is important with these latter types to prepare backup removal magics such as Gust of Wind, and be wary of using them in indoor spaces.

There are also recall-type conjurations, causing a specifically marked object to return to the caster's possession. Such effects, usually being instantaneous in nature, are not subject to dispelling magics.

Calling

Easily confused with summoning proper, calling is a distinct category of conjurative magic. It differs from summoning in that the called creature is pulled from its home plane in its entirety, meaning if it is slain the creature is actually dead: it will not reform at its point of origin. This obviously implies some risk to the called creature, thus all beings so called will attempt to negotiate a specific contract with the caller as to their specific terms of service.

It is of uttmost importance to specify the conditions of return in such contracts, for called creatures retain the ability to return once, at will, to their home plane. Called creatures may also request specific payment for the services, be it magical items, treasure, slaves or a counter-contract or service.

Called creatures appear instantaneously after the completion of the relevant spell at the location specified by the conjurer, and because they are the real creature in its entirety they cannot be dispelled. They can, however, be abjured and banished back to their home plane.

Creation

This particular subschool of conjurative magic differs significantly from the School of Transmutation in several key ways. While transmutation is wholly capable of transforming one kind of matter wholly into another, conjurative creation is able to create a duplicate amount of a substance, be it metal, wood, earth, crystal, depending on the power of the spell so used.

It is of crucial importance, however, to remember that spell components cannot be duplicated in such a manner. Duplication of rare metals require a sample of the same, and lesser creation spells are only temporary. However, some of the more fantastic effects of conjurative creations have changed the face of Toril itself, so it is not a subcategory to be regarded lightly by any means.

Healing

Some might wonder why healing magic occupies a subcategory of the School of Conjuration rather than being of the School of Necromancy and the answer is relatively straightforward. Conjurative healing effects work by bringing energies from the Positive Energy plane to the caster and then infusing them into the target/s. Thus, healing is technically a kind of energy summoning, although some aspects of it go much further.

There are many stories that about of powerful magics capable of bringing even the deceased back to life. Called angelic beings are known to possess such magic at their fingertips, in fact. Such magic requires incredibly expensive spell components, however, so unfortunately it rests beyond the power of everyday folk and all but the most successful of adventurers.

Teleportation

The final aspect of conjurative magic are teleportations. An incredibly useful ability to move from place to place in an instant, teleportation falls under the school's power simply by the manner in which it works. It effectively summons the caster and her allies from their current point of origin to the intended destination.

All conjurative teleportation utilises travel through the Astral Sea, and because of this there are certain abjurative countermeasures available to prevent it. Spells such as Dimensional Anchor, and the more powerful Dimensional Lock come to mind, in addition to various localised warding magics such as those that guard the tomes of Candlekeep.

It is also possible to fail to fully realise the intended destination and be thrown off course, from a few miles to many hundreds, or even accidentally portalling to an alternate plane entirely. Furthermore, if a teleportation attempt fails due to warding effects or inattention it is wholly possible to be shunted aside into a solid object, such as a ceiling or mountain, with potentially fatal results. Students are highly advised to perfect teleportation basics with the much simpler Dimensional Door before progressing to more strenuous versions.

Summary

The School of Conjuration is far more than just a means to summon extraplanar creatures to the caster's side. It is more than capable of creating energy and recalling objects, as well as performing impressive acts of almost-fiat creation, and it is often through the school of conjuration that one may transport themselves not just across the Prime, but into all the other known planes.

Caution needs to be shown in many conjurative related activities. Contracted creatures can exact demanding repayments on the unawares, clouds of noxious gases conjured in confined spaces can prove as potentially fatal as being shunted into a castle wall from a failed teleportation spell. How fortunate, to those who can afford it, that healing and resurrection magics also belong to this important and powerful school of magic.


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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

Gleam of the Firefly - In your darkest hour, look for the firefly

Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.

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The Eight Schools of Magic Vol III
by Aeili Azenci

Volume III: Divination

By Priestess Aeili Azenci.
Scribed in the Year of the Dragon, 1352 DR.
The School of Divination: Introduction

All ages, both past and present, have had a rather avid and keen desire to be able to unlock not only the secrets of the past but also snippets of the future. Often the central forte of seers, prophets and fortune tellers Faerun-wide, the School of Divination has a mixed reputation amongst scholars and students of the Art.

There are those who scoff at its apparent weaknesses: divination seems to have few spells with combative capabilities; it neither conjures creatures nor energy to the caster's aid with which to cause harm. However, at the fingertips of every diviner rests an armoury far more potent than any evocation: untapped sources of knowledge of places, of objects, of creatures, all of which form significant contributions to a wise wizard's arsenal of spells, for there is more to magic than simply hurling it at ones' enemies.

Divination spells may be broadly categorised into four overlapping categories: scrying, foresight, deciphering and last of all a diviner's most powerful weapon: Truename magic.

Scrying

When asked about divination, most common folks might have images of a fortune-teller hidden away in her tent, steeped in mystical fog and dim candles staring aimlessly into a sphere of pure crystal, claiming visions of this or that. A good deal of this image is true, and falls into the category of scrying, one of the school's most utilised aspects.

Scrying encompasses a field of divination magic that attempts to see or hear what otherwise cannot, or should not, be seen or heard. A king may receive counsel from his most trusted seer about the position of his enemy's troops simply because the seer has actually used scrying to spy on their locations, and other scrying magics even permit the transit of sound or voice from great distance.

This manner of scrying may also be used to locate lost people or objects, or even communicate with powers beyond our mortal world. Omens of danger may be sought from the gods with such spells, and their direct aid may be sought through the use of auguries or even direct communion with the divine world.

It is through the use of such magic that diviners often know what is going to happen before it happens, or through communion with other-worldly or divine beings are able to acquire the knowledge they need to succeed in a given task. Such abilities are easily underestimated in their value and importance to the practising arcanist, but what greater advantage could one possibly have than to see the thief coming before he knows he has been sprung?

Foresight

A closely related subcategory to scrying is that of foresight. Where it differs is in the direct application of the knowledge so gleaned. Foresight typically refers to divining the future so as to respond in the present, whereas scrying is diving the activity of the present (often remotely) so as to acquire knowledge and respond accordingly.

Foresight often involves complicated spells which permit their caster extra-sensory vision a few moments into the future, and by so doing they may actually take action in the present to wholly prevent, or even encourage those future realities to come to pass. One of the most powerful spells in this category is Premonition, a very powerful spell that permits the diviner to perceive hostile actions against them a few moments in the future, and thereby react accordingly.

This kind of magic therefore acts as a kind of personal security, permitting the diviner to save their own life before the reality of the danger ever comes to pass. The assassin's dagger may be dodged, the poison cup untouched and the hurled fireball foreseen and counterspelled before it could cause harm.

Deciphering

In this category of divinations there are many loosely related spells. Some operate closer to scrying spells, in that they have a tendency to reveal what could not otherwise be seen by the diviner. This includes spells such as Detect Illusions, See Invisibility and True Seeing, all spells which permit the caster to perceive what would otherwise be concealed from them via magic or other supernatural means.

But deciphering also deals with a field of divination that can reveal information about the past. A Legend Lore spell may seem useless at the best of times, but it will have critical importance to a wandering sage who has just uncovered an ancient, unidentified ruin about which he knows little. Similarly, an Identify spell will reveal critical information about an obscure magical item whose powers and history might otherwise remain unknown and untapped.

The spells Detect Magic, Know Protections and Analyse Dweomer also fall into this category as spells which discern truths about magical auras and effects, knowledge of which that may just prove to be the difference between life and death in certain circumstances.

