Post by Darth Xaos on Apr 30, 2015 23:59:05 GMT
There are specialized kinds of Force Powers that depend on ancient ritual forms. Known as Force Magic, these Force Powers function quite differently than most. There are three kinds of Force Magic known to the New Sith Brotherhood: the infamous arts of Sith Sorcery and Sith Alchemy and the mysterious Elemental Magic of the Dark Side Witches. The three kinds of Force Magic are really more categories than individual Force Powers and each have different Schools. Ranks in a kind of Force Magic are assigned to specific Schools not to the Force Magic type itself. No Schools may be used untrained.
Sith Acolytes can purchase Ranks in Sith Sorcery and Sith Alchemy starting at level five. Sith Lords can purchase Ranks in them at level five but must pay two Force Power points per Rank. Sith Marauders and Sith Assassins must be level seven to purchase Ranks and also must pay two points per Rank. Imperial Inquisitors and Dark Side Witches may not learn either Sith Sorcery or Sith Alchemy. No non-Acolyte may ever receive Ranks from training in either Alchemy or Sorcery, Ranks must be purchased. Additionally, a non-Acolyte must go on a Mission to purchase their first Rank in either Alchemy or Sorcery. This is either a quest for a source of information or a service for another who can teach the magical discipline. Note if in the latter instance this is a player-character then the permission of that character’s House Lord must be obtained.
Only Dark Side Witches may ever learn Elemental Magic and may begin to do so at level five.
Sith Sorcery:
Sith Sorcery’s roots lie, unlike Alchemy, not in the practices of early Dark Jedi but in the rites of the ancient Sith species. Prior to the arrival of the Dark Jedi on Korriban, this magical discipline was largely a reflection of the clans’ culture. Spells to contact the honored dead and illusions to fool enemies were the chief spells taught. Once the Dark Jedi who would found the Sith Empire applied their expertise to the matter, however, Sorcery truly came into its own. New schools were pioneered and mastered quickly and it is doubtless that many were lost to the sands of time. Since the fall of the Sith Empire, Sith Sorcery has advanced in sputters, alternately being neglected and deeply explored.
Oneiromancy: The ancient Kissai priests ascribed great meaning to dreams. It was believed that dreams were a glimpse into Chaos itself and the future could be divined from them. These beliefs led to the development of Oneiromancy, the School of dream control. The spells of this School permit the alteration of another’s dreams, the forcing of others to sleep, the entering of another’s dreams and foretelling the future through dreams.
Necromancy: Perhaps the archetypal School of Sith Sorcery is Necromancy. This School consists of spells related to the dead. The Sith species were intently focused on death and the dead. The veil between the Galaxy and the Netherworld was believed to be thin indeed. Kissai priests held ceremonies to bring the favor of the Ancestors upon their clan. This necrotic fascination strongly influenced the Dark Jedi rulers of the Sith Empire and Necromancy flourished under their reign. Despite its almost religious origins, Necromancy has received a very black reputation due to the attitudes of one of its great innovators. Darth Andeddu, perhaps Necromany’s most famous student, had a very different attitude towards his specialty. Where the Kissai saw the dead as objects of reverence, Darth Andeddu saw them as objects. Spells that were intended to beseech the ancestors’ aid instead compelled it. Conjurations that created unliving tomb guardians were used to make tireless slaves and soldiers. Since then Necromancers have tended to fall into two camps: the mystics who echo the Kissai’s beliefs and those who ascribe to Andeddu’s cold pragmatism. Necromancy can be used to create revenants, summon wraiths, question the dead for wisdom and manipulate the life energies of others. A Necromancer is limited to a maximum number of undead under his control equal to his level.
Entromancy: If it is true that nothing is simpler than destruction, if this is so then practitioners of Entromancy are simple folk indeed. Entromancy spells have one purpose alone: destruction. From slow rot to quick crumble, Entromancy breaks down the invisible connections that hold all things together. It is said that the greatest Entromancers could cause the stars themselves to erupt in fiery Armageddon.
