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 6 years old and there is a Magic option under Actions.
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. Characters will not discover that they have magic until they are 6. It is worth noting that the Knowledge attribute contributes to spell potency and how fast magic can be learned.
Spell Books (Not Yet Implemented)
Magic can be learned through one-time instant use spell books which can only be obtained through ruins, which contain the most difficult enemies in the game.
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.
Artifacts (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 is not able to get the components of a casting result back after cancelling the project. They are sacrificed for the sake of practice and the resulting potency. The child learning bonus is not applied for training magic through use or casting projects, but experience gain for magic is affected by knowledge level. A mage can also gain experience by using the magic in combat and connecting their hits. The kid learning bonus does not apply to learning spells.
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 fire element embodies destruction and chaos; it can be powerful, but unstable.
Air: 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: Coming Soon
Earth: Coming Soon