Truenaming

This category is perhaps the least known but most powerful aspect of the School of Divination. Truename magic occupies a highly specialised niche and requires a lifetime of dedication to study the ancient and virtually unpronounceable language of Truespeak.

While mastery of Truespeak forms the core component of Truename magic, it intersects with the arts of Divination simply because of the need to uncover portions, however miniscule, of the Truename of various persons or objects. Everything that exists in the world has a unique and different Truename and when uttered correctly, even the smallest syllable of a Truename can render power to the Truenamer over the subject it is calling.

Truename divinations are not for the faint hearted. They are the epitome of the school and can cause effects ranging from instantaneous sleep, weakness, blindness, stunning and even immediate death of the Truenamed subject. The sheer difficulty of mastering the art of Truespeak fortunately keeps it out of the hands of all but the most dedicated diviners, but the heavens themselves cannot help you should you ever find yourself on the receiving end of a correctly formulated Truename divination.

Summary

The school of divination thus encompasses a variety of important skills that will find their place in the arsenal of a skilled arcanist at the best and worst of times. Many great and searching questions, not just about magic but of the nature of reality itself, can be sought out and answered using divinations.

Foresight and scrying can give the student of divination an edge over his or her opponents, allowing them to make the surprise moves ahead of both friend and foe alike. Diviners are a somewhat rare breed, given the supposed weaknesses of the school, yet it is unwise to wholly underestimate the mystical capabilities of Truename magic. One just never knows if that learned sage is hiding far more knowledge than he is willing to reveal until his life is in danger, and should you be on the receiving end you had best hope you have Spell Reflection prepared on a contingency!


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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

Gleam of the Firefly - In your darkest hour, look for the firefly

Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.

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The Eight Schools of Magic Vol IV
by Aeili Azenci

Volume IV: Enchantment

By Priestess Aeili Azenci.
Scribed in the Year of the Dragon, 1352 DR.

The School of Enchantment: Introduction

The mind is often a key battleground for magical endeavours and it should prove little surprise to the students of magic that an entire school is dedicated to effects which alter mental perception of the world around them.

The School of Enchantment is one of the most highly feared forms of the Art amongst the general populace, for it is to the art of enchanting that a great many tavern stories belong, of nobles charmed against their will, righteous warriors being paralysed in their tracks or even wholly dominated to change sides of the battle completely.

It is important for the student of magic to note, however, that the School of Enchantment ought not be confused with the art and process of magical enchanting. The latter refers to the creation of magical items; the former to the school of magic we are about to explore in its two primary components: charms and compulsions.

Charms

The art of Charm is one of the central staples of the enchanter's world. Charms are a manner of enchantments that alter a creature's perception of reality, often in a way which favours the enchanter. The most basic charm is the first circle spell Charm Person which may be used to turn unsavoury situations into more peaceable ones, or to curry favour in diplomacy by turning the apathetic in favour of one's cause.

Charmed creatures retain the entire and unhindered use of their mental faculties. The only change rendered by these kinds of charming spells is that their minds become more favourable towards the enchanter. A hostile thug will become neutral or indifferent, whereas a neutral merchant will start to think in the enchanter's favour. A friend would become incessantly loyal, at least until the spell's effects wear off, at which time the subject's mental perceptions will slowly return to normal.

People affected by charms often have no recollection that something was ever changed in their thought patterns unless they did or said something so uncharacteristic that it brought suspicion from their own friends, relatives or colleagues.

Another kind of charming spell are those which instill great courage in the recipient. These effects are entirely mental boons and more powerful varieties such as Greater Heroism can even confer complete fearlessness in the subject. This makes them rather useful against terrible foes that by nature invoke horrendous fear, such as dragons, demons or powerful spellcasting liches.

Charms are best used with great care and precision, for while they are valuabe forms of magical persuasion there are, of course, counters and detections available within the schools of Abjuration and Divination. While a merchant or diplomat might be charmed to give your cause considerable favour, being caught using such means for political or mercantile advantage will surely provoke the ire of local authorities which in and of itself can lead to far more dire consequences.

Compulsions

This particular aspect of the School of Enchantment encompasses a great variety of magical effects which wholly consume the minds of the subjects, effectively forcing them to take actions (or non-actions) that they otherwise would not had they been sound of mind. It is to this subsection of enchantment that its most feared effects come.

Tavern stories about of great and irrepressible fighters who are brought to nothing by the single incantation of a Hold Person spell and afterwards horribly devoured by some evil fiend. Many of these stories have great degrees of truth to them, unfortunately, for such effects do indeed rest at the fingertips of a skilled enchanter.

One subsection of compulsions are those which wholly subject the mind of the recipient to the will and whims of the spell's caster. Such mental domination often requires much training and significant spellcasting experience, but it must be duly noted that creatures falling under mental domination are often perceptibly 'absent' of their normal selves, often displaying uncharacteristic patterns of behaviour, speech, movement and other telltale signs of familiarity.

Certain types of creatures are also innately capable of such effects, namely sirines and nymphs, in addition to the far more dreaded and feared vampires and illithid psions. The latter are so well known for their abilities of mental domination that it is actually incredibly rare for any encounter with them to result in anything other than one's immediate enslavement. It is strongly encouraged to have extra preparations of Protection from Evil or Mind Blank when dealing with such creatures, lest one fall under their immediate sway.

Another category of compulsions are sleep effects. These kinds of spells are rather useful to the novice enchanter as an ideal means of navigating hostility in an entirely pacifistic manner: one can lull their adversaries to sleep if caught by surprise and escape without bloodshed. Such magic works well against wild animals such as wolves and bears, although it will not work against giant insects, arachnids, undead and anyone born of elven, draconic or fey blood.

As mentioned earlier in this piece, another division of compulsion effects are the inhibitive enchantments. Spells such as Hold Person and Hold Monster are used equally by heroes and villains alike, the former to capture lawbreakers and evildoers for justice by law, the latter to torment helpless captives. This is why such magic is generally loathed, and items such as Wands of Paralysation so greatly feared: even the most powerful raging barbarian can be turned into a helpless invalid. Use such spells with extreme caution and care, especially powerful versions that effect an area, for they are indiscriminate and will affect friend and foe alike.

Finally, the last section of compulsive enchantment are the chaos spells. Such magics penetrate and muddle clear thought to such an extent that those effected can barely perceive reality, let alone friend from foe. Spells such as Confusion fill out this section, but it should never be underestimated just how effective a well placed Confusion can be to turn a rampaging horde of orcs upon one another, leaving the heroes relatively unharmed to pick off the surviving, injured remnants once they have raged one against the other and exhausted their strength.

There are a variety of abjurations that guard the mind from such injurious enchantments. Protection from Evil will guard one's mind against an illithid's psionic probing just as effectively as a Mind Blank will guard against the confusing gaze of an umber hulk. A Protection against Good might even save one of your own allies from being confused amongst a horde of goblins you intend to set against one another, so remember to think carefully about how you will use a compulsion and plan your protections accordingly.
Summary

It is right that the School of Enchantment is regarded as a school of great caution, because it is. There could be nothing worse than falling under the mental domination of one's enemy and being forced to do things against one's will. On the other hand, a talented enchantress can rout an invading army with a handful of holding, confusing or slumbering spells, in addition to bolstering the courage of her allies so that their morale does not fail.

Within the mind of an enchanter rests the power to alter the minds of others, equally for good as for evil. Students mindful of the responsible use of magic would do well to take such cautions to heart, and reserve their most powerful compulsions for times of uttmost necessity. Who knows, maybe charming that ogre berserker would accomplish more than simply angering it into a blind rage of destruction because of threats of steel on steel?


