Magic

Magic exists in the game in several forms all of which are joined together conceptually (and in many cases mechanically) by magical specialities. There are a lot of mechanics embedded in the system ranging from spells (used in combat and passively on the map), rituals (arcana challenges), enchantments (making new items), and hexes (curses).

The player does not need to participate in the magic system to win. While there will be some situations where magic is extremely helpful the game is not designed to need magic. Nor does the player need to even research magic to make use of it, corrupting the sages of the world or driving the kings to fight each other with their own powerful magical tools.

Specialities


Although these specialties are found in the form of traits they aren't as strictly structured as most strategy games - there is no need to "research Necromancy" as an action to unlock new spells. At the start of the game the player already have access to most of the rituals in the game, these are considered "Common Rituals" and all you need is the proper Trait (which may be a speciality) and satisfy any requirements in order to cast it.

From left to right in the previous image we have:

Sorcery
Sorcery is the "High Magic" of the world, consisting of spells that manipulate magic, create barriers of energy, or break through enemy spells. Sorcery is the most common form of magic found in human kingdoms. Sorcery traits will often alter your ritual to either be harder to detect or harder to unravel.

Necromancy
Everyone's favorite evil specialty, Necromancy actually has various beneficial uses. In addition to raising the dead, draining life force, and dealing with spirits Necromancy spells are the only spells that can extend life past its normal span (a common concern for humans). Necromancy is frowned upon by most civilized nations.

Geomancy
Divination of the earth and terraforming are found inside Geomancy. It's origins are far more insiduous and harken back to the sealing of Limos within his prison, and its more powerful rituals are not Common. The Elves have sworn to eradicate Geomancy from the world, so it's usage is rare.

Blood Magic
Blood magic occupies a unique niche in the specialties as it has very few of its own rituals, it instead allows for two unique mechanics. The first is that one can sacrifice either an important individual or a large group of people (generally slaves) in order to temporarily create a power source for rituals. Outside of powerful artefacts and Ley Lines this is the only way to generate power sources. The other usage of blood magic is to sacrifice an individual to cast another spell on their entire bloodline, at its simplest to grant infiltration but at higher levels you can add corruption or deal them crippling conditions. Blood magic does not have any alteration abilities for rituals.

Eldritch
Eldritch rituals are the half-remembered incantations to the Old Ones before they were sealed away, hoarded by esoteric orders and hermits. Eldritch spells have a variety of nefarious uses and are harder to detect to regular casters unfamiliar with these types of rituals. Their augments will generally alter an effect as opposed to adding another effect.

Primacy
Primacy mostly exists as a shamanistic tradition that is itself derived from the Primals. Primacy calls on the origins of the many creatures of the world to empower the ritual caster or his people. Only creatures strongly rooted in the wild will have access to this primitive, but powerful magic.

Planar
Planar magic derives from the Void between the planes and is important for communing with, or summoning, creatures from beyond. Planar magic is a prerequisite for many advanced traits that are powerful for the Alliance, but these same traits can help you so deciding how to approach this speciality will be important to most plays.

Lost Arts
In addition to these "common" (though many of them are still very rare) specialities therea are the Lost Arts, this is where the higher tier "Ancient Rituals" will be found and where the players need to spend time researching.



There are many Lost Arts and most of them have only a few Ancient Rituals associated with them unlike the more common specialities. However, the few abilities they do grant tend to be game-changing, and with the Old Ones return to the world these Lost Arts will begin to re-emerge against the mortals of the world. A few examples of the ones above:

Society of Builders
The lost Alloymancy art from the Age of Wonders. Strongly associated with the Gnomes you will also need to pursue this path if you want to reactive the many ancient ruins from the Age of Wonders or to create your own automatons.

The Eyes of Mooros
While geomancy can speak of the earth and what it contains Divination that comes from the Eyes of Mooros is the true art of knowing. Divination rituals will let you pierce the veil of the planes and know the true names of demons or even let you partake in the prophecy.

The Shades of Vyr
Ancient Vyrsat delved into the heart of Limos' prison and learned to control the restless shades - you can learn their secrets to activate or create new Obsidian Artefacts, but if the Alliance learns how Vyrsat once evaded the wrath of the Old Ones you'll find those tricks turned against you.

Research
To learn certain Lost Arts you will have to research them or steal/buy the research from sages. Tomes and relics from ancient ruins of particular cultures and research these to gain their secrets. Cracking the language, learning how to cast their rituals, and then creating your own artefacts from their design will give you an edge over your enemies, but be careful your activities don't attract heroes and adventurers to ruins that they would have otherwise overlooked.



Lore stones of each age will act as relics for your early research. While you may not know immediately what culture you are looking into (and it may be a generic culture of the Age) you will be able to pin down more ruins quickly after doing your initial research. Of course, you can always shop the research off to eager sages and let them do the heavy lifting for you.

Power and Ley Lines
Most rituals do not require any "power" and are castable anywhere, however some do require particular types of power. Most types of power can be found in the Ley Lines that stretch throughout the world, and casting on these lines will allow you to either cast the more powerful rituals or add an alteration form a trait you possess. The Ley Lines (known to some cults as the Veins of Limos) transmit Primal, Sorcerous, and Geomancy energy.



While the first three types are easy to find through Ley Lines it is much harder to find Death, Planar, and Blood Magic. Blood Magic, as discussed, only comes through sacrifice and is in a sense easier than even the basic types as long as you can get either a supply of slaves to execute or royal blooded individuals whose precious blood can power your spells. Death power actually occurs from death in the POI meaning that a large city will always have a small supply of death power but if you need a greater source you'll either need to manufacture your own devastation (a plague or natural disaster will do) or find a large site of battle. Planar magic only comes from the planes themselves and is jealously hoarded by those power brokers who possess it - be very judicious in your usage. Eldritch power is simply Ancient Power and is spent through your Old One. Outside of Eldritch magic only Sisyphus and Seraph can otherwise interfere with rituals. The other Old Ones are unfortunately relegated to cheerleaders for their arcane agents.

If you don't use the power to cast the ritual itself you can expend the points to augment your ritual with a trait you possess that allows it. We'll see an example of this later.