||• Movement: 6 metres (20 feet)
• Infravision: Elven infravision enables them to see up to 18 metres (60 feet) in darkness. Infravision is covered in more detail on page 96 under Visibility Underground.
• Resistance to Sleep and Charm: Elves find Willpower Rolls to resist sleep and charm spells 2 grades easier. They may drop this resistance and accept the magic’s effects if they choose.
• Unaffected by Raise Dead: Elves are unaffected by the cast- ing of Raise Dead, requiring other methods of revival to be found if they are to be resurrected.
• Stealthy: Elves wearing nothing more restrictive than light armour find Stealth tests 1 grade easier.
• Secret and Concealed Object Detection: Due to their acute senses, an elf that succeeds at a Formidable Perception skill test has a chance of noticing a concealed object when merely passing within 3 metres (10 feet) of it. Actively searching allows full Perception as normal.
***Cantrips***: Cantrips are the first magical ability taught to an appren- tice magic-user and are fully defined in Chapter 9. A magic-user of Rank 0 knows a number of cantrips equal to 1/5th Arcane Casting.
***Arcane Spell Caster***: While magic-users are very weak at the beginning of their careers, at the other end of the spectrum, they are able to cast the most spectacular and powerful of spells, able to burn armies, and collapse castles with but a gesture. All Arcane spells require precise gestures and movements (the spell’s somatic compo- nent) during casting, which are hindered by the wearing of armour. See Casting in Armour on page 121 for specific information.
***Starting Spells***: A magic-user begins with a number of Rank 1 spells equal to 1/10th Arcane Knowledge.
***Spells in Memory***: The number of spells of their current Rank a magic-user may have in memory is equal to INT/4. Two additional spells of each Rank may be memorised as each Rank beyond that which is required to cast them is attained. See Memorising spells in Chapter 8.
***Evocation***: An evoker specialises in spells that manipulate invisible sources of power to create devastating damaging effects, gaining access to spells such as Magic Missile, Fireball, and Lightning Bolt. This school is opposed by the schools of Enchantment (Charm) and Conjuration.
• The specialist may memorise 1 additional spell of their cur- rent rank. However, 2 spells of each rank must be of the mage’s chosen school of magic. For example, an Arch Illusionist (Rank 5) with an INT 17 would be able to memorise six spells of Rank 5 (17/4 = 4.25 rounded up to 5, +1 spell for specialisation). This gives six spells of Rank 5, eight of Rank 4, ten spells of Rank 3, twelve of Rank 2, and fourteen spells of Rank 1.
• Arcane spells of the chosen school are automatically cast at an additional level of Intensity and Magnitude, at no additional cost in Magic Points. This means that a spell cast at Intensity 1 will actually generate the effects equivalent to 2 levels of Intensity, however, still only cost the nor- mal Magic Points of the Intensity 1 version. This can allow the caster to exceed the normal maximum Intensity and Magnitude of the spell by 1 point.
•Arcane Casting skill tests are 1 grade easier when casting spells of the chosen speciality. This does not further change the spell’s Intensity and Magnitude.
• Arcane Knowledge skill tests to scribe spells, identify spells as they are being cast, create a scroll, etc., are 1 grade easier when dealing with spells of the mage’s speciality.
• When a specialist mage is attacked by a spell of the chosen school of magic, any rolls to resist are 1 grade easier than normal, regardless if the type of Resistance roll required.
• The specialist may not learn spells in opposition to the chosen school of magic. For example, an illusionist may not learn spells from the Schools of Evocation, Abjuration, or Necromancy.