Magic

'''Note: This article is a discussion of the mechanical system underpinning magic. For the lore behind these systems, please see Magical Theory. For a list of available spells, please see List of Available Spells.'''

This relates to the Magical talent.

Magic costs mana. Mana is the crystallisation of magic itself, so fairy dust also counts as mana. You will receive all of your resources at the start of the event.

Spell-casting usually takes two minutes of appropriate roleplay, but if it has a base cost of 10 or more mana then it must be performed for ten minutes.

Mechanically speaking, mana cost is calculated upon completion of the ritual and not at the beginning. Players can do a quick calculation to figure out how much it should cost, but there may be things influencing your magic that you are unaware of.

A ref must be present, and will take your mana at the end of the ritual. If you cannot provide enough mana then complications occur.

Leading a Ritual
Every ritual must be ‘lead’ by somebody. Ultimately, this means that if the ritual goes wrong then the leader takes the fall. The magic is primarily channeled through the ritual leader to make the magic happen, and other magic users assist them. The amount of mana they can channel through their soul is dependant on their magical ability. MINOR mages can channel 6, and MAJOR mages can channel 20. Additionally, all fairies can channel 2. If you are a fairy and a mage, you get +2 to your mana limit. If the concentration of anybody participating is broken during the spell, it counts as stopping the spell early. This includes taking a hit, stopping your roleplay, or leaving the ritual area.
 * For every fairy participating, add +2 to mana limit of the lead ritualist.
 * For every MINOR mage participating, add +2 to mana limit of the lead ritualist.
 * For every MAJOR mage, add +4 mana to the mana limit of the lead ritualist.