Important note:

Magic is -NOT- widely available. It is currently only available to very few characters who have gone through the Acolyte recruiting class and have been accepted. Magic at this time does -NOT- include things such as cast fireball, teleport, invisibility and so on. Rituals are the -only- form of magic. Only Erealite magic exists at this time in the form of the Bright Hope rituals.


Magic in Midlight requires ritual. The complexity of the ritual varies, but they generally involve a combination of physical gestures and uttered phrases. Rather than there being a 'command verb' associated with each skill-action, as is the case in most skill sets, there are rituals you must perform in order to activate a spell. In order to recall the ritual of each spell you know, type:

Recall Ritual

Soon after, a menu will guide you through the list of spells you know. You can then review the ritual involved with that spell. Once you've decided to cast a spell, first type

Prepare <Ritual Name>

The ritual name is the same name as on your character sheet. You can shorten or abbreviate it and the parser will still likely recognize what you type in, as long as it's not duplicative of another spell name. After you prepare to cast a ritual, use the emote and speech commands associated with the ritual.

Note - You cannot use freeform emotes or the : command in order to perform the ritual. You need to type out the emote command indicated.

Also note that each step in the ritual requires more care and deliberate motion than normal movements. Unlike non-ritual emotes and speech, each stage of the ritual will incur roundtime.

Once the last stage of the ritual is complete, the spell will activate. It will roll success dice, like any other action, and you will see the results of your failure or success.


Every player character now has a 'sanity' counter. Channeling otherworldly powers is taxing on the mortal mind, and over-use of magic will lead to reduced sanity levels. Sanity gradually restores itself over time - in most cases.

Typing 'condition' will show you your sanity level. This line will -not- show up if your sanity is at normal levels.

Impaired sanity will gradually reduce your capacity to cast spells. It may also have other deleterious effects.

Sanity will drop faster if you make use of spells provided by different otherworldly patrons. For example, if you channel spells granted by Ereal, then follow up with spells granted by Lucifal or Aera, you will suffer a severe sanity hit.

To a lesser extent, sanity will also suffer a hit when you use spells from multiple schools of thought, even if they are governed by the same entity. For example, if you alternate performing rituals of the Bright Hope and the Nurturing Light.


Most magic is tied to the gods and their incarnations as celestial bodies. The power of each ritual will wax and wane according to the nature of the heavens.

All spellcasting is more powerful when done outdoors. Spellcasting granted by certain patrons will be affected by the presence or absence of celestial bodies in the sky.

To a certain extent, observational traits such as Weather Prediction and Absolute Time Sense will alleviate unfavorable casting conditions.


All individuals will have a natural resistance to spells that are hostile or debilitating in nature. This resistance is based on Willpower.

Spell resistance will not apply when the ritual performed is a beneficial one, such as a ritual that heals, improves an attribute, or grants some other benevolent boon.


Aside from the traits that affect the modifiers from heavenly conditions, there are three traits with a major effect on spellcasting.

-Luminescence- will make it easier to cast spells. Additionally, beneficial spells cast on targets with Luminescence will have a greater impact. Hostile spells cast on targets with Luminescence will have a reduced impact.

-Superstitious Fears- and, to a lesser extent, -Intense Nightmares- operate in the exact opposite manner. Both traits make rituals more difficult to perform, and characters with Superstitious Fears will be prohibited outright from training in magical skills. Additionally, beneficial spells will have less of an effect on characters with those traits. Hostile spells will have a greater effect on characters with those traits.


Spellcasters benefit from unhindered movement. Casting while armored is possible, but the difficulty is increased significantly. The penalty to spellcasting is proportional to the bulkiness of the armor.

Also, each gesture-based step in a ritual will incur additional roundtime if performed while wearing armor.

In many cases, the spell ritual will require that both hands be free. Or that the spellcaster is carrying a specific object or reagent.


If a spellcaster incurs damage during the course of performing a ritual, there is a chance that their concentration will be broken and the ritual will be interrupted. In such a case, the spellcaster will have to begin the ritual all over again. The chance of this happening is based on the spellcaster's willpower versus the amount of damage done.


