Magic System

This page is a brief overview of magic.



Magical Lists
A list of castable spells can be found here.

Magical Overview
Magical energy is a near-infinite source drawn either from divine interpretation, one's own life force/that of the surrounding area, and arcane rituals that predate in some cases even the gods themselves. There is also dark magic which relies on one's own corruption, but most corruptive magic that might be known by the average person branches off into one of the three above categories.

While each functions differently and has its own benefits, the church recognizes them all through the theory of Mana.

Mana
Mana is a numerical value used to judge the average power of a magic user. It is officially recognized as "the number of possible cantrips that may be cast without recovery."

Typically, mana is a good average power judgement because more powerful spell casters have more mana, but even a novice can know powerful spells with enough training. The issue comes in when one accounts for how mages and shaman with low mana levels typically become fatigued and even exhausted, whereas a clergy member who has drained away their mana typically sees no ill effects.

All beings technically have the capabilities to learn mild cantrips, magical or not, but the wastelands act as a powerful magical nullifier due to the curses upon the lands. Therefore, a mage with a "mana level" of about 20 would actually be about 200 anywhere else in the world.

The following table is a basic breakdown of average mana levels:


 * Dark Elven, Orcish, and Clergy mana penalties only apply due to corruption if a full conversion to Irilin/The Unnamed One is not made
 * Orcs Receive a +2 instead of a -4 if they are a Holy Warrior, Shaman, or Priest of Rastan
 * Dwarves Receive a +2 instead of a -6 if Holy Warriors or Clergy
 * The corruptive modifier is a modifier applied once your corruption reaches a certain point (depending on factors and dice rolls, typically around 50-60 points), or if you worship one of the two dark deities dutifully. It only applies to the use of "dark" magic.

Magically Inert
It is possible to be magically inert either through techniques, traits, or simply racial heritage. Beings who are magically inert (have a mana level of 0 or lower) automatically have a mild resistance to magic from all schools, which is equal to a 5% chance of magic failing to affect them for every -2 mana.

For instance, a Dwarven fighter has -4 mana points. Therefore, spells have a 10% chance of not affecting them automatically.

Types of Magic: