\chapter{Magic}

Magic in fantasy settings comes in many forms. Rather than picking one and focing
it upon characters and GMs, the section below lists several different organizations of
magic depending on how the setting constrains it. For additional options, see the
LORE BELIEF book which presents a more abstract magical system.

\section{Casting}

In LORE: Fantasy!, all magic castings are done as skill rolls. In general, characters
without either the Font of Magic or Touch of \maj{} traits cannot cast magic. Individual
spells are either \textit{known} or \textit{unknown} and \textit{skilled} or 
\textit{unskilled}. A character can only cast spells that they know and get benefits when
casting spells about which they've taken skills.

Spellcasting rolls themselves are mostly a question of control rather than capacity. A
failed spellcasting roll still results in the spell in question being cast, but the spell
somehow lacks in effectiveness--the Fireball went wild and missed its target or the Dispell
Magic failed to destroy the magical barrier. The rolls themselves should have target numbers 
reflective of the ease of carrying out the given task. Using Move Earth to create a wall is
certainly possible, but it is substantially more difficult than using a more specialized spell
such as Create Wall.

Below is a sample adjustment chart for determining the difficulty of a casting.

\newcommand{\tr}[0]{\\ \hline}

\begin{center}
\begin{table}
\begin{tabular}{ | l | l | }
\textbf{Condition}             & \textbf{Difficulty} \tr
Spell Difficulty               &  +Base Difficulty \tr
Spell Domain/Element Skill     &  -1 per relevent skill \tr
Spell (Specific) Skill         &  -1 \tr
Favored Spell Form             &  -1 \tr
Extended Incantation           &  -1 per turn \tr
Unfavorable Casting Conditions &  Variable \tr
\end{tabular}
\caption{Standard Magic Difficulty}
\end{table}
\end{center}

\begin{center}
\begin{table}
\begin{tabular}{ | l | l | }
\textbf{Casting Condition} & \textbf{Penalty} \tr
Light Rain             & +0 \tr
Moderate Rain          & +1 \tr
Driving Downpour       & +2 \tr
Hurricane              & +3 \tr
In Melee Combat        & +1 \tr
Confined Gesture Space & +1 \tr
No Gestures            & +2 \tr
Gagged/Muted           & +1 \tr
\end{tabular}
\caption{Unfavorable Casting Conditions}
\end{table}

\end{center}



\section{Learning Spells}

By default, characters know no spells. During character creation and through gameplay additional
spells can be learned. Spells generally cost 1 XP to learn, and at creation, a character may
opt to take fewer skills at an exchange rate of 3 spells per 1 skill given up. Remember that
\textit{learning} a spell merely allows it to be cast, it doesn't provide any boost or bonus
to casting it.

In order for a character to learn a spell after character creation, there must be some justification
for their learning it. Researching spells, buying training from master practitioners, and 
learning from other PCs are all common ways to gain access to new spells. Charcters may also
be lucky enough to stumble upon magical tomes or scrolls in their adventures which could
also be used to fuel the learning of new spells.

\section{The Organization of Magic}


\subsection{Aristotelian Elemental Magic}

Aristotelian Elemental Magic organizes all magic into the set of basic categories
defined in the comsmology of the Greek philospher. Though he may not have actually
existed in any particular setting, his general ideas of the division of the elements
has had a lasting impact on the fantasy genre.

In a setting where magic is based around Aristotelian ideals, every spell is classified
as being associated with precisely one of the five ``Elements'': Earth, Fire, Water, Wind, or
\AE{}ther.

\subsection{Domain Magic}

Domain Magic organizes magic into broad, overlapping categories of spells with similar 
themes. 

\subsection{Classless Magic}

\section{The Form of Magic}

Magic comes in many forms, but actual casting methods tend to fall into a relatively 
small number of physical and auditory manifestations. Although any form of casting
is capable of creating any type of magical effect, in settings where more than one
form type is available, some forms are preferred for certain types of magical effects.

\subsection{Rote Magic}

Rote Magic is the most straightforward magical system. Characters learn individual
spells and cast them via incantation and gesture. Classical wizards may augment this
with the use of a staff, wand, thematically appropriate headware or other ornamentation,
but such things are exactly such--superfluous ornaments. Rote spells typically take
a turn to cast and may be performed as any other action.

\subsection{Symbolic Magic}

Symbolic Magic is distinct from Rote Magic in that most of its 

\subsubsection{Circle Magic}

\subsubsection{Rune Magic}


\section{Spellcasting Skills}

\skill{Enhanced Concentration}{}{
This skill offers a rote spell caster
}

\skill{Extended Incantation}{}{
This skill allows a rote spell caster to spend additional time (up to 3 turns)
casting a spell to get a +1 bonus on their roll per turn spent in incantation
}

\section{Spells}

\begin{multicols}{2}

\newcommand{\spell}[5] { 
	\subsection{#1}
	#5

	\textit{Aristotelian Element: #2} \newline
	\textit{Domain(s): \ifthenelse{\equal{#3}{}}{None}{#3}} \newline
	\textit{Favored Form: #4} \newline
}

\spell{Cone of Ice}{Water}{Cold, Water}{Rote}{

}

\spell{Create Wall}{Variable}{Variable}{Circle}{

}

\spell{Create Water}{Water}{Water}{Rune}{

}

\spell{Dispell Magic}{\AE{}ther}{}{Rote}{

}

\spell{Fireball}{Fire}{Fire, Destruction}{Rote}{

}

\spell{Heal Wound}{Water}{Restoration}{Rote}{

}

\spell{Landslide}{Earth}{Earth}{Circle}{

}

\spell{Magical Analysis}{\AE{}ther}{Remote}{Rote}{

}

\spell{Move Earth}{Earth}{Earth}{Circle}{

}

\spell{Orb of Warmth}{Fire}{Fire, Life}{Circle}{

}

\spell{Start Fire}{Fire}{Fire, Destruction}{Rote}{

}

\spell{Teleport}{Wind}{Remote}{Circle}{

}

\spell{Touch of Death}{\AE{}ther}{Death}{Rote}{

}

\spell{Whirlwind}{Wind}{Wind, Desturction}{Circle}{

}

\spell{Whisper}{Wind}{Remote}{Circle}{

}

\end{multicols}
