Power Category
The are four bases of magical power in the World of Knights. Each category can create different types of spells. The four categories are: Dark, Light, Nature and Wild. Every player must choose for their character one Power Category available for their characters race. Not all races can choose from all categories. Below is a description of each category:
Dark: This category contains spells that have to do with darkness, fire, acids and death. Most of these spells are designed to inflict damage. This category has the best offensive spells but does not contain many defensive spells and virtually no healing, illusion or non-combat spells.
Light: Light spells have to do with healing, illusions, and of course, light. It has a fair number of offensive spells, the most defensive spells and most of the illusion spells. It also contains many useful non-combat spells.
Nature: The Nature category includes all spells that have to do with nature. It has a fair mix of offensive and defensive spells and a high level of detection type spells.
Wild: This is more of a catch all category for unique spells or those with wacky effects. Most of its offensive spells are not harmful in a direct sense but can be quite effective. Also, many Wild spells are not combat related and are just useful to have.
One important item to note is that a characters Power Category has nothing to do with his Alignment. Evil characters do not have to have Dark spells nor are Good characters required to have Light spells. It just so happens that generally, if given a choice, a Good aligned character will choose Light because of the type of spells contained (healing, etc.) and an Evil character will choose Dark because it is more heavily weighted towards death and destruction. The most vile villian could easily kill someone with a Light spell and a good-hearted character could use Dark spells to aid his teammates.