Contramancy: The Dark Jedi brought with them knowledge of Force defense techniques unknown to the native Sith. It is from this knowledge that Contramancy, the art of countering another’s spells, was born. Contramancy can be used to counter, redirect or take control of another’s Sith Sorcery spell. Contramancy can also be used against Elemental spells, Alchemical Refinements and regular Force Powers but is less effective against them.
Anteromancy: For those who follow the way of the Sith using one’s own emotions comes naturally but few consider the idea of using the emotions of others. It is to this purpose the School of Anteromancy is turned. With its arcane might a Sorcerer may summon or quell even the strongest of emotions in others.
Demiurgomancy: Next to Necromancy, the spells of illusion are the most famous part of Sith Sorcery. First pioneered long ago by the Kissai, their Dark Jedi conquerors were unimpressed by the state of the Demiuromancer’s art when they arrived on Korriban. This spurred them to invest much time in the development of illusion spells and resulted in their current fame. The weak-willed may even die from the well-crafted illusion of a master Demiurge.
Technomancy: The Dark Jedi brought with them many technologies previously unknown to the Sith clans and many exchanges of technological knowledge for magical insight were made. It was from these exchanges that Technomancy, the magical manipulation of machines, arose. Technomancy cannot alter the physical qualities of machines (that is the domain of Alchemy) but it does allow for their control. Technomancy can slice computers, command droids, shut down power systems and jam blasters.
Pyromancy: The grim deserts of Korriban were the muse that inspired Pyromancy, the art of fire control and manipulation. Pyromancers often use their powers for martial purposes but more subtle uses are also encountered. A Pyromancer can hurl fireballs, create pillars and walls of flame, light inflammatory objects with a gesture and control preexisting fires.
Cryomancy: On the frozen world of Ziost were the first secrets of Cryomancy, that is cold magic, was discovered. Cryomancy is a truly daunting threat to face as few are prepared to fight cold itself. Cryomancy can be used to freeze object or beings, hurl spears of ice, lower dangerously high temperatures or cover the ground with sheets of ice.
Sith Alchemy: Long ago the Dark Jedi who would become the first Sith broke away from the Jedi Order. This departure was instigated by the Jedi Order’s refusal to allow experimentation with a new technique that allowed for the alteration of life through the Force. This line of inquiry was thought by the Jedi Masters to be a violation of the natural order and was declared forbidden knowledge. But the lure of forbidden knowledge is strong and many left the Jedi Order to pursue this lore. This was the beginning of Sith Alchemy. Alchemists have progressed greatly since those days and a great many Refinements, as the Alchemists call their spells, have been pioneered. The ancient practitioners of Alchemy believed the positions of specific celestial objects in Sith Space influenced the effectiveness of their Refinements. The various Schools of Alchemy are named after the planets that are thought to govern them. Alchemical Refinements are rarely made on the fly, requiring long hours of work and the use of special Alchemical devices, materials and laboratory space.
Refinements of Ch’hodos: Despite being named for a planet that was unknown to the first Alchemists, this is the eldest branch of Alchemy. Ch’hodos War Rhinos were so prized as mounts by the Sith Empire that they became archetypal examples of Alchemic war beasts. It was for this reason that the Sith Empire’s Alchemists came to regard Ch’hodos as governing the art of living tissue manipulation. The Refinements of Ch’hodos allow for the alteration of living beings and the creation of war beasts.
Refinements of Rhelg: Rhelg was held to be a holy world by the ancient Sith, often viewed as being second only to Korriban. The Alchemical texts of the Sith Empire ascribe to it the power to influence the most basic principles of matter. These Refinements can alter an object’s weight, thickness or any other general quality. This can allow for combination of traits that would normally be impossible, such as ship armor that is thin as paper but strong as Mandalorian Iron.
