Magic System

## Magic

Magic has both passive and active powers. Passive powers include spawning of Spell units or Daemons in battle, lowering fort levels in sieges, attribute bonuses, and other combat bonuses. Active powers require the use of the Winds of Magic menu, which appears by the minimap in the bottom right as an off map power to anyone who is capable of using magic. Powers include instantaneous damage to enemies in battle, healing of troops in battle, summoning of temporary troops, as well as other temporary attribute and combat bonuses. In addition to the unique powers associated with each lore all spellcasters are able to brew potions and elixirs and are able to craft magic weapons, rings, and amulets.

## Places of Power

Places of Power are locations marked by a county modifier which either slow down or speed up the Doom Counter depending on if they have been corrupted or cleansed.

## The Winds of Magic

Every year the amount of magic power you possess changes/resets, this magic power is spent when casting spells from the Winds of Magic menu. The amount of magic a character has can be increased by Channeling, however this has a high chance of giving your character a mutation. Alternatively, you could consume Warpstone to increase your available magic power, but this comes with the risk of forming an addiciton. Casting magic also has a cooldown, allowing the casting of just one spell every few months.

## Learning Magic

There are two main ways of learning magic, either on your own or through a tutor.

To learn on your own, you need to have demonstrated magic potential which is a genetically heritable trait. Then you can use the intrigue menu to make the decision to begin learning, be careful about this if you live somewhere where magic is illegal. You will then occasionally get an event where you can choose to either experiment practically or buy materials. Buying materials has a very low chance of success, but no downsides for failing. Practical experimentation has a higher chance for success, but failure can lead to injuries, maiming, or even death. Success raises your Learning attribute, raising learning to 21 or more before you test yourself will result in successfully becoming a mage.

To learn from a tutor, you must either be a child with a guardian assigned to them that is a mage, or you must choose to join an organisation such as The Imperial Colleges of Magic. There is no chance of injury or death while being tutored, and the tutor makes decisions on how to teach that have varying degrees of being successful, as well as the chance for critical successes where you gain more than 1 learning from a lesson.

Tutoring will always result in learning the same lore as the tutor knows, learning on your own will allow you one or two options depending on your character's culture.

Chaos Lores can be learned through tutoring, but if you want to learn on your own you need only worship a chaos god and curry enough favor to purchase their lore from the offmap menu.

## Lores & Magic

### Necromancy

* Invocation of Nehek
	+ +10 Combat rating, +2 Martial, and 20% undead horde defense/offense boost

* Gaze of Nagash
	+ Gives Plot Defence and reveals plots targeting you
* Curse of years
	+ Ages and harms target, heals caster
* Summon Undead
	+ Summons Undead Hordes, gives negative province modifiers

Necromancy is different from the other lores in that you cannot Channel and instead you must either consume warpstone or sacrifice prisoners (sacrificing is done using the same button channeling is done with) to gain necromantic power in order to cast spells. Necromantic power stacks up to 5 and each spell has a required minimum and usually gets stronger the more you spend on it.