Magic is based on three things-- your magic stat, the specific spell, and the level of the mage. The magic stat gives you the power of the spell, the spell description tells you what units to use (feet or 100's of feet, minutes or hours, etc), and the caster's level serves as a multiple for those units (10 feet x your level, D6 x your level, etc.) The breakdown for the magic stat is as follows Stat damage range duration 1-2 1D4 2 units 1 unit 2-4 1D6 4 units 2 units 5-6 1D8 6 units 3 units 7-8 1D10 8 units 4 units 9-10 1D12 10 units 5 units (the 'units' for range and duration are given by each spell, and these numbers are multiplied by the caster's level) Magic id divided into 20 Spheres representing different aspects. These speres are divided into 10 levels, with several spell per level. Starting characters get a number of points equal to their Magic stat to purchase spheres (on a 1 point = 1 spere level basis), and also a few points in some spheres based on their class. Whenthe mage reaches a new level, he gains 3 points to increase his spheres (same 1-1 basis) in any way he sees fit 9all to one sphere, mixed, but new sphere). New spells within the sphere may be learned or created at any time. The Spheres Combat - attack and defense magics Creation/Destruction - create objects from thin air and repair objects, and destroying or damaging the same. Elemental - 5 Spheres - Air, Water, Fire, Earth, Elemental (summoning/creating elementals) Enchantment - Granting magic to normal objects or people Forces - Controlling fundamental forces like gravity and magnetism Illusion - Pretty obvious Knowledge - senses and scrying magic Light and Dark - what it osunds like Mental - telepathinc abilities Movement - movement magics Nature - plants, animals and weather Necromancy - Death and the dead Physiology - healing and physical functions Summoning - summon creatures and other stuff Transformation - Changing things Wizardry - affecting magic itself Other notes on magic Max Number od spheres you can know = Magic + Intelligence/2 Max sphere level = Magic stat Max number of spells you can cast /day = Magic x 2 per level, spells count by spell level (ie a level 2 spell costs 2 points, etc.) Maximum number of 'active' spells' = (Magic + Willpower)/3 As a note, you don't have to use a spell when you cast it, you can keep it "on line" (for Magic stat x hours), and cast it later. This allows you to stack attack spells to cast at once (and some combinations of spells have some unusual results....), or keep up several protects at the same time. (it should be noted that this limit applies to active spells as well, so if you have several spells cast, you have to cancel some if you reach your limit and need to cast another- this doesn't apply to spells that have enchanted an object or person.) Hopefully that's not too complicated..... I'll give you spell lists for the specific spheres on request. Any questions, please email Just a note on stats, they'll be on a 1-10 scale 1 = feeble 2-3 = below average 4-5 = average 6-7 = above average 8-9 = heroic 10+= supernatural As far as say, strength goes, effects double from one number to the next ( a 6 strength can lift 2x a 5 strength).