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{{RPG}}
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*[[Catseye Elixir]]
 
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*[[Elixir of Giant Growth]]
 
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*[[Elixir of Water Walking]]
 
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*[[Free Action Potion]]
 
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*[[Invisibility Potion]]
 
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*[[Living Action Potion]]
 
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*[[Potion of Deepholm]]
 
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*[[Potion of Illusion]]
 
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*[[Swiftness Potion]]
 
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*[[Swim Speed Potion]]
 
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*[[Winterfall Firewater]]
 
   
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:''Were you looking for [[magic schools (WoW)|magic schools in World of Warcraft]], or [[magic schools (RPG)|magic schools in the Warcraft RPG]]?''
   
  +
This article is about lore behind '''magic schools'''. It contains a list of all the [[school]]s of [[magic]] found in published sources and the lore behind them. The final section discusses how mechanics in the MMO do not necessarily fit with the published lore.
   
  +
==Paths==
  +
Most spells fall into two main categories; arcane and divine. All magic on Azeroth came from the kaldorei, both divine and later arcane.<ref>{{ref book |author= White Wolf |title= [[Alliance Player's Guide]] |isbn= 9781588467737 |pages=123}}</ref> However, not all magic fits neatly into these two categories. Other magic types lurk outside or within arcane and divine, powerful and strange in their own rights. For example Priests have access to divine magic, while druids wield nature magic.<ref>{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=64}}</ref> One of the most sinister is fel magic.<ref>{{ref book |author= Arthaus |title= [[World of Warcraft: The Roleplaying Game]] |isbn=9781588467812 |pages=252}}</ref>
  +
*[[Arcane]] - cast by [[arcanist]]s
  +
*[[Divine]] - cast by [[healer]]s and experienced [[paladin]]s
  +
*[[Fel|Fel Magic]] - Often a darker form of Arcane.
  +
*[[Rune magic|Rune Magic]] - Arcane in nature but accessed more naturally.
  +
*[[Nature|Nature Magic]] (aka druidic magic<ref>{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=146}}</ref>) - Usually divine in nature, but also can be arcane.
   
  +
==Divine domains==
  +
Divine domains describe healer spells and help define divine spells.<ref name="ReferenceA">{{ref book |author= Arthaus |title= [[World of Warcraft: The Roleplaying Game]] |isbn=9781588467812 |pages=255}}</ref>
  +
*Arcana<ref name="ReferenceC">{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=90}}</ref>
  +
*Animal
  +
*Ancestors
  +
:Magic derived from the worship of ancestors, and by the power of ancestors is the ancestor domain. Several faiths believe in ancestral worship, including tauren, orcs, and tuskarr.
  +
*Crusader<ref name="ReferenceC"/>
  +
*Death
  +
*Destruction
  +
*Elements
  +
*Foretelling
  +
*Healing
  +
*Madness
  +
:The madness domain is magic often derived from chaotic and terrible sources such as the old gods. It grants power to certain nihilistic cults or crazed priests{{fact|cited as DF but needs page number}}.
  +
*Power
  +
*Protection
  +
*Spirits
  +
Spirits has some overlap with the Elements and the Ancestors domain. It can cover abilities dealing with ancestral spirits, voodoo spirits and [[elemental spirit]]s/spirits of nature.
  +
*War
  +
*Wild
   
  +
==Rune magic==
  +
===Rune types===
  +
*Marks
  +
A rune inscribed on a creature.<ref name="ReferenceB">{{ref book |author= Johnstone, Mike |authorlink=Mike Johnstone |title= [[Magic & Mayhem]] |isbn= 9781588469540 |pages=25}}</ref>
  +
*Glyphs
  +
Runes inscribed on an object.<ref name="ReferenceB"/>
  +
*Sigils
  +
Runes inscribed on a surface subsequently acts as the rune's trigger.<ref name="ReferenceB"/>
  +
===Rune Patterns (aka families)===
  +
*Awareness family
  +
*Beast family
  +
*Flame pattern
  +
*Frost pattern
  +
*Healing family
  +
*Motion family
  +
*Restoration family
  +
*Shielding family
  +
*Stone pattern
  +
*Storm pattern
  +
*Striking family
   
  +
==Branches==
  +
Branches mentioned in the lore in the RPG and other sources.
   
