Magic

To cast any magic, character needs a source of power. Only rare can cast spells themselves, most have some kind of patron.

Birtright
Some characters may have born under lucky starts or are descendants from gods or heroes.
 * 1) Your family proudly claim of being descendant
 * 2) The patron itself visits to tell you or have left you into your caretakers.
 * 1) The patron itself visits to tell you or have left you into your caretakers.

Oath
Character can make promise to patron, which allows him to draw power as long he follow his promise.

Serve
Character can serve the patron.
 * 1) Laymember or commoner who takes active part of weekly seremony.
 * 2) Priest
 * 3) Bishop or equivalent

Strength of the Patron connection
Combine the value of birthright, serve and oath to gain the value of the patron connection.
 * 1) You must ask your patron for each spell when you want it being cast.
 * 2) You must ask your patron to have power to do spells for specific purpose. (like having a potion)
 * 3) You ask power, which you can use for your use (youhave focus or power item)
 * 4) You use the power (you are connected to the power with the backlash etc)

Charms
Character can wear charms and amulets of written prayers, lucky stones and other tokens.

Divinations
Rad the fate by using medium of cards, horoscopes or other items.

Medicines
Not only healing magic and cures. But also other types of drugs. The health of character should limit how much drugs can be inserted one character before any ill effects happen.

Herbs. Effect is created by selecting the effective component, enhansing component and if wished, preventive component to avoid pesky side effects.

Naming (ritual)
Giving a character or items meaningful name gives permanent but conditional +1bonus to one relevant skill. For example, a weapon could get bonus for one maneuver or against certain type of enemies. Naming bonuses are not cumulative. Renaming clears any previous naming bonuses and titles added to name, but also gives character change to dispel any bad karma or curse, as "removing" their target.

Sorcery
...

Other possible magic:
- Summoning and controlling spirits or demons.

- Curses.

- Alchemy & metallurgy

Magic Points
Character has magical reserve total of CHA + WIL.

When it is

Over 75%: feel energized. Return from any vice by succesfull Will roll.

75% or below: feel calm. Losing social combat activates personal vice.

50% or below: feel tired and easily agitated. Any critical fail activates the personal vice.

25% or below: feel depressed. Any failed roll activates the vice of character.

0%: character falls into coma. Any additional lose use HP instead.