Final rules done

Today I’ve written the final rules for Magic Stones 🙂
I’ve spent quite a lot of time on those, trying to balance every faction (or school) present in the game. Read more about the magic schools available:

Fire Magic: The druids of fire invoke the terrible destroying power of flame on the battlefield: from this, they draw strength and benefits, in them burns the desire for victory. In the past, it had been banned to teach this school because of its excessive dangerousness, but recently the Great Council of Magicians decided to reinstitute it as a discipline of study. This is definitely the most feared school in the entire world of Aravorn, filled with powerful magics of attack that inflict the most damage of all the schools.

Air Magic: The air druids invoke the invisible force of icy mountain winds to help them crush enemies on the battlefield. This school has its origins in the remote peaks of Meridian, and has been practiced mainly by hermits or old sages of the place. Recently, it has spread to the rest of the kingdom. This requires great concentration and has a very interesting line of magics, including healing, attack, and mana regenerating magics.

Earth Magic: The earth druids draw strength from the life forces of nature, and are among the heartiest and strongest in the kingdom. This magic school is the most common because of its easiness to learn and its popularity among the rural villages. Crowded groups of druids practice in clearings in the forest, where they can find an abundance of stones and trees to evoke the typical creatures of this school, characterized by powerful defensive magics.

Water Magic: The water school: this magic school, once popular, has now fallen into oblivion. This was also defined as meta-magic, the mother of all other magic, since it was able to activate or prolong the effects of all other magic. Given that it has been almost entirely forgotten, it is impossible to create a new druid with a knowledge base of this magic. Nevertheless, you can find Water artifacts, magic formulas, runes, stones, etc. in the most remote (and dangerous) places in Aravorn, and with time your druid could learn to use the power of water magic.

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