Magic

Magic is a dead cat in an oil-stained burlap bag. Magic is a smelly old man, despised but feared by his neighbors. Magic is what the king turns to, when his soldiers fail. --- a long-dead wise man of Areth Pirn

Magic is the dark art by which events are influenced outside of the normal boundaries of cause-and-effect. Rather than the glamorous ideal of shining wizards casting powerful fireballs at wicked foes, the reality of magic instead tends to be base, tedious work which earns few friends.

Hated and feared, the magician pursues his craft out of the sight of men. Like wisps of smoke rising from an ember cast into dry straw, so the mage's spells slowly take hold, woven with secret knowledge and foul ingredients.

The casting of a magical spell is accomplished with three ingredients: Knowledge of the spell, possession of any items necessary to fuel the spell, and a sufficient level of magical aura to perform the ritual or ceremony.

Aura

Aura is a mystical force necessary to cast spells. Powerful mages will have a high aura rating, while apprentice sorcerers may only command a few points worth of aura.

Characters are rated for their current aura level and their maximum aura level. With each magical spell learned, a character will gain one point of maximum and current aura. Current aura is depleted by casting spells, and is naturally replenished at a rate of two points per turn. Current aura will increase until it reaches the maximum aura level. Other ways of gaining current aura may be found as the mage researches his craft.

Spells are rated on the amount of aura which the casting mage must possess. Minor spells may demand only one point of aura to cast. Powerful spells may require a current aura level of ten or higher.

Magician status

Characters receive a rating in the turn reports based on their magical abiliity:

maximum aura            label
------------            -----
   6-10                 conjurer
  11-15                 mage
  16-20                 wizard
  21-30                 sorcerer
  30+                   ??

For example:

Osswid the Brave [5639], wizard, with three workers

The Basic magic [800] spell Appear common [803] allows magicians to prevent this label from displaying.

Required Items

Many spells will require the magician to possess a rare or obscure item in order for the cast to succeed. Many of these items exist, of interest chiefly to sorcerers. Roots from plants found only in dense forests, bat's wings, and a dark blue powder which produces a brilliant cobalt flame when burned are only a few. Usually the required item is consumed by the attempt to cast the spell.

Study of Spells

Magic is divided into six schools of study:

num  name                       time to learn
---  ----                       -------------
800  Magic                      four weeks, 1 NP req'd
820  Weather magic              five weeks, 1 NP req'd
840  Scrying                    five weeks, 1 NP req'd
860  Gatecraft                  five weeks, 1 NP req'd
880  Artifact construction      six weeks, 1 NP req'd
900  Necromancy                 six weeks, 2 NP req'd

Magical spells are simply sub-skills of one of the magical skill categories.

An aspiring mage will issue the study order to learn the basics of a particular school of magic, known as the category skill. For example, one wishing to pursue knowledge of Magic [800] would order:

study 800

Once the category skill has been learned, the mage will receive a lore sheet listing some of the known spells of that school. The magician may then attempt to learn these spells through study.

A character must know the category skill for a school of magic before a spell in that school can be known.

Only some of the spells in the each school are commonly known. The more rare, obscure or powerful spells will need to be discovered via research or by finding magic scrolls describing them.

Knowledge of individual spells in a school of magic is not possible without having learned the category skill.

Schools of Magic

Magic [800]
The most common and well-known of the magical schools, Magic nonetheless has many useful and powerful spells.

Since all cities offer instruction in Magic, and several useful spells may be learned quickly, apprentice mages often begin their studies here.

Weather magic [820]
The study of spells to control the elements. Advanced weather magicians are said to research forgotten elf-lore in the hopes of finding tools to battle evil.

Weather magic is taught in Nimbus, Stratos and Aerovia, the three cities of the Cloudlands and randomly in non safe haven cities.

Scrying [840]
Scrying is the study of magical far-seeing, the ability to view images or learn information at a distance.

Scrying is taught in the Faery City, and randomly in non safe haven cities.

Gatecraft [860]
The study of ancient portals of teleportation which long ago connected distant regions of the land.

Knowledge of this art is taught in all safe haven cities.

Artifact construction [880]
The realm of very advanced sorcerers, artifact construction concerns the making of physical items to focus, amplify or otherwise enhance a mage's power. Most spells in this school require the magician to possess high levels of aura.

Knowledge of this art is taught in random non safe haven cities.

Necromancy [900]
The darkest of the Dark Arts, necromancy involves trafficking with undead or demon spirits to gain knowledge. Hated by civilized men, feared by other magicians, the necromancer seeks power and domination over the physical world.

Necromancy is taught in the City of the Dead, in Hades and randomly in non safe haven cities.

Monsters may sometimes be found guarding ancient books which teach the rare magical skill categories.