Refinements of Korriban: It is indisputable that, no matter the Sith Order, they hold Korriban as the most sacred planet. It is on Korriban where the worlds of the living and dead abut and, so, Alchemists long ago ascribed the power of transformation to Korriban. Korriban’s Refinements allow for the transformation of one inert substance into another. The most infamous example of this is the turning of lead into gold.
Refinements of Khar Delba: In the days of the Sith Empire, Khar Delba was a major military staging ground. The planet’s name was almost a byword for war and many Dark Lords held fortresses here. As a result Khar Delba became associated with the Alchemic arts of weapon and armor creation. The Refinements of Khar Delba include such uses as creating Sith Swords, making Dark Armor and enchanting weapons.
Refinements of Dromund Kaas: Dromund Kaas has always been a mystery. Something about it causes energy weapons to cease functioning and it was this trait that fascinated many Alchemists. They named the Refinements they discovered after the planet that inspired them. The Refinements of Dromund Kaas focus on the removal of Alchemical alterations and the destruction of material. Most practitioners create special pouches of metallic dust, altered through these Refinements to remove alterations from or destroy enemy weapons it is thrown on.
Refinements of Ziost: There are two reasons why the Refinements governing the creation of Alchemic fluids were ascribed to Ziost. First is that the fact that, being an ice-world, Ziost is technically covered in water. Secondly, and more sardonically, is that Ziost’s role as capital of the Sith Empire made the Alchemic poisons these Refinements can produce in high demand on Ziost. These Refinements can be used to create Sith Poison, make Alchemic fluids useful for other Refinements and create anointing oils, which grant increased combat abilities.
Refinements of Krayiss: Once home to an ancient temple-library, Krayiss was a center of mystical understanding in the days of the first Sith Empire. And it is to this world that influence over the creation of amulets of Sith Magic was ascribed. An amulet is created with one specific effect from another school of Sith Magic. For example, an amulet that shoots fireballs could only shoot fireballs, it wouldn't be able to light a candle or create pillar of fire. The creator must possess Ranks in the School from which the amulet’s effect will be drawn. So, continuing the fireball amulet example, a creator would need to have taken Ranks in the Pyromancy School. Only one amulet will function for a user at a time. Other amulets can be kept in a pouch or other container and switched in and out of use but multiple amulets may not be used simultaneously. Dark Force Adepts' Force Talismans are not affected by this rule. An amulet created with the Refinements of Krayiss may be used by a level five or higher Sith Acolyte or Sith Lord, a level seven or higher Sith Assassin or Sith Marauder, or a level fifteen or higher Dark Side Elite or Byss Mage. Using an amulet does not count against its user’s Force Power allotment per turn or induce cooldown.
Elemental Magic: The origins of Elemental Magic have been lost to time. Though all traditions of Dark Side Witches have similar legends of a single, archetypal Witch who taught the secrets these legends are dissimilar in key details. Though all have a few aspects in common, time and myth have altered what may have been a single person into a myriad of legends. Elemental Magic reflects this reality, being a single magical discipline yet being practiced in wildly varying ways. Two different Dark Side Witches could have more in common with Sith Magic in their spellcraft than with each other yet both clearly utilize the same core set of techniques. Unlike Sith Magic, the Schools of Elemental Magic are not pioneered by innovators but exist on an instinctual level, accessible to all Witches without the need for empirical experimentation. The names given for the Schools below are far from universal; most Witch traditions have their own terminology, but are generalizations based on the School’s techniques.
Fire Magic: Often called Red Magic and easily mistaken for Pyromancy by the ignorant. Summoning great infernos, throwing balls of fire and waves of flame are the most conspicuous use of this School. When using Fire Magic, Witches often appeal to spirits of anger for aid.
Air Magic: Great gusts of wind and whippoorwills of deadly intensity are easily summoned through Air Magic. Sometimes called Grey Magic, this School can produce catastrophic windstorms and even alter weather patterns when wielded by a master. Spirits of intellect or communication are often invoked when using Air Magic.
