The most obvious effect of magic in Caledonia is the transport circle. This
allows fast travel across the land, allowing information to spread around
the immediate vicinity of these circles almost as soon as it is made public.
Messengers can move with speed from point to point, and those representing
the governing body can meet to discuss important issues within days or even
hours, rather than weeks. It also allows travel to distant lands, making gatherings
of nations a viable prospect.
Many townsfolk and lowlanders around cities use the transport circles to send messages, conduct business and deliver goods. Further away, their impact is lessened, and life goes on much as it does elsewhere. The highland clans have little to do with such phenomena, and the hill clans use them or not depending on their proximity. Most of the circles are guarded by the clan that controls that region, although those closest to the main towns and cities are often considered to be part of that town's remit.
Healing is also an important magical resource, and many skirmishes and battles have been fought with suprisingly few casualties, at least on the side of those who have won. It is not inexhaustable however, and so few if any strategies or tactics are based around its extended use. Those poor at combat will eventually run out of luck, and so the need to be proficient with weapons is still as important as if there were no healing magics at all. There are however, less long term disabilities and ailments amongst the clans, the patient either dying at once or receiving a total cure within days from a local healer. Guilds exist around the more populated areas and towns, and these include the healers guild, whose members have the powers to deal with almost all physical and mental ailments known to man. Other guilds also have permanent dwellings in these areas, and many of them have access to magical effects. Some clans however, particularly those in remote areas will have little to do with such guilds, as they are made up from members of many different nations and species.
Druids, sometimes called priests, practise magic, although this comes from the power of their faith rather than channeling from the plain of life. Incantors use a similar force, calling upon their ancestors to open a conduit for them. Some clansmen also have these powers though there is no information available as to the extent or the distribution of these skills.
Many creatures and monsters have the ability to cast magic, and much care is taken by the clansmen when facing such foes. Spellcasting is more common amongst the lowland and city folk, where the time to study, and opportunity to learn, are more readily available. Occasionally however, a clansman or woman will display these powers in spite of their remoteness from civilization, although they usually find it interferes with their more martial skills.
Some clans have little to do with ritual magics and can even develop a distrust of them. Other clans embrace it, and spend much of their spare time and energy in producing items of great power. Individuals can also gain special benefits from the use of a ritual circle, and these people are often mighty heroes and great warriors thanks to those who study the arts of invocation and ritual. There have been instances though, when these rituals have gone badly wrong, and have even resulted in the deaths of those involved.
In general, it seems that the closer to populated areas, the greater the
percentage of people that have the time and resources to persue these abilities.
However, even the most remote highland clan can still have some individuals
that can perform many, if not all, of these varied magics. Greater emphasis
is placed on these skills by some clans than others, but all acknowledge their
intrinsic part of daily life.