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Hexgrove Academy

Game ID: GID0157842
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Description

From publisher blurb:

Hexgrove Academy explores and expands on the discussion of magic within the DayLITE multiverse, while also creating and designing our own take on the magic school archetype. While Hexanth operates as a demiplane within the greater DayLITE cosmos, it can also easily be plopped into other settings without much need for tweaking. However, the biggest part of this book is solid mechanics on how magic works. There are four core concepts when using magic within the DayLITE multiverse.

Magic has a cost. There are four tiers of magic that pull from Mana and from Heart Points. The stronger the magic, the more energy it requires. This is something that some people often forget when weaving spells, that you could deplete your entire life force just by attempting to conjure.
Magic is of the imagination. Rather than building and designing umpteen million spell lists, we have simply provided examples of what a spell might look like or do at the according tiers. From there, it is up to the wanderer to decide how their spells look and feel within the confines of the game that they and the Alder have agreed to.
Magic is not monotone. Just because someone might focus in iffas magic doesn’t mean that that is the only magic they can cast. Often you might see mages using three of the Charter magics, maybe even four. Variety is the spice of life, or so the saying goes. Mix up your stuff.
Magic leaves a mark. You are not going to go unscathed if you have been using magic for years. For example, if someone has devoted their lives to using shoggri magic, shadowy tentacles might slowly ink themselves around your forearms, or perhaps as an arkaenad mage, your eyes might always sparkle with lighting

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