Generally, the 'condition' command will notify you if you're operating under an ongoing spell effect.


Magical skills are being designed so that they do not replace related non-combat skills. For example, healing magic will not close wounds, splint bones, and stop bleeding. Rather, it will deal with more esoteric values such as health points, fatigue, recovery speed, and status ailments. Mundane healing techniques will complement magical healing rituals, and vice versa.

Similarly, illusory magic will not replace the need to train in order to stay out of sight or move undetected.


Q: What kinds of magic will be released first?
A: Initial focus will be on Ereal magic almost exclusively, focusing on the rituals of the three Sects. The first skill set will involve the Bright Hope sect.

Q: How accessible will learning magic be?
A: Training magical skills will be highly restricted. Ereal's magic will only be available to the clergy, which will require working up one's way as an acolyte until one is fit to be tested before the Oracle. If magic from other gods are released in the distant future, access will be similarly restricted. If not more so, Additionally, for the time being, players will not be able to pass on spell skills via the 'teach' command.

Q: Will we see wizards casting magic missiles at the darkness?
A: Unlikely. Magic will conform to Midlight's setting; magic will be ritual-based, slow, deliberate, and subtle. Powerful, battlefield-shaping spell effects are limited to group magic rituals, which will not be available to players initially. This is not to say that PC magic won't have an effect on combat - but do not expect that effect to take the form of large fireballs.

Q: What kind of equipment will spellcasters use?
A: Inventory and equipment needs will vary between schools of thought. Nearly all spells with have a material component, which will often be consumed during the act of casting a ritual. While a spellcaster may not have to save up money for a shiny new gladius, they'll likely sink gold or effort in obtaining material components for everyday spells.

Q: How will spellcasters train? Will they need a practice dummy?
A: Acquiring SP in spellcasting happens in two major ways. The first is the familiar method of using skill-actions and earning SP on successful actions. The second is visiting places of power and meditating for a period of time. This will require regular pilgrimages to sometimes distant (and perhaps dangerous) parts of the gameworld.

Q: What about the revamp for <insert skill here>?
A: New content is not incompatible with improving existing content. Spellcasting, in particular, offers some opportunities for non-combat skills. Rituals, which require consumable materials, have the potential to create demand for various items obtained by lockpicking, forestry, crafting, etc.

- Players cannot train players in magical skills.
- Self training does not work with magical skills.
- Scripted checks in place to ensure a character is actually a member of the associated organization before an NPC allows them to train.

Bright Hope Magic:

Stones of importance for rituals:

Garnet (a deep red crystal-like stone)
Topaz (a yellowish colored stone)
Sardonyx (a layered brown stone)
Coral (a porous pink stone)
Quartz (milky crystal-like stones)
Sun stone (a faceted golden crystal)

"For the Way of Bright Hope skillset: Around half the shrines IG didn't give sp. Around half did. The ones that did were averaged, and ALL shrines were standardized to that average. As a result, some shrines got more, some got less, and all the ones that didn't have any now do."

Some of the skills:

"Spells that you didn't mention because you didn't bother asking for a full list include one for freeing someone from a coma. Another transfers a portion of the caster's health to the patient. There is a similar one that does the same with fatigue. There are also two passive skills which may or may not be stat skills and two other spells, one being meditation (which you forgot to add, I remember talking to you about it) and the other one is similar to Tend in healing."

"The blessing of vitality (health transfer) is the one that xxxx uses most often by far in conjunction with healing. The blessing that increases fatigue and HP gain xxxx uses (almost exclusively) the way she would suggest someone go rest in the baths."

"Erealite magic suffers enormous penalties at night, wearing armor, and when sanity is compromised. And when I say enormous, I mean 95 success enormous."

"Magic cannot get SP gain by sitting and spamming over and over. It uses sanity up so fast, especially at the beginning, that it doesn't take long to have a 95 success for everything. SOME shrines give SP for praying at them, but this can only be done once every 24 hours per. Again, this isn't like people training combat where after just a couple days in the cycle you can be at min-gains."

"Each casting uses sanity, so the difficulty goes up EVERY attempt, success or not. It starts small and quickly turns into HUGE jumps."

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