  +
===Divine branches===
  +
*[[Nature]] (Elune & the Ancients)
  +
*[[Shamanism]]
  +
*[[Holy]] (aka [[Light]])
  +
*[[Voodoo]]<ref>{{ref book |author= Johnstone, Mike |authorlink=Mike Johnstone |title= [[Magic & Mayhem]] |isbn= 9781588469540 |pages=9}}</ref>
   
  +
===Arcane branches===
  +
*[[Fel Magic]] (aka fel energy or shadow magic)
  +
*[[Rune magic]] (runes manifest magical power that is arcane in nature)
  +
*[[Nature]] (rare arcane variation{{Citation needed}}<!-- Cited as LG - but what page? -->)
  +
*[[fire magic|Fire Magic]] (a subcategory of arcane magic.<ref>{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=166}}</ref>)
  +
*[[Frost Magic]]
  +
===Miscellaneous branches===
  +
*[[earth magic|Earth Magic]]<ref>{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=204}}</ref>
   
  +
==Schools==
  +
Cutting across the categories of arcane and divine spells are the eight schools of magic. These schools represent the different ways that spells take effect.<ref name="ReferenceA"/>
  +
*Abjuration - one who specializes in abjuration would be known as an [[abjurer]].
  +
*Conjuration - one who specializes in conjuration is known as a [[conjurer]].
  +
*Divination - one who specializes in divination would most likely be known as a [[diviner]].
  +
*Necromancy (aka necromantic magic)- one who specializes in necromancy is known as a [[necromancer]].
  +
*Enchantment - one who specializes in enchanting is known as an [[enchanter]].
  +
*Transmutation - one who specilizes in transmutation would be known as a [[transmuter]].
  +
*Evocation - one who specializes in evocation is known as an [[evoker]]. Queen Azshara is the inventor of most evocation spells.<ref>{{ref book |author=Arthaus |title=[[Shadows & Light]] |isbn=9781588469731 |pages=76}}</ref>
  +
*Illusion - one who specializes in illusion is known as an [[illusionist]].
  +
*Universal - Spell falls under all eight categories. Not a true school.
   
  +
==Subschools==
  +
The main schools split into several subschools. Some of the subschool categories can be found within more than one school.
  +
*Healing
  +
*Calling
  +
*Charm
  +
*Compulsion
  +
*Summoning
  +
*Creation
  +
*Glamour
  +
*Figment
  +
*Pattern
  +
*Phantasm
  +
*Scrying
  +
*Shadow
  +
*Soul
  +
*Teleportation
   
  +
==Descriptor==
  +
A descriptor further categorizes spells in some way. Some spells have more than one descriptor. Descriptors govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.<ref>{{ref book |author= Arthaus |title= [[World of Warcraft: The Roleplaying Game]] |isbn=9781588467812 |pages=258}}</ref>
  +
*Acid
  +
*Air
  +
*Blessing
  +
*Chaotic
  +
*Cold
  +
*Darkness
  +
*Death
  +
*Earth (aka [[earth magic]])
  +
*Electricity
  +
*Evil
  +
*Fear
  +
*Fel
  +
*Fire (aka [[fire magic]])
  +
Fire magic is a subcategory of arcane magic.<ref>{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=166}}</ref>
  +
*Force
  +
*Good
  +
*Language-Dependent
  +
*Lawful
  +
*Light
  +
*Mind-affecting
  +
*Seal
  +
*Sonic
  +
*Totem
  +
*Water
   
  +
==Special powers==
  +
These magical discriptions usually have ties to enchantments or enhancements or bonus abilities on items.
  +
*Frost/Ice
  +
*Holy
  +
*Unholy
  +
*Shadow
  +
*Positive
  +
*Negative
  +
*[[Nature]]
   
 
==The World of Warcraft MMO Schools==
  +
The World of Warcraft MMO has schools that are used for game mechanics and may not fit into the lore described in other sources.
   