Water Magic: The very humidity in the air can be a weapon to a user of Blue Magic. Many legends depict the archetypal Witch summoning tidal waves and sinking entire continents beneath the waves. More commonplace uses are slamming a foe with a river’s water and drowning enemies on dry land. Perhaps surprisingly, Water Magic is as often by Witches from desert worlds as aquatic ones. In such arid environs, after all, whoever controls the water controls the world. Spirits of love, desire or sorrow are often beseeched when using Water Magic.
Earth Magic: Called Black Magic by some, this School manipulates soil and rock with equal ease. Witch traditions that strongly practice Earth Magic often dwell in highly intricate and defensible subterranean strongholds. Tales speak of the archetypal Witch moving continents with this power. Spirits of perception or strength are often called upon during the use of Earth Magic.
Wilderness Magic: Easily the least straightforwardly named of the Elemental Schools, Wilderness Magic allows for the emulation of animal abilities. Sometimes, though not always, accompanied by a physical change, Wilderness Magic allows a Witch to gain the strength of a bear or the sight of a hawk while under its effects. It is often referred to as Amber Magic.
Rune Magic: Many traditions of Dark Side Witches utilize sacred alphabets or symbols of power, which are believed to express all aspects of life and reality. This branch of Elemental Magic focuses on etching these runes on items to create mystical amulets. Spirits of time and natural law are often called upon when inscribing in the primal alphabets. An amulet is created with one specific effect from another school of Elemental Magic. For example, an amulet that shoots fireballs could only shoot fireballs, it wouldn't be able to light a candle or create pillar of fire. The creator must possess Ranks in the School from which the amulet’s effect will be drawn. So, continuing the fireball amulet example, a Witch would need to have taken Ranks in the Fire Magic School. Only one amulet will function for a user at a time. Other amulets can be kept in a pouch or other container and switched in and out of use but multiple amulets may not be used simultaneously. Dark Force Adepts' Force Talismans are not affected by this rule. Only a Dark Side Witch of level 5 or greater may use a runic amulet created by another character. Using an amulet does not count against its user’s Force Power allotment per turn or induce cooldown.
Sith Acolytes can purchase Ranks in Sith Sorcery and Sith Alchemy starting at level five. Sith Lords can purchase Ranks in them at level five but must pay two Force Power points per Rank. Sith Marauders and Sith Assassins must be level seven to purchase Ranks and also must pay two points per Rank. Imperial Inquisitors and Dark Side Witches may not learn either Sith Sorcery or Sith Alchemy. No non-Acolyte may ever receive Ranks from training in either Alchemy or Sorcery, Ranks must be purchased. Additionally, a non-Acolyte must go on a Mission to purchase their first Rank in either Alchemy or Sorcery. This is either a quest for a source of information or a service for another who can teach the magical discipline. Note if in the latter instance this is a player-character then the permission of that character’s House Lord must be obtained.
Only Dark Side Witches may ever learn Elemental Magic and may begin to do so at level five.
Sith Sorcery:
Sith Sorcery’s roots lie, unlike Alchemy, not in the practices of early Dark Jedi but in the rites of the ancient Sith species. Prior to the arrival of the Dark Jedi on Korriban, this magical discipline was largely a reflection of the clans’ culture. Spells to contact the honored dead and illusions to fool enemies were the chief spells taught. Once the Dark Jedi who would found the Sith Empire applied their expertise to the matter, however, Sorcery truly came into its own. New schools were pioneered and mastered quickly and it is doubtless that many were lost to the sands of time. Since the fall of the Sith Empire, Sith Sorcery has advanced in sputters, alternately being neglected and deeply explored.
