The game features six magic schools, each one specialized on other types of effects and associated with one of the major deities. Abilities are somewhat similar to spells in that they do unusual things, but they are gained automatically as a character progresses.
Magic Schools[]
Nature | |
---|---|
The holy School of the Lake | |
Deity: Amod-Rheinur | |
Alignment: Neutral | |
Nature magic concentrates on healing and protective spells. |
Divine Awareness | |
---|---|
The holy School of the Specter | |
Deity: Minirmuir | |
Alignment: Lawful | |
This school offers a balanced selection of protective and offensive spells, plus a lock picking spell. |
Life and Death | |
---|---|
The holy School of Karma | |
Deity: Garzul-Meg-Aonrod | |
Alignment: Neutral | |
This school provides no directly damaging spells, instead it focuses on manipulating the enemy and resurrecting the fallen. |
History and Lore | |
---|---|
The holy School of Lore | |
Deity: Xelphate | |
Alignment: Lawful | |
History magic features a selection of very powerful and unique spells. |
Ambush Trickery and Deceit | |
---|---|
The holy School of Chaos | |
Deity: Soroughoz | |
Alignment: Chaotic | |
Deceit magic deals with poison and offers mainly offensive spells. |
Confrontation | |
---|---|
The holy School of the Abyss | |
Deity: Unamoin | |
Alignment: Chaotic | |
The name says it all. This school is entirely composed of powerful offensive spells. |
Abilities[]
Abilities can either have a permanent effect, in that they may protect or power up a character, or they can be used manually under certain circumstances without consuming magic points. See a full list here.