  +
* {{SchoolIcon|Arcane}} [[Arcane]] - Not considered a school, but instead it is a path of magic (fire and frost fall under this path for example).
  +
* {{SchoolIcon|Fire}} [[Fire]] - Not considered a school, but an elemental descriptor. Fire magic is a subcategory of the arcane magic.<ref>{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=166}}</ref>
  +
* {{SchoolIcon|Frost}} [[Frost]] - Not considered a school, but an elemental descriptor.
  +
* {{SchoolIcon|Nature}} [[Nature]] - Not considered a school, but a branch of divine magic & sometimes arcane. In some cases it is considered its own branch (covering all spells that a druid would cast for example).
  +
* {{SchoolIcon|Shadow}} [[Shadow]] - Not considered a school, but instead its a subschool.
  +
* {{SchoolIcon|Holy}} [[Holy]] - Not a school, but instead is a branch within the divine path of magic.
   
  +
Not technically magic:
  +
* {{SchoolIcon|Physical}} [[Physical]]
   
  +
==Science Behind Casting==
  +
{{cleanup}}
  +
{{source needed}}
   
  +
===Arcane, Runic, and Fel===
  +
{{source needed}}
  +
Arcane and Runic magic involve manipulating ley lines, which were laid down by the titan [[Norgannon]] during the creation of the universe. By manipulating the energies of the ley lines, arcane and runic casters can manipulate the world around them, causing changes in the physical universe.<ref>{{ref book |author=Arthaus |title=[[More Magic and Mayhem]] |isbn=9781588469458 |pages=41}}</ref>
   
  +
Similar to arcane and runic magic, Fel magic involves the caster's manipulating the physical world by making compacts with demons. Every manipulation of fel energies requires a small sacrifice of the caster's humanity to the demon world, having a similar effect as arcane magic, but without the burdensome study.
   
  +
[[Hydromancy]], [[Geomancy]], [[Pyromancy]], and [[Aeromancy]] are magical specializations that require the caster use his/her manipulation over supernatural forces (like manipulating ley lines or compacting with demons) to command the loyalty of the elements from within the [[Elemental Plane]].
   
  +
[[Necromancy]] is a similar specialization that allows fel (like the [[dreadlords]]) or arcane ([[Cult of the Damned]]) magicians to use their powers to call upon spirits from the afterlife and reanimate dead flesh as [[undead]] minions <ref>{{ref web|url=http://classic.battle.net/war3/undead/units/necromancer.shtml|title=Necromancer|accessdate=2010-11-07|publisher=Blizzard Entertainment}}</ref>.
   
  +
===Divine===
  +
{{source needed}}
  +
Divine magic involves the blessings of a supernatural being.
   
  +
The [[Light|Holy Light]] of Creation grants supernatural healing and, in some cases, destructive powers to anyone who follows the strict discipline prescribed by its religious philosophy. More importantly, the user has to believe in the Light and that what they are doing is right.
   
  +
The [[Forgotten Shadow]] provides similar powers to those people who follow its nihilistic religious doctrine. [[Troll]] witch doctors draw their abilities from the [[Loa]] gods, invoking their powers by enticing them with voodoo rituals.<ref>{{ref book |author=Arthaus |title=[[More Magic and Mayhem]] |isbn=9781588469458 |pages=8}}</ref> Some of the abilities of a [[druid]] are divine, drawing their power from the Night Elf goddess, [[Elune]].
   
  +
===Nature===
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<nowiki>{{navbox
 
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{{source needed}}
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|name=Levels
 
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Nature magic involves drawing upon the spirits of the earth to invoke natural phenomenon.
|title =[[World of Warcraft]] - [[Level]]s
 
   
  +
Shamans draw upon the power of the elements, creating a personal relationship with each of the five elements (Fire, Water, Air, Earth, and Wilds) and asking for their assistance when it becomes necessary. This procedure is unlike the elemental practices of arcane or fel magicians, who use their manipulation over the physical universe to command the loyalty of elementals at their leisure{{Citation needed}}<!-- Cited as LotC - but what page? -->.
−
|group1= Low
 