Oneiromancy: The ancient Kissai priests ascribed great meaning to dreams. It was believed that dreams were a glimpse into Chaos itself and the future could be divined from them. These beliefs led to the development of Oneiromancy, the School of dream control. The spells of this School permit the alteration of another’s dreams, the forcing of others to sleep, the entering of another’s dreams and foretelling the future through dreams.
Necromancy: Perhaps the archetypal School of Sith Sorcery is Necromancy. This School consists of spells related to the dead. The Sith species were intently focused on death and the dead. The veil between the Galaxy and the Netherworld was believed to be thin indeed. Kissai priests held ceremonies to bring the favor of the Ancestors upon their clan. This necrotic fascination strongly influenced the Dark Jedi rulers of the Sith Empire and Necromancy flourished under their reign. Despite its almost religious origins, Necromancy has received a very black reputation due to the attitudes of one of its great innovators. Darth Andeddu, perhaps Necromany’s most famous student, had a very different attitude towards his specialty. Where the Kissai saw the dead as objects of reverence, Darth Andeddu saw them as objects. Spells that were intended to beseech the ancestors’ aid instead compelled it. Conjurations that created unliving tomb guardians were used to make tireless slaves and soldiers. Since then Necromancers have tended to fall into two camps: the mystics who echo the Kissai’s beliefs and those who ascribe to Andeddu’s cold pragmatism. Necromancy can be used to create revenants, summon wraiths, question the dead for wisdom and manipulate the life energies of others. A Necromancer is limited to a maximum number of undead under his control equal to his level.
Entromancy: If it is true that nothing is simpler than destruction, if this is so then practitioners of Entromancy are simple folk indeed. Entromancy spells have one purpose alone: destruction. From slow rot to quick crumble, Entromancy breaks down the invisible connections that hold all things together. It is said that the greatest Entromancers could cause the stars themselves to erupt in fiery Armageddon.
Contramancy: The Dark Jedi brought with them knowledge of Force defense techniques unknown to the native Sith. It is from this knowledge that Contramancy, the art of countering another’s spells, was born. Contramancy can be used to counter, redirect or take control of another’s Sith Sorcery spell. Contramancy can also be used against Elemental spells, Alchemical Refinements and regular Force Powers but is less effective against them.
Anteromancy: For those who follow the way of the Sith using one’s own emotions comes naturally but few consider the idea of using the emotions of others. It is to this purpose the School of Anteromancy is turned. With its arcane might a Sorcerer may summon or quell even the strongest of emotions in others.
Demiurgomancy: Next to Necromancy, the spells of illusion are the most famous part of Sith Sorcery. First pioneered long ago by the Kissai, their Dark Jedi conquerors were unimpressed by the state of the Demiuromancer’s art when they arrived on Korriban. This spurred them to invest much time in the development of illusion spells and resulted in their current fame. The weak-willed may even die from the well-crafted illusion of a master Demiurge.
Technomancy: The Dark Jedi brought with them many technologies previously unknown to the Sith clans and many exchanges of technological knowledge for magical insight were made. It was from these exchanges that Technomancy, the magical manipulation of machines, arose. Technomancy cannot alter the physical qualities of machines (that is the domain of Alchemy) but it does allow for their control. Technomancy can slice computers, command droids, shut down power systems and jam blasters.
Pyromancy: The grim deserts of Korriban were the muse that inspired Pyromancy, the art of fire control and manipulation. Pyromancers often use their powers for martial purposes but more subtle uses are also encountered. A Pyromancer can hurl fireballs, create pillars and walls of flame, light inflammatory objects with a gesture and control preexisting fires.
Cryomancy: On the frozen world of Ziost were the first secrets of Cryomancy, that is cold magic, was discovered. Cryomancy is a truly daunting threat to face as few are prepared to fight cold itself. Cryomancy can be used to freeze object or beings, hurl spears of ice, lower dangerously high temperatures or cover the ground with sheets of ice.
