top of page
image_2024-12-21_181203388_edited.jpg
image_2024-12-21_181203388_edited.jpg

Divination – The Sight Beyond (limited)

Divination is the power to see glimpses of the future, whether through Greensight or Dragondreams. Unlike other forms of magic, divination does not provide absolute knowledge, but rather cryptic warnings, symbolic messages, or fleeting insights into what is to come.

Usually used by :

  • Greensight (2): A rare ability seen among the Children of the Forest and their bloodlines. Those with greensight often experience visions of future events while awake, though they are frequently vague and open to interpretation.

  • Dragondreams (filled): Some individuals of Valyrian descent experience dreams filled with symbols, fire, and portents that reveal future conflicts, betrayals, or moments of great change.

How It Works in RP:

  • Diviners receive visions only in their sleep or trance states.

  • The future is not fixed, meaning their insights may be symbolic rather than literal.

  • You must put in a ticket with the Story team in order to receive visions. A roll done with the Story team will determine how clear or vague the vision is.

  • Cannot be used for metagaming or forcing story outcomes.

  • Uses D20 flat roll mechanic

 

Example in Roleplay:
A character with Dragondreams wakes in a cold sweat, having dreamt of a burning castle and a riderless dragon circling above. What does it mean? Will the fire come, or is it a metaphor for a house’s downfall?

Blood Magic – Power Through Sacrifice (filled)

Blood magic is the darkest and most forbidden of all magical practices, rooted in the idea that life must be given to gain power. It is dangerous, requiring pain, sacrifice, and even death to achieve its effects. Though its power is real, it is always a dangerous gamble.

Usually used by:

  • Shadowbinders of Asshai and those with knowledge of Valyrian dark sorcery.

  • Priests of R’hllor who use blood to fuel their rituals.

  • Desperate individuals willing to pay the price for power.
     

How It Works in RP:

  • Requires a sacrifice (blood, an animal, or even a person).

  • Used for enhancing rituals, such as boosting chances of dragon taming or hatching success. (grants one reroll)

  • Causes permanent or temporary consequences (weakness, scars, loss of HP).

  • The stronger the magic, the greater the price.

  • You must put in a ticket with the Story team in order to use this magic. A roll done with the Story team will determine the outcome.

  • Uses Charisma attribute based rolls

Example in Roleplay:
A noble seeking to hatch a dragon egg slices his palm, dripping blood onto the shell. As the blood seeps into the cracks, the egg stirs, but his vision blurs, his strength momentarily leaving him.

 

Water Magic – The Healing Waters (2)

Water magic is one of the rarest magical arts, used to heal wounds, purge poisons, and restore vitality. Water magic represents renewal and preservation. It is often seen in legends of the Rhoynar or among mystics of distant lands.

Usually used by :

  • Healers and mystics with an attunement to water.

  • Descendants of the Rhoynar, who were once said to wield the river’s power.

  • Certain Northern and Essosi shamans.

 

How It Works in RP:

  • Used for healing others (never oneself).

  • Can speed up recovery time from wounds. (player may roll twice in single post to heal during combat)

  • Ineffective if the wound is too severe or the roll fails.

  • Requires physical contact and clean water to function.

  • Uses healing attribute based rolls through Hud, click Healing button inside Combat menu

 

Example in Roleplay:
A healer kneels beside a wounded knight, dipping her hands in a bowl of river water. As she presses them to his wound, the water glows faintly, and the knight takes a deep breath, the pain easing.

alchemy – The science of shadows (2)

Unlike other magical arts, alchemy is not magic, but rather a scientific craft that mimics the effects of magic. Through careful study, alchemists can create potent poisons, volatile wildfire, and strange concoctions.

Usually used by: 

  • The Alchemists’ Guild in King’s Landing.

  • Essosi poison-makers and apothecaries.

  • Certain Maesters of the Citadel who study forbidden sciences.

How It Works in RP:

  • Requires ingredients and time to craft.

  • Poisons must be administered manually - there are no instant spell effects.

  • Some mixtures, like wildfire, are highly unstable and dangerous.

  • You must put in a ticket with the Story team in order to use this ability. A roll done with the Story team will determine the outcome. A failed roll may result in a faulty potion, poison, or explosion.

  • For poisons, please refer to the Poisons page on the website.

  • Uses Intrigue attribute based rolls

Example in Roleplay:
An alchemist carefully measures out drops of basilisk venom into a flask. One mistake, and the fumes alone could kill him.

magic

In the world of Westeros, magic is rare, dangerous, and often unpredictable. Unlike structured spellcasting systems found in other fantasy settings, Game of Thrones magic is more mystical and subtle, requiring rituals, blood, dreams, or ancient knowledge to harness.


The Crown of Shadows system allows for three primary forms of magic, along with alchemy as a scientific craft. These abilities are not widely known, and their use often comes with significant risks and consequences. Magic should never be a guaranteed advantage, but rather a mysterious force that adds intrigue, danger, and power to roleplay.

Upon doing your sorcerer app, you need to let the staff know which type of magic you are interested in as they are limited. Applying for it does not mean you will be accepted.

bottom of page