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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

Gleam of the Firefly - In your darkest hour, look for the firefly

Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.

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The Eight Schools of Magic Vol V
by Aeili Azenci

Volume V: Evocation

By Priestess Aeili Azenci.
Scribed in the Year of the Dragon, 1352 DR.

The School of Evocation: Introduction

There is nothing as awe-inspiring in the minds of young children as when a joybringer of Lliira performs a pyrotechnics show on one of Faerun's many festival holy days. Bright iridiscent flashes illumine both the night sky and exuberant gazing eyes as these magical explosions pop and fizzle again into the apparent nothingness from which they sprung.

What the keen student of magic ought to perceive from the above example is the quinessence of the School of Evocation. Also known in older circles as Invocation, this kind of magic is, in effect, the creation of something from what seems to be nothing. Of course evocation effects do not originate as nothing, but are rather the relatively instantaneous drawing together of raw threads of magic through the medium of the Weave.

Evocation spells differ from conjuration and transmutation effects insofar as evocation neither brings something to the caster from another place or plane, neither does it convert matter or energy from one kind to another. Instead, a magical effect is created instantaneously by the caster and directed towards its target according to the evoker's mere whim. It is no suprise, therefore, that the great bulk of all offensive spell-slinging magic forms a part of this impressive school. We may roughly divide evocations into two major categories: elemental and force.

Elemental Evocation

It ought to be relatively clear at the outset that the greater part of spells constituting the School of Evocation have their origins within the study of the elemental elements of acid, cold, electricity, fire and sonic. Such categories ought not to be confused with their relevant planes, however, the latter being a primary field of study for the School of Conjuration. Nevertheless, it is wise for the student of elemental evocation to study the elemental planes because it can only prove to be a boon to their understanding of how elemental energies operate on the Prime material plane.

Elemental evocation is a rather expansive field, so it is quite normal for such specialist evokers to sub-specialise in a particular element that occupies their primary interest. Such mages are often named after their respective fields: fire mage, frost mage, caustic mages, etc, and an entire lifetime may be spent researching the variety of ways a particular element can be created using Mystra's Weave.

Spells of elemental evocation often find an important place in a wizard's repertoire, although sorcerers far more commonly focus on a particular element or two due to their lack of versatility. The great advantage of elemental magic is that there is usually going to be something within the realms of the elemental forces that will be able to cause a desired magical effect.

A mage preparing to battle a red dragon, for example, ought to be wise enough to realise that elemental fire spells such as Burning Hands, Fireball and even the legendary Meteor Swarm will have no effect on such a creature. It would be far better to expend one's memory upon spells of the cold descriptor such as Frost Breath, Ice Darts or Cone of Cold instead, thus maximising the threat quotient to that particularly dreaded foe.

Similar things may be said of other situations. While a Combust spell may prove highly valuable for breaching a heavy oaken door, a Thunderclap or Shout would be far more superior against objects made of stone or metal. It should be clear, then, why it is important to prepare a selection of different elemental magics to deal with a wide range of potential situations, unless one has advance knowledge of the circumstances or foes that need to be overcome.

It is also within the realms of plausibility to become so wholly acquainted with one specific element that it almost becomes a component of one's own elemental essence. One must be rather cautious following such dedicated lines of study, however, for just as heat is the bane of cold, so too will a frost mage develop a natural weakness for that which his specialisation loathes so. The reward, however, is such advanced mastery of their element that they can even wholly bypass natural or magical resistances to it, meaning that in an uncanny irony a red dragon might be taught to fear the fire it craves.

Force Evocation

This particular subschool of evocation is one of the first to be mastered, and is of great utilitarian use throughout a mage's career. The well known and loved Magic Missile spell is often the first force magic mastered by even the lowliest apprentice and for good reason: force effects are rarely countered by resistance. The can be covered over with defensive abjurations such as a Shield spell or specific Spell Immunity, but such specialised defenses are rare unless an opponent is already aware of one's penchant for force effects and is expecting their company.

Force magic is not only useful for its general tendency to bypass resistances, but also for its ability to strike targets that might otherwise be entirely unharmed by other means. Casting a Fireball against a wraith, for example, will often be met with little success. However, hitting it with an Orb of Force or Magic Missile shall strike its true nature even across the Ethereal plane.

It is also important to note that some force spells are not instantaneous and may create a persistent evocation effect. Enchanted Blade is an incredibly useful one of these in that it will create a weapon made of pure force energy in the evoker's hand which may be used for up to twenty four hours thereafter, a potentially superior option to memorizing several Magic Missile spells. In a similar vein, Mordenkainen's Sword evokes a wholly independent version of an Enchanted Blade, albeit with a much shorter duration, which is able to perform the caster's bidding unswervingly.

Lastly we ought to remember an incredibly useful line of powerful force evocations: the Bigby spells. Often found at the fingertips of the most powerful evokers, these spells are capable of creating a great variety of effects, from creating cover, to bullrushing and pinning opponents, even grappling them with such ferocity that they will choke to death if the magic is not dispelled or disintegrated by another mage. The forces are so strong in this line of magic that they are capable of halting the advance of a 2,000lbs. raging giant barbarian.
Summary

When one thinks of a display of flashy spell-slinging, one is often witnessing evocation in action. To the School of Evocation belongs the greatest array of offensive magics in a great variety of forms: cones, chains, balls and walls of fire, cold, electricity and sound.

Evokers ought to consider their arrangement of spells carefully so as to be prepared for a variety of plausible situations. Force spells are generally useful for all mages, not just evokers, especially when combating incorporeal enemies. All in all, evocation is the spell school that often has the brightest, most colourful and potentially dangerous effects.

However, when it comes to the output of raw power, enough to even rout an army, one should never neglect the School of Evocation. Even the mere thought of a Meteor Swarm ought to put a tremble in every apprentice's knees, for such is the raw potential of this spectacular school of magic.


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The Eight Schools of Magic Vol VI
by Aeili Azenci

Volume VI: Illusion

By Priestess Aeili Azenci.
Scribed in the Year of the Dragon, 1352 DR.

The School of Illusion: Introduction

One of the most entertaining schools of magic, without a doubt, is that which we are about to embark upon in this book. Often forming a central component to the acts of circus clowns, itinerant minstrels and many a great gnomish prank, spells of the School of Illusion are famed for the fantastical nature of their effects.

From the sleuthful arts of invisibility to creating complete illusory doubles, all lay within the realms of possibility in this school of magic. Illusions consist of a cunning combination of shrewd mental deception and making the fantastic or fearsome seem as real as the reality it porports to copy.

Illusionary spells differ from the School of Enchantment in that the latter school aims at meddling with the very nature of the subjects mind and interfering with its perceptive capacity, whereas illusions meddle with the mind though the art of deception and trickery, thereby deluding one's unhindered perceptions. Furthermore, all illusions may be simply disbelieved by the perceptive or strong of mind, potentially nullifying their effects completely.

Illusions use representations of objects, creatures or the subjects own fears to project complex webs of delusionment and non-reality upon them. Illusionary magic is typically divided into five succint subcategories which we shall explore in turn: figments, glamers, patterns, phantasms and shadows.

Figments

Figments are, in their most elemental essence, a false sensation of a thing, object or person. Figments can never make something appear as something else, but a figment can represent or copy something that already is. Figments always appear the same to all who perceive them; they are not subjective mind-affecting properties that can change or differ subject-to-subject.

