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magic

Same text as in-game help magic.

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magic -- open Discipline and five sub-schools

Anyone can learn Magic. It opens a mana pool (from Focus / Resonance) and five sub-schools you learn after the parent (warding, hexcraft, spirit, animism, elemental). This is craft Magic -- not Occultist Hellcraft bargains (help occultist) and not Angel Grace.

How you play (first hour)
  1. learn magic
  2. learn warding   or   learn hexcraft   or   learn spirit
     or   learn elemental   (Witch / Occultist only)
  3. learn energy_combat   (ritual Backgrounds only, after Magic) (sub-school ids -- not Origin Paths)
  3. cast <rite>     preferred prefix for every open Magic spell
  4. mana            check pool, schools, active wards / brands
  5. recover         channel to refill mana faster when low
  6. spells          see which rites you can cast right now
  7. Raise Mastery in use / spar / training so Adept+ rites unlock

How you play (survival kit -- raise ranks as you go)
  Prefer cast <rite>. Bare rite names still work as short aliases.
  Warding -- cast ward -> cast saltline / dirtshroud / clayward -> cast brand / thresholdlock / cloakflame / banishsigil / angeltrap / angelsuppress -> cast ward site / veil / abrogate / angelblock / angelicexorcism / consecrate -> cast anchorcollapse.
  Hexcraft -- cast hex -> cast hexbag / hoodoo / glamour -> cast slumber / frighten / hexrot / decayhex / diminish -> cast charm / manete / hexboil / falsememory / witchkill / angeldepower.
  Spirit -- cast sense -> cast seance / asafetida / gravebeacon -> cast bindspirit / mending / dreamenter / bansheebanish -> cast compel / ghostempower / greeknecro -> cast dreamcarve / dreaminvite -> cast cageproject.

  Animism -- cast aspectfeed <organ> -> cast harmonics -> cast compoundaspect -> cast shroud / bindground -> cast crystalheal (help animism | help shaman).
  Elemental combat tilt -> cast portal <plane> -> Grandmaster heaven/hell (cast veil first -- help portal | help cast-veil)

Force Projection (learn energy_combat) needs parent Magic plus a ritual Background (Witch, Occultist, Prophet, or Scientist). Elemental Magic needs Magic plus Witch or Occultist. Psychic Projection needs an awakened Special Child mark only -- not Prophet (help special-child). Cosmic Elemental Path kits use Patron Channeling, not Elemental Magic.

Foundation vs sub-schools
  Parent Magic is your craft foundation -- it climbs when you cast open-Magic rites (slower drip) and when you spar with ``style magic``. Sub-schools
  (Warding, Hexcraft, Spirit, Animism, Elemental, Force Projection) climb faster from their own rites. Adept+ foundation Magic shaves mana costs (``mana`` shows your rank and discount).

Magic-bucket combat riders (passive / on landed hit)
  Knowing a magic Discipline can add a small secondary fight effect beyond prose -- landed hits only unless noted. Elemental voice tags are separate (help flavor).

  magic           Arcane focus -- +accuracy on your next swing after a connect
  energy_combat   Kinetic shove -- chance to stagger the target
  hexcraft        Momentum drain -- shifts a little Momentum from them to you
  spirit          Spirit-sight -- passive evasion while defending
  animism         Experimental healing -- chance to knit a little HP on connect
  tattooing       Ink mark -- chance of short HP DoT on the target
  warding         No swing flavor -- instead block or parry without a physical shield earns a ward riposte beat (help counter | help warding)

Enochian (Host language -- Crowley path)
  Demons and Magi who study Warding / Hexcraft turn Heaven's lettering
  against Angels: help enochian. War denial tools, not a palm-smite twin.

Reagents
  Many rites eat Magi crumbs (chalk, salt, sulfur, wave-1 reagents).
  Cage projection also wants hellfire ash, vessel hair, and copper plates. Buy them at Ash Garage or loot salvage; they auto-stow in your gear bag (help gear). Check the refuse line if a cast says you are short. Empowered abrogate (silver knife catalyst + lead dust + vinegar) also clears room rites.

Resist and mana
  Targeted hexes may fail if the target's will is stronger -- you still lose about half the mana. Mana regenerates while you are online (~30 real minutes empty to full). Type recover to channel faster (~5 minutes; library and ritual rooms are quicker). score shows Mana once you know Magic.

Human Witch Path
  path witch adds a Mundane signature ladder (hexprep, wardmark, scrylite, …) that spends Spirit, not mana. Open Magic still works for every Origin that learns it. See help witch | help scrylite.

Sub-school hubs
  help cast | help warding | help hexcraft | help spirit magic | help magic elemental | help energy_combat
See also: help warding | help hexcraft | help saltline | help affects