The three Fields of Mythal were the way the powerful arcanists of Netheril grouped their spells, similar to the nine schools of magic known to the wizards of later ages. Each arcanist was a specialist in one Field, had minor insight into a second and could not cast spells from the third Field.[1][2]
Inventive[]
Inventives were spells broadly used to create or destroy. It contained evocations, physical abjurations, summoning conjurations, physical necromancy, and certain transmutations. A specialist in this Field was called an inventor.[1][3]
Mentalism[]
Mentalisms were spells designed to influence the perceptions, minds, and souls of creatures. It included spiritual necromancy, visual and mental illusions, enchantments, and divination spells. They were used by mentalists.[1][4]
Variation[]
Variations were spells that changed and transformed things, energies and states, including other spells. It contained transmutations, dimensional conjurations, chronomancy, metamagic, and certain evocations. A specialist in this Field was called a variator.[1][5]
Appendix[]
See also[]
References[]
- ↑ 1.0 1.1 1.2 1.3 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 18, 22. ISBN 0-7869-0437-2.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 31. ISBN 0-88038-716-5.
- ↑ slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 121. ISBN 0-7869-0437-2.
- ↑ slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
- ↑ slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 122–123. ISBN 0-7869-0437-2.
Connections[]
Schools of effect
Air • Earth • Fire • Water • Dimension • Incantation • Shadow
Schools of thaumaturgy
Artifice • Song • Wild magic
Zakharan provinces of magic
Flame • Sand • Sea • Wind • Universal
Netherese Fields of Mythal
Inventive • Mentalism • Variation
Others
Chronomancy • Hishna • Pluma • Paths of power