It is important to realise that a figment can never produce real effects. So while an illusionist may create an illusory image of a freshly baked loaf of bread, that loaf cannot be eaten for nourishment, or stacked amongst other loaves. Such figments cannot support mass, neither can they halt a projectile or offer any other means of protection besides confounding or deceiving those who encounter them.

There are many popular and useful spells in this category of illusions. Figments like Ventriloquism may throw an illusory voice from a specified direction or location. Mirror Image makes numerous duplicates of the caster which stand a short distance away. If struck by a foe, such figments instantly disappear one-by-one, not to mention the possibility of the caster being successfully targeted and struck amidst all of them.

There are other figments, such as Programmed Images, which may begin to take on the sound, smells, textures and tastes of the objects or persons they duplicate, however despite their apparent realism they are wholly illusory: nothing about them is real. Other figments are combined with glamer-like effects, to which we now turn.

Glamers

An illusory glamer alters a subjects sensory qualities, making it look, feel, taste, sound or smell like something else. They differ from figments in this regard in that the object, person or thing for all appearances actually has the full sensory nature of the object, person or thing so imagined.

Skilled illusionists typically use glamers to trick, deceive or avoid others. A gnomish circus clown might, for example, use Disguise Self to appear like an ogre or orc. Spells like Displacement project the caster's location as something other than it truly is, makin such magic have useful protective capabilities.

Invisibility is also a very well known and popular glamer, causing the recipient to wholly disappear, whereas in truth it is still there in its entirety. Mislead is an incredibly powerful variant of this effect whereby the caster wholly swaps her location with an illusory figment of herself, while simultaneously being cloaked in a glamer of invisibility and thus being able to dart aside and escape.

Some glamers also prove to be useful at protecting the caster or a subject against probing divination attempts to unveil the subterfuge. False Vision, for example, will send a predetermined image of the caster's making into a scrying sensor and thus to the scryer, potentially giving her the impression of something that is not actually there.

Other glamers may cover over the obvious with something the caster would rather let them see. Hallucinatory Terrain, for example, may make the dark, gaping maw of a pit trap seem like the rest of the carpeted interior of a palace, and the more sophisticated Mirage Arcana may make even the greatest fortified castle appear as but an old, abandoned ruin. Many elvish communities conceal the locations of their cities and villages with spells such as these, so as to avoid the prying eyes of would-be interlopers, with great success.

Patterns

This particular subset of illusory magic are the beginning of its mind-affecting capabilities. Patterns are typically the creation of some illusory effect which is visible to others, but at the same time the act of perceiving it begins to play immediate tricks upon the mind.

The most widely used pattern is the first circle spell called Colour Spray. This helpful spell creates a fan of shimmering colour which, when perceived and touched by those in its area of effect, immediately begins to muddle their minds. Effects can range from momentary blindness, falling soundly asleep, to being wholly stunned and helpless.

Phantasms

While closely related to patterns, phantasmal illusions differ in that their effects are purely subjective and not wholly visible or perceptible to casual observers. Such third parties do not notice the spell itself, although they may well notice phantasmal effects if the subject succumbs to their own inner fears and trepidations.

Most phantasms work by the planting of a mental image in the mind of the subject by the illusionist. Such mental images are purely the creation of the subject's race, culture, upbringing or other purely subjective factors. A human who is inflicted with a phantasmal Nightmare is likely to perceive something wholly different to a halfling or even another human who has come from a different region and culture.

While not real in and of themselves, phantasmal spells are wholly perceived as real in the minds of those affected by them, and their effects are similarly real. Two important (and dangerous) spells are of special note here: Phantasmal Killer and Weird. Both spells evoke an utterly horrendous and fearsome image in the mind of the subject, or in the case of Weird, subjects, which must be disbelieved at the outset.

If the subject fails to disbelieve it, the horrendous mental projection will reach forth and strike at the subject. This often results in the subjects immediate death by the sheer forces of terror, however a third party observing this spell in action would only observe the subject fall down dead with a visage of abject horror imprinted upon its now-lifeless features.

Shadows

The final subcategory of illusionary magic are the shadow spells. While easily confused for spells of their respective categories, shadow spells are an illusory copy of the school of magic they are duplicating, typically conjurations or evocations.

The interesting feature about such shadow spells is that they actually draw upon subtle energies from the Plane of Shadow, meaning that even if they are wholly disbelieved by the subjects, their effects remain partially real. A shadow-conjured Melf's Acid Arrow will still sear armour and flesh with caustic acid, just as a shadow-evoked Fireball will burn and sizzle the same. In both cases, however, the act of disbelieving will lessen their respective effects considerably, although shadow illusions will always retain a portion of their power.

Summary

The School of Illusion is a rather interesting one indeed. Naturally opposed by the divining arts, an illusionist nevertheless has some impressive powers at their disposal, including several glamers capable of deluding even the most experienced diviner.

Illusory figments permit a student of this school to appear to create that which is not, and glamers to cover over that which is. Patterns bedazzle and confuse the minds of those who see them, and the more experienced illusionists have far more fatal and devastating phantasms and shadow spells latent to their potential aresenal.

This all-round versatility makes illusion a widely sought-after talent, equally serving the cause of evil as for good. Responsible practitioners of magic would do well to remember not to allow their own minds to be caught up in the fantastic fantasy that is the world of illusion. The truth still exists beyond the most powerful figments and glamers, and one must always be wary lest that truth find you out at an inopportune moment.


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The Eight Schools of Magic Vol VII
by Aeili Azenci

Volume VII: Necromancy

By Priestess Aeili Azenci.
Scribed in the Year of the Dragon, 1352 DR.

The School of Necromancy: Introduction

One of the most, if not the most, feared and maligned of the schools of magic, Necromancy has long held a dark and terrible reputation. Almost everyone knows of the existence of the risen dead, and the unfortunate few have had to personally battle them toe-to-toe, but what could possibly be good about a school of magic that has so much propensity to turn our buried loved ones into minions of evil?

The answer is simple, yet complex at the same time. The simple answer is that not all necromancy is about the creation of hordes of undead minions, although there is barely any spells of the school where one is not reaching out and touching the powers of the Negative Energy Plane, a dangerous task in and of itself.

Necromancy is best divided into three overlapping subschools: lifeforce, death and undeath, which I shall treat delicately in turn. Along the way I shall also attempt to discuss the many and great moral quandries the School of Necromancy brings, such as why Mystra would allow the creation or use of her magic in such ways. That is indeed the most problematic aspect of this widely loathed field of divine and arcane study.

I must also confess my own inadequacy in discussing the core components of the school, given the fact I eschewed any rigorous training in its arcane applications a great many moons ago in favour of my personal pursuit of divination magic. The majority of my overview stems from my training in the divine and many of my opinions are coloured with that particular perspective.

Lifeforce

I should like to commence this introduction to the so-called Dark Arts with what little positives I can find in the school: lifeforce magic. Generation after generation have pondered the inevitable question of mortality and potential answers to it. This is the field of lifeforce study, the analysis of the means and methods to increase or alter vitality through a variety of necrotic means.

One initial aspect of this field of necromancy are magics that protect from a variety of anti-life necromancy magics. While primarily the field of various clergy, arcanists can tap into the primary necrotic energy source, the Negative Energy Plane, to empower their own vitality. Some such means are subtle and inobtrusive, such as the spell False Life. As its name suggests, it is only a temporary boost, but it is a boost nonetheless and does not occur at the expense of another creature.

