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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 used to create or destroy. A specialist in this Field was called an inventor.[1][3]

Mentalism[]

Mentalisms were spells designed to influence the minds of persons or creatures. They were used by mentalists.[1][4]

Variation[]

Variations were spells that changed and transformed things, energies and states, including other spells. A specialist in this Field was called a variator.[1][5]

Appendix[]

See also[]

References[]

  1. 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.
  2. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 31. ISBN 0-88038-716-5.
  3. 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.
  4. 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.
  5. 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 Magic
AbjurationConjurationDivinationEnchantmentEvocationIllusionNecromancyTransmutationUniversal
Schools of effect
AirEarthFireWaterDimensionIncantationShadow
Schools of thaumaturgy
ArtificeSongWild magic
Zakharan provinces of magic
FlameSandSeaWindUniversal
Netherese Fields of Mythal
InventiveMentalismVariation
Others
ChronomancyHishnaPlumaPaths of power
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