Sith Alchemy: Long ago the Dark Jedi who would become the first Sith broke away from the Jedi Order. This departure was instigated by the Jedi Order’s refusal to allow experimentation with a new technique that allowed for the alteration of life through the Force. This line of inquiry was thought by the Jedi Masters to be a violation of the natural order and was declared forbidden knowledge. But the lure of forbidden knowledge is strong and many left the Jedi Order to pursue this lore. This was the beginning of Sith Alchemy. Alchemists have progressed greatly since those days and a great many Refinements, as the Alchemists call their spells, have been pioneered. The ancient practitioners of Alchemy believed the positions of specific celestial objects in Sith Space influenced the effectiveness of their Refinements. The various Schools of Alchemy are named after the planets that are thought to govern them. Alchemical Refinements are rarely made on the fly, requiring long hours of work and the use of special Alchemical devices, materials and laboratory space.
Refinements of Ch’hodos: Despite being named for a planet that was unknown to the first Alchemists, this is the eldest branch of Alchemy. Ch’hodos War Rhinos were so prized as mounts by the Sith Empire that they became archetypal examples of Alchemic war beasts. It was for this reason that the Sith Empire’s Alchemists came to regard Ch’hodos as governing the art of living tissue manipulation. The Refinements of Ch’hodos allow for the alteration of living beings and the creation of war beasts.
Refinements of Rhelg: Rhelg was held to be a holy world by the ancient Sith, often viewed as being second only to Korriban. The Alchemical texts of the Sith Empire ascribe to it the power to influence the most basic principles of matter. These Refinements can alter an object’s weight, thickness or any other general quality. This can allow for combination of traits that would normally be impossible, such as ship armor that is thin as paper but strong as Mandalorian Iron.
Refinements of Korriban: It is indisputable that, no matter the Sith Order, they hold Korriban as the most sacred planet. It is on Korriban where the worlds of the living and dead abut and, so, Alchemists long ago ascribed the power of transformation to Korriban. Korriban’s Refinements allow for the transformation of one inert substance into another. The most infamous example of this is the turning of lead into gold.
Refinements of Khar Delba: In the days of the Sith Empire, Khar Delba was a major military staging ground. The planet’s name was almost a byword for war and many Dark Lords held fortresses here. As a result Khar Delba became associated with the Alchemic arts of weapon and armor creation. The Refinements of Khar Delba include such uses as creating Sith Swords, making Dark Armor and enchanting weapons.
Refinements of Dromund Kaas: Dromund Kaas has always been a mystery. Something about it causes energy weapons to cease functioning and it was this trait that fascinated many Alchemists. They named the Refinements they discovered after the planet that inspired them. The Refinements of Dromund Kaas focus on the removal of Alchemical alterations and the destruction of material. Most practitioners create special pouches of metallic dust, altered through these Refinements to remove alterations from or destroy enemy weapons it is thrown on.
Refinements of Ziost: There are two reasons why the Refinements governing the creation of Alchemic fluids were ascribed to Ziost. First is that the fact that, being an ice-world, Ziost is technically covered in water. Secondly, and more sardonically, is that Ziost’s role as capital of the Sith Empire made the Alchemic poisons these Refinements can produce in high demand on Ziost. These Refinements can be used to create Sith Poison, make Alchemic fluids useful for other Refinements and create anointing oils, which grant increased combat abilities.
Refinements of Krayiss: Once home to an ancient temple-library, Krayiss was a center of mystical understanding in the days of the first Sith Empire. And it is to this world that influence over the creation of amulets of Sith Magic was ascribed. An amulet is created with one specific effect from another school of Sith Magic. For example, an amulet that shoots fireballs could only shoot fireballs, it wouldn't be able to light a candle or create pillar of fire. The creator must possess Ranks in the School from which the amulet’s effect will be drawn. So, continuing the fireball amulet example, a creator would need to have taken Ranks in the Pyromancy School. Only one amulet will function for a user at a time. Other amulets can be kept in a pouch or other container and switched in and out of use but multiple amulets may not be used simultaneously. Dark Force Adepts' Force Talismans are not affected by this rule. An amulet created with the Refinements of Krayiss may be used by a level five or higher Sith Acolyte or Sith Lord, a level seven or higher Sith Assassin or Sith Marauder, or a level fifteen or higher Dark Side Elite or Byss Mage. Using an amulet does not count against its user’s Force Power allotment per turn or induce cooldown.