Spells like Vampiric Touch, however, do. If cast on a willing subject it could be seen as morally permissible to those interested in resposible magic practice, while others lacking such moral quandry would use it to replenish what they lacked regardless of the cost inflicted upon another. Other similar spells such as Ray of Enfeeblement likewise cause momentary alteration of a being's strength or life force.

These pale in power compared to the more dangerous lifedraining magics of Enervation and Energy Drain, but it must be said that such spells are only capable of affecting the lifeforce of others and cannot transfe such drained powers to the necromancer.

Mystra tolerates the latter primarily because her major concern is the promulgation and development of all magic and magical theory, and the protection of her Weave which makes it all possible. This point unsettles some of the more goodly faiths, such as the clergy of Lathander and Selune, but if undertaken with responsible Mystran oversight there is little to be feared from it. It is those who pursue unsupervised necromantic arts that often become the troublemakers and villians worthy of being marked for destruction before they destroy the lives of others.

Where things get truly difficult for those who wish to pursue a responsible understanding of necromancy is lifeforce magic that taps into the essence of the living soul, typically the souls of willing or unwilling subjects for the sake of extending personal longevity. I can only hope to caution my readers that dealing with souls is a dangerous and often irreversible, a narrow path that is neither entered upon, nor exited from, lightly.

Death

A proper introductory discussion of necromancy must, at some point, hinge around the grim and sombre topic of death and the great variety of magicfrom this school which can directly cause it. This is, understandably, one of the most difficult and frightening aspects of necromancy and one of the two primary reasons it is so greatly feared.

Death magic is necrotic magic that causes the fear, or the actual occurrence, of death in its subjects. It is somewhat fortunate that the more powerful kinds require a lifetime's dedication to master, but by no means are they to be underestimated. With but a pointed finger an experienced necromancer can turn a living being into but a lifeless corpse; a throng of invading goblins into soulless mortal shells; and that is not to speak of the devasating power represented with a spell of the calibre of Wail of the Banshee.

Just as the School of Conjuration can call forth life and health from the positive energy plane, so to can Mystra's Weave be channelled to bring death and weakness. Magic is thus a kind of eternal balancing act. One cannot truly have a world with only one of life or death, as much as we might wish it were only the former and not the latter. Death has its place in the world, although I hasten to add that those tutored in Mystra's tenets do not make it a practice to use their magic to the detriment of others, though not all practitioners of the darker arts of necromancy have such amicable consciences.

Undeath

The concept of the living dead is perhaps the most questionable aspect of a necromancer's art, although it must be said that not all necromancers follow this path. Most civilised cultures are borne of the belief that the dead are sacred and should not be disturbed, and to disturb them by lifeless reanimation is to break the natural order of things.

Nevertheless, necrotic power does allow the dead to rise in undeath and serve a cause, whether good or evil. At this point one might wonder what possible good could ever come from animating the dead in such a manner and I will respond two-fold. Firstly, a community may find a need for a particular hero to live beyond what a normal mortal life would allow, and a journey into undeath permits this particular point, although not without its significant drawbacks.

Secondly, in the course of an important mission a person's valuable ally may perish in the midst of tense fighting where their presence could turn the tide of battle. A Revenance spell would reanimate them for a short time in temporary undeath to perform the caster's bidding and perhaps provide the impetus required to turn or even end the battle once and for all, after which their soul is finally released in death as their lifeless form falls to the ground one last time as the spell's magic peters out.

Due to its inherently evil nature, most respectable city-states and lands outlaw all magic related to the creation of undead and this leads to most necromancers undertaking such research to be driven underground. Temples of Mystra are occasionally known to tolerate the practice, where permitted by local laws, as a legitimate avenue of arcane study insofar as experiments are conducted with lawfully acquired or donated remains, or the animal remains of a butcher's trade or even slain troublesome monsters.

Many necromancers do, unfortunately, use their knowledge of undeath as stepping stones to their ultimate goal of becoming one themselves. For some this can be, as I pointed out above, to become a receptacle of a community's knowledge and lore, or to become an eternal guardian to be awakened from deathless slumber at times of great need.

For others it is to buy time, a precious commodity for practitioners of the arcane who feel they have not yet accomplished their goals or fully mastered their magic. While I can neither commend nor condemn either course, I will suggest that those who undertake such irreversible actions as lichdom or vampirism ought to do so with the understanding that magic of the selfsame school they have mastered can be used against them. Undeath to Death never works on a living foe, only on the unliving.

Summary

The School of Necromancy is a dark and disturbing avenue of arcane study for a very good reason. Constant exposure to necrotic power will slowly warp the mind and soul, just as it does to those a necromancer directs it against.

There is good to be found within the necromancer's art, but I reserve this notion primarily for its place amidst Mystra's Weave and most certainly not for those who abuse its powers at the expense, and lives, of others. As always, the intentions of the arcanist using it is of paramount importance, and when channelled with responsibility and poise, necromancy can prove to be the boon of good just as much as it is often the bane of it.

Students interested in pursuing the arts of necromancy would do well to consider the local clergy and laws of their area, and exercise maximum dilligence and restraint as accords with Mystra's dogma of faith. Failure to do so will only result in an ever darkening path which can only result in one becoming the target of the templars of Lathander, Selune and other deities whose champions struggle against all which is unnatural and unholy.


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The Eight Schools of Magic Vol VIII
by Aeili Azenci

Volume VIII: Transmutation

By Priestess Aeili Azenci.
Scribed in the Year of the Dragon, 1352 DR.

The School of Transmutation: Introduction

One of the famous fables of our day talks about a prince who was viciously cursed by a cruel witch and transformed into a frog, locked in that form until he received his true-love's kiss, a difficult quest indeed for a slimy-skinned amphibian. Yet such stories reveal a deeper truth that reflects the essence of the School of Transmutation: the alteration, either permanent or temporary, of a creature, object or thing with the qualities or form of something else.

Transmutations form a great variety of different effects which I shall classify three-fold. The first are attributions, or the transmutation of a subject's qualities but leaving its form unchanged. The second are the more concrete and noticeable alterations, a manner of transmutation that actually creates physical, and sometimes even mental, change in the subject so affected. Lastly are the curses, a smaller subschool of transmutational study but one that deserves a special mention on its own.

Attribution

This first kind of transmutational magic are those magical effects which cause a change in a subject that does not necessarily alter the subjects form or kind. Common attributive transmutations have taken the natural world as inspiration.

Spells such as Bull's Strength, Bear's Endurance and Cat's Grace have long been used by tribal shamans and mages alike to confer the physical attributes of their namesakes upon their subjects. These magics are very useful and popular amongst adventuring professions when condensed down into potion form for ease and universality of use. There is no way to tell someone is the recipient of this kind of magic except successfully divining its presence, either with magic or careful observation.

Other forms of attributive transmutations can be more or less subtle. A Haste spell is regarded as generally useful in all forms of adventuring and works by increasing the subject's natural speed, while Slow accomplishes the exact opposite upon the transmuter's foes.

Tenser's Transformation may, for all external appearances, make the caster look no different from before, but in fact converts the transmuter's physical prowess into a juggernaut of combative destruction. Such spells tend to be quite taxing upon the body and therefore have relatively short durations.

Alterations

While all magic of the School of Transmutation can effectively be called alteration, the intention behind this section of transmutational magic is to explain that aspect of the school which deals wholly with changing an object, creature or thing from one type into another, different type.

This particular transmutational art carries with it a great variety of potential effects, some positive, some dangerous and deadly. Starting with the positive aspects, a transmuter may utilise polymorph magics to wholly alter their race into something which is altogether different. It is important to note that such changes are actual; they are not illusionary glamers: the transmuter will actually participate in the intended change, whether it be a change of gender, size, race or type.

