Magic uses the Aura stat – which dictates the magnitude of the spell.
Magic uses the Mind stat – which dictates the MP available to cast spells.
Magic needs scholar skill at 5+ – as a prerequisite skill.
Magic needs a skill point in a chosen magic class – There are several magic classes to pick from.
Each magic class has its own set of thematic spells – Fire classically deals with “all things hot”.
For each point you have in that skill, you gain 1 new spell – From the spells available.
Each spell may be from your class, or from the Generic spell list – Generic spells can be taken by any class as a substitute for a standard class spell.
Each Generic spell you take has it’s name plus “(magic class)” & has a unique thematic effect that is related to that class – Like an their eyes appearing to reflect fire as they cast.
You are locked in a class until it reaches level 10 – Pick one that you’re willing to invest in.
At levels 11 & 12 in your magic skill, for each class, you get to create a new thematic spell that is unique to your character – The GM must approve these.
Magic spells cost MP to cast – Unless they are listed as “passive”.
Spells with larger effects cost more MP – Most spells cost a base MP that is added to the value of your Aura stat.
Spells may be throttled when cast by substituting any Aura stat value your character has or less – You don’t need to burn the house down to light a pipe.
Any spells that are cast with effects lower than 1 aura may be negotiated with your GM or cast at a MP cost equal to an assigned aura of 1 – Your GM might allow you to downcast your flamethrower into a lighter flame for as little as 2 MP (if they do, take notes!)
All spells can be canceled by their caster at any time.
If the caster is knocked unconscious or dies: the spell is canceled.
MP refreshes daily – The exact time is unknown, changes each night, & is usually somewhere in “the middle of the night”.