PRIMITIVE MAGIC IN YSGARTH
	What we refer to as primitive or 'impromptu' magic in Ysgarth is the creation of magical effects solely 
through the use of magical skills without resorting to specific, learned spells.  This primitive form of magic is 
part of the basic education of every mage, and while it is relatively easy and convenient, it does not offer the 
power or specialized effects which characterize spell-based magic.
	There are two types of spell skills, mediums and effects.  When creating an impromptu magical casting 
you combine your skill in a particular Medium and your skill with a particular Effect to produce a result.  
Unless modified by the caster, each of the Mediums and each of the Effects has specific characteristics and 
levels of power. These can be modified by spending additional time and putting more Mana Points into the 
casting.
	The Medium of the spell determines Damage, Resistence and similar characteristics.  The Effect 
determines Range, Duration and the like.  Both Mediums and Effects have values for Activity Point and Mana 
Point cost.  All Mediums start out giving a Damage or Resistenve Rating of 1.  Effects give a variable Rating 
which is allocated to Range and Duration. These Ratings and values for MP and AP are given on the charts below.

SPELL MEDIUM	AP	MP	FAC
Air (Gas)	3	3	3
Earth (Matter/Non-Living Solids/Force)	5	2	4
Fire (Radiant Energy/Heat/Light/Electricity) 	2	4	2
Flesh (Life/Animal/Living Beings)	6	3	3
Mind (Mental/Senses)	7	4	2
Spirit (Magic/Soul)	8	4	2
Water (Liquid/Fluids)	4	2	4

SPELL EFFECT	AP	MP	FAC
Analysis (Prediction/Prophecy)	11	5	2
Bind (Envelop/Join/Assimilate/Remove)	9	4	3
Command (Repulse/Attract/Subdue/Direct)	5	2	3
Communication	7	3	4
Creation	9	3	2
Destroy (Eliminate/Kill/Annihilate)	10	5	4
Detection (Information/Location/Guidance) 	9	4	3
Heal (Afflict/Cure/Infect)	11	4	3
Projectile (Missile)	5	5	3
Protection (Barrier)	4	3	3
Restore (Return to Previous Status)	15	5	3
Summoning	11	2	2
Transform (Deform/Expand/Reduce)	7	4	2
Transport (Movement)	4	6	2

		RATING
VALUE	1	2	3	4	5	6	7
Characteristic Dam.	1	2	3	4	5	6	7
Located Dam.	3	6	9	12	15	18	21
Overall/Poison Dam.	5	10	15	20	25	30	35
Stun/AP Dam.	10	20	30	40	50	60	70
Range		S	T	P	R	Fl	Fu	S
Duration	Sec	CR	Min	10M	Hr	12H	Day
General Resistence 	Min	Veg	An	Man	M+	Spir	Spir+

	Units of Distance: Self, Touch, Pace (3  Feet), Rod (6 Yards), Flight (36 Yards), Furlong (216 
Yards), Stadia (1296 Yards), League (4.42 Miles), March (26.51 Miles), Ride (159.1 Miles), Unlimited
	Units of Time: Second, Round, Minute, Ten Minutes, Hour, 12 Hours, Day, 3 Days, Week, Fortnight, 
Month, Season, Year, Decade, Century, Millenium
	Levels of Sentience: Mineral, Vegetable, Animal, Human, Superhuman, Spirit

CREATING MAGICAL EFFECTS
	When creating a magical effect you pick a Medium and you pick and Effect.  The MP cost is the MP for 
the Medium plus the MP for the Effect and the AP cost is the two AP values added together.
	To cast a basic Flame Creation you would combine the Medium Fire with the Effect Creation.  You would 
automatically do 3 points of located damage with a Range of Self.  The MP cost would be 7 and the AP cost would 
be 11.

VARIABLE EFFECTS
	Primitive magic starts off weak, but you can increase the power of a primitive spell fairly simply.  
When you increase Damage or Resistence you increase the MP and AP values for the Medium proportionately.  
When you increase Range or Duration you increase MP and AP values for the Effect proportionately.
	So if you wanted to take the simple flame creation spell of the previous example and use it against a 
distant target (say 1 Rod away) you would have to increase the Rating for the Effect by 3 which would increase 
the MP cost from 7 to 16 and the AP cost from 11 to 38.  If you wanted to addin another 9 points of damage that 
would increase the totals to 28MP and 44AP.

CASTING SPELLS
	To cast a primitive spell you roll against both the skills involved, rolling the Medium first and the 
Effect second.  If both rolls get a full success the spell works.  If a critical is achieved on the Medium Damage or 
resistence is increased by 1 level at the caster's choice.  If a critical is achieved on Effect Range or Duration is 
increased by 1 level at the caster's choice.  If a bare success is all that's rolled on Medium the Damage or 
Resistence is reduced by 1 level.  If bare success is the result with the effect then Range or Duration is 
decreased by 1.  All Primary spell skills are currently treated as having a Facility of 3.

DESIGNING COMPLEX SPELLS
	When making fixed-function spells in keeping with this system, use the FAC value listed for each skill 
and the power Rating.  Multiply those three numbers together and divide by 10 to find the FAC of the spell.

SPELL SKILL HIERARCHIES
	Entire schools of magic can be learned as Primary skills with a Facility of 3.  Mediums and Effects are 
all Secondary skills under the appropriate schools of magic with Facilities of 5.  If a particular Medium or 
Effect falls under more than one school of magic and you've learned those schools as primary skills then you 
may be able to combine cascading ratings in a particular secondary school.  Each school generally has one 
Medium skill and all or almost all the Effects.  There are exceptions to this, however.  See the chart below for 
details.

Aeromancer
	Air Medium
	All Effects
Pyromancer
	Fire Medium
	All Effects
Hydromaner
	Water Medium
	All Effects
Geomancer
	Earth Medium
	All Effects
Wizard
	Earth Medium
	Spirit Medium
	All Effects
Sorceryer
	Spirit Medium
	Mind Medium
	Communicate
	Summon
	Bind
	Transport
	Destroy
Necromancer
	Spirit Medium
	Mind Medium
	Flesh Medium
	Communicate
	Summon
	Bind
	Transport
	Destroy
	Create
Enchanter
	Spirit Medium
	All Effects
Diviner
	Mind Medium
	Communication
	Detection
	Analysis
Mystic
	Mind Medium
	Flesh Medium
	Spirit Medium
	All Effects
Physician
	Flesh Medium
	All Effects
Conjuror
	Fire Medium
	Air Medium
	Mind Medium
	Create
	Command
	Transform
Beastmaster
	Flesh Medium
	Mind Medium
	All Effects
Herbalist
	Flesh Medium
	Earth Medium
	All Effects