This fact obviously brings a degree of caution. A wizard may perceive that taking on a Gaseous Form will help them escape some dangerous situation in a dungeon, it will make them vunerable to the effects of a driving wind. Similarly, a transmuter who decides to take on the form of a troll in order to regenerate some grevious wounds may end up being accosted by a goodly knight or warrior who truly believes them to be the creature they have become.

Some alterations are far less obtrusive, of course, although no less noticeable. A Stoneskin spell will cause one's skin to harden and form a useful protective barrier against physical violence, but at the cost of one's external appearance, similar to the manner in which a Barkskin spell alters the texture and colour of skin and hair in exchange for its protective benefits. Such points must be balanced carefully when one intends to travel through civilised areas populated with the less-well-informed.

Alteration may also be used to effect changes in material types. One should never underestimate the capability of casting Rock to Mud upon a nefariously located rock outcropping that a horde of rapaging orcs happen to be crossing under, or of using Transmute Metal to Wood in order to render a warrior's iron tower shield useless, thus making him vunerable to attack from a waiting crossbowyer ambush.

Lastly, there are those select few transmutation spells that have nothing less than permanent, or even fatal, results. Flesh to Stone comes to mind here, although obviously the resulting statue can be reversed to its original form with the casting of the opposite transmutation Stone to Flesh.

Of more significant danger is the Disintegrate spell. Widely feared for its ability to turn any creature, living or unliving, into a pile of dust in an instant, it does actually have a few additional specialised applications in that a well-targeted Desintegrate can destroy a Bigby's hand spell, Wall of Force or other, similar effects. Individuals turned to dust by means of this spell can be wholly restored with a successful Resurrection, although as covered in my introduction to the School of Conjuration, such magic is prohibitively expensive and rare.

Curses

A field of transmutational magic which I consider to closely overlap with the attributive field, curses are one of the more decidedly malicious aspects of this school. It might be wondered why curses do not fall under the school of necromancy and the truth is that some do. The kinds of curses that fall under the School of Transmutation, however, are typically those with baleful results that physically alter the attributes or form of the subject so afflicted.

Transmutational curses typically have a specific nullification clause during their creation. In the example of the prince-turned-frog at the beginning of this book, he had the difficulty of acquiring a kiss to break the curse. Even if a nullification clause is unknown, most transmutational curses may be broken with an abjurative Remove Curse, although such magic is only effective if the abjurer is of greater skill than the transmuter who applied the curse.

I will touch briefly, at this point, upon cursed items. While not all such creations have their effects directly caused by the School of Transmutation, it remains that many do, in fact, apply or effect potentially horrible alterations upon the acquirer. A simple example is a Girdle of Alternate Gender which, once donned, will forcibly transform its wearer into the opposite sex. Other cursed items may age the wearer, cause vermin to appear and start biting the user, cause poison or in the most alarming and worst of cases, cause instantaneous death. The true nature of a cursed object can only be revealed with Identify or Analyse Dweomer divinations.

Summary

Transmuters enjoy a great variety of both beneficial and harmful effects at their disposal. Powers that alter one's physical capabilities are incredibly useful for improving the usefulness of one's allies, and a well timed Haste or Slow spell can turn the tide of a crucial battle, or a Fly spell may just give a crucial tactical advantage.

Alterations also have their uses in transmuting one kind of object into another, changing the immediate terrain or for altering one's form. Of course, some alterations are incredibly fatal, such as Desintegration, and mages that build up a reputation for using such magics may find themselves as equally under the ire of local authorities as those who conjure demons or create undead monstrosities.

Transmutation is, in the end, a highly adapable field of magic and a great many transmutation spells will find a permanent place in a mage's repertoire, whether they are a humble knave or a learned archmagus.


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The Eldathyn Orcs Known As The Ondonti
by Mi-Le

Many months ago, Sister Dove of Eldath told me about another Eldathyn she knew. She referred to this Eldathyn as an "ondonti" and explained that the ondonti are kin to orcs. Intrigued, I obtained permission from Candlekeep to conduct research about this race. I am indebted to Brother Simon for his research assistance. I now present my findings here, in the hope that we can see the potential for wisdom in all beings.

North of The Ride, in a secluded part of the Tortured Lands, dwelt a race of orcs known as the ondonti. These orcs lived as peaceful farmers and gatherers, taking only what they needed from the land to survive.

Ondontis revere Eldath, the Goddess of Peace and Quiet Places, and their culture attempts to embody the pacifist teachings of Eldath. Ondonti oral history says that "the Founders" brought thirty young ondontis to the Tortured lands, and laid down the teachings that provide the foundations of ondonti society in a cycle of tales called Tarek-Passar the Way of Peace. Knowing what I know of of Eldath's teachings, I cannot help but draw parallels between the ondonti Way of Peace and the Show religion of the Way.

In my research at Candlekeep, I also came across one sage's theory that the original ondontis were actually infant orc orphans brought from their lands and taught by a reclusive groups of priests of Eldath.

By all accounts, ondontis are peaceful, kind, and dependable. To the ondontis, peace, harmony with one's environment, and a full family life are what is important in life. Ondonti priests are revered and their guidance is followed because of their wisdom and close relationship to Eldath.

Traditional ondonti culture is peaceful and contemplative. Reportedly, most would sooner die than take another sentient creature's life. They kill other creatures only as needed for food (or if the creatures are deemed insane or incurably diseased). Ondontis have a longer lifespan than orcs 60 years as a result of their internal cultural harmony and applied curative priestly magic. The mortality rate of infant ondontis is apparently almost nonexistent, due to close monitoring of pregnant ondontis and infants by the priesthood.

Scattered tribes of ondontis lived peaceful lives until the Zhentarim stumbled across them over ten years ago. Because ondontis live by a peaceful and collaborative philosophy, they were not prepared for treachery, and shortly after the initial meeting between the Zhents and ondontis, the majority of the ondonti population was betrayed by the Zhents and kidnapped into slavery.

Although a few ondonti live in freedom today, they do exist. May they be well. And may you find peace.


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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

Gleam of the Firefly - In your darkest hour, look for the firefly

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Almarea90
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The Elegance of Strategy
by Lucy Heartfilia

Dedicated to my laeyc silana.

War is inevitable. Planning for war during peacetime is essential, for one must be ready to act without hesitation when peacetime ends.

There are several things to keep in mind when considering any campaign. The most important of these are morale, environment, weather (and specifically the changing of seasons), and leadership/management.

By assessing these factors you can calculate whether or not a victory is possible to begin with. Only a fool enters a fight with no hope of victory. If one goes to battle in lieu of not having the upper hand in enough of these elements, defeat is a sure thing.

War is a very serious matter for any civilization, and a commander should carefully question whether or not he has superiority in these factors before committing their armies to any action.

War is an economic struggle, in truth, and understanding the economy of war is fundamental in the development of any winning strategy. One must take all measures necessary to limit the cost of any conflict.

Having more soldiers than your enemy is not the key to victory. Unity and morale are much more important than numbers alone. A hundred soldiers fighting as one will defeat ten thousand fighting as individuals, with the proper strategy.

This strategy should focus on defending existing holdings first. The loss of a single piece on a Lanceboard at the wrong time can cost you the game. When your position is properly fortified, once can then look to advance that position. It is important to wait patiently for opportunities, and not try to force them. Often the loser is the one that makes the first error.

