One of the forces which drives the world, magic was a thought-to-be element of nature which was rare and had merely gone unseen in the eyes of medieval society. Though not seen, its existence was undisputed.
With the advent of creatures from other worlds and the true birth of magic in the West, these assumptions are validated and made true. What followed was the rise of those able to use this magic, the devotion to studying it, and its slow but steady advancement now that it has been introduced.
Like technology, magic is seen as a foreign accessory now - although a way of life those who do not study it don't understand it, and even some who use it aren't sure of its mechanics beyond how to work it.
Magic is, for the most part, an enigma since it's so new. Separating magic into types is a human concept, brought on by humanities' need to categorize and segment things which are similar but unique. To creatures from beyond such as angels and demons, magic is just that - magic, and there's not much more beyond that.
All characters receive Magic Points, although only spellcasters can tap into it to cast spells. These Magic Points are depleted when spells are cast, with higher level spells costing more - and some abilities changing how much MP is spent upon casting.
Spellcasters have MP equal to (4 x Primary Casting Attribute) + Secondary Casting Attribute
Otherwise, characters have 10 + Reason as their total MP. This MP can be used for abilities which do not require them to have magic such as assisting in rituals. This cannot be spent on spells unless they possess a spell from another source (such as Species).
Your Magic Points cannot go over their maximum unless otherwise stated.
Spellcasters choose two Casting Attributes upon becoming spellcasters; choosing a Primary and Secondary Attribute. Primary Attribute is the more powerful of the two attributes usually, and spells often reference "Primary Attribute" and/or "Secondary Attribute" in their descriptions.
Primary Attribute is selected from one of the following; Reason, Math, Drive, Intuition, or Rhetoric.
Secondary Attribute is selected from one of the following; Language, Common Sense, Voice, or Beauty.
Many avenues exist for recovering Magic Points, as listed below.
Sleep: Characters regain all of their MP after 8 hours of rest and/or sleep.
Short Rest: Characters regain 10% of max MP after 1 hour of rest.
Sacrifice: Characters can make a ritualistic sacrifice of another living creature (human or animal) recovering 25% of max MP. This can only be done outside of combat and takes at least 1 minute.
Siphon Ally: Characters can spend 5 Stamina to absorb 2d10 MP from an adjacent ally they touch. This cannot reduce the ally's MP below 0.
Siphon Leyline: Characters can spend 5 Stamina to absorb MP from a nearby leyline, see Leylines for these rules.
Siphon Item: Characters can spend 3 Stamina to absorb 2d8 MP from a magic item they are wearing or wielding. This cannot reduce the item's MP below 0.
Counting as a spellcaster requires a character to receive spells from their Occupation. Some traits or talents grant spells, and if they do this doesn't count you as being a spellcaster. Only by possessing an Occupation which grants you spells qualifies you as a spellcaster.
Spellcasters receive spells based upon their chosen occupation, for example being listed as "4 Spells Known". Some Occupations include additional spells (sometimes called Spell Powers or Magic Powers) which come from specialized magic groups and are usually listed next to Spells Known.
Unless otherwise stated players are allowed to spend spells to instead learn a Spell Power, so long as they would qualify for it. Some GMs may wish to restrict the ability to take Spell Powers to only the Occupations which receive them, however unless the GM rules this, players only need to qualify for the magic type. For example, a Mage with the Divine Favor trait could also take Divine Spell Powers.
Spells are able to be countered by those who expend the energy to do so; in order to do this characters must be able to spend Magic Points through a Talent, Occupational Ability, or by being a spellcaster. Alternatively Magic Points can be spent from your magic items so long as you must spend Magic Points to activate its effects.
In order to counter a spell you must spend an amount of MP equal to the amount of MP the spellcaster used to cast the spell. After doing so, make an opposed Spellcasting check versus the opponent's Spellcasting with the higher of the two checks succeeding (in the case of a tie, the caster wins).
As the one initiating the counterspell, you can alternatively spend more MP than the spell's MP cost; each point above the MP cost of the spell grants a +1 bonus to your opposed Spellcasting check.
Counterspell can only be done against spells within a number of squares equal to double your Primary Attribute. If you would otherwise possess no Primary Attribute, use Reason.
When spending Magic Points the caster can choose to Overcast. Doing this incurs risks, dangers, and potentially fatal effects. When casting a spell, if the Magic Points spent would cause you to go into negative MP you can either stop mid-casting or you can Overcast.
By choosing to Overcast, you cast the spell and take damage directly to your Hit Points equal to how much negative MP you are at after Overcasting. For example, if the first time puts you at -4 MP you take 4 damage.
In addition to this, roll a 1d10. On a 1-6 your spell casts normally. On a 7-10 you roll another 1d10 and apply the additional effects listed below.
Additional Effects (1d10):
Spell is half as effective. (Deals half damage, halved attack bonus, grants half the bonus/penalty, and so on)
You become the target of the spell if you weren't the intended target already.
Using 1 as the north square, roll a 1d8 to choose a random direction. Then roll a 1d12 and multiply the result by 2. You teleport to this new random square, even if it would be dangerous.
Everyone within 6 squares (including the caster) suffers Illness at Severe intensity for 1d8+2 rounds.
Everyone within 6 squares (including the caster) halve their move speed for 1d8+2 rounds.
Everyone within 6 squares (including the caster) reduce their Resolve and Sanity both to 0.
You lose all of your Stamina Points and fall prone.
You fall prone and suffer from seizures for 1 minute rendering you helpless.
You summon 1d6+1 random creatures (GM's choice) in adjacent squares. These creatures are stronger than you on average.
You explode into a mess of blood and gore. Despite this, the spell is cast three times in succession, choosing new targets each time (if applicable).