Magic

Magic in the world of Ironclaw requires the gift of Literacy and the gift of a Magician's Trappings. Thus, players should assume that casting magic requires not only the ability to read (which is already rare in this world), but also the right books and equipment to cast (the materials are rare and thus require trappings). Thankfully, this means magicians can refresh their supply frequently.

Spells
The following spells exist in the world of Ironclaw:
 * Misfortune
 * Silence

Thaumaturgy
Basic Thaumaturgy, also known as grey magic, requires the gifts Thaumaturge's Trappings and Literacy. This allows the use of the gift Thaumaturgy Apprentice. Thaumaturgy has a variety of applications, non of which directly harm a foe. They have a great deal of utility purpose, and are a boon to any party.

Elementalism
Basic Elementalism requires the gifts of Elemental Trappings and Literacy. This allows the use of the gift of Elementalism Apprentice. Elementalism consists of 5 schools of magic: Yellow magic (Air/ Lightning), Red magic (Fire), Blue magic (Water/ Ice), Amber magic (Earth), and Star magic (Plasma/ Comets). In order to learn Star magic, one must master the 4 other elements first.

White Magic
White Magic requires the gifts of White Magic Trappings and Literacy. This allows the use of the gift of White magic Apprentice. White Magic is split in two halves, each with their separate focused, but still able to use ablilites from each other. These halves are the Right Hand Path and the Left Hand Path. The Right Hand Path focused on the destruction of unholy and undead foes with holy attacks. It is the source of a Paladin's power. The Left Handed Path focuses on healing and proteciton magic.

Black Magic
Black Magic requires the gifts of Black magic Trappings and Literacy. This allows the use of the gift of Black magic Apprentice. Black magic is considered the most powerful school of magic, due to multiple d6 bonuses with each spell, and also the most dangerous, due to the unholy risks. It consists of necromancy and curses. Black magic is punishable by death via torture in most civilized lands.

Cognoscente Magic
The origins of Cognoscente magic are shrouded in mystery. All known manuscripts are anonymous. This school of magic is all about ensorcelment: controlling people's bodies and minds directly. Apprentice cognoscenti can send their thoughts (by telepathy, without speaking). They have spells that can cause disorientation, lapses of memory, and even fits or spasms. Accomplished cognoscenti can mesmerize people, putting them in a hypnotic state and making them open to suggestion.