At its most basic, Magic, or Spellcasting, is the ability to draw power from the Void and shape the Elements into effects on the material plane, granting the use of 'spells' that give the mage power over the mundane.
Until recently, the Tarantulas were regarded as a faction almost entirely devoted to Ancestral worship, however the recent cataclysm has seen a dramatic increase in Mages in the faction, both within the Drow, and the other elven and non-elven races.
There are many spells available to the Mage, but with further training and dedication they can also access the spells of the Enchanter and Shadow Mage, and with dedication and Ritual Magic, learn the summoning arts of Daemonology, Necromancy and Elementalism.
Spells
Spellcasting
Spellcasting
The following spells are available to a "standard" spellcaster. Any spellcaster is also able to learn the summoning art of Daemonology.
First Tier
Countermagic
Counters a Tier one or two spell targeted at yourself or anyone around you.
Detect Magic
The ability to detect magical influences within 10'.
Distract
Break a casters concentration and make them focus on what is directly behind them.
Fumble
Cause a weapon to vibrate so it cannot be held tightly.
Mend
Magically fix a 'shattered' item (such as shield or weapon).
Repel
Force a target to stay 10' away. 'Holding on' does not prevent being pushed away.
Strikedown
Magically force an opponent to fall to the ground.
Trace Transport
A [[rite]] to determine where the last transport from a circle was directed.
Second Tier
Blast
A forceful blast of magic to hurt an opponent with Enchanted damage
Chant of Melee Immunity
Whilst repeated, the mage (or target) is immune to the blows of normal weaponry until concentration is broken.
Chant of Missile Immunity
As Melee Immunity but for missiles, arrows and quarrels.
Enthral
Target is compelled to walk towards caster until struck or another spell is used.
Iron Will
Grant non-mages the ability to counter a single spell.
Mute
Magically silence an opponent for 1 minute.
Sleep
Force an unnatural and unwakeable sleep on the target for 10 seconds.
Shatter
Destroys the targeted weapon or shield. Cannot be used on armour.
"High Magic"
Aura of immunity
Immunity to ranged- and mass-spell effects whilst chant is continued.
Forbidding
Allows the caster to perform an 'Innate Mass Repel' whilst the chant is continued.
Freeze
Wraps the target in ice and immobilises them for 1 minute.
High Countermagic
Ability to counter High Magic spells.
Mage Armour
An magical force protects the self/target giving the equivalent of medium armour. can be repaired with spells.
Mage Bolt
A magical force destroys a location, ignoring any armour, using enchanted damage.
Teleport
Requires a 10 second rite and Teleports the caster (only) to the nearest transport or [[ritual circle]].
Weapon of Flame
Caster can wreathe this weapon in flame for 10 minutes.