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Legends - Magic
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===KINETOMANCY=== '''Spellcasting Skill:''' High Wizardry '''Prime Attribute:''' Precision '''Casting Spells:''' Kinetomancers are able to manipulate physical forces, such as gravity and momentum. They can smash enemies away, pin them to the ground, or launch them into the air. Kinetomancy is based around a series of complex runes, woven in the air with the Wizards hands and fingers. Slight deviation on these precise actions can cause the forces balanced to backfire on the wizard. '''Initiate:''' An Initiate of Kinetomancy can sense and quantify physical forces, for example knowing exactly how much someone weighs or how fast something is moving. '''Adept:''' An Adept can create and direct only small forces, but with some dexterity, for example moving a quill so it writes, or causing a pebble to float into the air. No more force can be exerted than an ordinary man could exert with a finger and thumb. '''Master:''' A Master can summon forces, with the same strength and precision that a warrior has in his sword arm. He can also modify existing forces notably, for example reversing the direction of an arrowโs flight, or tripling the weight of a charging enemy so that he can barely lift his limbs. '''Archmage:''' An Archmage can summon considerable power, striking with telekinetic blows as hard as a warhorse kicking, or lifting with the strength of ten men. He can manipulate many smaller forces at once, for example causing six or seven swords to dance in the air and launch attacks.
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