Making, School of Physical / Metaphysical Law in Andiron | World Anvil

Making, School of

The power of creation, to bring into being new objects and new life: that is the realm of the Maker’s magic. A maker can call a fireball from nothing, construct a gold piece from thin air, or make a horse out of a dream.
Realm: All physical entities, both living and unliving, and energy.
Foci: Most makers don’t use the same kinds of tools other magi use, like wands, staves, or orbs. Instead, makers often render pictures or sculptures of objects with their hands before they attempt to create them with magic. Making is an intensely creative process, and the foci that makers choose to use are usually equally creative.
Ritual: Making is a job mostly done in the mind, or so it’s said. Makers tend to use extensive and intricate hand gestures, but their incantations are often short and straightforward. An experienced maker can finish a simple construct with little more than a wave of a hand, but it usually takes much longer to perform a complicated making.
Effect: A making spell creates an object or creature. Simple ones create an object or creature up to half the caster’s mass or an energy source about equivalent to a torch, but more elaborate spells create much larger or more potent subjects. These magical constructs only last until sunrise, though; then, they fade away.
Resistance: None. If the caster is attacking someone with made objects or energy, the target would do well to dodge or block the attack.
Backlash: Backlash from a Making gone awry tends to have unusual and esoteric effects on the caster and hir surroundings. Sometimes, creative energy runs wild around the caster, wrapping hir in a wild explosion of vines or brambles or cracking the cobblestones at hir feet to permit an overgrowth of grass and weeds. Other times, objects constructed from organic materials will exhibit strange and sudden growth, like a table sprouting branches or a leather jacket growing a leg. In extreme cases, the caster hirself might gain odd qualities until the next new moon, like having horns or branches growing from hir head, glowing with an orange light, or shocking anyone and anything ze touches with static.
Corruption: Making is particularly sensitive to how it is used, and it despises death. Every construct a magus makes remains tied to the caster's aura as long as it exists. Any time it kills a living creature, by any hand, its maker gains a point of Corruption.
Restrictions: Unlike other schools of magic, Making is broken into a myriad of specializations. When you choose this school, also pick a type of object or material you’ve studied making (like fire, weapons, canines, or machines. You’re considered proficient when you cast a spell to make such an object; you can use spells to make anything else, but you’re non proficient at it. You can gain proficiency in one additional class of object each time you gain a level.
Type
Metaphysical, Arcane

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