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The Third Age

Upon the manifestation of Cognati and then the creation of the Humans, it was brought to the
other Gods’ attention that Thought’s residual power could be harnessed by their own followers. With
the weakening of the Divine Shield, the most devout, pious, or loyal servants of the Gods could be
rewarded as the Gods realised that their creation had an aptitude to control the same powers Good,
Evil, Chaos, and Law, had granted them, albeit at a lesser scale.
The chosen few of each God were granted the ability to use their God’s power, enabling the
beginning of Divine Magic. Priests, Paladins, and Clerics all began to use their new found Magics to
further advance the civilisation they found themselves in, for good or for evil, for chaos or for law,
depending on their deity.
Similarly, many of the more intelligent races, such as the Elves, Drow, Teiflings, and Genasi,
attempted to figure how to harness the residual power that had been left over from the First Age, or
maybe from the Verse itself, or maybe from the weakening of the Divine Shield; regardless, scholars
began to investigate this power which they dubbed Arcane Magic, and tried to understand to science
and rules behind it.
Sure enough, soon wizards from those races, and a few from others soon began to emerge,
seemingly each with the power to control various facets of reality. Each of these facets was given a
school, and allowed further detailed study of such Magics. Those schools are as follows:

Evocation:
Spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or
lightning. Others channel positive energy to heal wounds.

Illusion:
Spells deceive the senses or minds of others.

Necromancy:
Spells manipulate the energies of life and death. Such spells can grant an extra reserve of life
force, drain the life energy from another creature, create the undead, or even bring the dead back to
life.

Enchantment:
Spells affect the minds of others, influencing or controlling their behaviour.

Transmutation:
Spells change the properties of a creature, object, or environment. They might turn an enemy
into a harmless creature, bolster the strength of an ally, make an object move at the caster’s
command, or enhance a creature’s innate healing abilities to rapidly recover from injury.

Abjuration:
They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to
other planes.

Conjuration:
Spells involve the transportation of objects and creatures from one location to another. Some
spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to
another location. Some conjurations create objects or effects out of nothing.

Divination:
Spells reveal information

As time progressed it seemed that some children were being born with innate Arcane Magics,
these were called Sorcerers or Bards, whereas some seem to be receiving Arcane guidance from
powerful First Age beings, these were called Warlocks.
The final branch of Magics came from creation itself. It makes sense, as creation was created by
Magic, that it should retain some of that power. Those in touch with nature, Goblins, Elves, Orcs, and
Halflings, were soon able to harness nature itself for their benefit. Those able to do so were called
Druids and Rangers, and as such Natural Magics became the fourth and final expression of Thoughts
power. The age of Magic.

Aura, Divine, Arcane, and Natural.

Key Events during this Age:

Persona abdicates leading to balance shift, and then terraquse

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