Allow a character to use a certain class of magic. There are 8 magic classes to choose from, and each one must be bought separately. A character must start at level 1 and possess all four spells at each level before they can progress to the next. Although there are very few restrictions on combinations in this system, it is worth noting that necromancy and shamanic magic do not mix.
Allow a character to cast their spells. Spell points represent the magical power of a character, and are used when a spell is cast. Each spell costs it level in spell points to cast, and the spell points are used whether the spell is successful or not. Spell points return to magic users every night at midnight (see section on ’Midnight Rush’).
Allow a character to resist magic, poisons and other detrimental effects. Saves can be brought individually. You also gain extra saves according to your primary class. Non-magic classes gain a save for each rank of endurance they purchase, Magical classes gain a save for each spell level they purchase. For all classes saves are also given upon purchase of ranks 3 & 4 poison lore and ranks 3 & 4 armour use.