A successful tactician will be creative in their strategies. You have to be ready to adapt your plans at any point in time. The unexpected can, and will occur, and oft times at the worst possible moment. Build momentum carefully when moving offensively, taking care not to overextend your position without first fortifying the ground you have gained.

Seek opportunities to gain control of the theater of combat with minimal losses. Look for weaknesses in your enemy' army, and exploit the environment and terrain to your advantage when you can. When you see an opportunity for advancement without loss of troops strike succinctly and move your garrisoned soldiers to defend the front line.

While open conflict between armies often happens in war, it is the worst possible scenario from a tactician's point of view. Engaging your opponents openly on a level playing field will result in equal losses on both sides, and just as trading piece-for-piece in a game of Lanceboard, it weakens your position in the long run.

Remember, your ultimate goal is not to take your opponent's pieces, but rather to trap is kind and make them surrender. Maneuvering your armies and capturing territories is vastly more important than defeating the other commander's troops. Control your theater of war and victory will be assure.

When taking territories, you must also keep in mind the populace (if any) of the area. If they still support the old regime it will be harder for you to keep the region. An uprising from within can cause you to lose a city or stronghold just as the opponent could take it back with their soldiers.

Position your armies with the terrain in mind. There are a few key factors when deciding where to place your garrisons. Distance is the key, taking a target somewhere far away has advantages and disadvantages. It will be harder to keep your supply lines protected, but will also be harder for your opponent to recapture. Natural barriers will prove a boon for stabilizing your position. A target that is fortified by mountains on three sides will be much more valuable than one with nothing to stop your enemy's armies from advancing to take it back. A forest or a swamp also makes a wonderful natural defense. These territories will be harder to take but it will provide you great defensive benefit in the long run.

You can also use methods to cripple your opponent's economy and way of life. Sending small raiding parties into enemy territory to scorch farmlands can prove an effective tactic, but a balance must be kept in mind, because eventually these captured territories will become your own provinces, just as one day your prisoners of war might become your own soldiers.

Information is key. A single spy that discovers your enemy's planned troop movements could end up saving you countless lost lives and potential loss of territory. The use of assassins in warfare might be frowned upon, but remember an assassin can also save ten thousand lives by eliminating a single person.

Always think to the teachings of the Red Knight, and pray to the Lady for the wisdom to defeat your opponent. It is She that inspired these strategies in me, and all these belong to Her. Remember Her words.

War is won by those with the best planning, strategy, and tactics, regardless of the apparent odds. Any fool can snatch victory from the jaws of defeat with fortune's aid, but only a master strategy can ensure lasting victory.

War is a series of battles, and losing a battle does not necessarily indicate the war is lost.

Seek out your opponent's weaknesses and recognize your own; avoid an opponent's strengths and play to your own. Only by focusing on one's own strength and your foe's vulnerabilities can triumph be ensured.

In times of war prepare for peace, and in times of peace prepare for war. Seek out your enemy's enemies as allies, and be prepared to compromise.

Life is an endless series of skirmishes with occasional outbreaks of war. Be ready--and have a contingency plan.

Forward, the game undying.

(On the rest of the page there is a drawing of a lanceboard piece called a knight. It is colored blood red, with yellow stars for eyes.)


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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

Gleam of the Firefly - In your darkest hour, look for the firefly

Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.

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The Fall of the Red Sorceress
by Solaris Cult

The 6 of Ches, 1353 saw the Capture and Execution of Sebel Faeria, alternative known as the Red Sorceress and Leader of now defunct Black Crows. Upon her apprehension she was turned over to the authorities of Beregost, where she was processed, questioned, and subsequently executed by having the gold confiscated from her holding melted into a molten liquid and poured down her throat. During her incarceration Sabal made no effort to conceal her guilt as she continued to issue threats against the Sheriff and Governor whom were present when she was brought into custody.

Sabel's capture was initiated when she attempt at abduct Solaris Cult, then member of the now disbanded Silver Shields, as she patrolled the Tradeway South of the Friendly Arm Inn in an attempt to extort randsom.

Solaris who was accompanied by her fellow footman Roric at the time of the encounter was accosted by Sabel, concealed in the shadows. Sabel spoke to Solaris stating her intention to abduct her for ransom. Solaris also a master of the shadows receded into the shadows and outflanked Sabel as she continued to issue verbal threats, her voice betraying her general location. Roric was still visible as he had not the ability to recede into the shadows.

Frustrated in her inability to locate her prey, Solaris - still lingering quielty in the shadows - Sabel unleaashed an attack on Roric, her only visible target by summoning a Vampire to attack him thus revealing her true location. Solaris, still in the Shadows took advantage of Sabel's tactical blunder and struck her down with a series of backstabs effectively crippling Sabel.

Solaris and Roric bounded Sabel's limbs as she lay helpless to ensure she didn't attempt any further trickery while in their custody. At the time of Sabel's capture her true identity was not known to neither Solaris or Roric as she never revealed who she was during the assault. She would not be properly identified until she has been brought back to the Friendly Arm Inn for Bentley's guards to keep her detained. A priest of Lathander and a Paladin who were present when Sabel was brought to the Friendly Arms were immediately able to identify her as the infamous Red Sorceress.

It was then decided that Sabel would be transported to Beregost where she was wanted. Solaris and Roric were accompanied by the priest and paladin who identified Sabel as she was being transported. Given the high value prisoner all precautions were taken to ensure she was safely extradited in the event one of her allies were still lurking in the shadows preparing to rescue her.

Sabel was safely extradited to Beregost without incident where she was met with the swift aforementioned punishment.

Governor Isabella awarded Solaris and her Roric 25,000 gold for the Capture of Sabel. Then Solaris offered 2000 gold to the priest for his service in assisting in the extradition. The paladin who assisted refused compensation because of course he did. Caption Antonio paid the extradition party an additional 3000 to oversee the execution and to ensure there was no interruption of the proceedings. The only incident was Sabel's attempt to circumvent execution by snatching Caption Antonio's dagger and seriously wounding herself but the injury was not fatal.

Following the execution the Governess bestowed credit and honor upon those who captured Sabel and saw to her safe extradition to Beregost. The townsfolk were elated to finally have justice served to the bane of their existence and with it the ultimate death of the Dead Crows.


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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

Gleam of the Firefly - In your darkest hour, look for the firefly

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The Flute of Many Holes
by Mealir Ostirel

This is the tale of The Flute of Many Holes as told by the bard Mealir Ostirel in 1352 DR, written in Baldur's Gate.

His name was Elroer and the poor lad was completely blind since his birth!

He was lucky though, in a way, his family was rich enough to give him a proper education and he learned to play the flute under one of the best bards of the Moonshae at that time. His blindness was not a problem then and his fingers flied over the flute faster than a seagull can snatch leftover fishes.

Elroer was very talented and eventually became a renown bard, celebrated wherever he went. Blind he was but he loved to wander and change places, to hear new sounds, to taste new voices and that was a blessing and a curse.

As a matter of fact he was respected but... he was still blind. Some people were greedy enough to steal from bards and he was often as poor as can be. Sometimes people even stole his flute, his way to earn money and his every breath. But Elroer was not just a very talented flutist, magic were some of the songs he learned from other bards and he wandered so very much that he knew a lot of them. One day he was robbed of everything he had and he thought of someething.

A wooden flute, looking unfinished. The flutes he was using were precious ones usually, gifts, most of them, the things that nobles and wealthy people give after listening to a brilliant performance. And that is also why they were always stolen.

Nobody would ever steal a wooden flute though. Perhaps the most shameless villain would... let us make it look like it is not even finished, no hole at all. Not one, just a simple rod with a rough hole, like any children can craft.