Elemental Magic: The origins of Elemental Magic have been lost to time. Though all traditions of Dark Side Witches have similar legends of a single, archetypal Witch who taught the secrets these legends are dissimilar in key details. Though all have a few aspects in common, time and myth have altered what may have been a single person into a myriad of legends. Elemental Magic reflects this reality, being a single magical discipline yet being practiced in wildly varying ways. Two different Dark Side Witches could have more in common with Sith Magic in their spellcraft than with each other yet both clearly utilize the same core set of techniques. Unlike Sith Magic, the Schools of Elemental Magic are not pioneered by innovators but exist on an instinctual level, accessible to all Witches without the need for empirical experimentation. The names given for the Schools below are far from universal; most Witch traditions have their own terminology, but are generalizations based on the School’s techniques.
Fire Magic: Often called Red Magic and easily mistaken for Pyromancy by the ignorant. Summoning great infernos, throwing balls of fire and waves of flame are the most conspicuous use of this School. When using Fire Magic, Witches often appeal to spirits of anger for aid.
Air Magic: Great gusts of wind and whippoorwills of deadly intensity are easily summoned through Air Magic. Sometimes called Grey Magic, this School can produce catastrophic windstorms and even alter weather patterns when wielded by a master. Spirits of intellect or communication are often invoked when using Air Magic.
Water Magic: The very humidity in the air can be a weapon to a user of Blue Magic. Many legends depict the archetypal Witch summoning tidal waves and sinking entire continents beneath the waves. More commonplace uses are slamming a foe with a river’s water and drowning enemies on dry land. Perhaps surprisingly, Water Magic is as often by Witches from desert worlds as aquatic ones. In such arid environs, after all, whoever controls the water controls the world. Spirits of love, desire or sorrow are often beseeched when using Water Magic.
Earth Magic: Called Black Magic by some, this School manipulates soil and rock with equal ease. Witch traditions that strongly practice Earth Magic often dwell in highly intricate and defensible subterranean strongholds. Tales speak of the archetypal Witch moving continents with this power. Spirits of perception or strength are often called upon during the use of Earth Magic.
Wilderness Magic: Easily the least straightforwardly named of the Elemental Schools, Wilderness Magic allows for the emulation of animal abilities. Sometimes, though not always, accompanied by a physical change, Wilderness Magic allows a Witch to gain the strength of a bear or the sight of a hawk while under its effects. It is often referred to as Amber Magic.
Rune Magic: Many traditions of Dark Side Witches utilize sacred alphabets or symbols of power, which are believed to express all aspects of life and reality. This branch of Elemental Magic focuses on etching these runes on items to create mystical amulets. Spirits of time and natural law are often called upon when inscribing in the primal alphabets. An amulet is created with one specific effect from another school of Elemental Magic. For example, an amulet that shoots fireballs could only shoot fireballs, it wouldn't be able to light a candle or create pillar of fire. The creator must possess Ranks in the School from which the amulet’s effect will be drawn. So, continuing the fireball amulet example, a Witch would need to have taken Ranks in the Fire Magic School. Only one amulet will function for a user at a time. Other amulets can be kept in a pouch or other container and switched in and out of use but multiple amulets may not be used simultaneously. Dark Force Adepts' Force Talismans are not affected by this rule. Only a Dark Side Witch of level 5 or greater may use a runic amulet created by another character. Using an amulet does not count against its user’s Force Power allotment per turn or induce cooldown.