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Magic is found, not handed out

Magic is meant to feel rare. Each school costs real skill credits, so a typical caster is one element plus Life, or two elements, and nobody has everything.

Six schools

Fire
Burst and burning, across an area.
Frost
Control: slows and roots.
Storm
Speed: instant strikes and haste.
Life
Heals, cleanses and wards.
Enchantment
Bending bodies and weapons, weakening and silence.
Rift
Moving people: recall, blink, summons and gates.

How you learn a spell

  1. Find a scroll

    Spells aren't sold by a trainer. They turn up in the world.

  2. Train the school

    Spend skill credits and reach the rank the spell needs.

  3. Read it

    Read the scroll at a shrine or campfire.

  4. Solve the key

    The first spell of a school and tier has a key you work out by experiment. After that, you know it.

  5. Ready it

    Choose it at a shrine or campfire. You only hold a few at once, and Intellect sets how many.

  6. Cast it

    If you know the key, the spell works. Stronger spells also use up a reagent.

Magic that moves the world

Rift mages open the way across the realm, and travellers will need them. That's a reason to know one, and a reason to be one.

Planned design, not playable yet. The rules are decided. The numbers will change in testing.