School of Magic

From AmtWiki

From the Rulebook

Magic and Abilities are divided into Schools, referred to commonly as the ‘Schools of Magic’. Each School specializes in a certain genre of magic and typically the effects of the different Magic and Abilities within a School are similar.

Command:

Typically makes players stop moving or change their actions in some manner. Frequently makes use of the Stopped, Frozen, and Insubstantial States. All offensive magic and abilities from the Command School are Verbals. All offensive magic and abilities from the Command School have the word “command” in the incantation.

Death:

Typically causes injury or death. Frequently makes use of the Cursed and Fragile States. All offensive Magic and Abilities from the Death School are Verbals. Offensive magic and abilities from the Death School tend to be very explicit about the result as part of the incantation such as “I call for your death.”

Flame:

Typically destroys equipment or wounds/kills players. Offensive magic and abilities from the Flame School can be either a Verbal or a Magic Ball. Magic Balls from the Flame School typically destroy equipment and wound or kill players, while Verbals from the Flame School typically target equipment and destroy it, rather than targeting players themselves. All offensive Verbals from the Flame School have the word “flame” in the incantation.

Neutral:

Has effects that alter game play for the user in some manner and does not directly affect other players.

Protection:

Typically enchantments that provide magical armor, Immunity to a School, or Resistance to a School or State. There are no offensive magic or abilities in the Protection School.

Sorcery:

Typically effects that deal with raw magical force, manipulating magic itself, or controlling the aether. Offensive magic and abilities from the Sorcery School tend to be very explicit about the result as part of the incantation and frequently includes the word “power”. Offensive magic and abilities from the Sorcery School are generally Verbals.

Spirit:

Typically Verbals that offer healing, resurrection, or the removal of harmful States with a few Enchantments sprinkled in.

Subdual:

Typically makes a player stop moving or limits their actions. Makes use of the Stopped, Frozen, Stunned, and Suppressed States. All offensive magic and abilities in the Subdual School are Magic Balls.

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