Note/L10N/Companion_Julienne/6.2/Books/a0000pKeyToMagic?
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DESTRUCTION
Governing Attribute:Willpower
Cast spells to inflict fire, frost, and shock damage, or reduce resistance to magic attacks. Destruction spells and spell effects are rated by Mastery Levels; you can only cast spells rated at or below your current Mastery Level.
ALTERATION
Governing Attribute:Willpower
Cast spells to breathe or walk on water, open locks, shield from physical and magical damages, and alter encumbrance. Alteration spells and spell effects are rated by Mastery Level; you can only cast spells rated at or below your current Mastery Level.
ILLUSION
Governing Attribute:Personality
Cast spells to charm, conceal, create light, silence, paralyze, command or affect morale or aggressiveness. Illusion spells and spell effects are rated by Mastery Levels; you can only cast spells rated at or below your current Mastery Level.
CONJURATION
Governing Attribute:Intelligence
Cast spells to summon otherworldly creatures, summon magical weapons and armor, and turn the undead. Conjuration spells and spell effects are rated by Mastery Levels; you can only cast spells rated at or below your current Mastery Level.
MYSTICISM
Governing Attribute:Intelligence
Cast spells that absorb, reflect, and dispel magic, move objects, sense life, and blind souls. Mysticism spells and spell effects are rated by Mastery Levels; you can only cast spells rated at or below your current Mastery Level.
RESTORATION
Governing Attribute:Willpower
Cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks. Restoration spells and spell effects are rated by Mastery Levels; you can only cast spells rated at or below your current Mastery Level.
ALCHEMY
Governing Attribute:Intelligence
Create potions and gain benefits from alchemical ingredients more effectively. A novice recognizes only the first of four potential alchemical properties of a substance. An apprentice recognizes the first two of four potential alchemical properties of a substance. A journeyman recognizes the first three of four potential properties of a substance. An expert recognizes all four potential alchemical properties of a substance. A master can make potions from a single ingredients.
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