.type magic .name / .desc Those characters who wish access to magic choose their forms of magic at this point. If the form of magic the character wishes to learn matches either their race or their nationality, then it costs only two DP to take. If neither applies, the character must spend four DP to take the form of magic. A character may take multiple forms of magic. .name Alchemy .desc Native to the ancient dragons, alchemy has been handed down over generations to the people of Drachenkeep. While this knowledge has not been jealously guarded, it fell out of favour until recently, and has seen a resurgence in popularity. Alchemy is the magic of potions and transmutations, and of creating and synthesizing impossible materials. .set native-races Draconic .set native-regions Drachenkeep .name Aria .desc Almost unheard-of, the aria is a magic pieced together from the voices of the divine, and crafted into a form of music. While not perfected, and quite dangerous, the aria is considered one of the most powerful forms of magic, and are used by the secretive faction known as the Reclaimers. It is thought that it was this magic which destroyed Aranous. .set native-races Divine .set native-regions Aranous .set native-orders Reclaimers .name Artificing .desc The ability to create objects of wonder and magic, artificing is a rare and draining art, not often used due to the incredible amounts of time required to craft such objects. The lands of Anansie were known for their items of wonder, while Tarantis has some of the best sword-smiths in Kith Kanaan, who regularly create rapiers and other fine blades with at least some mystical property. .set native-races Draconic .set native-regions Anasie, Tartanis .name Wards .desc The Shire is one of the most cosmopolitan regions on Kith Kanaan, and has seen nearly every culture and belief pass through its borders. Mid-wives, hedge witches, and others have learned many superstitions and charms, and over the centuries have woven them together into a hodge-podge of methods used to protect allies and curse enemies. Most folk pick up at least a little of this, to protect against evil and to bless homes and children. .set native-regions Shire Lands .name Glamour .desc The magic of illusion and misdirection, glamour is used by the spirits and fair folk that skirt through the woods of Anaitha, and who live on the island of D’Remes. The people of Anaitha and Aregon have learned some of the arts of glamour, though they are often loath to share it. .set native-races Faerie .set native-regions Anaitha, Aregon .name Infernalism .desc The magic of infernalism is one of calling demons and other dark spirits, petitioning them for favours or power. In most cases, a price is exacted by the creature called, though particularly strong-willed and crafty diabolists may be able to find ways to keep their souls intact. This magic was quite common in Aranous, but is forbidden anywhere else. .set native-races Infernal .set native-regions Aranous .name Necromancy .desc The ability to communicate with the dead, call upon the souls of the dead, and animate the dead are powers which are feared in nearly every nation. Once common in Aranous, forbidden in Anaitha and Anansie, the magic of necromancy is mistrusted and feared, though not absolutely forbidden to be practised in most other lands. .set native-races Undead .set native-regions Aranous .name Shamanism (Faerie, Anaitha, Aregon, Northern Wilds) The magic of shamanism grants the individual the power to co mmunicate with spirits, allowing the character to call on them for aid, call upon their powers, or bind them to oaths of service. This magic is common among the people of Anaitha, who use it to commune with the kami, while the people of Aregon use it to talk and interact with the faerie. The people of the Northen Wilds commune with strange spirits, and call upon totems to give them strength. .set native-races Faerie .set native-regions Anaitha, Aregon, Northern Wilds .name Azure (Draconic, Drachenkeep, Tarantis) The Azure Path was a system of magic created by one of the ancient dragons, and is the magic of raw elemental power, time and space, and the invocation of names. The mage who follows the Azure Path can call upon spirits, demons, and daeva, invoking their names and ancient pacts to command them to act, and requires a very strong will to ensure that the creatures called obey the magician. This magic originated in Drachenkeep, but has also spread to the colleges of magic in Tarantis as well. .set native-races Draconic .set native-regions Drachenkeep, Tarantis .name Wild-magic .desc This path is an unusual one, and not well understood in lands outside of those that teach it. The Path of the Wild involves tapping into the primal instincts of the animal, and harnessing the natural abilities of creatures (or, rarely, plants) to use for survival or as a weapon. It is, essentially, a shape-shifting form of magic. .set native-races Wild .set native-regions Northern Wilds, Aregon, Springdale .name Bard .desc This path involves the gathering of lore and the spreading of knowledge. It is a path of inspiration, trickery, and curses (known as gaesa) as we ll as a path of pr ophesy. Bards who have gathered enough lore can graduate to join the Path of the Druid. The Path of the Bard is not a ‘wandering minstrel’, but is instead a historian and legend-keeper who settles disputes among the tribes and keeps their histories alive. .set native-regions Aregon, Tartanis .name Druid .desc While most druids were once on the Path of the Bard, it is not mandatory. A character who has taken the Path of the Bard can take this Path for 1 DP less (minimum of 1 DP). Druids are the keepers of wisdom, gaining a deep understanding of the order of things, and masters of astrology. They can see events to come, and can shape current events towards a desired goal, and have a mastery of animals, nature, and meteorological events. Druids are seen as mysterious, and are somewhat disconcerting, as they know things to come, and one can never help but wonder if any event that happens is natural, or a part of a druid’s manipulations. .set native-regions Aregon, Anathia .name Shadow .desc A very rare path, rumoured to be taught by only a handful of people, the Path of Shadow deals with the realms of shadow, the places between planes, and the realms of the void and aether. This form of magic deals with the darker emotions of the subject, and creating forms out of the formless. It is a magic of trickery and deception, as well as one of the infinite potential of Nothing. .set native-races Faerie .name Suleiman .desc Also called The Path of Circles, this path deals with bindings, spirit traps, and the ability to call and barter with the elemental spirits. Powerful creatures from the elem ental realms can be called , invoking the na me of the greatest magician of Anansie’s history, Suleiman. The summoner barters with the elemental lord, exchanging gifts and promises in exchange for servitude, wishes, or power. These p acts are mad e willingly by both sides, though rogue elem entals can also be trappe d, bound , and indentu red if necessa ry. .set native-regions Anansie