By the magic of his songs Elroer managed to cast that illusion. He did not stop there though. He liked rings and he had a couple on his fingers, how many the legend does not say.
Copper wood, bone, they were not worth much and they did not look pretty either but Elroer liked touching them.

He decided to enchant them too, no one knows how but it is said that when he put his rings on the flute they adjusted to it and he could play it as it was a normal one. The rings were revealing the holes.

He was extremely careful when putting the rings on the flute and few found out the truth for he was always traveling to new places. The trick worked flawlessly and Elroer could live the life of a bard as he wished to... his voice was charming and while blind he was still very attractive.

He had a couple of children, scattered through the Moonshae, one here, one there, another elsewhere.

Either way Elroer had a nice life and he could not ask for much more. When he felt that death was approaching he settled down and asked for all his children to come and visit him.
To each one of them he gave one of the rings of the Flute and these were no small gifts.

Worthless they may have been at the beginning but Elroer enchanted them as well and all were imbued with powerful magic over the years... but the tale does not tell what they do.

As soon as he gave a ring he asked them to leave and enjoy life, that he was being taken care of. One by one the children visited him until all the rings were scattered and the flute fell silent.

Upon his death he gave the Flute itself to a departing young sailor, as a gift for having watched over him.

The rings are scattered, the Flute is incomplete but she longs to be whole, she longs to be played. In the last centuries it is said that odd rings were found by sailors, the flute made whole and then lost again. Its tune is said to be so pure that the winds stop by to listen and that marvels appear.


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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

Gleam of the Firefly - In your darkest hour, look for the firefly

Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.

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The Four Acorns
by Ernest Tradingway

About 1003 there was said to have been a Grove called The four Acorns.

Where exactly this Grove existed is uncertain. But the Sword Coast is generally agreed. The area around Baldur's Gate most likely.

The Grove was founded by four Druids probably of Sylvanus.

This was a secretive Grove with some Woodland purpose. The details have been lost to history.

The Grove is said to still exist. This detail is less certain and unconfirmed.

While little is generally known about Druids and their respective relationships. Here was a clear example of a Grove within a Grove operating under its own rules.


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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

Gleam of the Firefly - In your darkest hour, look for the firefly

Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.

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The Golden Wolf
by Dredd Dorsithe

Myth or legend - the great assassin

It is of course real but it may be the name covers a multitude of people or an organization that murdered under that banner. Or it may actually be a single elusive individual.

Either way the specialist killings. Not the work of an ordinary assassin or rogue has been attributed far and wide across the world and beyond.

So sadly nothing is known about the detail of this group or person but learned thinking presumes they still are active as of 1353.

Notably the recent suicide of a Waterdeep politician Silas Lamb was called into question by some Hoar clerics and it was revealed he had in fact been murdered. This was the last killing attributed to the legendary or mythical Golden Wolf in 1353.


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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

Gleam of the Firefly - In your darkest hour, look for the firefly

Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.

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The Great Bunny War
by Teris Ynamo

Long ago, three tribes of bunnies gathered around a tree stump to decide if there would be peace in the land. One of the bunnies hopped onto the stump and spoke to the others.
"We, the Oversnap Tribe, greatest of all that are within these lands, demand that these other tribes shall pay us mushrooms most swiftly, lest there be need to thrash thy hides thoroughly."
That is so, is it, Mister Humbleboast? one of the other bunnies asked the leader of the Oversnap Tribe, whose name was indeed Mister Humbleboast. May your face never see the dirt again for this outrage! As long as I remain Falsefighter, leader of the Nothingswiftly Tribe, I shall see that no one ever puts up with you and your wrongly used power!"
And yet none have yet to see my use of power, or any other such thing you hold against me, to be of any trouble," Mister Humbleboast replied, "nor have they any reason to take thy side in this or any matter. Therefore, we shall burn thee at the stake for thinking on thy own and shall do the same to any others whom may take up cause against our goodly will!"
"Goodly will?!" screamed Shadowsnuffle, the leader of the third tribe, "Have you not had your fill? You think yourself grand, but we will free the land! May your tribe rot, much sooner than not, and may bunnies ALL sing songs of your FALL! We'll see to true right, for we're Willowmight!"
Mister Humbleboast turned to Shadowsnuffle in a rage. He puffed out his chest and lifted his head high, standing at just the correct angle to cause the rising sun to create the illusion of an halo behind his head. This caused some of the other bunnies to gasp and stare. Shadowsnuffle remained unimpressed by this show and she drew herself up to full bunny high as she waited for his response.
Mister Humbleboast screamed the words, "I am perfection itself and can do no wrong! So shall ye DIE for thy words, this questioning and mockery of my faith! By claw and blade, thus shall thee be skinned for thy pelt, which shall then be used to create a banner in honor of Torelyr, the god of the great and honored Oversnap Tribe!"
All of the bunnies cried out at once. "Murder murder!" they squealed, in full support of Mister Humbleboast because he claimed to be good. All but one. That one was Shadowsnuffle. She decided enough was enough and swallowed Mister Humbleboast whole. Shadowsnuffle wiggled her furry nose and skipped off into the sunset as all the other bunnies stared in stunned horror as they realized that their bloodthirsty holy murderer idol was no more. Soon Falsefighter of the Nothingswiftly tribe stood before the members of the other tribes and said, "SQUEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!"
At that, everyone joined together to form a new tribe under the leadership of Falsefighter. The Angry Mob Tribe was created!
Soon they set off to hunt down Shadowsnuffle with plans to chop her ears off and shove hamsters up her nose, for the hamsters were rabid barbarians and no one would miss them.
The Angry Mob Tribe set out on the backs of dire eagles and searched the entire land until they found Shadowsnuffle at the edge of a cliff above a waterfall.
She saw them arrive and turned to them with a small smile on her tiny bunny face. She looked each of them directly in the eyes, which took about an hour to do so with so many bunnies there. Finally, with one last glance toward Falsefighter himself, Shadowsnuffle fell backwards off the cliff and was lost in the rushing foam of the waterfall forever.
__________________________________________________________________________
*on the page is a detailed drawing of an army of rabbits and their bird mounts, all in heavy armors and holding massive weapons, from swords, to axes, to giant crossbows. They are gathered around a cliff's edge, watching as another rabbit dives off to her death, falling down to the bottom of the waterfall below.
The cliff is covered with brightly colored flowers and tall grass. A few trees line a river nearby that flows to the end of the cliff and pours over, forming the waterfall as it tumbles down in a cloud of white mist.*
______________________________________________________________________________
Feeling defeated, Falsefighter had his most loyal guards murder all the other members of the Angry Mob Tribe. He then returned to his tribe's camp and set himself up as the king of all the realms, turning to the sky and plotting to capture every light that appeared during the night and make it his slave forever. Ever. Always. His plan quickly failed, however, when his guards decided to eat him alive and split his kingdom. They did so and soon raised an army of their own, but they eventually turned on eachother and had the biggest war to ever happen. All but one of the guard leaders died. The last one lit the remaining fighters in his army on fire, and they did the same to him. They all burned brightly and the flames spread across the land in an inferno. The fire covered the entire world until it reached the bones of Falsefighter, setting them alight in a golden glow.
As the world burned, the bones of Falsefighter turned to ashes and were blown away by the wind. As Falsefighter's remains were blown into the night sky as a light dusting of ash, his soul had one final thought as it was pulled screaming in agony into the Wall of the Faithless.

He had touched the stars at last.


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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

Gleam of the Firefly - In your darkest hour, look for the firefly

Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.

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