## XI. MAGIC SYSTEM QUICK REFERENCE TABLE
Magic Type | Cost | Learn Time | Power | Accessibility
Sympathy | Body heat | 1-2 years | High | University only
Sygaldry | Pre-stored energy | 2-5 years | Mod | Artificer training
Naming | Existential | Months/yrs | Extreme| Self-taught/mentor
Glamour | Fae essence | Impossible | Extreme| Fae/Half-Fae only
Lethani | Discipline | 10+ years | Mod | Adem training
Knots | Focus/intention | 1-2 years | Low | Yllish tradition
Church | Prayer/faith | None/all | Low | Belief
Iron Druids | Spirits | Unknown | High | Corrupted/Fae-touch
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## XII. CAMPAIGN INTEGRATION
Early Game:
- Players discover magic exists and is costly
- Encounter Sympathists (University agents)
- Find sygaldric traps or tools
Mid-Game:
- Players learn magic seriously (tuition, apprenticeship)
- Encounter Naming (cryptic Elodin, Amyr research)
- Fight Fae glamour
Late Game:
- Players acquire names (game-changing power)
- Navigate Fae courts (glamour as dominant force)
- Discover Lethani philosophy (Adem allies)
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## XIII. SUMMARY
Magic in Temerant is:
- Costly: Every working has a price
- Rare: Most mortals cannot access it
- Dangerous: Failure often means death or madness
- Systemic: Each magic type follows coherent rules
- Limited: No godlike power; even Masters have constraints
The most powerful mages in Temerant are not defined by their ability to cast spells. They are defined by their understanding and their willingness to pay the price.