Having magic gives you access to a Magic menu where you can configure the various settings of your magic, and activate spells. You will know your character has magic if they are at least 10 years old and there is a Magic option under Actions. It's also worth noting that when a character with magic dies, the magic dies with them. If they are revived in any way the magic does not come back too.
Everyone who obtains a new school of magic will start at level 1, regardless of whether it was learned or inherited.
It can be inherited genetically by parents, or obtained through a 10% chance from spawning as a child. Magic skill in an element always starts at 1 no matter what and if it's inherited genetically, then it won't necessarily be the same element. Characters will not discover that they have magic until they are 10. It is worth noting that the Knowledge attribute contributes to spell potency and how fast magic can be learned.
A master elemental mage can teach a normal person a magic ability, granting them access to the magic tree of that element, after a 5 year project in which both teacher and student must be participating.
Spell Books (Implemented, Not Yet Producible)
These one-time use items are only obtainable through ruins, which contain the most difficult enemies in the game.
As a person without magic, spell books can be used to learn its associated spell branch without the need for a master mage - doing so will require 5 years of study with no experience gain.
As a person with magic, spell books can be used to gain experience in the associated spell branch without a resource cost in a project that lasts twice as long as casting, enabling more reliable experience gain, especially useful fair training higher spell levels.
Artifacts (Planned, Not Yet Implemented)
Artifacts are magical items that are extremely old and powerful. They often provide some sort of powerful ability or functionality that does not require knowing any elemental magic.
Training and Spell Potency
A mage can train their own spell skill via a casting project. These projects have required components just like crafting projects do, and those required components differ based on the spell type. Training projects require 80 effort just like weapons (they also cost the same in terms of number of required resources), and result in spell potency. Spell potency is the resulting quality of your latest casting project, and is used to determine the amount of damage a spell will do in combat. Unlike in crafting a weapon, a mage does not receive experience until the end of the project, therefore if they cancel during casting they can receive the resources back but will gain nothing. Please note a mage cannot gain experience by using the magic in combat and connecting their hits but it is a good way of 'proving' the skill is present.
Alternatively, if a mage has a spell book for their associated element they can study it to gain experience without a resource cost.
All types of magic can either take the form of offence or defense. It has a cooldown of an hour per type of use versus offence or defense, so one has to choose how it is going to be used carefully per hour. There is no inherit advantage or disadvantage between elemental types, they all mechanically work the same way and can be individually leveled. Each level gained in that element is equivalent to quality in armor or a weapon where damage formulas are calculated. For calculating damage, knowledge is used as the attribute, spell level is used as the skill, and spell potency is used as weapon quality. Elemental magic can be used in roleplay as a telekinetic ability applicable only to that element (IE an air magic cannot move rocks, but they can push things with wind), in addition to roleplay supporting mechanics (such as the ability to fly). Characters cannot become their element, but they can move it, create it, or destroy it. Some abilities unlock special ways that an element can be roleplayed - this will be noted in the Magic menu.
Magic is separated by the element that their magic relies upon. Each level affects combat with the ability to use it as a weapon or as armor, while also providing perks or an ability upon each level achieved. The schools are listed here with their descriptions, but their abilities and perks will not be publicly available - they must be discovered in the game.
Fire: The Destroyer. The fire element embodies destruction and chaos; it can be powerful, but unstable.
Air: The Saboteur. The air element embodies sound and the force of the wind; it is subtle and often passive, yet what hangs in the air is often carried.
Water: The Seer. The water element embodies blood, clarity, and the spirit; water always finds its equilibrium, and no truth is out of its reach.
Earth: The Savant. The earth element embodies physical strength, growth, and adaptability.