Magic

Once magic was everywhere. It was a constant, an integral part of the world, a substance like everything else. But since the Rivening, magic is not a thing that man can simply grasp and use. Now, magic is secret and hidden. Thus, very intricate procedures need to be taken to harness that power and only a select few have been blessed with the ability to do this.

Cantrips
A cantrip is the basic manipulation of the power that recides in the elements. They are fairly harmless, and in most cases fairly useless, but it does set the practicioner of the cantrip in favorable socio-economic position compared with those without the same spiritual connection..

Spells
These procedures are called Spells. Spells unravel and free magic to live again.

Some spells are very common practice and are taught to most knights who want to complement their arsenal; Several is guarded secrets, to powerful, or dangerous, to be wielded by merely anyone; And legend tells of powerful spells left behind in the Nethersphere.

Magical Limits
Spells are temporary manipulations of the four elements from which the world derives. But even with their fickle nature spells can cause lasting effects. Thus if fire is evoked, and it disappears within seconds, the burn that it causes is permanent. Moreso magical fire can spread and become normal fire; Much manipulation of earth simply solidifies the earth once the duration of the spell is up; Animated water acts as regular water, and simply dissipates.

But permanent enchantments or evocations is impossible. Riven simply doesn't have a perpetual source of mana to fuel permanence.

Tainted Magic
There are some spells that border heretical practice but are so useful that they are still taught. Every time one of these spells is cast it draws forth a bit of chaos that taint the caster. Very powerful heretical spells have a chance of summonings of Netherspawn because of the huge amount of taint they bring. Only the most ardent knights have the capacity to utilize this evil and vile magic.

Acquiring Spells
Except for Cantrips, that you learn while studying the basic of magic, getting access to spells is not easy. Knowledge of spells does not come spontaneously, instead, a character that wants to learn a spell must find a tutor that can teach him. Another option is finding magical scrolls in lost dungeons and in the ruins below the mist.

Different orders, guilds, and the clergy grant access to different spells. But all characters have access to mastery 2 spells. They are the most common manipulations of the magic that still exists in Riven.

You can also research a spell yourself. With enough magic skill and access to a grand library or laboratory, this is feasible. However, doing so requires the character to have a matching Link that is 1 higher than usual.

Purchasing Spells
A character can purchase a spell if the character’s Link matches the Mastery Level. Purchasing a spell costs a number of Experience Points equal to its Mastery Level x 2. Once a character is familiar with a spell, he can cast it at any time. A character can buy as many spells as their rank in the appropriate skill. So, with 3 ranks in Air Magic, it is possible to buy three Air Spells.

Casting Spells
When casting a spell a character needs to make the appropriate Magic skill roll depending on the spell being cast. For example, a character needs to roll an Air Magic / Air Link roll to cast an Air Spell, an Earth Magic / Earth Link roll to cast an Earth Spell, and so forth.

Components
Before you can even tap into the power underlying the world, you need a component to funnel that energy. Many spellcasters use Catalysts to do this. If you have a catalyst that is really all you need. If you do not have a catalyst, you can still cast your spells, but you need basic components listed below.
 * Air - To cast an Air spell you need to be able to utter a verbal command.
 * Earth - To cast an Earth spell you need some dust, a rock, or a gem.
 * Fire - To cast a Fire spell you need to have a hand free to perform an intricate somatic move.
 * Water - To cast a Water spell you need to pain. 1 hit point of self-inflicted damage is enough.
 * Fate - To cast a Fate spell you need a holy symbol, emblem, or some other visual clue to your devotion.

Mana
Unlike regular actions, casting a spell costs Mana. A character has a finite amount of Mana per day depending on their Rank in a Magic Skill. For example, a character with 4 Ranks in Fire Magic has 4 Fire Mana.

Spells cost an amount of Mana equal to half their Mastery rank. So, a character with Fire Magic 4 could cast: Four Mastery 2 Fire Spells per day; Or two Mastery 4 Fire Spell.

Cantrips can be cast without expending Mana as long as a character's Mana repertoire is not depleted.

Warp Spell
When a character Warp a spell they increase the Cast TN. Each raise adds a benefit to the spell described in the spells Warp section. A character can use additional mana of the appropriate type to get free raises. For example, a character can cast Fire Dart by spending 1 Fire Mana. If they spend one additional Fire Mana they get to raise that spell to get a Warp without raises the spells Cast TN. If a character wishes to Warp a cantrip, the first raise always cost Mana. All subsequent raises can be handled with, or without, the help of Mana.

Actions and Distractions
A spell usually needs a Complex Action to cast. Some spells are inherently more difficult to cast and might require more Complex Actions to cast, or maybe the ability to concentrate on maintaining it, and some merely require a thought and might be cast with a Free Action. Characters who are attempting to complete a spell can be interrupted if they suffer damage or are significantly distracted during the casting process. A character who is interrupted must succeed at a Concentration / Willpower Trait roll (TN 10) to overcome distraction. If the character takes damage, the TN for the roll is the amount of damage suffered. A spell that is disrupted in this manner cannot be completed and Mana (or Fate) spend to cast it is lost.