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−
|list1 =[[Level 1|1]]{{·}} [[Level 2 |2]]{{·}} [[Level 3|3]]{{·}} [[Level 4|4]]{{·}} [[Patch 5|5]]{{·}} [[Patch 6|6]]{{·}} [[Patch 7|7]]{{·}} [[Level 8|8]]{{·}} [[Level 9|9]]{{·}} [[Level 10|10]]{{·}} [[Level 11|11]]{{·}} [[Level 12|12]]{{·}} [[Level 13|13]]{{·}} [[Level 14|14]]{{·}} [[Level 15|15]]{{·}} [[Level 16|16]]{{·}} [[Level 17|17]]{{·}} [[Level 18|18]]{{·}} [[Level 19|19]]{{·}} [[Level 20|20]]{{·}} [[Level 21|21]]{{·}} [[Level 22|22]]{{·}} [[Level 23|23]]{{·}} [[Level 24|24]]{{·}} [[Level 25|25]]{{·}} [[Level 26|26]]{{·}} [[Level 27|27]]{{·}} [[Level 28|28]]{{·}} [[Level 29|29]]
 
  +
Druidism draws its mastery over the natural world from the [[Emerald Dream]], where the [[Spirit of the Wilds]] and the spirits of all living things in the universe reside. Unlike in shamanism, a druid makes a physical connection between his/her spirit and the spirits of the Dream, becoming literally a part of the natural world. This explains the way all druids appear to have foliage growing from them, and their ability to shape-shift, because their spirit has made itself one with all other living things.<ref>{{ref book |author= Arthaus |title= [[World of Warcraft: The Roleplaying Game]] |isbn=9781588467812 |pages=67}}</ref>
   
  +
There are [[arcane druids]], who use supernatural forces to command a link between themselves and the Dream. Though this practice does require an advanced knowledge of the Emerald Dream, it does not necessitate the close connection and respect of the natural world that true druidism does.<ref>{{ref book |author=Blizzard Entertainment |authorlink=Blizzard Entertainment |title=[[Warcraft II: Tides of Darkness]] Manual |pages=35}}</ref>
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|group2= Middle
 
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|list2 =[[Level 30|30]]{{·}} [[Level 31|31]]{{·}} [[Level 32|32]]{{·}} [[Level 33|33]]{{·}} [[Level 34|34]]{{·}} [[Level 35|35]]{{·}} [[Level 36|36]]{{·}} [[Level 37|37]]{{·}} [[Level 38|38]]{{·}} [[Level 39|39]]{{·}} [[Level 40|40]]{{·}} [[Level 41|41]]{{·}} [[Level 42|42]]{{·}} [[Level 43|43]]{{·}} [[Level 44|44]]{{·}} [[Level 45|45]]{{·}} [[Level 46|46]]{{·}} [[Level 47|47]]{{·}} [[Level 48|48]]{{·}} [[Level 49|49]]{{·}} [[Level 50|50]]{{·}} [[Level 51|51]]{{·}} [[Level 52|52]]{{·}} [[Level 53|53]]{{·}} [[Level 54|54]]{{·}} [[Level 55|55]]{{·}} [[Level 56|56]]{{·}} [[Level 57|57]]{{·}} [[Level 58|58]]{{·}} [[Level 59|59]]
 
   
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==References==
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|group3= High
 
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{{Reflist}}
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|list3 =[[Level 60|60]]{{·}} [[Level 61|61]]{{·}} [[Level 62|62]]{{·}} [[Level 63|63]]{{·}} [[Level 64|64]]{{·}} [[Level 65|65]]{{·}} [[Level 66|66]]{{·}} [[Level 67|67]]{{·}} [[Level 68|68]]{{·}} [[Level 69|69]]{{·}} [[Level 70|70]]{{·}} [[Level 71|71]]{{·}} [[Level 72|72]]{{·}} [[Level 73|73]]{{·}} [[Level 74|74]]{{·}} [[Level 75|75]]{{·}} [[Level 76|76]]{{·}} [[Level 77|77]]{{·}} [[Level 78|78]]{{·}} [[Level 79|79]]{{·}} [[Level 80|80]]{{·}} [[Level 81|81]]{{·}} [[Level 82|82]]{{·}} [[Level 83|83]]{{·}} [[Level 84|84]]{{·}} [[Level 85|85]]
 
