Magic

Magic will work very differently depending on what kind of magic user you play. However the core rules of magic is fairly simple and consistent.

## Types of Magic Users

The types of magic user available to you will depend on where you start and the magic culture of your society. In some cases, cultures are fearful of magic and the study is forbidden. Such as in the Elothian colonies in Agea, for example.

I have given the examples of DND casters for each type, for ease of reference.

Despite the many types of societies, there are three types of Casters. Learned Casters are those who learn magic through study, (Wizards, Bards). Natural Casters who get there powers from being born with it, are typically taught discipline (Sorcerers). Then Gifted Casters get there powers from a deal with a magical creature or deity (Clerics, Warlocks, Druids).

### Types of Magic

Typically, a magic user only knows how to perform one kind of magic. This can be based off of study, culture, powers bestowed and there own limitations. Spells are organized by this type of magic, and the types of magic you know are listed on your character sheet. This is only applicable when learning new spells from scrolls or other items.

* Aeromancy - magic of Air and weather
* Astromany - magic of the Stars
* Psymancy - Magic of the mind
* Geomancy - Magic of the rocks
* Hydromancy - magic of water and ice
* Luxmancy - Magic of Light
* Umbramancy - Magic of Darkness
* Necromancy - Magic of death
* Sanamancy -Magic of life and healing
* Pyromancy -Magic of Fire
* Tempumancy - Magic of Time
* Zomancy - Magic of Nature

## Magic in-game

Magic depends mostly on Intelligence, however some classes and disciplines might require Fellowship or Resolve. Like with attacks, the magic skill bonus is applied to damage from an attack spell

Magic has a special set of rules around it. Firstly, spells have Power Level, which determines how difficult the spell is to cast. There are three power levels; One, which require no additional checks whatsoever; Two, which requires a basic Resolve check, a failure means that the Magical fumble table must be rolled on; and Three, which requires a resolve check where the bar is half of your resolve score. Failure is treated the same as level Two, but 3 is added to the toll.

Spell slots are the number of spells you have "equipped", this is equal to your Casting Aptitudes bonus. Sometimes, this is all of the spells your character knows, other times, they know multiple different spells but can only equip some at a time. Your slot number is equal to your bonus of your casting attribute, however additional slots can be obtained via XP.

Spells can be learned through items, through studying during rest, and from purchasing them when leveling up. Each spell is tied to a level.

Casting a spell out of combat is simply a Skill Check on whatever aptitude your spell is tied to. This would also apply to casting a non-attack spell in combat. In combat, the spell is treated the same as a ranged attack most of the time. Check the spell to make sure you are rolling and treating the spell correctly.

If a spell requires concentration, that means the character cannot do any other action while casting or using the spell. This includes movement, attacks and defense. Concentration is broken by taking any form of damage or any conditions.

Curses refer to any permanent effects caused by a spell, think of them as magical diseases. These can only be cured by magic, and a curse will be described in it's spell description. Typically, only monsters will cast curses.

### Ritual Casters

Ritual Casters are a type of caster that can only channel their magic through a specific set of Rituals. These are generally taught casters who were brought up in tribal societies. These casters have a specific set of rules for how they can cast these rituals, which are better explained in their own spell page.

These casters will always have either required materials or required actions, which are detailed in the spell list. Ritual casters typically have a much smaller list of spells, as memorizing loads of complex rituals can be difficult for the average person. Most ritual casters do not use the power system, as they have very few spells and already an exhaustive list of requirements.

## Magical Monsters

Some monsters and creatures in Agea are magical and have powers of there own. These beasts can be dangerous, but they can also be used as familiars or companions by magicians.

Unlike the very long list of spells human casters have, monster's typically only have a few. Monsters also do not have the power level requirement human casters do.

### Monster Abilities

* **Shapeshifting** - The monster is able to change it's shape. Unless the creature is an exceptionally high level caster, they have a set list of creatures they can turn into listed under there attacks. They will assume all the stats. natural attacks, and abilities of that creature, the listed stats are how it appears in its form. The one thing that does not change, however, is the creatures health. Only certain spells can force a creature to return to it's original shape.
	+ **Lycanthropy** - Similar to shapeshifting, however, it is involuntary and tied to something in nature. Most creatures will assume there monstrous forms only on a certain lunar cycle, while others simply transform into beasts each night. Spells can also trigger a lycanthropic transformation. Lycanthropy can be caused by a Curse, if so, it can be cured with a remove curse spell casted at third level, due to the severity of the curse. In some cultures, lycanthropes are revered and taught to control there transformations by a caster. Silvered weapons will do an additional 10 points of damage to a lycanthrope.
		- **Rules and Playing a lycanthrope**: On the race descriptor, it will generally describe how your culture treats lycanthropes. This determines if you have been taught control, if you are cursed, etc. These will affect how you play your character. All lycanthropes have one trait similar to there animal form as a human, it is up to the player what this is. These traits can affect gameplay (A werewolf who has canine eyes might have keen sight, for example). Your beast form will have a set form of characteristics resembling the beast but much stronger. Your items are dispelled magically, but some (like amulets or a cape) might remain on your beast from. Your beast form resembles you as well, with your eye color, scars, and markings that slightly resemble any tattoos, birthmarks or blemishes. All rules that normally apply to the said beast beast still apply. Like shapeshifters, a characters health does not change with transformation.
			* **Resisting Changes:** When the trigger for your transformation occurs, you can choose to attempt to Resist the change. This requires a Hard resolve check. On a failure, you will transform.
			* **Transforming at Will**: Transforming into your bestial form takes one full action and can only be done once per combat encounter. Transforming back takes one full action as well.
* **Vampiric** - Vampires' are undead creatures that can only feed on blood. How they work varies region to region, but they are all nocturnal (a vampiric creature suffers a hard modifier to all checks when in daylight). Vampires also all are tied directly to there resting place, if there lair is destroyed. They will die. Vampires do not require air and can travel underwater. Many cultures have quirks to kill vampires, if a piece of equipment is designed for such a task, it will be mentioned in the item description.
* **Magical Predator** - These are creatures that feed on the power of casters. They will only attack a party if there is a caster traveling with or a member of the party. They gain an advantage on tracking parties with casters as well as targeting casters in low sight conditions, due to there additional sense of detecting magic. Casters are at a disadvantage when using magical stealth spells against these creatures.