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= Divine vs. Arcane magic = D20 makes the distinction between Divine magic, which is granted through the power of a diety the character worships, and Arcane magic, which is powered through the caster's own power. From a game mechanics perspective these two are very similar and are treated largely the same way here. == Schools of Magic == {|align="right" ! School of Magic ! Ruling<br/> Arcana ! Inferior<br/>Arcana |- |Abjuration || Space / Fate || Life |- |Conjuration || Space / Spirit || Forces |- |Diviniation || Time / Fate || Mind |- |Enchantment || Mind / Life || Matter |- |Evocation || Forces / Death || Spirit |- |Illusion || Mind / Prime || Space |- |Necromancy || Death / Sprit || Time |- |Transmutation || Matter / Life || Death |} Like the Mage mystic orders, D20 has a set of 8 schools of magic. By selecting a speciality school of magic, the caster gets access to two ruling arcana (which are then cheaper to buy more dots in) and is limited by one Inferior arcana (which now costs more to buy dots in, and is limited in how many dots they can purchase). A mage is not required to have a school of magic, all their arcana are common ones. ===Wizard vs. Sorcerer=== In D20 a wizard know a great many spells, but can cast only a limited selection of them per day, and the selection is set at the beginning of the day. A Sorcerer knows a smaller selection of spells but can cast them with no prior selection process. Mage creates magic users who are most like Sorcerers, knowing a list of rotes and can cast them without having to prepare a fixed list. Wizards use Intelligence as their spell casting attribute (see below), whereas Sorcerers use Presence for theirs. ==Divine Magic== {|align="right" ! Diety !Ruling<br/>Arcana !Inferior<br/>Arcana |- |The Destroyer || Death/Forces || Mind |- |The Father || Prime/Life || Time |- |The Judge || Fate/Death || Matter |- |The Lover || Mind/Spirit || Space |- |The Magus || Prime/Mind || Time |- |The Merchant || Space/Fate || Death |- |The Mother || Life/Spirit || Prime |- |The Reaper || Death/Fate || Life |- |The Stormlord || Forces/Space || Spirit |- |The Smith || Matter/Life || Fate |- |The Trickster || Fate/Prime || Forces |- |The Warrior || Forces/Prime|| Life |} Divine magic works completely differently than the spell casting of wizards and sorcerers. While the generic D&D universe is overflowing with Gods, Goddesses, lesser gods, demi-gods, Elder gods and a host of other outplaner creatures who can grant powers, Dragonstar proclaims there are only 12 (or 2 depending upon your beliefs) rather generically named Gods. In order to become a Divine spell caster, the character must devote themselves to the service of one god, gaining the abilities and powers granted by their god. This is done by taking the [[Last Emperor: Merit: Divine Favor|Divine Favor]] merit. Clerics (and druids and other divine casters) do not learn rotes, arcana or Gnosis. Instead each day when the character prays, their god sends a set of spirits, parts of themselves to serve the character. Tne number of spirits to arrive depends upon the [[Last Emperor: Merit: Divine Powers|Divine Powers]] merit the character has. These spirits usually can cast one Numen, one spell effect, before returning to their diety.
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