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[[Category:Magic schools]]
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|group4= Future
 
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|list4 =<span style="color:gray">86</span>{{·}} <span style="color:gray">87</span>{{·}} <span style="color:gray">88</span>{{·}} <span style="color:gray">89</span>{{·}} [[Level 90|90]]
 
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<nowiki>[[Category:Navigation templates|{{PAGENAME}}]]</nowiki>
 

Revision as of 01:41, 17 September 2011

WorldofWarcraftRPG logo
This article contains information from the Warcraft RPG which is considered non-canon.
Were you looking for magic schools in World of Warcraft, or magic schools in the Warcraft RPG?

This article is about lore behind magic schools. It contains a list of all the schools of magic found in published sources and the lore behind them. The final section discusses how mechanics in the MMO do not necessarily fit with the published lore.

Paths

Most spells fall into two main categories; arcane and divine. All magic on Azeroth came from the kaldorei, both divine and later arcane.[1] However, not all magic fits neatly into these two categories. Other magic types lurk outside or within arcane and divine, powerful and strange in their own rights. For example Priests have access to divine magic, while druids wield nature magic.[2] One of the most sinister is fel magic.[3]

Divine domains

Divine domains describe healer spells and help define divine spells.[5]

  • Arcana[6]
  • Animal
  • Ancestors
Magic derived from the worship of ancestors, and by the power of ancestors is the ancestor domain. Several faiths believe in ancestral worship, including tauren, orcs, and tuskarr.
  • Crusader[6]
  • Death
  • Destruction
  • Elements
  • Foretelling
  • Healing
  • Madness
The madness domain is magic often derived from chaotic and terrible sources such as the old gods. It grants power to certain nihilistic cults or crazed priests[citation needed] .
  • Power
  • Protection
  • Spirits

Spirits has some overlap with the Elements and the Ancestors domain. It can cover abilities dealing with ancestral spirits, voodoo spirits and elemental spirits/spirits of nature.

  • War
  • Wild

Rune magic

Rune types

  • Marks

A rune inscribed on a creature.[7]

  • Glyphs

Runes inscribed on an object.[7]

  • Sigils

Runes inscribed on a surface subsequently acts as the rune's trigger.[7]

Rune Patterns (aka families)

  • Awareness family
  • Beast family
  • Flame pattern
  • Frost pattern
  • Healing family
  • Motion family
  • Restoration family
  • Shielding family
  • Stone pattern
  • Storm pattern
  • Striking family

Branches

Branches mentioned in the lore in the RPG and other sources.

Divine branches

Arcane branches

Miscellaneous branches

Schools

Cutting across the categories of arcane and divine spells are the eight schools of magic. These schools represent the different ways that spells take effect.[5]

  • Abjuration - one who specializes in abjuration would be known as an abjurer.
  • Conjuration - one who specializes in conjuration is known as a conjurer.
  • Divination - one who specializes in divination would most likely be known as a diviner.
  • Necromancy (aka necromantic magic)- one who specializes in necromancy is known as a necromancer.
  • Enchantment - one who specializes in enchanting is known as an enchanter.
  • Transmutation - one who specilizes in transmutation would be known as a transmuter.
  • Evocation - one who specializes in evocation is known as an evoker. Queen Azshara is the inventor of most evocation spells.[11]
  • Illusion - one who specializes in illusion is known as an illusionist.
  • Universal - Spell falls under all eight categories. Not a true school.

Subschools

The main schools split into several subschools. Some of the subschool categories can be found within more than one school.

