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Adventure

Magic

Scrolls cast once, runes cast forever

Every spell of the Colony, climbing the Circles of Magic. Each one is carried as a single-use scroll, a reusable rune, or both. Fire for the servants of Innos, ice and storm for the Water Mages, and the necrotic whispers the Sleeper's cult would rather you never read.

How magic works

Who can cast it

Anyone can cast from a scroll, with no training. A rune needs its Circle of Magic, learned from a magic teacher for Learning Points.

Scroll or rune

A scroll is spent the moment you read it and casts the spell once. A rune is permanent, slotted into your hotbar and cast again and again.

Mana and Circles

Every casting drains mana. And a rune only obeys you once you have learned the Circle of Magic that governs it.

Schools

Fire

The realm of Innos. Magicians of Fire wield destructive flame against the undead, demons, and the cult of the Sleeper.

Ice

Cold-element magic of containment and restraint. Slows enemies, freezes them in place, shatters armor.

Lightning

Arcing arcane current. Strikes single targets hard or chains across grouped enemies.

Holy

Light-element spells of healing and consecration. The mark of the Magicians of Fire.

Mind

Spells that touch the will of the target - charm, fear, control, transformation.

Movement

Teleport, jump, levitate, lift objects with the mind.

Summon

Calls beasts, golems, or demons to fight at your side.

Death

Necrotic magic of the Sleeper's cult - drains, debilitates, raises servants.