  • Healing
  • Calling
  • Charm
  • Compulsion
  • Summoning
  • Creation
  • Glamour
  • Figment
  • Pattern
  • Phantasm
  • Scrying
  • Shadow
  • Soul
  • Teleportation

Descriptor

A descriptor further categorizes spells in some way. Some spells have more than one descriptor. Descriptors govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.[12]

  • Acid
  • Air
  • Blessing
  • Chaotic
  • Cold
  • Darkness
  • Death
  • Earth (aka earth magic)
  • Electricity
  • Evil
  • Fear
  • Fel
  • Fire (aka fire magic)

Fire magic is a subcategory of arcane magic.[13]

  • Force
  • Good
  • Language-Dependent
  • Lawful
  • Light
  • Mind-affecting
  • Seal
  • Sonic
  • Totem
  • Water

Special powers

These magical discriptions usually have ties to enchantments or enhancements or bonus abilities on items.

  • Frost/Ice
  • Holy
  • Unholy
  • Shadow
  • Positive
  • Negative
  • Nature

The World of Warcraft MMO Schools

The World of Warcraft MMO has schools that are used for game mechanics and may not fit into the lore described in other sources.

  • Spellschoolicon7 Arcane - Not considered a school, but instead it is a path of magic (fire and frost fall under this path for example).
  • Spellschoolicon3 Fire - Not considered a school, but an elemental descriptor. Fire magic is a subcategory of the arcane magic.[14]
  • Spellschoolicon5 Frost - Not considered a school, but an elemental descriptor.
  • Spellschoolicon4 Nature - Not considered a school, but a branch of divine magic & sometimes arcane. In some cases it is considered its own branch (covering all spells that a druid would cast for example).
  • Spellschoolicon6 Shadow - Not considered a school, but instead its a subschool.
  • Spellschoolicon2 Holy - Not a school, but instead is a branch within the divine path of magic.

Not technically magic:

Science Behind Casting


Arcane, Runic, and Fel

Arcane and Runic magic involve manipulating ley lines, which were laid down by the titan Norgannon during the creation of the universe. By manipulating the energies of the ley lines, arcane and runic casters can manipulate the world around them, causing changes in the physical universe.[15]

Similar to arcane and runic magic, Fel magic involves the caster's manipulating the physical world by making compacts with demons. Every manipulation of fel energies requires a small sacrifice of the caster's humanity to the demon world, having a similar effect as arcane magic, but without the burdensome study.

Hydromancy, Ability evoker geomancy [Geomancy], Pyromancy, and Aeromancy are magical specializations that require the caster use his/her manipulation over supernatural forces (like manipulating ley lines or compacting with demons) to command the loyalty of the elements from within the Elemental Plane.

Necromancy is a similar specialization that allows fel (like the dreadlords) or arcane (Cult of the Damned) magicians to use their powers to call upon spirits from the afterlife and reanimate dead flesh as undead minions [16].

Divine

Divine magic involves the blessings of a supernatural being.

The Holy Light of Creation grants supernatural healing and, in some cases, destructive powers to anyone who follows the strict discipline prescribed by its religious philosophy. More importantly, the user has to believe in the Light and that what they are doing is right.

The Forgotten Shadow provides similar powers to those people who follow its nihilistic religious doctrine. Troll witch doctors draw their abilities from the Loa gods, invoking their powers by enticing them with voodoo rituals.[17] Some of the abilities of a druid are divine, drawing their power from the Night Elf goddess, Elune.

Nature

Nature magic involves drawing upon the spirits of the earth to invoke natural phenomenon.

Shamans draw upon the power of the elements, creating a personal relationship with each of the five elements (Fire, Water, Air, Earth, and Wilds) and asking for their assistance when it becomes necessary. This procedure is unlike the elemental practices of arcane or fel magicians, who use their manipulation over the physical universe to command the loyalty of elementals at their leisure[citation needed] .

Druidism draws its mastery over the natural world from the Emerald Dream, where the Spirit of the Wilds and the spirits of all living things in the universe reside. Unlike in shamanism, a druid makes a physical connection between his/her spirit and the spirits of the Dream, becoming literally a part of the natural world. This explains the way all druids appear to have foliage growing from them, and their ability to shape-shift, because their spirit has made itself one with all other living things.[18]

There are arcane druids, who use supernatural forces to command a link between themselves and the Dream. Though this practice does require an advanced knowledge of the Emerald Dream, it does not necessitate the close connection and respect of the natural world that true druidism does.[19]

References